Título: | MAPPING COHESIVE FRACTURE AND FRAGMENTATION SIMULATIONS TO GPUS | ||||||||||||||||||||||||||||||||||||||||||||
Autor: |
ANDREI ALHADEFF MONTEIRO |
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Colaborador(es): |
WALDEMAR CELES FILHO - Orientador |
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Catalogação: | 11/FEV/2016 | Língua(s): | ENGLISH - UNITED STATES |
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Tipo: | TEXT | Subtipo: | THESIS | ||||||||||||||||||||||||||||||||||||||||||
Notas: |
[pt] Todos os dados constantes dos documentos são de inteira responsabilidade de seus autores. Os dados utilizados nas descrições dos documentos estão em conformidade com os sistemas da administração da PUC-Rio. [en] All data contained in the documents are the sole responsibility of the authors. The data used in the descriptions of the documents are in conformity with the systems of the administration of PUC-Rio. |
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Referência(s): |
[pt] https://www.maxwell.vrac.puc-rio.br/projetosEspeciais/ETDs/consultas/conteudo.php?strSecao=resultado&nrSeq=25750&idi=1 [en] https://www.maxwell.vrac.puc-rio.br/projetosEspeciais/ETDs/consultas/conteudo.php?strSecao=resultado&nrSeq=25750&idi=2 |
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DOI: | https://doi.org/10.17771/PUCRio.acad.25750 | ||||||||||||||||||||||||||||||||||||||||||||
Resumo: | |||||||||||||||||||||||||||||||||||||||||||||
A GPU-based computational framework is presented to deal with
dynamic failure events simulated by means of cohesive zone elements. We
employ a novel and simplified topological data structure relative to CPU
implementation and specialized for meshes with triangles or tetrahedra,
designed to run efficiently and minimize memory requirements on the GPU.
We present a parallel, adaptive and distributed explicit dynamics code that
implements an extrinsic cohesive zone formulation where the elements are
inserted on-the-fly, when needed and where needed. The main challenge
for implementing a GPU-based computational framework using an extrinsic
cohesive zone formulation resides on being able to dynamically adapt the
mesh, in a consistent way, by inserting cohesive elements on fractured
facets and inserting or removing bulk elements and nodes in the adaptive
mesh modification case. We present a strategy to refine and coarsen the
mesh to handle dynamic mesh modification simulations on the GPU. We
use a reduced scale version of the experimental specimen in the adaptive
fracture simulations to demonstrate the impact of variation in floating point
operations on the final fracture pattern. A novel strategy to duplicate ghost
nodes when distributing the simulation in different compute nodes containing
one GPU each is also presented. Results from parallel simulations show
an increase in performance when adopting strategies such as distributing
different jobs amongst threads for the same element and launching many
threads per element. To avoid concurrency on accessing shared entities, we
employ graph coloring for non-adaptive meshes and node traversal for the
adaptive case. Experiments show that GPU efficiency increases with the
number of nodes and bulk elements.
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