No Arabic abstract
This paper describes the open-source code Enzo, which uses block-structured adaptive mesh refinement to provide high spatial and temporal resolution for modeling astrophysical fluid flows. The code is Cartesian, can be run in 1, 2, and 3 dimensions, and supports a wide variety of physics including hydrodynamics, ideal and non-ideal magnetohydrodynamics, N-body dynamics (and, more broadly, self-gravity of fluids and particles), primordial gas chemistry, optically-thin radiative cooling of primordial and metal-enriched plasmas (as well as some optically-thick cooling models), radiation transport, cosmological expansion, and models for star formation and feedback in a cosmological context. In addition to explaining the algorithms implemented, we present solutions for a wide range of test problems, demonstrate the codes parallel performance, and discuss the Enzo collaborations code development methodology.
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.
An implicit method for the ohmic dissipation is proposed. The proposed method is based on the Crank-Nicolson method and exhibits second-order accuracy in time and space. The proposed method has been implemented in the SFUMATO adaptive mesh refinement (AMR) code. The multigrid method on the grids of the AMR hierarchy converges the solution. The convergence is fast but depends on the time step, resolution, and resistivity. Test problems demonstrated that decent solutions are obtained even at the interface between fine and coarse grids. Moreover, the solution obtained by the proposed method shows good agreement with that obtained by the explicit method, which required many time steps. The present method reduces the number of time steps, and hence the computational costs, as compared with the explicit method.
We have developed a simulation code with the techniques which enhance both spatial and time resolution of the PM method for which the spatial resolution is restricted by the spacing of structured mesh. The adaptive mesh refinement (AMR) technique subdivides the cells which satisfy the refinement criterion recursively. The hierarchical meshes are maintained by the special data structure and are modified in accordance with the change of particle distribution. In general, as the resolution of the simulation increases, its time step must be shortened and more computational time is required to complete the simulation. Since the AMR enhances the spatial resolution locally, we reduce the time step locally also, instead of shortening it globally. For this purpose we used a technique of hierarchical time steps (HTS) which changes the time step, from particle to particle, depending on the size of the cell in which particles reside. Some test calculations show that our implementation of AMR and HTS is successful. We have performed cosmological simulation runs based on our code and found that many of halo objects have density profiles which are well fitted to the universal profile proposed by Navarro, Frenk, & White (1996) over the entire range of their radius.
We have carried out numerical simulations of strongly gravitating systems based on the Einstein equations coupled to the relativistic hydrodynamic equations using adaptive mesh refinement (AMR) techniques. We show AMR simulations of NS binary inspiral and coalescence carried out on a workstation having an accuracy equivalent to that of a $1025^3$ regular unigrid simulation, which is, to the best of our knowledge, larger than all previous simulations of similar NS systems on supercomputers. We believe the capability opens new possibilities in general relativistic simulations.
The treatment of radiative transfer with multiple radiation sources is a critical challenge in simulations of star formation and the interstellar medium. In this paper we present the novel TreeRay method for solving general radiative transfer problems, based on reverse ray tracing combined with tree-based accelerated integration. We implement TreeRay in the adaptive mesh refinement code FLASH, as a module of the tree solver developed by Wunsch et al. However, the method itself is independent of the host code and can be implemented in any grid based or particle based hydrodynamics code. A key advantage of TreeRay is that its computational cost is independent of the number of sources, making it suitable for simulations with many point sources (e.g. massive star clusters) as well as simulations where diffuse emission is important. A very efficient communication and tree-walk strategy enables TreeRay to achieve almost ideal parallel scalings. TreeRay can easily be extended with sub-modules to treat radiative transfer at different wavelengths and to implement related physical processes. Here, we focus on ionising (EUV) radiation and use the On-the-Spot approximation to test the method and its parameters. The ability to set the tree solver time step independently enables the speedy calculation of radiative transfer in a multi-phase interstellar medium, where the hydrodynamic time step is typically limited by the sound speed of the hot gas produced in stellar wind bubbles or supernova remnants. We show that complicated simulations of star clusters with feedback from multiple massive stars become feasible with TreeRay.