N-Body Simulation

Download Report

Transcript N-Body Simulation

Kenneth Owens


We wish to compute the interaction between
particles (bodies) given their mass and
positions
Simulation is performed in time steps
◦ Forces between all bodies is computed O(n2)
◦ Positions for all bodies are updated based on their
current kinematics and the interaction with other
bodies O(n)
◦ Time moves forward by one step


The force between a body i and N other bodies
is approximated as above by computing the
interaction given their mass (m), the distance
vector between them (r_ij), and a softening
factor (ε).
This is computed for all bodies with all other
bodies
v i 1  v i   dv 
x i 1  x i  dx 

a
dv
dt
v
dx
dv  a  dt 
v i 1  v i  a i  dt 
dx  v  dt 
x i 1  x i  v i dt 
dt
Euler Method: For each particle, a discrete
timestep (dt) is used to approximate the
continuous kinematic equation and update
the position and velocity of each particle

Execute an n-body simulation on a
distributed memory architecture with multiple
GPUs on each node

Sequential implementation of n-body simulation code

MPI implementation

GPU implementation

MPI-GPU implementation
◦ Written in C
◦ Compiled using gcc-4.4 with –O3
◦ Written in C
◦ Compiled using mpicc.mpich with gcc-4.4 using 0-3
◦ Executed using mpirun.mpich on 2,5, an 10 nodes
◦ Written in C with CUDA extensions
◦ Compiled using nvcc with gcc-4.4 using –O3
◦ Executed on Nvidia 580s
◦ The MPI driver above was combined with the GPU kernel
implementation
◦ Compiled but not tested for correctness
void nbody(vector4d_t* positions, vector4d_t* velocities,
vector4d_t* current_positions, vector4d_t* current_velocities, vector3d_t* accel, size_t size,
value_t dt, value_t damping,
value_t softening_squared)
{
compute_forces(positions,accel, size, positions, size, softening_squared);
update_positions(positions, velocities, current_positions, current_velocities, accel, size, dt, damping);
}


The main method of the driver calls nbody
nbody calls two externally linked function
◦ compute_forces computes the interactions
◦ update_positions updates the kinematics

Computes the pair-wise interaction
◦ Hidden second loop in acceleration function
void compute_forces(vector4d_t* positions, vector3d_t* forces, size_t positions_size, vector4d_t* sources,
size_t sources_size, value_t softening_squared)
{
for (size_t i = 0; i < positions_size; i++)
{
forces[i] = acceleration(positions[i],sources,sources_size, forces[i], softening_squared);
}
}

Computation for individual interaction written
using c
vector3d_t interaction(vector3d_t acceleration, vector4d_t body1, vector4d_t body2, value_t softening_squared)
{
vector3d_t force;
force.x = body1.x - body2.x;
force.y = body1.y - body2.y;
force.z = body1.z - body2.z;
float distSqr = force.x * force.x + force.y * force.y + force.z * force.z;
distSqr += softening_squared;
float invDist = 1.0f / sqrt(distSqr);
float invDistCube = invDist * invDist * invDist;
float s = body2.w * invDistCube;
acceleration.x += force.x * s;
acceleration.y += force.y * s;
acceleration.z += force.z * s;
return acceleration;
}

Updates each position based on the
computed forces
void update_positions(vector4d_t* positions,
vector4d_t* velocities,
vector4d_t* current_positions,
vector4d_t* current_velocities,
vector3d_t* acceleration,
size_t size,
value_t dt, value_t damping)
{
for(size_t i = 0; i < size; i++)
{
vector4d_t current_position = current_positions[i];
vector3d_t accel = acceleration[i];
vector4d_t current_velocity = current_velocities[i];
update_position(&positions[i], &velocities[i], current_position, current_velocity, accel, dt, damping);
}
}

Implements the previously shown equations
void update_position(vector4d_t* position, vector4d_t* velocity, vector4d_t current_position,
vector4d_t current_velocity, vector3d_t acceleration,value_t dt, value_t damping)
{
current_velocity.x += acceleration.x * dt;
current_velocity.y += acceleration.y * dt;
current_velocity.z += acceleration.z * dt;
current_velocity.x *= damping;
current_velocity.y *= damping;
current_velocity.z *= damping;
current_position.x += current_velocity.x * dt;
current_position.y += current_velocity.y * dt;
current_position.z += current_velocity.z * dt;
*position = current_position;
*velocity = current_velocity;
}




Started with the implementation from GPU
Gems
http://http.developer.nvidia.com/GPUGems3/
gpugems3_ch31.html
Modified the code to work with data sizes
that are larger than 256 but that are not
evenly divisible by 256
Added kinematics update
Code no longer works for sizes less than 256
◦ Needed command line specification to control grid
and block size anyway

Copies to device memory and execute the
compute_force_gpu kernel
◦ Note - cudaMemAlloc truncated to fit code
void compute_forces(vector4d_t* positions, vector3d_t* forces, size_t positions_size, vector4d_t* sources, size_t
sources_size, value_t softening_squared)
{
…..
compute_forces_gpu<<< grid, threads, sharedMemSize >>>(device_positions, device_forces, positions_size,
device_sources, sources_size,
softening_squared
);
cudaThreadSynchronize();
cudaMemcpy(forces, device_forces, positions_size * sizeof(float3),
cudaMemcpyDeviceToHost);
cudaFree((void**)device_positions);
cudaFree((void**)device_sources);
cudaFree((void**)device_forces);
err = cudaGetLastError();
if( cudaSuccess != err)
{
fprintf(stderr, "Cuda error: %s: \n",
cudaGetErrorString( err) );

