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Advances in engineering software (1992), 2019-07, Vol.133, p.39-51
2019

Details

Autor(en) / Beteiligte
Titel
GPU-powered, interactive flow simulation on a peer-to-peer group of mobile devices
Ist Teil von
  • Advances in engineering software (1992), 2019-07, Vol.133, p.39-51
Ort / Verlag
Elsevier Ltd
Erscheinungsjahr
2019
Link zum Volltext
Quelle
Alma/SFX Local Collection
Beschreibungen/Notizen
  • •Interactive, multi-device GPU flow solver using OpenGL ES 3.1+ compute shaders, Java sockets and touch gestures.•Comparison of performance to existing CUDA implementation shows similar throughput.•Testing communication strategies identifies most efficient, key factors in performance and OS-limitations to bandwidth.•Decoupling of render frequency from simulation frequency allows us to demonstrate its influence on performance.•Weak scaling across 2/3 devices excellent despite communication cost; interactive requires tuning halo width and resolution. This article develops novel application software which implements interactive, GPU-powered flow simulation on a group of wirelessly-connected mobile devices. Interactive simulation is an emerging field in engineering with use cases appearing in design, analysis and communication. Herein, we present a new Android-based, interactive flow solver capable of running on a wider range of multiple, wirelessly-connected mobile GPUs. The software consists of a 2D Lattice-Boltzmann Method flow physics solver, implemented using OpenGL ES 3.2, as well as a communication library which uses Wi-Fi Direct to communicate between connected devices. We compare the performance of the OpenGL-based solver against existing implementations in CUDA and demonstrate similar computational throughput. We also test a variety of communication strategies based on configurations of GPU memory mapping and communication frequency. Results confirm that passing large amounts of data infrequently offers the best overall efficiency. However, due to the extended time required to pass larger amounts of data to adjacent devices, this configuration can introduce an undesirable stuttering in an interactive application. Finally, comparisons between two and three device networks to the serial case show that, despite the inevitable cost of communication, it is possible to maintain an interactive frame rate across multiple devices; the extension of calculations across multiple devices in this way, allows the tackling of problems which are larger and of higher-resolution that previous.
Sprache
Englisch
Identifikatoren
ISSN: 0965-9978
DOI: 10.1016/j.advengsoft.2019.04.003
Titel-ID: cdi_crossref_primary_10_1016_j_advengsoft_2019_04_003

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