Beam-Beam with Gear Change for JLEIC

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Presentation transcript:

Beam-Beam with Gear Change for JLEIC Balša Terzić Department of Physics, Old Dominion University Center for Accelerator Studies (CAS), Old Dominion University JLEIC Collaboration Meeting, Jefferson Lab, April 5, 2017 April 5, 2017 Beam-Beam with Gear Change for JLEIC Terzić

Interdisciplinary Collaboration Jefferson Lab (CASA) Collaborators: Vasiliy Morozov, He Zhang, Fanglei Lin, Yves Roblin, Todd Satogata, Ed Nissen Old Dominion University (Center for Accelerator Science): Professors: Physics: Balša Terzić, Alexander Godunov Computer Science: Mohammad Zubair, Desh Ranjan Students: Computer Science: Kamesh Arumugam, Ravi Majeti Physics: Chris Cotnoir, Mark Stefani April 5, 2017 Beam-Beam with Gear Change for JLEIC

Beam-Beam with Gear Change for JLEIC Outline Motivation and Challenges Importance of beam synchronization Computational requirements and challenges GHOST Code Development: Status Update Review what we reported last time Toward new results Implementation of beam collisions on GPUs “Gear change” on the horizon Checklist and Timetable April 5, 2017 Beam-Beam with Gear Change for JLEIC

Motivation: Implication of “Gear Change” Fast beam Synchronization – highly desirable Smaller magnet movement Smaller RF adjustment Detection and polarimetry – highly desirable Cancellation of systematic effects associated with bunch charge and polarization variation – great reduction of systematic errors, sometimes more important than statistics Simplified electron polarimetry – only need average polarization, much easier than bunch-by-bunch measurement Dynamics? Possibility of an instability – needs to be studied (Hirata & Keil 1990; Hao et al. 2014) Slow beam April 5, 2017 Beam-Beam with Gear Change for JLEIC

Computational Requirements Perspective: At the current layout of the JLEIC 1 hour of machine operation time ≈ 400 million turns Requirements for long-term beam-beam simulations of JLEIC High-order symplectic particle tracking Speed Beam-beam collision “Gear change” Computations can be are substantially sped by: Employing approximations Using novel computational architectures April 5, 2017 Beam-Beam with Gear Change for JLEIC

Beam-Beam with Gear Change for JLEIC GHOST: Outline GHOST: Gpu-accelerated High-Order Symplectic Tracking Designed and developed from scratch! GHOST resolves computational bottlenecks by: Using one-turn maps for particle tracking Employing Bassetti-Erskine approximation for collisions Implementing the code on a massively-parallel GPU platform Why GPUs? Ideal for “same instruction for multiple data” (particle tracking) Best when no communication required (tracking; collision) Moore’s law still applies to GPUs (no longer for CPUs) Two main parts: 1. Particle tracking 2. Beam collisions April 5, 2017 Beam-Beam with Gear Change for JLEIC

Updates Reported at the Last Two Meetings Tracking: Finished Long-term simulation require symplectic tracking GHOST implements symplectic tracking just like COSY Demonstrated equivalency of results GHOST tracking results match those with elegant Elegant is element-by-element, GHOST one-turn map GPU implementation of GHOST tracking speeds execution up Execution on 1 GPU over 1 CPU is over 280 times faster Collisions in GHOST: Prototype  1 GPU  GPU cluster Single bunch Multiple bunches Collisions: Finished April 5, 2017 Beam-Beam with Gear Change for JLEIC

GHOST: Beam Collisions Bassetti-Erskine approximation Beams as 2D transverse Gaussian slices Poisson equation reduces to a complex error function Finite length of beams simulated by using multiple slices We generalized a “weak-strong” formalism of Bassetti-Erskine Include “strong-strong” collisions (each beam evolves) Include various beam shapes (originally only flat beams) April 5, 2017 Beam-Beam with Gear Change for JLEIC

