4.3 KiB
Sink particle
The document aims to describe how the sink particle is calculated. For referfence see Lee et al. (2014) Apj, 783, 50.
Stage 1: Initialization
Create datatype sink
with coordinate and location for the particle.
sink.x
sink.y
sink.z
sink.mass
Either we start with an initial particle, or we can assume it to form later (e.g. based on Truelove criterion.)
Stage 2: Communication (host to device)
Values of sink
need to be communicated from Host to Device.
Stage 3: Gravitation
Based on sink
gravitational force effect is added to the momentun equation (via DSL).
Stage 4: Accretion
This part of the process is most complicated, and will require special attention. The starting point should be the Truelove criterion, but we migh need additional subgrid model assumptions.
Jeans length \begin{equation} \lambda_\mathrm{J} = \Big( \frac{\pi c_s^2}{G \rho} \Big)^{1/2} \end{equation}
Truelove-Jeans density.
\begin{equation}
\rho_\mathrm{TJ} = \frac{\pi J^2 c_s^2}{G \Delta x^2}
\end{equation}
where J = \Delta x / \lambda_\mathrm{J}
. Lee et al. (2014) set J=1/8
.
Magnetic Truelove criterion \begin{equation} \rho_\mathrm{TJ, mag} = \rho_\mathrm{TJ} (1 + 0.74/\beta) \end{equation}
Accreted mass \begin{equation} (\rho - \rho_\mathrm{TJ, mag})\Delta x^3 \end{equation}
Stage 5: Data gathering (device to host)
After accretion we will need to gather all data to sink.mass
. This might need gathering from multiple GPUs, i.e. like in
Depends on the stencils size and shape used for at the accretion stage. Currently the method is not clear.
Plan
1. Add gravitating particle
Add a particle with specific mass and location. No accretion included.
2. Add simple accretion
Add an accretion property of the particle. Use just a basic form.
3. Add Complicated accretion
Add accretion properties which might be useful for the sake of physical correctness and/or numerical stability.
4. Add particle movement. (OPTIONAL)
Make is possible for the particle to accrete momentum in addition to mass, and therefore influence its movement.
5. Multiple particles. (VERY OPTIONAL)
Create sink particles dynamically and allow the presence of multiple sinks.
Suggestion writen by JP:
add to acc/mhd_solver/stencil_defines.h:
// Scalar mass
#define AC_FOR_USER_REAL_PARAM_TYPES(FUNC) \
...
...
FUNC(AC_sink_particle_mass),
// Vector position
// NOTE: This makes an AcReal3 constant parameter
// This is a completely new type that has not yet been
// tested. Accessible from the DSL with
// DCONST_REAL3(AC_sink_particle_pos)
#define AC_FOR_USER_REAL3_PARAM_TYPES(FUNC) \
...
...
FUNC(AC_sink_particle_pos),
// Vertex buffer for accretion
#define AC_FOR_VTXBUF_HANDLES(FUNC) \
...
FUNC(VTXBUF_ACCRETION),
acc/mhd_solver/stencil_process.sps:
Scalar
your_accretion_function(int3 globalVertexIdx)
{
Scalar mass = DCONST_REAL(AC_sink_particle_mass);
Vector pos0 = DCONST_REAL3(AC_sink_particle_pos);
Vector pos1 = (Vector){ (globalVertexIdx.x - nx_min) * dsx), ...};
return *accretion from the current cell at globalVertexIdx*
}
// This should have a global scope
out Scalar out_accretion = VTXBUF_ACCRETION;
Kernel void
solve(Scalar dt) {
...
...
out_accretion = your_accretion_function(globalVertexIdx);
}
src/standalone/model/host_accretion.cc: <- new file
#include "astaroth.h"
void
updateAccretion(AcMeshInfo* info)
{
AcReal previous_mass = info->real_params[AC_sink_particle_mass];
AcReal accreted_mass = acReduceScal(RTYPE_SUM, VTXBUF_ACCRETION);
// Note: RTYPE_SUM does not yet exist (but is easy to add)
AcReal mass = previous_mass + accreted_mass;
info->real_params[AC_sink_particle_mass] = mass; // Save for the next iteration
acLoadDeviceConstant(AC_sink_particle_mass, mass); // Load to the GPUs
}
src/standalone/simulation.cc:
#include "model/host_accretion.h"
int
run_simulation(void)
{
...
while (simulation_running) {
...
...
updateAccretion(&mesh_info);
}
}