GAMER: a GPU-Accelerated Adaptive Mesh Refinement Code for Astrophysics
arXiv:0907.3390 · doi:10.1088/0067-0049/186/2/457
Abstract
We present the newly developed code, GAMER (GPU-accelerated Adaptive MEsh Refinement code), which has adopted a novel approach to improve the performance of adaptive mesh refinement (AMR) astrophysical simulations by a large factor with the use of the graphic processing unit (GPU). The AMR implementation is based on a hierarchy of grid patches with an oct-tree data structure. We adopt a three-dimensional relaxing TVD scheme for the hydrodynamic solver, and a multi-level relaxation scheme for the Poisson solver. Both solvers have been implemented in GPU, by which hundreds of patches can be advanced in parallel. The computational overhead associated with the data transfer between CPU and GPU is carefully reduced by utilizing the capability of asynchronous memory copies in GPU, and the computing time of the ghost-zone values for each patch is made to diminish by overlapping it with the GPU computations. We demonstrate the accuracy of the code by performing several standard test problems in astrophysics. GAMER is a parallel code that can be run in a multi-GPU cluster system. We measure the performance of the code by performing purely-baryonic cosmological simulations in different hardware implementations, in which detailed timing analyses provide comparison between the computations with and without GPU(s) acceleration. Maximum speed-up factors of 12.19 and 10.47 are demonstrated using 1 GPU with 4096^3 effective resolution and 16 GPUs with 8192^3 effective resolution, respectively.
60 pages, 22 figures, 3 tables. More accuracy tests are included. Accepted for publication in ApJS
References in corpus (15)
- E pur si muove: Galiliean-invariant cosmological hydrodynamical simulations on a moving mesh
- A High Order Godunov Scheme with Constrained Transport and Adaptive Mesh Refinement for Astrophysical MHD
- High Performance Direct Gravitational N-body Simulations on Graphics Processing Units -- II: An implementation in CUDA
- High-Resolution Simulation on Structure Formation with Extremely Light Bosonic Dark Matter
- A test suite for quantitative comparison of hydrodynamics codes in astrophysics
- A Direct Multigrid Poisson Solver for Oct-Tree Adaptive Meshes
- Full-Sky Weak Lensing Simulation with 70 Billion Particles
- On the Origin of Cores in Simulated Galaxy Clusters
- SAPPORO: A way to turn your graphics cards into a GRAPE-6
- Towards optimal parallel PM N-body codes: PMFAST
- Block Structured Adaptive Mesh and Time Refinement for Hybrid, Hyperbolic + N-body Systems
- Graphic-Card Cluster for Astrophysics (GraCCA) -- Performance Tests
- Numerical Simulations of the Lyman-alpha forest - A comparison of Gadget-2 and Enzo
- A comparison of hydrodynamics techniques for modelling collisions between main sequence stars
- The Santa Fe Light Cone Simulation Project: II. The Prospects for Direct Detection of the WHIM with SZE Surveys
Cited by in corpus (40)
- Cosmic Structure as the Quantum Interference of a Coherent Dark Wave
- Enzo: An Adaptive Mesh Refinement Code for Astrophysics
- Understanding the Core-Halo Relation of Quantum Wave Dark Matter, DM, from 3D Simulations
- Grackle: a Chemistry and Cooling Library for Astrophysics
- FARGO3D: A new GPU-oriented MHD code
- Lyman- forest and non-linear structure characterization in Fuzzy Dark Matter cosmologies
- Cholla : A New Massively-Parallel Hydrodynamics Code For Astrophysical Simulation
- GAMER-2: a GPU-accelerated adaptive mesh refinement code -- accuracy, performance, and scalability
- AX-GADGET: a new code for cosmological simulations of Fuzzy Dark Matter and Axion models
- PyUltraLight: A Pseudo-Spectral Solver for Ultralight Dark Matter Dynamics
- Self-consistent construction of virialized wave dark matter halos
- Scaling relations of Fuzzy Dark Matter haloes I: individual systems in their cosmological environment
- Fast Calculation of the Lomb-Scargle Periodogram Using Graphics Processing Units
- Computational advances in gravitational microlensing: a comparison of CPU, GPU, and parallel, large data codes
- Grand challenges in protoplanetary disc modelling
- The Evolution of Primordial Binary Open Star Clusters: Mergers, Shredded Secondaries and Separated Twins
- Gmunu: Paralleled, grid-adaptive, general-relativistic magnetohydrodynamics in curvilinear geometries in dynamical spacetimes
- How do stars affect DM halos?
- PyCOOL - a Cosmological Object-Oriented Lattice code written in Python
- Analysing Astronomy Algorithms for GPUs and Beyond
- Quokka: A code for two-moment AMR radiation hydrodynamics on GPUs
- Block Time Step Storage Scheme for Astrophysical N-body Simulations
- i-SPin: An integrator for multicomponent Schrödinger-Poisson systems with self-interactions
- Interactive Visualization of the Largest Radioastronomy Cubes
- Fuzzy Aquarius: evolution of a Milky-way like system in the Fuzzy Dark Matter scenario
- SCALAR: an AMR code to simulate axion-like dark matter models
- Near-Field Effects of Cherenkov Radiation Induced by Ultra High Energy Cosmic Neutrinos
- Magnetohydrodynamics with GAMER
- Magnetohydrodynamics on Heterogeneous architectures: a performance comparison
- GPU-Native Adaptive Mesh Refinement with Application to Lattice Boltzmann Simulations
- Hydrodynamical Simulations of Colliding Jets
- Numerical cosmology on the GPU with Enzo and Ramses
- Theory and phenomenology of stressed wave-dark-matter soliton
- GAMER with out-of-core computation
- How well do STARLAB and NBODY compare? II: Hardware and accuracy
- An adaptive mesh, GPU-accelerated, and error minimized special relativistic hydrodynamics code
- Sound-Triggered Collapse of Stably Oscillating Low-Mass Cores in a Two-Phase Interstellar Medium
- Time-dependent adaptive mesh refinement solver for the Gross-Pitaevskii-Poisson equations
- Using hybrid GPU/CPU kernel splitting to accelerate spherical convolutions
- Efficient Tsunami Modeling on Adaptive Grids with Graphics Processing Units (GPUs)