Engineering Papers⌕ Search

SEARCH · Engineering Papers

Results for “graphics processing units”

Search indexed NASA NTRS and DOE OSTI research on propulsion, heat transfer, battery materials and energy systems. Follow report and document links to the original sources.

Quote a phrase for an exact phrase match. Source license links do not imply unrestricted reuse.

At least 307 records · Page 17

GIGA-Lens: Fast Bayesian Inference for Strong Gravitational Lens Modeling

We present GIGA-Lens: a gradient-informed, GPU-accelerated Bayesian framework for modeling strong gravitational lensing systems, implemented in TensorFlow and JAX. The three components, optimization using multistart gradient descent, posterior covariance estimation with variational inference, and sampling via Hamiltonian Monte Carlo, all take advantage of gradient information through automatic differentiation and massive parallelization on graphics processing units (GPUs). We test our pipeline on a large set of simulated systems and demonstrate in detail its high level of performance. The average time to model a single system on four Nvidia A100 GPUs is 105 s. The robustness, speed, and scalability offered by this framework make it possible to model the large number of strong lenses found in current surveys and present a very promising prospect for the modeling of ${ \mathcal O }({10}^{5})$ lensing systems expected to be discovered in the era of the Vera C. Rubin Observatory, Euclid, and the Nancy Grace Roman Space Telescope.

79 ASTRONOMY AND ASTROPHYSICS↗

Inferring the Thermal History of the Intergalactic Medium from the Properties of the Hydrogen and Helium Lyα Forest

The filamentary network of intergalactic medium (IGM) gas that gives origin to the Lyα forest in the spectra of distant quasars encodes information on the physics of structure formation and the early thermodynamics of diffuse baryonic material. Here we use a massive suite of more than 400 high-resolution cosmological hydrodynamical simulations run with the Graphics Processing Unit–accelerated code Cholla to study the IGM at high spatial resolution maintained over the entire computational volume. The simulations capture a wide range of possible IGM thermal histories by varying the photoheating and photoionizing background produced by star-forming galaxies and active galactic nuclei. A statistical comparison of synthetic spectra with the observed 1D flux power spectra of hydrogen at redshifts 2.2 ≤ z ≤ 5.0 and with the helium Lyα opacity at redshifts 2.4 < z < 2.9 tightly constrains the photoionization and photoheating history of the IGM. By leveraging the constraining power of the available Lyα forest data to break model degeneracies, we find that the IGM experienced two main reheating events over 1.2 Gyr of cosmic time. For our best-fit model, hydrogen reionization completes by z R ≈ 6.0 with a first IGM temperature peak of T 0 ≃ 1.3 × 10 4 K and is followed by the reionization of He ii that completes by z R ≈ 3.0 and yields a second temperature peak of T 0 ≃ 1.4 × 10 4 K. We discuss how our results can be used to obtain information on the timing and the sources of hydrogen and helium reionization.

79 ASTRONOMY AND ASTROPHYSICS↗

Performance-portable Binary Neutron Star Mergers with AthenaK

We introduce an extension to the AthenaK code for general-relativistic magnetohydrodynamics (GRMHD) in dynamical spacetimes using a 3+1 conservative Eulerian formulation. Like the fixed-spacetime GRMHD solver, we use standard finite-volume methods to evolve the fluid and a constrained-transport scheme to preserve the divergence-free constraint for the magnetic field. We also utilize a first-order flux correction (FOFC) scheme to reduce the need for an artificial atmosphere and optionally enforce a maximum principle to improve robustness. We demonstrate the accuracy of AthenaK using a set of standard tests in flat and curved spacetimes. Using a SANE accretion disk around a Kerr black hole, we compare the new solver to the existing solver for stationary spacetimes using the so-called "HARM-like" formulation. We find that both formulations converge to similar results. We also include the first published binary neutron star (BNS) mergers performed on graphical processing units (GPUs). Thanks to the FOFC scheme, our BNS mergers maintain a relative error of $\mathcal{O}$(10 –11 ) or better in baryon mass conservation up to collapse. Finally, we perform scaling tests of AthenaK on OLCF Frontier, where we show excellent weak scaling of ≥80% efficiency up to 32,768 GPUs and 74% up to 65,536 GPUs for a GRMHD problem in dynamical spacetimes with six levels of mesh refinement. AthenaK achieves an order-of-magnitude speedup using GPUs compared to CPUs, demonstrating that it is suitable for performing numerical relativity problems on modern exascale resources.

