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October 25, 2007 P_HUGG and P_OPT: An Overview of Parallel Hierarchical Cartesian Mesh Generation and Optimization- based Smoothing Presented at NASA Langley,

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Presentation on theme: "October 25, 2007 P_HUGG and P_OPT: An Overview of Parallel Hierarchical Cartesian Mesh Generation and Optimization- based Smoothing Presented at NASA Langley,"— Presentation transcript:

1 October 25, 2007 P_HUGG and P_OPT: An Overview of Parallel Hierarchical Cartesian Mesh Generation and Optimization- based Smoothing Presented at NASA Langley, Hampton, VA, by Steve L. Karman, Jr. Vincent C. Betro

2 Outline Parallel Hierarchical Unstructured Cartesian Mesh Generation - Terminology and Strategy - Partitioning - Results Parallel Optimization-based Smoothing - Terminology and Strategy - Partitioning - Results Conclusions Future Work

3 P_HUGG: Terminology and Strategy Develop an algorithm for generating a high-quality mesh –Create hybrid or general cut polyhedral meshes with body- conforming cut elements using closed loops/shells –Allow user to define refinement spacing, which may be larger or smaller than the existing geometry spacing –Modify spacing based on curvature and intersection tests –Speed process by using MPI and grid partitioning Implement various C++ class structures for compact communication during meshing Validate mesh quality by testing on several geometries and optimizing the final mesh with parallel optimization-based smoothing

4 P_HUGG: Terminology and Strategy P_HUGG uses Isotropic refinement to build the Octree structure. This allows for uniformity which makes data structures more consistent and communication more efficient.

5 P_HUGG: Terminology and Strategy The building block of a hierarchical Cartesian mesh is the voxel, which is short for “volumetric pixel”. Voxels are indexed using a processor-index pair, to aid in parallel communication Each voxel contains information pointing to its relational location in the mesh, but no physical coordinates –cell-to-node hash table –parent index –neighbor indices –child indices –boundary facet list/boundary element shell list

6 P_HUGG: Terminology and Strategy Physical nodes… are also indexed using a processor-index pair are assigned ownership by the lowest processor that owns a voxel which contains the node contain the physical coordinates of each node created as part of refining a voxel can be ignored until the general cutting process when tolerances dictate the snapping of nodes

7 P_HUGG: Terminology and Strategy Super Cell Creation In order to begin recursive refinement, a Cartesian super cell is created around the existing geometry, unless the outer boundary is initially a cube in which case the super cell and the outer boundary are coincident and there will be no “external” voxels to be turned off during cutting.

8 P_HUGG: Terminology and Strategy Spawning to Multiple Processors Once the super cell has been refined into as many (or more) voxels as there exist processors, each processor receives one (or more) voxel(s). Ownership of the voxel is reassigned to the processor to which it is spawned, and the nodes’ processor-index pairs are then updated.

9 P_HUGG: Terminology and Strategy Refinement occurs on each processor simultaneously and… new nodes are created at the mid-edges, mid-faces, and centroids of existing voxels nodes are guaranteed to be unique, since all nodes created on a partition boundary are communicated and a common index is established neighbors are re-calculated based on the tree structure lineage of voxels is passed along in the processor-index pair voxels are tagged for refinement based on spacing parameters and mesh quality constraints (including cell size gradation parameter)

10 P_HUGG: Terminology and Strategy Mesh quality is enforced by determining unacceptable voxel configurations One face connecting more than three different levels of refinement Opposite neighbors both at a higher level of refinement than the current voxel

11 P_HUGG: Terminology and Strategy Ghost voxels… are integral in assuring that refinement is consistent on borders between processors are denoted by having a different processor set as owner in the processor-index pair than the processor on which they reside allow new nodes created during refinement and cutting to be indexed correctly and not be duplicated exist in the normal neighboring positions to a voxel as well as at the corners contain no information about non-bordering children or the results of the cutting process

12 P_HUGG: Terminology and Strategy The voxels shaded in orange are in the upper left corner of a given processor. The voxels shaded in green are the finest level ghost voxels used in the neighbor tables on that processor. The voxels shaded in blue are the ghost parents of ghost voxels, but only show the children directly bordering the processor in question.

13 P_HUGG: Terminology and Strategy Once a mesh has been generated around a geometry, the elements (voxels and nodes) that are outside the computational domain must be “turned off”. Then, body conforming shells are generated with the remainders of voxels that have been “cut” by the geometry.