“Gear Change” with GHOST: Approach “Gear change” provides beam synchronization for JLEIC Non-pair-wise collisions of beams with different number of bunches (N1, N2) in each collider ring (for JLEIC N1 = N2+1 ≈ 3420) If N1 and N2 are mutually prime, all combinations of bunches collide The load can be alleviated by implementation on GPUs The information for all bunches is stored: large memory load! Approach Implement single-bunch collision right and fast Collide multiple bunch pairs on a predetermined schedule Nbunch different pairs of collisions on each turn – highly parallelizable Fast beam Slow beam April 5, 2017 Beam-Beam with Gear Change for JLEIC

“Gear Change” with GHOST: Preliminaries How GHOST Scales with Bunches and Particles on 1 GPU Linear with the number of bunches Linear with the number of particles per bunch April 5, 2017 Beam-Beam with Gear Change for JLEIC

“Gear Change” with GHOST: Toward Results Before gear change: gaining confidence (currently underway) Compare to BeamBeam3D and Guinea Pig (Single and multiple bunch collisions) Conduct convergence studies Reproduce the hourglass effect for the aggressive JLEIC design Collide multiple pairs of bunches at different turns Gear change simulations (Summer/Fall 2017) Simulate gear change effects for low number of bunches (Reproduce 11-10 as in Hao et al. 2014) Scale up to full JLEIC parameters (3420/3419 bunches) We will share the first results only upon completing these steps (At the next collaboration meeting) April 5, 2017 Beam-Beam with Gear Change for JLEIC

GHOST: Checklist and Timetable Stage 1: Particle tracking (Year 1: COMPLETED) High-order, symplectic tracking optimized on GPUs Benchmarked against COSY: Exact match 400 million turn tracking-only simulation completed Stage 2: Beam collisions (Year 1: COMPLETED) Single-bunch collision implemented on GPUs Multiple-bunch collision implemented on a single GPU (arbitrary Nbunch) Multiple-bunch collision implemented on a multiple GPUs Stage 3: Benchmarking and Simulations/Other Effects (Year 2 & Beyond: UNDERWAY) Multiple-bunch validation, checking, benchmarking and optimization Systematic simulations of JLEIC (Fall 2017) Other collision methods: fast multipole (LDRD?) (Fall 2017 – Fall 2018) Space charge, synchrotron radiation, IBS (2018 and beyond)       April 5, 2017 Beam-Beam with Gear Change for JLEIC

Beam-Beam with Gear Change for JLEIC Backup Slides April 5, 2017 Beam-Beam with Gear Change for JLEIC

GHOST Benchmarking: Collisions Code calibration and benchmarking Convergence with increasing number of slices M Comparison to BeamBeam3D (Qiang, Ryne & Furman 2002) GHOST, 1 cm bunch 40k particles BeamBeam3D & GHOST, 10 cm bunch 40k particles Finite bunch length accurately represented Excellent agreement with BeamBeam3D April 5, 2017 Beam-Beam with Gear Change for JLEIC

GHOST Benchmarking: Hourglass Effect When the bunch length σz ≈ β*at the IP, it experiences a geometric reduction in luminosity – the hourglass effect (Furman 1991) GHOST, 128k particles, 10 slices Good agreement with theory April 5, 2017 Beam-Beam with Gear Change for JLEIC

Last Time: Symplectic Tracking Needed Symplectic tracking is essential for long-term simulations Non-Sympletic Tracking 500 000 iterations, 3rd order map Sympletic Tracking 500 000 iterations, 3rd order map px px x x Energy not conserved Particle will soon be lost Energy conserved April 5, 2017 Beam-Beam with Gear Change for JLEIC