73 NUCLEAR PHYSICS AND RADIATION PHYSICS↗

Towards multiscale modeling of ocean surface turbulent mixing using coupled MPAS-Ocean v6.3 and PALM v5.0

A multiscale modeling approach for studying the ocean surface turbulent mixing is explored by coupling an ocean general circulation model (GCM) MPAS-Ocean with the Parallelized Large Eddy Simulation Model (PALM). The coupling approach is similar to the superparameterization approach that has been used to represent the effects of deep convection in atmospheric GCMs. However, the focus of this multiscale modeling approach is on the small-scale turbulent mixing and their interactions with the larger-scale processes in the ocean, so that a more flexible coupling strategy is used. To reduce the computational cost, a customized version of PALM is ported on the general-purpose graphics processing unit (GPU) with OpenACC, achieving 10–16 times overall speedup as compared to running on a single CPU. Even with the GPU-acceleration technique, a superparameterization-like approach to represent the ocean surface turbulent mixing in GCMs using embedded high fidelity and three-dimensional large eddy simulations (LESs) over the global ocean is still computationally intensive and infeasible for long simulations. However, running PALM regionally on selected MPAS-Ocean grid cells is shown to be a promising approach moving forward. The flexible coupling between MPAS-Ocean and PALM allows further exploration of the interactions between the ocean surface turbulent mixing and larger-scale processes, as well as future development and improvement of ocean surface turbulent mixing parameterizations for GCMs.

54 ENVIRONMENTAL SCIENCES↗

Porting the WAVEWATCH III (v6.07) wave action source terms to GPU

Abstract. Surface gravity waves play a critical role in several processes, including mixing, coastal inundation, and surface fluxes. Despite the growing literature on the importance of ocean surface waves, wind–wave processes have traditionally been excluded from Earth system models (ESMs) due to the high computational costs of running spectral wave models. The development of the Next Generation Ocean Model for the DOE’s (Department of Energy) E3SM (Energy Exascale Earth System Model) Project partly focuses on the inclusion of a wave model, WAVEWATCH III (WW3), into E3SM. WW3, which was originally developed for operational wave forecasting, needs to be computationally less expensive before it can be integrated into ESMs. To accomplish this, we take advantage of heterogeneous architectures at DOE leadership computing facilities and the increasing computing power of general-purpose graphics processing units (GPUs). This paper identifies the wave action source terms, W3SRCEMD, as the most computationally intensive module in WW3 and then accelerates them via GPU. Our experiments on two computing platforms, Kodiak (P100 GPU and Intel(R) Xeon(R) central processing unit, CPU, E5-2695 v4) and Summit (V100 GPU and IBM POWER9 CPU) show respective average speedups of 2× and 4× when mapping one Message Passing Interface (MPI) per GPU. An average speedup of 1.4× was achieved using all 42 CPU cores and 6 GPUs on a Summit node (with 7 MPI ranks per GPU). However, the GPU speedup over the 42 CPU cores remains relatively unchanged (∼ 1.3×) even when using 4 MPI ranks per GPU (24 ranks in total) and 3 MPI ranks per GPU (18 ranks in total). This corresponds to a 35 %–40 % decrease in both simulation time and usage of resources. Due to too many local scalars and arrays in the W3SRCEMD subroutine and the huge WW3 memory requirement, GPU performance is currently limited by the data transfer bandwidth between the CPU and the GPU. Ideally, OpenACC routine directives could be used to further improve performance. However, W3SRCEMD would require significant code refactoring to make this possible. We also discuss how the trade-off between the occupancy, register, and latency affects the GPU performance of WW3.

