No Arabic abstract
Aims. The importance of radiation to the physical structure of protoplanetary disks cannot be understated. However, protoplanetary disks evolve with time, and so to understand disk evolution and by association, disk structure, one should solve the combined and time-dependent equations of radiation hydrodynamics. Methods. We implement a new implicit radiation solver in the AZEuS adaptive mesh refinement magnetohydrodynamics fluid code. Based on a hybrid approach that combines frequency-dependent ray-tracing for stellar irradiation with non-equilibrium flux limited diffusion, we solve the equations of radiation hydrodynamics while preserving the directionality of the stellar irradiation. The implementation permits simulations in Cartesian, cylindrical, and spherical coordinates, on both uniform and adaptive grids. Results. We present several hydrostatic and hydrodynamic radiation tests which validate our implementation on uniform and adaptive grids as appropriate, including benchmarks specifically designed for protoplanetary disks. Our results demonstrate that the combination of a hybrid radiation algorithm with AZEuS is an effective tool for radiation hydrodynamics studies, and produces results which are competitive with other astrophysical radiation hydrodynamics codes.
Radiative transfer has a strong impact on the collapse and the fragmentation of prestellar dense cores. We present the radiation-hydrodynamics solver we designed for the RAMSES code. The method is designed for astrophysical purposes, and in particular for protostellar collapse. We present the solver, using the co-moving frame to evaluate the radiative quantities. We use the popular flux limited diffusion approximation, under the grey approximation (one group of photon). The solver is based on the second-order Godunov scheme of RAMSES for its hyperbolic part, and on an implicit scheme for the radiation diffusion and the coupling between radiation and matter. We report in details our methodology to integrate the RHD solver into RAMSES. We test successfully the method against several conventional tests. For validation in 3D, we perform calculations of the collapse of an isolated 1 M_sun prestellar dense core, without rotation. We compare successfully the results with previous studies using different models for radiation and hydrodynamics. We have developed a full radiation hydrodynamics solver in the RAMSES code, that handles adaptive mesh refinement grids. The method is a combination of an explicit scheme and an implicit scheme, accurate to the second-order in space. Our method is well suited for star formation purposes. Results of multidimensional dense core collapse calculations with rotation are presented in a companion paper.
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.
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.
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.
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.