14 P_HUGG: Terminology and Strategy Mark in and out status of nodes during shell creation; use flood fill to mark remaining nodes. Uncut inside voxels are stored as hexahedra or polyhedra. Within a voxel, polygons with common boundaries are merged. Create shells using the cut polygons and exposed voxel faces. Eliminate collinear points to minimize the number of edges on the final polygonal elements. Triangular facets are passed down the Octree to the finest level, clipped by the bounds of eachvoxel, and stored as polygons.

15 P_HUGG: Terminology and Strategy Tolerance The tolerance used in P_HUGG is a user-specified factor to be multiplied times the length of a edge of a voxel on the finest level. This tolerance is used for snapping cutting intersections to already created points without significant loss of accuracy in reconstructing the original geometry. The proper size for this factor has proven to be difficult to determine from case to case.

16 P_HUGG: Partitioning In P_HUGG2D, round robin partitioning was used. This can cause a sizable increase in surface area and load balancing issues. In, P_HUGG, the partitioning is based on a factor computed by finding the ratio of facet areas to user spacing parameters within each pre-spawn voxel. This weight factor rectifies the load-balancing issues and Metis will be implemented to assist in reducing surface area. 8 procs (P_HUGG) The color coding corresponds to the domain owned by each of the processors. A disjoint domain is a distinct possibility, when the number of processors is not a power of eight or the facet area to spacing parameter ratio is applied. 8 procs (P_HUGG2D)

17 P_HUGG: Partitioning The geometry to processor distribution on the surface of the cube without the adjacent mesh demonstrates the equal distribution obtained by the use of the facet area to defined spacing parameters ratio in correcting load balancing issues.

18 P_HUGG: Partitioning The 64-processor distribution of the mesh around the sphere shows that while load balancing has been greatly improved, the surface area issues need to be corrected with Metis. The same can be said of the 8-processor distribution of the mesh around the hull.

19 P_HUGG: Partitioning Example of a non-trivial partition of the M6 wing, y and z planes

20 P_HUGG: Partitioning Example of a non-trivial partition of the M6 wing, with and without mesh

21 P_OPT: Terminology and Strategy In order to remove high aspect ratio elements (sliver cells) and get improved results from the flow solver, optimization-based smoothing is performed on the mesh. Each node is perturbed based on a cost function calculated using Jacobians and condition numbers of the surrounding elements. If the perturbation improves the cost function for the node, the node is moved permanently to the new position The mesh is moved until eventually all perturbations cannot improve the cost function

22 P_OPT: Terminology and Strategy The M6 wing after optimization was used to spread out cells that get bunched about a voxel level change. The M6 wing before optimization would not be conducive to running on a flow solver due to sliver cells. *case run in serial

23 P_OPT: Terminology and Strategy In order to remove high aspect ratio elements and get improved results from the flow solver, optimization-based smoothing is performed on the mesh by calculating a cost function for each element. J is the element Jacobian and the condition number,, where and ( are edge vectors). Each node then computes its own cost function based on the cost functions of the elements in which it is contained after perturbations have been performed. If the perturbations have improved the mesh, the change is made permanently.

24 P_OPT: Partitioning Metis is used to either decompose a mesh on one machine and feed it back into the optimizer as parallel mesh files or decompose the mesh while the code is running and feed it to other procs through communication Nodes are partitioned with no weighting using compressed row storage and eventually will be weighted by whether or not they are part of the geometry facets A standard CGNS file format is used in the parallel mesh files with the addition of a partition to global node map at the end of the file which includes the owner of each node on the process, the local node number of the node on the owning process, and the global node number

25 P_OPT: Results Two Processor Optimized Cube

26 P_OPT: Results Four Processor Optimized Cube

27 P_OPT: Results Sixteen Processor Optimized Cube

28 Conclusions P_HUGG The algorithm now exists to generate large, high-quality meshes on complex three- dimensional geometries in parallel The meshes generated can be either hybrid or composed of general polyhedra The use of general cutting allows for very precise, body-conforming meshes User-defined spacing allows flexibility in mesh generation without loss of mesh quality The use of the Cartesian, hierarchical Octree structure allows for ease of initial mesh generation and future adaptation P_OPT The algorithm now exists to optimize large meshes in parallel using node perturbation and cost function analysis Users may either supply a serial CGNS file or multiple parallel CGNS files with the addition of a partiton-to-global map Metis is used to partition the mesh such that both surface area and load balancing are optimal

29 Future Work P_HUGG Implement Metis to assist in load balancing and decreasing surface area Evaluate parallel performance and test robustness Tackle multiply connected polyhedra issues P_OPT Implement ParMetis to further load balance previously parallelized mesh files If a node is part of a geometry facet, apply an extra weighting to the node when passing it to Metis or ParMetis to better load balancing effectiveness and decrease surface area Do parallel efficiency testing on a cluster to attempt to better the algorithm itself as well as test its robustness


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