58 GEOSCIENCES↗

Importance of ice nucleation and precipitation on climate with the Parameterization of Unified Microphysics Across Scales version 1 (PUMASv1)

Cloud microphysics is critical for weather and climate prediction. In this work, we document updates and corrections to the cloud microphysical scheme used in the Community Earth System Model (CESM) and other models. These updates include a new nomenclature for the scheme, now called Parameterization of Unified Microphysics Across Scales (PUMAS), and the ability to run the scheme on graphics processing units (GPUs). The main science changes include refactoring an ice number limiter and associated changes to ice nucleation, adding vapor deposition onto snow, and introducing an implicit numerical treatment for sedimentation. We also detail the improvements in computational performance that can be achieved with GPU acceleration. We then show the impact of these scheme changes on the (a) mean state climate, (b) cloud feedback response to warming, and (c) aerosol forcing. We find that corrections are needed to the immersion freezing parameterization and that ice nucleation has important impacts on climate. We also find that the revised scheme produces less cloud liquid and ice but that this can be adjusted by changing the loss process for cloud liquid (autoconversion). Furthermore, there are few discernible effects of the PUMAS changes on cloud feedbacks but some reductions in the magnitude of aerosol–cloud interactions (ACIs). Small cloud feedback changes appear to be related to the implicit sedimentation scheme, with a number of factors affecting ACIs.

54 ENVIRONMENTAL SCIENCES↗

Comparing the Performance of Julia on CPUs versus GPUs and Julia-MPI versus Fortran-MPI: a case study with MPAS-Ocean (Version 7.1)

Abstract. Some programming languages are easy to develop at the cost of slow execution, while others are fast at runtime but much more difficult to write. Julia is a programming language that aims to be the best of both worlds – a development and production language at the same time. To test Julia's utility in scientific high-performance computing (HPC), we built an unstructured-mesh shallow water model in Julia and compared it against an established Fortran-MPI ocean model, the Model for Prediction Across Scales–Ocean (MPAS-Ocean), as well as a Python shallow water code. Three versions of the Julia shallow water code were created: for single-core CPU, graphics processing unit (GPU), and Message Passing Interface (MPI) CPU clusters. Comparing identical simulations revealed that our first version of the Julia model was 13 times faster than Python using NumPy, where both used an unthreaded single-core CPU. Further Julia optimizations, including static typing and removing implicit memory allocations, provided an additional 10–20× speed-up of the single-core CPU Julia model. The GPU-accelerated Julia code was almost identical in terms of performance to the MPI parallelized code on 64 processes, an unexpected result for such different architectures. Parallelized Julia-MPI performance was identical to Fortran-MPI MPAS-Ocean for low processor counts and ranges from 2× faster to 2× slower for higher processor counts. Our experience is that Julia development is fast and convenient for prototyping but that Julia requires further investment and expertise to be competitive with compiled codes. We provide advice on Julia code optimization for HPC systems.

54 ENVIRONMENTAL SCIENCES↗

SERGHEI (SERGHEI-SWE) v1.0: a performance-portable high-performance parallel-computing shallow-water solver for hydrology and environmental hydraulics

The Simulation EnviRonment for Geomorphology, Hydrodynamics, and Ecohydrology in Integrated form (SERGHEI) is a multi-dimensional, multi-domain, and multi-physics model framework for environmental and landscape simulation, designed with an outlook towards Earth system modelling. At the core of SERGHEI's innovation is its performance-portable high-performance parallel-computing (HPC) implementation, built from scratch on the Kokkos portability layer, allowing SERGHEI to be deployed, in a performance-portable fashion, in graphics processing unit (GPU)-based heterogeneous systems. In this work, we explore combinations of MPI and Kokkos using OpenMP and CUDA backends. In this contribution, we introduce the SERGHEI model framework and present with detail its first operational module for solving shallow-water equations (SERGHEI-SWE) and its HPC implementation. This module is designed to be applicable to hydrological and environmental problems including flooding and runoff generation, with an outlook towards Earth system modelling. Its applicability is demonstrated by testing several well-known benchmarks and large-scale problems, for which SERGHEI-SWE achieves excellent results for the different types of shallow-water problems. Finally, SERGHEI-SWE scalability and performance portability is demonstrated and evaluated on several TOP500 HPC systems, with very good scaling in the range of over 20 000 CPUs and up to 256 state-of-the art GPUs.

