{"id":10420,"date":"2013-08-29T23:23:30","date_gmt":"2013-08-29T20:23:30","guid":{"rendered":"http:\/\/hgpu.org\/?p=10420"},"modified":"2013-08-29T23:23:30","modified_gmt":"2013-08-29T20:23:30","slug":"numerical-simulations-of-acoustic-waves-with-the-graphic-acceleration-gamer-code","status":"publish","type":"post","link":"https:\/\/hgpu.org\/?p=10420","title":{"rendered":"Numerical simulations of acoustic waves with the graphic acceleration GAMER code"},"content":{"rendered":"<p>We present results of numerical simulations of acoustic waves with the use of the Graphics Processing Unit (GPU) acceleration GAMER code which implements a second-order Godunov-type numerical scheme and adaptive mesh refinement (AMR). The AMR implementation is based on constructing a hierarchy of grid patches with an octree data structure. In this code a hybrid model is adopted, in which the time-consuming solvers are dealt with GPUs and the complex AMR data structure is manipulated by Central Processing Units (CPUs). The code is highly parallelized with the Hilbert space-filling curve method. These implementations allow us to resolve well desperate spatial scales that are associated with acoustic waves. We show that a localized velocity (gas pressure) pulse that is initially launched within a uniform and still medium triggers acoustic waves simultaneously with a vortex (an entropy mode). In a flowing medium, acoustic waves experience amplitude growth or decay, a scenario which depends on a location of the flow and relative direction of wave propagation. The amplitude growth results from instabilities which are associated with negative energy waves.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>We present results of numerical simulations of acoustic waves with the use of the Graphics Processing Unit (GPU) acceleration GAMER code which implements a second-order Godunov-type numerical scheme and adaptive mesh refinement (AMR). The AMR implementation is based on constructing a hierarchy of grid patches with an octree data structure. In this code a hybrid [&hellip;]<\/p>\n","protected":false},"author":351,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":true,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2}},"categories":[89,3,12],"tags":[14,285,20,1475,1783],"class_list":["post-10420","post","type-post","status-publish","format-standard","hentry","category-nvidia-cuda","category-paper","category-physics","tag-cuda","tag-numerical-simulation","tag-nvidia","tag-nvidia-quadro-fx-880-m","tag-physics"],"views":2382,"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/10420","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/users\/351"}],"replies":[{"embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=10420"}],"version-history":[{"count":0,"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/10420\/revisions"}],"wp:attachment":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=10420"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=10420"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=10420"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}