International Journal of Scientific and Innovative Mathematical Research (IJSIMR)
Volume 3, Issue 1, January 2015, PP 6-17
ISSN 2347-307X (Print) & ISSN 2347-3142 (Online)
[Link]
Mesh-free GPU Simulation of Complex Flows in Three
Dimentional Distoring Domain
Don Liu*, Yifan Wang, Wennan Ma, Haibo Zhang
Mathematics & Statistics and Mechanical Engineering, Louisiana Tech University
Ruston, Louisiana 71272, USA
DonLiu@[Link]*
Abstract: This paper used a weighted interpolation method, Smoothed Particle Hydrodynamics (SPH), to
simulate three dimensional complex flow systems that are difficult to handle with a conventional mesh-based
method. The advantage of this mesh-free method lies in its discrete descriptions of the governing equation in
a weighted interpolation formulation. Examples of complex flows with two-phase interactions inside rapid
deforming domains are demonstrated in several examples. All results were generated from self-developed
codes implemented on GPU architecture in CUDA C++ and rendered with OpenGL.
Index Terms: Mesh-free Method, Smoothed Particle Hydrodynamics, GPU Implementation,
Computational Fluid Dynamics, Two-phase flow, Von Kármán Vortex Street
1. INTRODUCTION
Smoothed Particle Hydrodynamics (SPH) was first proposed by Gingold and Monaghan(1977)and
Lucy (1977) for astrophysics problems and later wasdeveloped by Monaghan et al.(1988) and Liu
et al. (2003) for problems in fluid dynamicsand solid mechanics. Originally,the method
wasmainlyfor solving compressible flowsbuthadtensile instabilities and inconsistency(Liu and Liu
2003). Over the last two decades, Monaghan (1992, 1994 and 2005) and Liu et al. (2003)have
further developed and improved SPH such thatit has wider applicationsto incompressible flows,
fluid-solid interaction, solid mechanics, and explosion simulation etc.
Being a mesh-free weighted interpolation method, SPH is especially effective for complex
problems with large domain distortion and complex physics. SPH has recently been extensively
used to solve hydrodynamics and solid mechanics problems. Different from conventional
mesh-based methods such as finite difference, finite volume, finite element, and spectral element
methods, SPH does not rely on any fixed computational grid. This gives rise to the capability of
SPH in easy handling fluid mechanics problems involving free surface, wave breaking, and rapid
geometry distortion. For solid mechanics problems, it is straightforward and intuitive for SPH to
mimic atoms as particles. SPH is capable of handling large distortion in solid mechanics, SPH has
been adopted to mimic a variety of problems, such as near shore wave-structure interaction (Lind et
al. 2012; Antocj et al. 2007; Monaghan and Kocharyan 1995; Amada et al. 2003; Dalrymple and
Rogers 2006, 2009), dam break, fragmentation or crack growth in mechanical parts (Libersky and
Petschek 1990; Rabczuk et al. 2003; Shao and Lo 2003), material melting, and materials impact
phenomena (Randles and Libersky 1996, 1997; Deb and Pramanik 2013).
There are two types of SPH methods for fluids:the weakly compressible SPH (WCSPH)(Monaghan
1994), andthe incompressible SPH (ISPH)(Lee et al. 2008; Liu and Liu2010).Compared with
weighted residual methods, SPH dramatically simplified the procedures of numerically solving
Navier-Stokers equations. First, SPH simplifies the nature of the Navier-Stokes equations as SPH is
a Lagrangian method and non-linear convective terms in Navier-Stokes equations disappear.
Second, the momentum and energy equations could be solved explicitly in time, and there is no
need to invert large linear systems any more. However, WCSPH and ISPH treat the density and
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Don Liu et al.
pressure differently. Since the fluid is treated as a group of particles, WCSPH computes the fluid
density with a weighted summation over all neighboring particles using certain kernel functions
within the influence radius. Hence, the mass conservation is automatically satisfied as the total
number of particles is maintained. This saves the effort for solving the equation of mass
conservation. Moreover, the pressure is directly computed from the equation of state for both gas
and liquid, as the pressure depends on density only (Liu and Liu 2003). In contrast, ISPH solves the
mass conservation equation to obtain the density and solves a pressure Poisson equation to acquire
the pressure.
