Global warming is posed to modify the modes of variability that control much of the climate predictability at seasonal to interannual scales. The quantification of changes in climate predictability over any given amount of time, however, remains challenging. Here we build upon recent advances in non-linear dynamical systems theory and introduce the climate community to an information entropy quantifier based on recurrence. The entropy, or complexity of a system is associated with microstates that recur over time in the time-series that define the system, and therefore to its predictability potential. A computationally fast method to evaluate the entropy is applied to the investigation of the information entropy of sea surface temperature in the tropical Pacific and Indian Oceans, focusing on boreal fall. In this season the predictability of the basins is controlled by two regularly varying non-linear oscillations, the El Niño-Southern Oscillation and the Indian Ocean Dipole. We compute and compare the entropy in simulations from the CMIP5 catalog from the historical period and RCP8.5 scenario, and in reanalysis datasets. Discrepancies are found between the models and the reanalysis, and no robust changes in predictability can be identified in future projections. The Indian Ocean and the equatorial Pacific emerge as troublesome areas where the modeled entropy differs the most from that of the reanalysis in many models. A brief investigation of the source of the bias points to a poor representation of the ocean mean state and basins' connectivity at the Indonesian Throughflow.
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Abstract. Surface gravity waves play a critical role in several processes, including mixing, coastal inundation and surface fluxes. Despite the growing literature on the importance of ocean surface waves, wind-wave processes have traditionally been excluded from Earth system models due to the high computational costs of running spectral wave models. The Next Generation Ocean Model Development in the DOE’s (Department of Energy) E3SM (Energy Exascale Earth System Model) project partly focuses on the inclusion of a wave model, WAVEWATCH III (WW3), into the E3SM. WW3, which was originally developed for operational wave forecasting, needs to be computationally less expensive before it can be integrated into ESMs. To accomplish this, we take advantage of heterogeneous architectures at DOE leadership computing facilities and the increasing computing power of general-purpose graphics processing units (GPU). This paper identifies the wave action source terms as the most computationally intensive module in WW3 and then accelerates them via GPU. Using one GPU, our experiments on two computing platforms, Kodiak (P100 GPU & Intel(R) Xeon(R) CPU E5-2695 v4) and Summit (V100 GPU & IBM POWER9), show speedups of up to 2.4x and 6.6x respectively over one MPI task on CPU. Using different combinations of multiple CPUs and GPUs, we obtained an average speedup of 2x and 4x on Kodiak and Summit. We also discuss how the trade off between occupancy, register and latency affects the GPU performance of WW3.
Abstract. Surface gravity waves play a critical role in several processes, including mixing, coastal inundation, and surface fluxes. Despite the growing literature on the importance of ocean surface waves, wind–wave processes have traditionally been excluded from Earth system models (ESMs) due to the high computational costs of running spectral wave models. The development of the Next Generation Ocean Model for the DOE’s (Department of Energy) E3SM (Energy Exascale Earth System Model) Project partly focuses on the inclusion of a wave model, WAVEWATCH III (WW3), into E3SM. WW3, which was originally developed for operational wave forecasting, needs to be computationally less expensive before it can be integrated into ESMs. To accomplish this, we take advantage of heterogeneous architectures at DOE leadership computing facilities and the increasing computing power of general-purpose graphics processing units (GPUs). This paper identifies the wave action source terms, W3SRCEMD, as the most computationally intensive module in WW3 and then accelerates them via GPU. Our experiments on two computing platforms, Kodiak (P100 GPU and Intel(R) Xeon(R) central processing unit, CPU, E5-2695 v4) and Summit (V100 GPU and IBM POWER9 CPU) show respective average speedups of 2× and 4× when mapping one Message Passing Interface (MPI) per GPU. An average speedup of 1.4× was achieved using all 42 CPU cores and 6 GPUs on a Summit node (with 7 MPI ranks per GPU). However, the GPU speedup over the 42 CPU cores remains relatively unchanged (∼ 1.3×) even when using 4 MPI ranks per GPU (24 ranks in total) and 3 MPI ranks per GPU (18 ranks in total). This corresponds to a 35 %–40 % decrease in both simulation time and usage of resources. Due to too many local scalars and arrays in the W3SRCEMD subroutine and the huge WW3 memory requirement, GPU performance is currently limited by the data transfer bandwidth between the CPU and the GPU. Ideally, OpenACC routine directives could be used to further improve performance. However, W3SRCEMD would require significant code refactoring to make this possible. We also discuss how the trade-off between the occupancy, register, and latency affects the GPU performance of WW3.
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