58 GEOSCIENCES↗

The ocean model for E3SM global applications: Omega version 0.1.0 – a new high-performance computing code for exascale architectures

This paper introduces Omega, the Ocean Model for E3SM Global Applications. Omega is a new ocean model designed to run efficiently on high performance computing (HPC) platforms, including exascale heterogeneous architectures with accelerators, such as Graphics Processing Units (GPUs). Omega is written in C and uses the Kokkos performance portability library. These were chosen because they are well-supported and will help future-proof Omega for upcoming HPC architectures. Omega will eventually replace the Model for Prediction Across Scales-Ocean (MPAS-Ocean) in the US Department of Energy's (DOE's) Energy Exascale Earth System Model (E3SM). Omega runs on unstructured horizontal meshes with variable-resolution capability and implements the same horizontal discretization as MPAS-Ocean. This work documents the design and performance of Omega Version 0.1.0 (Omega-V0), which solves the shallow water equations with passive tracers and is the first step towards the full primitive equation ocean model. On Central Processing Units (CPUs), Omega-V0 is 1.4 times faster than MPAS-Ocean with the same configuration. Omega-V0 is more efficient on GPUs than CPUs on a per-watt basis – by a factor of 5.3 on Frontier and 3.6 on Aurora, two of the world's fastest exascale computers.

54 ENVIRONMENTAL SCIENCES↗

Evolution of the Antarctic Ice Sheet from 2000–2300 and beyond: model sensitivity and uncertainty analysis using MPAS-Albany Land Ice

We present a description of the Antarctic Ice Sheet model configuration submitted to the ISMIP6-Antarctica-2300 experiment using the MPAS-Albany Land Ice model, along with three new sets of simulations: (1) a set of extended simulations to 2500 for three forced experiments and to 2775 for the control experiment; (2) a sensitivity analysis of our model configuration to parameters controlling basal sliding and sub-shelf melt, and to model structural choices including the choice of the energy and stress balances; and (3) a 72-member ensemble run on graphics processing units (GPUs) and analysis of variance to determine the primary sources of uncertainty in our ice-sheet model projections. Our extended simulations predict rapid retreat beginning after 2300 for SSP1-2.6 forcing and after 2500 for present-day (control) forcing, primarily in the Amundsen Sea Embayment. We find that varying the sub-shelf melt parameter between the 5th to 95th percentile values for a mean-Antarctic calibration target results in an up to ∼ ± 40 % change in sea-level contribution relative to our baseline simulations that used the median value. Using a linear basal sliding law reduces sea-level contribution by 51 %–73 % relative to our baseline nonlinear sliding law with an exponent of 1/5. When using basal sliding law exponents of 1/3 and 1/10, the overall difference from our baseline simulations at 2300 is on the order of 10 %. The Amundsen Sea Embayment region displays a strongly non-linear dependence of mass loss on the sliding law exponent, with no discernible relationship between the sliding law exponent and the mass loss by 2300, while the sectors feeding the Ross and Filchner-Ronne ice shelves exhibit more mass loss with a more-plastic sliding law. Our model fidelity sensitivity experiments reveal a 9 %–31 % increase in sea-level contribution when using a depth-integrated stress balance approximation relative to our three-dimensional solver, while using a fixed-in-time temperature field increases sea-level contribution by 14 %–88 % relative to two thermomechanically coupled configurations. Our 72-member ensemble and analysis of variance show that the uncertainty in long-term projections is dominated by the choice of Earth system model forcing and the presence or absence of hydrofracture forcing, rather than uncertainty in sliding and sub-shelf melt parameters.

58 GEOSCIENCES↗

Broken Ergodicity in Ideal, Homogeneous, Incompressible Turbulence

We discuss the statistical mechanics of numerical models of ideal homogeneous, incompressible turbulence and their relevance for dissipative fluids and magnetofluids. These numerical models are based on Fourier series and the relevant statistical theory predicts that Fourier coefficients of fluid velocity and magnetic fields (if present) are zero-mean random variables. However, numerical simulations clearly show that certain coefficients have a non-zero mean value that can be very large compared to the associated standard deviation. We explain this phenomena in terms of broken ergodicity', which is defined to occur when dynamical behavior does not match ensemble predictions on very long time-scales. We review the theoretical basis of broken ergodicity, apply it to 2-D and 3-D fluid and magnetohydrodynamic simulations of homogeneous turbulence, and show new results from simulations using GPU (graphical processing unit) computers.