Before computing the total force on each particle and bulk physics properties, it is necessary for
each particle to obtain the information about neighboring particles. For a simulation using 10,000 or
more particles, the process of searching neighbor particles becomes time consuming. However,
since the searching neighbor process for each particle is an independent task and highly
parallelizable, GPU could be used to speed up this procedure. Once a SPH algorithm was
implemented entirely on GPU, compared with using conventional CPU-based algorithms for the
same computation, the GPU algorithm noticeably reduced the run time, as demonstrated in
(Takahiro and Koshizuka 2007; Dalrymple et al. 2011; Amada et al. 2003; and Hérault et al. 2010)
This paper first reviews the commonly accepted formulas of SPH for simulating fluids and elastic
solids, then discusses GPU-aided implementation. Simulation results from GPU-enabled
self-developed SPH code are presented the pros and cons of SPH are discussed.
2. MATHEMATICAL FORMULATIONS OF SMOOTHED PARTICLE HYDRODYNAMICS
As a weighted interpolation method. SPH represents all bulk properties of the fluid and solid body
at a certain location in space with a discrete interpolation over a set of surrounding particles
(Monaghan 1988; Liu and Liu 2003). The interpolating function used in SPH is called kernel
function and denoted as , whereh is the radius of influence region around the
position .The kernel function is similar to a delta function with the following properties:
(1)
(2)
Using a kernel function, a property such as at the location can be expressed as(Monaghan 1988):
(3)
In which, the summation is over all neighbor particles within the influence region. To compute the
gradient of at the location ,below approximation are used after an integration by parts:
(4)
The surface integral term is dropped, since the kernel function and both go to zero by definition.
Similarly, higher order spatial derivatives could always be presented as a weighted summation of
derivatives of the kernel functions.
2.1. Fluid Particles
The momentum equation of fluid in Lagrangian form is given below:
(5)
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Mesh-free GPU Simulation of Complex Flows in Three Dimentional Distoring Domain
where is pressure, is the density and stands for external [Link] conserve linear and
angular momentum and remain numerical stability, the pressure term is changed (Gingold and
Monaghan 1977):
(6)
The discrete form of the Lagrangian description of the Navier-Stokes equation becomes:
(7)
where the subscripts areindices of current particle and neighbor particles respectively. For
WCSPH, density is given by(Monaghan 1992):
(8)
And is computed from equation of state(Monaghan 1992), which depends on :
(9)
is viscous pressure which has following expression(Gray and Monaghan 2001):
(10)
In which, is equal to andh is the radius of influence region. Specific
valuesfor depend on the type of problems. For low Mach number flow,
;for high Mach numberflow, .
2.2. Solid Particles
For an elastic body with stress tensor , the momentum equation in the component form (Takeda et
al 1994) is given as:
(11)
where, is the external force. To avoid the conflict in symbols, a and b are used to represent
Cartesian components. Tensor stress is consisted of two components, volumetric stress
and deviatoric stress . It is straightforward to calculate the volumetric stress. For the
deviator stress, the change of is added to the previous deviatoric stress. The rate of change of
is given by:
(12)
Where and are defined as below:
(13)
(14)
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Don Liu et al.
Derivatives of the velocity is computed by the relative SPH scheme (Monaghan and Kocharyan
1995):
(15)
For the momentum equation of elastic body, the SPH scheme is:
(16)
2.3. Particle Interactions
The interaction force exerted between particle and particle is described by the Lenard-Jones
potential(Liu and Liu 2003; Monaghan and Kocharyan 1995):
(17)
where , is the initial spacing between two particles, are chosen to be 12
and 6 respectively. is an adjustable constant depends on particular problem.
2.4. Velocity Evaluation
Particle motion is computed using the XSPH scheme:
(18)
with and as a factor, which averages the velocity in the influence.
2.5. Time Evolution and Code Speedup
For simplicity, this paper uses the forward Euler method, although other methods could be
implemented. As an explicit method in time, the time step should be restricted by the CFL
condition:
(19)
Where h is the characteristic length and c is the speed of propagation.
