Abstract

We present novel algorithms for cell-based adaptive mesh refinement on unstructured meshes of triangles on graphics processing units. Our implementation makes use of improved memory management techniques and a coloring algorithm for avoiding race conditions. Both the solver and AMR algorithms are entirely implemented on the GPU, with negligible communication between device and host. We show that the overhead of the AMR subroutines is small compared to the high order solver and that the proportion of total runtime spent adaptively refining the mesh decreases with the order of approximation. We apply our code to a number of benchmark problems as well as more recently proposed problems for the Euler equations that require extremely high resolution. We present the solution to a shock reflection problem that addresses the von Neumann triple point paradox with an accurately computed triple point location. Finally, we present the first solution on the full Euler equations to the problem of shock disappearance and self-similar diffraction of weak shocks around thin films.

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