Every thread computes the acceleration for its
position and moves to the next block
◦ For our test sizes this only implemented cleanup for
strides not divisible by 256
__global__ void
compute_forces_gpu(float4* positions, float3* forces,int size,
float4* sources, int sources_size,
float softening_squared
)
{
for(int index = __mul24(blockIdx.x,blockDim.x) + threadIdx.x;
index < size; index += blockDim.x * gridDim.x)
{
float4 pos = positions[index];
forces[index] = acceleration(pos, sources, sources_size, forces[index], softening_squared);



Uses float3 and float4 instead of home brewed vector types
Shared memory is used 256 positions per block
Each thread strides across the grid to update a single particle
__device__ float3
acceleration(float4 position, float4* positions, int size, float3 acc, float softening_squared)
{
extern __shared__ float4 sharedPos[];
int
int
int
int
for
{
p = blockDim.x;
q = blockDim.y;
n = size;
numTiles = n / (p * q);
(int tile = blockIdx.y; tile < numTiles + blockIdx.y; tile++)
sharedPos[threadIdx.x+blockDim.x*threadIdx.y] = positions[WRAP(blockIdx.x + tile,gridDim.x) * p +
threadIdx.x];
__syncthreads();
// This is the "tile_calculation" function from the GPUG3 article.
acc = gravitation(position, acc,softening_squared);
__syncthreads();
}
return acc;
}


Kernel strides in the same way as the force computation
All threads update a single position simulaneously
__global__ void
update_positions_gpu(float4* positions, float4* velocities,
float4* current_positions, float4* current_velocities,
float3* forces, int size,
float dt, float damping)
{
for(int index = __mul24(blockIdx.x,blockDim.x) + threadIdx.x;
index < size; index += blockDim.x * gridDim.x)
{
float4 pos = current_positions[index];
float3 accel = forces[index];
float4 vel = current_velocities[index];
vel.x
vel.y
vel.z
vel.x
vel.y
vel.z
+=
+=
+=
*=
*=
*=
accel.x * dt;
accel.y * dt;
accel.z * dt;
damping;
damping;
damping;
// new position = old position + velocity * deltaTime
pos.x += vel.x * dt;
pos.y += vel.y * dt;
pos.z += vel.z * dt;
// store new position and velocity
positions[index] = pos;
velocities[index] = vel;
}
}

O(n2)/p pipeline implementation
◦ Particles are divided among processes
◦ Particle positions are shared in a ring
communication topology
◦ Force computation occurs for all particles by
sending the data around the ring
◦ After all forces are computed each process updates
the kinematics of its own particles


Compiles with CPU and GPU implementations
Timings have only been collected for CPU
for(size_t i = 0; i < time_steps; i++)
{
memcpy( sendbuf, current_positions, num_particles * sizeof(vector4d_t) );
for (pipe=0; pipe<size; pipe++) {
if (pipe != size-1) {
MPI_Isend( sendbuf, num_particles, mpi_vector4d_t, right, pipe,
commring, &request[0] );
MPI_Irecv( recvbuf, num_particles, mpi_vector4d_t, left, pipe,
commring, &request[1] );
}
compute_forces(positions,accel, num_particles,
positions, num_particles, softening_squared);
if (pipe != size-1)
MPI_Waitall( 2, request, statuses );
memcpy( sendbuf, recvbuf, num_particles * sizeof(vector4d_t) );
}
update_positions(positions, velocities, current_positions, current_velocities, accel, num_particles, dt,
damping);
}





Taken of float for sequential and gpu
Taken on tux for mpi
All used 10 iterations for time steps
Wallclock time was collected for comparison
Memory allocation time was omitted
◦ Except for device memory allocation and device
data transfer

Timings where not collected for the code
using MPI to distribute data over multiple
nodes with multiple GPUs
sequential
350
300
250
200
sequential
150
100
50
0
100
200
300
400
500
600
700
800
900
1000
1100
1200
Sequential
0.012
0.01
0.008
0.006
gflops
0.004
0.002
0
1
2
3
4
5
6
7
8
9
10
11
12
GPU
40
35
30
25
20
15
10
5
0
time
GPU
250
200
150
100
50
0
gflops
MPI
180
160
140
120
100
n=2
n=5
80
n=10
60
40
20
0
100
200
300
400
500
600
700
800
900
1000
1100
1200
MPI
0.12
0.1
0.08
n=2
0.06
n=5
n=10
0.04
0.02
0
100
200
300
400
500
600
700
800
900
1000
1100
1200




We achieved several orders of magnitude
speed-up going to a GPU
We achieved similar results to what was
obtained in GPU gems
The sequential implementation was not
optimal as it did not use SSE or multiple cores
– much lower than the theoretical possible
FLOPs for the Xeon CPU
The MPI driver showed that task level
parallelism can be exploited using distributed
memory computing



Run the MPI GPU version on Draco
FMM (Fast Multiple Method) MPI
implementation
Multi-device GPU implementation