The procedures of the implementation for time evolution are shown in Fig. 1. The values of velocity
and positions are initialized at the beginning, and the densities of fluid and solid particles and
pressure are computed with the position vector. With the previous velocity of each particle is
known, the deviatoric stress and viscous stress can be calculated, then the forces on particles and the
acceleration of each particle. After that, the velocity and position of each particle at the next time
level could be determined.
There are several ways to speed up the SPH code. For instance, one approach is to improve serial
searching algorithms, and another one is by parallel implementation. The former approach mainly
is to improve the efficiency of searching for neighbor particle. An example is the tree search, which
reduces the operation counts down to O( ) to O(NlogN). Another example is by introducing a link
list, and only the neighbor particles within the list of neighbors of immediate neighbors are
searched. SPH is ideal for parallelization and particles are task-independent.
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Mesh-free GPU Simulation of Complex Flows in Three Dimentional Distoring Domain
In this paper, NVIDIA CUDA C++ was used to write GPU codes allowing individual GPU thread
to search for neighbor particles and compute forces. The flow chat of GPU version SPH is
illustrated in Fig. 1. The computational time is significantly reduced as shown later in the paper.
However, since CUDA is still in its early stage of development, it does not support composite or
nested data structure, such as class or structure. Therefore, in order to utilize GPU to perform
computations that uses complex data structure, it is necessary to convert between simple and raw
data structure and composite memory-access efficient data structure that was designed in the
self-developed codes in this paper.
Fig.1. Schematic of the implementation procedures
3. SIMULATION RESULTS
Three test cases in two- or three dimensions are presented in this paper to illustrate good visual
effects for results from GPU computing. Three different types of particles, fluid, elastic solid, and
boundary particles, are considered in this work. Each type has its own properties. The numerical
simulations were performed on one Intel i5 processor with 16GB memory, NVIDIA GTX 760
graphic card with 2GB GDDR5 memory. Results were visually rendered immediately via the open
graphic library (OpenGL).
3.1. Unsteady Nozzle Flow
Fig. 2. Flow ejected from a nozzle in a thin conical jet, Photographed by N. Dombrowski (Dyke 1988)
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Don Liu et al.
A nozzle is commonly used in fluid dynamics and fluid mechanics to change the direction or rate of
flow of the fluid. The “de Laval” nozzle is one of the most important one, since it is widely used in
jet or rocket engines to obtain maximized kinetic energy in certain direction.
To illustrate the characteristics of a transient jet flow flow ejected from a nozzle, WCSPH formulas
(previously discussed in the Section 2) was used and implemented on GPU to simulate a two
dimensional unsteady nozzle flow. Fig. 2 shows the photographs of flow ejected from a nozzle at
different flow rate in a thin conical jet by Dombrowski (Dyke, 1988). Fig. 2 was used for
comparison with the simulated nozzle flow as shown in Fig. 3. Afluid flows over the nozzle with an
initial dimensionless velocity 20/second was set up. The gravity is ignored here. In Fig. 2, when the
speed of outgoing flow increases beyond a critical point, the flow breaks into small droplets. Fig. 3
sequentially shows the time evolution flow passing through this nozzle. The red color represents the
high velocity particles, while, the blue color represents particles of lower velocity. Although the
total number of particles is only 3,000 as in this example, the effect of boundary layer on the top and
bottom walls of the nozzle was created. Fig. 3 (b) and (c) show the Hagen–Poiseuille flow. Fig. 3 (c)
to (e)show the process of droplet formation due to the effect of surface tension. The entire
simulation took only 40 seconds on a single GPU card which was described earlier.
(a)
(b)
(c)
(d)
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Mesh-free GPU Simulation of Complex Flows in Three Dimentional Distoring Domain
(e)
Fig.3. Five snapshots of 2D unsteady nozzle flow
3.2. Vortex Shedding
Vortex shedding formed by viscous fluid separated from a cylinder at Reynolds number between 40
and 150 is of engineering importance (Tritton 1959). For example, in the designing of bridges and
offshore oil rigs, ignoring the effect of vortex shedding could result in serious safety issue and
potential loss of equipment and lives (Holmes et al. 2011). Simulation of vortex shedding with SPH
is not commonly seen in open literature (Tritton 1959; Roulund et al. 2005; Price 2012; Marrone et
al. 2013).