Morin, Lee↗

GPU Accelerated Vector Median Filter

Noise reduction is an important step for most image processing tasks. For three channel color images, a widely used technique is vector median filter in which color values of pixels are treated as 3-component vectors. Vector median filters are computationally expensive; for a window size of n x n, each of the n(sup 2) vectors has to be compared with other n(sup 2) - 1 vectors in distances. General purpose computation on graphics processing units (GPUs) is the paradigm of utilizing high-performance many-core GPU architectures for computation tasks that are normally handled by CPUs. In this work. NVIDIA's Compute Unified Device Architecture (CUDA) paradigm is used to accelerate vector median filtering. which has to the best of our knowledge never been done before. The performance of GPU accelerated vector median filter is compared to that of the CPU and MPI-based versions for different image and window sizes, Initial findings of the study showed 100x improvement of performance of vector median filter implementation on GPUs over CPU implementations and further speed-up is expected after more extensive optimizations of the GPU algorithm .

Aras, Rifat↗

Step-by-Step Simulation of Radiation Chemistry Using Green Functions for Diffusion-Influenced Reactions

Radiolytic species are formed approximately 1 ps after the passage of ionizing radiation through matter. After their formation, they diffuse and chemically react with other radiolytic species and neighboring biological molecules, leading to various oxidative damage. Therefore, the simulation of radiation chemistry is of considerable importance to understand how radiolytic species damage biological molecules [1]. The step-by-step simulation of chemical reactions is difficult, because the radiolytic species are distributed non-homogeneously in the medium. Consequently, computational approaches based on Green functions for diffusion-influenced reactions should be used [2]. Recently, Green functions for more complex type of reactions have been published [3-4]. We have developed exact random variate generators of these Green functions [5], which will allow us to use them in radiation chemistry codes. Moreover, simulating chemistry using the Green functions is which is computationally very demanding, because the probabilities of reactions between each pair of particles should be evaluated at each timestep [2]. This kind of problem is well adapted for General Purpose Graphic Processing Units (GPGPU), which can handle a large number of similar calculations simultaneously. These new developments will allow us to include more complex reactions in chemistry codes, and to improve the calculation time. This code should be of importance to link radiation track structure simulations and DNA damage models.

Plante, Ianik↗

Tool for Rapid Analysis of Monte Carlo Simulations

Designing a spacecraft, or any other complex engineering system, requires extensive simulation and analysis work. Oftentimes, the large amounts of simulation data generated are very di cult and time consuming to analyze, with the added risk of overlooking potentially critical problems in the design. The authors have developed a generic data analysis tool that can quickly sort through large data sets and point an analyst to the areas in the data set that cause specific types of failures. The Tool for Rapid Analysis of Monte Carlo simulations (TRAM) has been used in recent design and analysis work for the Orion vehicle, greatly decreasing the time it takes to evaluate performance requirements. A previous version of this tool was developed to automatically identify driving design variables in Monte Carlo data sets. This paper describes a new, parallel version, of TRAM implemented on a graphical processing unit, and presents analysis results for NASA's Orion Monte Carlo data to demonstrate its capabilities.

Restrepo, Carolina↗

DspaceOgre 3D Graphics Visualization Tool

This general-purpose 3D graphics visualization C++ tool is designed for visualization of simulation and analysis data for articulated mechanisms. Examples of such systems are vehicles, robotic arms, biomechanics models, and biomolecular structures. DspaceOgre builds upon the open-source Ogre3D graphics visualization library. It provides additional classes to support the management of complex scenes involving multiple viewpoints and different scene groups, and can be used as a remote graphics server. This software provides improved support for adding programs at the graphics processing unit (GPU) level for improved performance. It also improves upon the messaging interface it exposes for use as a visualization server.

