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4.5.5 Implementation on a Parallel Computer

When implementing this algorithm on a computer, what is stored in the computer's memory is information concerning each point in the lattice, regardless of whether or not there is a particle at that lattice point. This allows for very efficient checking of the space around each particle for the presence of other particles (i.e., information concerning the six adjacent points in a triangular lattice will be found at certain known locations in memory). The need to keep information on empty lattice points in memory does not entail as great a penalty as might be thought; many lattice grain model problems involve a high density of particles, typically one for every one to four lattice points, and the memory cost per lattice point is not large. The memory requirements for the implementation of LGrM as described here are five variables per lattice site: two components of position, two of velocity, and one status variable, which denotes an empty site, an occupied site, or a bounding ``wall'' particle. If each variable is stored using four bytes of memory, then each lattice point requires 20 bytes.

The standard configuration for a simulation consists of a lattice with a specified number of rows and columns bounded at the top and bottom by two rows of wall particles (thus forming the top and bottom walls of the problem space), and with left and right edges connected together to form periodic boundary conditions. Thus, the boundaries of the lattice are handled naturally within the normal position updating and collision rules, with very little additional programming. (Note: Since the gravitational acceleration can point in an arbitrary direction, the top and bottom walls can become side walls for chute flow. Also, the periodic boundary conditions can be broken by the placement of an additional wall, if so desired.)

Because of the nearest-neighbor type interactions involved in the model, the computational scheme was well suited to an nCUBE parallel processor. For the purpose of dividing up the problem, the hypercube architecture is unfolded into a two-dimensional array, and each processor is given a roughly equal-area section of the lattice. The only interaction between sections will be along their common boundaries; thus, each processor will only need to exchange information with its eight immediate neighbors. The program itself was written in C under the Cubix/CrOS III operating system.



next up previous contents index
Next: 4.5.6 Simulations Up: 4.5 An Automata Model Previous: 4.5.4 The Rules for



Guy Robinson
Wed Mar 1 10:19:35 EST 1995