Fig. 4 is a photo (Dyke 1988) for the experiment of the Von Kármán laminar vortex street (Kármán
1963). As seen in Fig. 4, the vortices created behind cylinder are separated boundary layer near the
cylindrical surface which periodically detached from both sides of the cylinder, due to the adverse
pressure zone created by skin friction on the cylinder. For comparison, a two dimensional GPU
simulation of a similar flow is illustrated in Fig. 5. The flow has an initial dimensionless speed of
15/second with a peak Reynolds number of 140. A narrow domain was used here in order to use
fewer particles and to speed up GPU computing. The inflow and outflow are treated as periodic
boundaries. This simulation used a total of 16,000 particles and took 10 minutes 22 seconds to spin
up the entire flow and to reach the stage of steady vortex street shedding. This is much faster than
using a mesh-based conventional method.
Fig.4. Von Kármánvortex street behind a circular cylinder at Reynolds number 140 Photographed by
Sadatoshi Taneda (Dyke 1988)
Fig.5. Simulated laminar two dimensional vortex street at Reynolds number 140
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Don Liu et al.
Fig.6. Von Kármán vortex street behind a circular cylinder at Reynolds number 105Photographedby
Sadatoshi Taneda (Dyke 1988)
Fig. 7. Simulated laminar two dimensional vortex street at Reynolds number 105
Fig. 6 is a photo (Dyke 1988) for the experiment of flow past a cylinder of unit radius at Reynolds
number 105. Using results from our self-developed GPU codes, a matching run with the same
setting as in Fig. 6 was performed and shown in Fig. 7. The domain is narrower than Fig. 6 so that
this GPU computing could render more resolution with 34,000 particles. The total GPU computing
time is 35 minutes. From the comparison between Fig. 6 and Fig. 7, it could be claimed that the
GPU simulation in this paper captured the key characteristics of this vortex shedding phenomenon
at the Reynolds number 105 with a relatively economical computational cost and time.
3.3. Elastic Solid and Fluid Interaction
Many engineering problems involve multi-phase media and multi-phase flow, such as the dynamics
of the weather development, the ocean circulations, and the near-shore sediment transportation.
Under certain situations, SPH could be efficient in simulating some complex two-phase flow
problems (Antocj 2007). In the following, two-phase interactions of elastic objects and the fluid are
presented.
A two-dimensional simulation of the interaction of the fluid with a solid elastic cube and sphere at
different time is shown in Fig. [Link] size of the simulation domain is 40 by 65in dimensionless
units, same as below, surrounded by boundaries which consist of solid particles. The side of the
cube is 3 and the diameter of the sphere is 3 as well. The density of the fluid is scaled to one and the
density of both the cube and sphere is 0.6. Both solids are at free falling under gravity before
colliding with collapsed fluid beam on the left. Initially, the fluid was fixed still on the left side of
the domain by a confinement immediately on its right. Once the simulation started, the confinement
was removed and the fluid was released from the left under gravity and then interacted with the
elastic solids. Both objects were washed away by the inertial of the fluid with some spinning. The
color of the fluid particles indicates their magnitude of velocity. Zero velocity is in blue and higher
velocity is in red with purple and pink denotes the intermediate values. A total of 5,500 particles are
used in this simulation and 3 minutes was used to complete this GPU computing, as shown in Table
1, compared with 14 minutes for a serial run on a singlei5 CPU. Therefore, the GPU run is about
4~5 times faster than the CPU run.
