On the conservativity of the Particles-on-Demand method for the solution of the Discrete Boltzmann Equation It is well known that the standard Lattice-Boltzmann method (LBM) is applicable in the range of small flow velocities and under the isothermal conditions. The novel Particle-on-demand method [1] allows to numerically solve the discrete Boltzmann equation for high Mach numbers. We validate its capabilities with our implementation on the problems with shock waves. In comparison with the standard Lattice Boltzmann Method, the collision step is simple, but the streaming step is implicit, non-conservative and excessively computationally heavy. We propose a way that in specific cases improves the method by making the streaming step explicit and conservative. The results are validated by examining the total mass, momentum and energy change in the problem of shock formation due to the sound wave distortion. The scheme also performs well in both 1D and 3D test Sod problems.
Effective algorithms of physical media numerical modeling problems' solution are discussed. The computation rate of such problems is limited by memory bandwidth if implemented with traditional algorithms. The numerical solution of the wave equation is considered. A finite difference scheme with a cross stencil and a high order of approximation is used. The DiamondTorre algorithm is constructed, with regard to the specifics of the GPGPU's (general purpose graphical processing unit) memory hierarchy and parallelism. The advantages of these algorithms are a high level of data localization, as well as the property of asynchrony, which allows one to effectively utilize all levels of GPGPU parallelism. The computational intensity of the algorithm is greater than the one for the best traditional algorithms with stepwise synchronization. As a consequence, it becomes possible to overcome the above-mentioned limitation. The algorithm is implemented with CUDA. For the scheme with the second order of approximation, the calculation performance of 50 billion cells per second is achieved. This exceeds the result of the best traditional algorithm by a factor of five.
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