2012
DOI: 10.1063/1.4769532
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Discrete velocity scheme for solving the Boltzmann equation with the GPGPU

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Cited by 6 publications
(5 citation statements)
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“…29 For many problems, the computational times for the collision and advection parts of the Boltzmann solver were of the same order and it was necessary to develop both advection and collision CUDA kernels for GPU computing. In many other methods, implemented on GPU 32,33 , the time for the collision integral computations was much larger than for the advection, so it was not necessary to construct an effective advection scheme.…”
Section: Boltzmann Solvermentioning
confidence: 99%
“…29 For many problems, the computational times for the collision and advection parts of the Boltzmann solver were of the same order and it was necessary to develop both advection and collision CUDA kernels for GPU computing. In many other methods, implemented on GPU 32,33 , the time for the collision integral computations was much larger than for the advection, so it was not necessary to construct an effective advection scheme.…”
Section: Boltzmann Solvermentioning
confidence: 99%
“…Moreover, the author establishes analytical expressions for components of the kernel of the collision integral in the case of hard spheres potential, e.g., [11,13]. Other examples of solutions of the Boltzmann equations include [14,15,16] and most recently [17,18,19,20,21,22].…”
Section: Introductionmentioning
confidence: 99%
“…Moreover, the author establishes analytical expressions for components of the kernel of the collision integral in the case of hard spheres potential, e.g., [11,13]. Other examples of solutions of the Boltzmann equations include [14,15,16] and most recently [17,18,19,20,21,22].In [23,24] it was shown that high order DG approximations in velocity space can be very accurate in preserving mass, momentum and energy in the discrete solution even if the solution is rough. In addition, DG methods are well suited for adaptive techniques and parallel implementation.…”
mentioning
confidence: 99%
“…In the paper [12] it has been shown how GPU computations can be used to effectively solve the relaxation problem, 40 times speedup was achieved using the deterministic method with piecewise approximation of the velocity distribution function and analytical integration over collision impact parameters. For 1D physical space a shock wave structure problem solved with another deterministic method GPU implementation demonstrated about 500 times speedup over CPU version [13].…”
Section: Introductionmentioning
confidence: 99%