Similarly a three-dimensional simulation of one solid elastic sphere of diameter 5 interacting with
the fluid is shown in Fig. 9. The simulation domain, a little large than the two-dimensional run, is 40
by 75 by 16. Exactly the same density settings as in the two-dimensional case are used here. Four
snapshots indicate the free falling and interaction processes at different moments. The velocity
magnitude of the fluid is indicated by the same color map as in the previous run. For a better visual
effect, only the fluid and sphere are displayed and the boundary walls are skipped. A total of 28,000
particles were used to render the three-dimensional effect. Compared with over two hours of CPU
time with a serial algorithm without GPU computing, as shown in Table 1, the total run time for the
GPU simulation is only less than 29 minutes. Therefore, the GPU run is at least four times faster
than the CPU one.
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Mesh-free GPU Simulation of Complex Flows in Three Dimentional Distoring Domain
(a) (b)
(c) (d)
Fig.8. Snapshots of two-dimensional solid-fluid interaction
(a) (b)
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Don Liu et al.
(c) (d)
Fig.9. Snapshots of three-dimensional solid-fluid interaction
3.4. Simulation Execution Time
In this section, the execution time for GPU simulation versus CPU simulation is listed in Table 1.
For all these five runs with exactly the same number of particles and unknowns, the GPU
computing is 4 to 6 times faster than the corresponding CPU computation which does have a
parallel computing involved.
Table 1. Execution time (seconds) and specifics of GPU and CPU runs
Simulations Number of Particles GPU Version Serial Version Time Ratio
Unsteady nozzle flow 3,000 40 255 6.38
Vortex shedding Ex. (1) 16,000 622 2,605 4.18
Vortex shedding Ex. (2) 34,000 2,100 8,176 3.89
2D impinging flow 5,500 180 840 4.67
3D impinging flow 28,000 1,731 6,840 3.95
4. CONCLUSIONS
Simulation results in this paper have demonstrated that the mesh-free SPH is advantageous to
handle problems involving free-surface flows, wave breaking, two-phase flows, polymorphic
domain with large deformation. However, SPH is not an intrinsically accurate method due to its
formulation and nature. To improve the resolution and accuracy, large numbers of particles are
required for the simulation and parallel implementation is essential. A GPU-based multi-thread
parallel approach could achieve a noticeable speedup comparing with a CPU serial algorithm.
However, several limits restrict the GPU computing. First, the memory on a GPU card is limited;
therefore, there is a limit of the max number of particles allowed for a simulation. Second, the total
number of CUDA cores is finite, for example, our GPU card has 1,024 cores. Third, GPU
computing requires copying data back and forth between the CPU memory and GPU memory. This
operation depends on the latency of the system, e.g., the bus bandwidths of both GPU and
motherboard, and cache size of the system. Therefore, for large simulations such as one involving
100,000 particles, distributing the total computational load to multiple GPUs with some CUDA
inherent functions such as cuda Get Device, cuda Set Device and cuda Memcpy Peer Async (a
peer-to-peer memory copy function) etc. is necessary to further accelerate the speed of
computation. This multiple GPU cards parallel computing is similar in idea to Open MP and MPI in
CPU-based computing.
SPH using GPU computing technique is an emerging method with many engineering application
such as simulating hurricane surges in coastal regions, near-shore wave breaking (Dalrymple and
Rogers 2006),micro-nano-fluids, and maritime optimization(Randles and Libersky 1996).
International Journal of Scientific and Innovative Mathematical Research (IJSIMR) Page 15
Mesh-free GPU Simulation of Complex Flows in Three Dimentional Distoring Domain
ACKNOWLEDGMENT
This study was funded by National Science Foundation under grants DMS-1115546 and
DMS-1318988. The authors are grateful to Drs. Le Yan, Alexander Pacheco, Supada
Laosooksathit, and Box Leangsuksun for their constructive comments and generous help. The
authors would like to thankLouisiana Optical Network Initiative, the Center for Computation and
Technology, Louisiana State University, and XSEDE for providing technical support and
computational facilities.
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AUTHORS’ PROFILE
Dr. Don Liu received his Ph.D degree from Brown University, Providence,
Rhode Island, USA in 2004. Dr. Liu is currently the Contractor’s Trust Endowed
Associate Professor in Mathematics and Mechanical Engineering at Louisiana
Tech University. Dr. Liu serves as the members of Editorial Board of two
international journals and is an active researcher in computational fluid dynamics,
computational mathematics and parallel computing.
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