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We extend the two-dimensional Cartesian shapelet formalism to d-dimensions. Concentrating on the three-dimensional case, we derive shapelet-based equations for the mass, centroid, root-mean-square radius, and components of the quadrupole moment and m oment of inertia tensors. Using cosmological N-body simulations as an application domain, we show that three-dimensional shapelets can be used to replicate the complex sub-structure of dark matter halos and demonstrate the basis of an automated classification scheme for halo shapes. We investigate the shapelet decomposition process from an algorithmic viewpoint, and consider opportunities for accelerating the computation of shapelet-based representations using graphics processing units (GPUs).
In recent years, the Graphics Processing Unit (GPU) has emerged as a low-cost alternative for high performance computing, enabling impressive speed-ups for a range of scientific computing applications. Early adopters in astronomy are already benefiti ng in adapting their codes to take advantage of the GPUs massively parallel processing paradigm. I give an introduction to, and overview of, the use of GPUs in astronomy to date, highlighting the adoption and application trends from the first ~100 GPU-related publications in astronomy. I discuss the opportunities and challenges of utilising GPU computing clusters, such as the new Australian GPU supercomputer, gSTAR, for accelerating the rate of astronomical discovery.
Flexion-based weak gravitational lensing analysis is proving to be a useful adjunct to traditional shear-based techniques. As flexion arises from gradients across an image, analytic and numerical techniques are required to investigate flexion predict ions for extended image/source pairs. Using the Schwarzschild lens model, we demonstrate that the ray-bundle method for gravitational lensing can be used to accurately recover second flexion, and is consistent with recovery of zero first flexion. Using lens plane to source plane bundle propagation, we find that second flexion can be recovered with an error no worse than 1% for bundle radii smaller than {Delta}{theta} = 0.01 {theta}_E and lens plane impact pararameters greater than {theta}_E + {Delta}{theta}, where {theta}_E is the angular Einstein radius. Using source plane to lens plane bundle propagation, we demonstrate the existence of a preferred flexion zone. For images at radii closer to the lens than the inner boundary of this zone, indicative of the true strong lensing regime, the flexion formalism should be used with caution (errors greater than 5% for extended image/source pairs). We also define a shear zone boundary, beyond which image shapes are essentially indistinguishable from ellipses (1% error in ellipticity). While suggestive that a traditional weak lensing analysis is satisfactory beyond this boundary, a potentially detectable non-zero flexion signal remains.
Visualisation and analysis of terabyte-scale datacubes, as will be produced with the Australian Square Kilometre Array Pathfinder (ASKAP), will pose challenges for existing astronomy software and the work practices of astronomers. Focusing on the pro posed outcomes of WALLABY (Widefield ASKAP L-Band Legacy All-Sky Blind Survey), and using lessons learnt from HIPASS (HI Parkes All Sky Survey), we identify issues that astronomers will face with WALLABY data cubes. We comment on potential research directions and possible solutions to these challenges.
General purpose computing on graphics processing units (GPGPU) is dramatically changing the landscape of high performance computing in astronomy. In this paper, we identify and investigate several key decision areas, with a goal of simplyfing the ear ly adoption of GPGPU in astronomy. We consider the merits of OpenCL as an open standard in order to reduce risks associated with coding in a native, vendor-specific programming environment, and present a GPU programming philosophy based on using brute force solutions. We assert that effective use of new GPU-based supercomputing facilities will require a change in approach from astronomers. This will likely include improved programming training, an increased need for software development best-practice through the use of profiling and related optimisation tools, and a greater reliance on third-party code libraries. As with any new technology, those willing to take the risks, and make the investment of time and effort to become early adopters of GPGPU in astronomy, stand to reap great benefits.
We demonstrate how interactive, three-dimensional (3-d) scientific visualizations can be efficiently interchanged between a variety of mediums. Through the use of an appropriate interchange format, and a unified interaction interface, we minimize the effort to produce visualizations appropriate for undertaking knowledge discovery at the astronomers desktop, as part of conference presentations, in digital publications or as Web content. We use examples from cosmological visualization to address some of the issues of interchange, and to describe our approach to adapting S2PLOT desktop visualizations to the Web. Supporting demonstrations are available at http://astronomy.swin.edu.au/s2plot/interchange/
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