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GPU-powered, interactive flow simulation on a peer-to-peer group of mobile devices

机译:在对等移动设备组上使用GPU支持的交互式流仿真

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This article develops novel application software which implements interactive, GPU-powered flow simulation on a group of wirelessly-connected mobile devices. Interactive simulation is an emerging field in engineering with use cases appearing in design, analysis and communication. Herein, we present a new Android-based, interactive flow solver capable of running on a wider range of multiple, wirelessly-connected mobile GPUs. The software consists of a 2D Lattice-Boltzmann Method flow physics solver, implemented using OpenGL ES 3.2, as well as a communication library which uses Wi-Fi Direct to communicate between connected devices. We compare the performance of the OpenGL-based solver against existing implementations in CUDA and demonstrate similar computational throughput. We also test a variety of communication strategies based on configurations of GPU memory mapping and communication frequency. Results confirm that passing large amounts of data infrequently offers the best overall efficiency. However, due to the extended time required to pass larger amounts of data to adjacent devices, this configuration can introduce an undesirable stuttering in an interactive application. Finally, comparisons between two and three device networks to the serial case show that, despite the inevitable cost of communication, it is possible to maintain an interactive frame rate across multiple devices; the extension of calculations across multiple devices in this way, allows the tackling of problems which are larger and of higher-resolution that previous.
机译:本文开发了新颖的应用程序软件,该软件在一组无线连接的移动设备上实现了由GPU驱动的交互式流仿真。交互式仿真是工程学中的一个新兴领域,用例出现在设计,分析和交流中。本文中,我们介绍了一种新的基于Android的交互式流求解器,该求解器可以在更广泛的多个无线连接的移动GPU上运行。该软件包含一个使用OpenGL ES 3.2实现的2D Lattice-Boltzmann方法流物理求解器,以及一个使用Wi-Fi Direct在连接的设备之间进行通信的通信库。我们将基于OpenGL的求解器的性能与CUDA中的现有实现进行了比较,并演示了相似的计算吞吐量。我们还基于GPU内存映射和通信频率的配置测试了多种通信策略。结果证实,不经常传递大量数据可提供最佳的整体效率。但是,由于将大量数据传递到相邻设备所需的时间延长,因此这种配置可能会在交互式应用程序中引入不良的卡顿现象。最后,将两个和三个设备网络之间的串行情况进行比较表明,尽管不可避免地要付出一定的通信成本,但仍可以在多个设备之间保持交互式帧速率。通过这种方式将计算范围扩展到多个设备,可以解决以前更大,更高分辨率的问题。

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