Beam-Beam with Gear Change for JLEIC Speedup 6Slices 1Turn Npart CPU GPU Speedup CPU Tracking Collision 1000 0.644896 13.2116 0.644768 15.4794 0.85 10000 1.02157 129.49 1.04451 17.9388 7.22 100000 5.86016 1287.17 5.91194 29.8827 43 1000000 54.5349 12851 54.8268 147.746 86 10k Particles Nturn 1 1.04202 129.479 1.03523 17.823 7.26 10 0.953088 131.204 0.96128 17.7718 7.38 100 0.965376 143.975 0.961472 17.4446 8.25 0.951872 119.376 0.989312 12.4215 9.61 1Million Patricles Nslices 54.473 2235.67 54.8347 30.738 72 2 54.4848 4396.9 54.7464 54.4933 81 3 54.4546 6480.04 54.7209 75.2644 4 54.4835 8612.99 54.8068 99.6275 5 54.5129 10708.2 54.7883 125.001 6 54.4469 12843.6 54.7732 147.913 87 April 5, 2017 Beam-Beam with Gear Change for JLEIC

Last Time: High-Order Symplectic Maps Higher-order symplecticity reveals more about dynamics 2nd order symplectic 4th order symplectic 3rd order symplectic 5th order symplectic 5000 turns April 5, 2017 Beam-Beam with Gear Change for JLEIC

Last Time: Symplectic Tracking With GHOST Symplectic tracking in GHOST is the same as in COSY Infinity (Makino & Berz 1999) Start with a one-turn map Symplecticity criterion enforced at each turn Involves solving an implicit set of non-linear equations Introduces a significant computational overhead Initial coordinates Final coordinates April 5, 2017 Beam-Beam with Gear Change for JLEIC

Last Time: Symplectic Tracking With GHOST Symplectic tracking in GHOST is the same as in COSY Infinity (Makino & Berz 1999) Non-Sympletic Tracking 3rd order map COSY GHOST 100,000 turns Sympletic Tracking 3rd order map COSY GHOST 100,000 turns Perfect agreement! April 5, 2017 Beam-Beam with Gear Change for JLEIC

Last Time: GHOST Symplectic Tracking Validation Dynamic aperture comparison to Elegant (Borland 2000) 400 million turn simulation (truly long-term) GHOST Elegant 1,000 turns Sympletic Tracking 4th order map Excellent agreement! April 5, 2017 Beam-Beam with Gear Change for JLEIC

GHOST: GPU Implementation GHOST: 3rd order tracking 1 GPU, varying # of particles 100k particles, varying # of GPUs Speedup on 1 GPU over 1 CPU over 280 times 400 million turns in an JLEIC ring for a bunch with 100k particles: < 7 hr non-symplectic, ~ 4.5 days for symplectic tracking With each new GPU architecture, performance improves April 5, 2017 Beam-Beam with Gear Change for JLEIC

GHOST GPU Implementation GHOST Tracking on 1 GPU April 5, 2017 Beam-Beam with Gear Change for JLEIC

JLEIC Design Parameters Used April 5, 2017 Beam-Beam with Gear Change for JLEIC

“Gear Change” with GHOST “Gear change” provides beam synchronization for JLEIC Non-pair-wise collisions of beams with different number of bunches (N1, N2) in each collider ring (for JLEIC N2 = N1-1 ~ 3420) Simplifies detection and polarimetry Beam-beam collisions precess If N1 and N2 are incommensurate, all combinations of bunches collide Can create linear and non-linear instabilities? (Hirata & Keil 1990; Hao et al. 2014) The load can be alleviated by implementation on GPUs The information for all bunches is stored: huge memory load! Approach Implement single-bunch collision right and fast Collide multiple bunches on a predetermined schedule Nbunch different pairs of collisions on each turn April 5, 2017 Beam-Beam with Gear Change for JLEIC

Status of the Project Current and Future Efforts Spring/Summer 2017 Benchmark collisions against BeamBeam3D and Guinea Pig Single bunch collision Multiple bunch collision (small number of bunches) Summer/Fall 2017 First full JLEIC “gear change” simulations (3420 bunches) GHOST tracking results match those with elegant Elegant is element-by-element, GHOST one-turn map April 5, 2017 Beam-Beam with Gear Change for JLEIC