Jain, Abhinandan↗

High-Performance Data Analysis Tools for Sun-Earth Connection Missions

The data analysis tool of choice for many Sun-Earth Connection missions is the Interactive Data Language (IDL) by ITT VIS. The increasing amount of data produced by these missions and the increasing complexity of image processing algorithms requires access to higher computing power. Parallel computing is a cost-effective way to increase the speed of computation, but algorithms oftentimes have to be modified to take advantage of parallel systems. Enhancing IDL to work on clusters gives scientists access to increased performance in a familiar programming environment. The goal of this project was to enable IDL applications to benefit from both computing clusters as well as graphics processing units (GPUs) for accelerating data analysis tasks. The tool suite developed in this project enables scientists now to solve demanding data analysis problems in IDL that previously required specialized software, and it allows them to be solved orders of magnitude faster than on conventional PCs. The tool suite consists of three components: (1) TaskDL, a software tool that simplifies the creation and management of task farms, collections of tasks that can be processed independently and require only small amounts of data communication; (2) mpiDL, a tool that allows IDL developers to use the Message Passing Interface (MPI) inside IDL for problems that require large amounts of data to be exchanged among multiple processors; and (3) GPULib, a tool that simplifies the use of GPUs as mathematical coprocessors from within IDL. mpiDL is unique in its support for the full MPI standard and its support of a broad range of MPI implementations. GPULib is unique in enabling users to take advantage of an inexpensive piece of hardware, possibly already installed in their computer, and achieve orders of magnitude faster execution time for numerically complex algorithms. TaskDL enables the simple setup and management of task farms on compute clusters. The products developed in this project have the potential to interact, so one can build a cluster of PCs, each equipped with a GPU, and use mpiDL to communicate between the nodes and GPULib to accelerate the computations on each node.

Messmer, Peter↗

High-Performance Modeling and Simulation of Anchoring in Granular Media for NEO Applications

NASA is interested in designing a spacecraft capable of visiting a near-Earth object (NEO), performing experiments, and then returning safely. Certain periods of this mission would require the spacecraft to remain stationary relative to the NEO, in an environment characterized by very low gravity levels; such situations require an anchoring mechanism that is compact, easy to deploy, and upon mission completion, easy to remove. The design philosophy used in this task relies on the simulation capability of a high-performance multibody dynamics physics engine. On Earth, it is difficult to create low-gravity conditions, and testing in low-gravity environments, whether artificial or in space, can be costly and very difficult to achieve. Through simulation, the effect of gravity can be controlled with great accuracy, making it ideally suited to analyze the problem at hand. Using Chrono::Engine, a simulation pack age capable of utilizing massively parallel Graphic Processing Unit (GPU) hardware, several validation experiments were performed. Modeling of the regolith interaction has been carried out, after which the anchor penetration tests were performed and analyzed. The regolith was modeled by a granular medium composed of very large numbers of convex three-dimensional rigid bodies, subject to microgravity levels and interacting with each other with contact, friction, and cohesional forces. The multibody dynamics simulation approach used for simulating anchors penetrating a soil uses a differential variational inequality (DVI) methodology to solve the contact problem posed as a linear complementarity method (LCP). Implemented within a GPU processing environment, collision detection is greatly accelerated compared to traditional CPU (central processing unit)- based collision detection. Hence, systems of millions of particles interacting with complex dynamic systems can be efficiently analyzed, and design recommendations can be made in a much shorter time. The figure shows an example of this capability where the Brazil Nut problem is simulated: as the container full of granular material is vibrated, the large ball slowly moves upwards. This capability was expanded to account for anchors of different shapes and penetration velocities, interacting with granular soils.

Quadrelli, Marco B.↗

Large Terrain Continuous Level of Detail 3D Visualization Tool

This software solved the problem of displaying terrains that are usually too large to be displayed on standard workstations in real time. The software can visualize terrain data sets composed of billions of vertices, and can display these data sets at greater than 30 frames per second. The Large Terrain Continuous Level of Detail 3D Visualization Tool allows large terrains, which can be composed of billions of vertices, to be visualized in real time. It utilizes a continuous level of detail technique called clipmapping to support this. It offloads much of the work involved in breaking up the terrain into levels of details onto the GPU (graphics processing unit) for faster processing.

Myint, Steven↗