Cornerstone: Octree Construction Algorithms for Scalable Particle Simulations

Sebastian Keller, Aurélien Cavelan, R. Cabezón, L. Mayer, F. Ciorba
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引用次数: 2

Abstract

This paper presents an octree construction method, called Cornerstone, that facilitates global domain decomposition and interactions between particles in mesh-free numerical simulations. Our method is based on algorithms developed for 3D computer graphics, which we extend to distributed high performance computing (HPC) systems. Cornerstone yields global and locally essential octrees and is able to operate on all levels of tree hierarchies in parallel. The resulting octrees are suitable for supporting the computation of various kinds of short and long range interactions in N-body methods, such as Barnes-Hut and the Fast Multipole Method (FMM). While we provide a CPU implementation, Cornerstone may run entirely on GPUs. This results in significantly faster tree construction compared to execution on CPUs and serves as a powerful building block for the design of simulation codes that move beyond an offloading approach, where only numerically intensive tasks are dispatched to GPUs. With data residing exclusively in GPU memory, Cornerstone eliminates data movements between CPUs and GPUs. As an example, we employ Cornerstone to generate locally essential octrees for a Barnes-Hut treecode running on almost the full LUMI-G system with up to 8 trillion particles.
基石:可扩展粒子模拟的八叉树构造算法
在无网格数值模拟中,提出了一种八叉树构造方法——Cornerstone,该方法便于全局区域分解和粒子间的相互作用。我们的方法是基于为三维计算机图形学开发的算法,我们将其扩展到分布式高性能计算(HPC)系统。Cornerstone产生全局和局部必要的八叉树,并且能够并行地在所有级别的树层次上操作。所得到的八位数树适用于n体方法中各种短程和远程相互作用的计算,如Barnes-Hut和快速多极子方法(FMM)。虽然我们提供CPU实现,但Cornerstone可能完全运行在gpu上。与cpu上的执行相比,这大大加快了树的构建速度,并作为模拟代码设计的强大构建块,超越了卸载方法,在这种方法中,只有数字密集型任务才被分派给gpu。由于数据完全驻留在GPU内存中,Cornerstone消除了cpu和GPU之间的数据移动。作为一个例子,我们使用Cornerstone为运行在几乎完整的LUMI-G系统上的Barnes-Hut树码生成本地必要的八树,该系统拥有多达8万亿粒子。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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