Computer Simulations and Space Weather
In the 1990s, the use of computer simulations as a virtual
environment to model complex physical systems was gaining momentum, driven to a
large extent by increase in computational power. A common simulation technique consists of
dividing the simulation domain into a computational grid, initializing the
system and then updating the state of the system over time.
At the time, I was looking into computer simulation
techniques with an eye towards applications in plasma physics, such as fusion,
space physics such as space weather, among others. A common characteristic
among these applications is that different parts of the system evolve at
different rates in time. An ideal algorithm would intelligently adapt the time step
at each computational grid based on local conditions to achieve a desired
accuracy. As it turns out, this is a very challenging task for the
algorithms. The standard techniques,
generally called time-stepped based, faithfully update the system at equal time steps, leading to great inefficiency, and putting realistic modeling of
many systems out of reach.
Imagine simulating car traffic on the freeway. It would be
quite wasteful to update the simulation as often in the bumper-to-bumper
traffic part of the freeway, where there is slow change over time, as in the
part where cars are traveling at full speed.
The common approach to address this problem has been to create patches
in the simulation with finer spatial grids and then update the patches at smaller
time steps. This leads to well-known numerical issues but that is the best that
was available. And it is even more problematical to have such algorithms
adaptively move the patches in time (e.g., have the fine resolution patch
follow the traffic jams in time).
Having reached the conclusion that, the wide spread use of
time-stepped approach is fundamentally flawed for simulating temporally in-homogeneous systems, I started to look into alternatives. In the process, I
came across a technique, called discrete event simulation, which was being used
in applications where the evolution of system occurs in distinct events and the
system is assumed to have no change in between the events. Applications include video games, battle
field simulation, traffic flow modeling, among others. For example, in the
battle field simulation, the event of interest may be whether the tank hits its
target and all other aspects such as the detailed motion tracking of the tank
could be ignored.
This technique, which is action-based, is completely
different than the time-stepped methodology where the dynamics of the system is
continuously tracked over time. The question was whether it was feasible to
adapt the discrete event methodology for simulation of problems that were traditionally
addressed by time-stepped approaches.
It took about a year before we had our proof of concept,
which was published in 2005 (Karimabadi et al.,
2005). As it often happens in science, new breakthroughs and
fundamentally different approaches, encounter a certain degree of resistance
from the scientific community. But
eventually with more proof points the resistance dissipates and turns into
acceptance. I distinctly remember that in my early talks on the subject, most
of the audience had a hard time wrapping their mind around the concept. This
was not surprising and spoke to the novelty of the approach. We have since
developed the technique further (e.g., Omelchenko and Karimabadi, 2006, 2007,
2012a, 2012b). It has found applications in other domains such as modeling of wildfires,
oil reservoirs, computational fluid
dynamics, plasma discharges, among others. The algorithm provides significant
improvements in speed, and accuracy compared to standard techniques. It also
exhibits better stability properties. Even today, it remains the only algorithm
of its type where it self-adaptively changes the time step on each computational
grid.
The power of this technique is illustrated through two movies. The movies are from a simulation of solar wind interaction with the Earth’s magnetic field. The movies show the time step distribution for field (Bottom Video) and particle (TopVideo) updates, respectively. The time step is normalized to that from a standard time-stepped algorithm. Note how the algorithm adjusts the time step dynamically and in regions of low activity the time step is two orders of magnitude larger than the corresponding time-stepped algorithm. The algorithm figures out at each point in the simulation what the proper temporal resolution required should be and updates the simulation accordingly.
The power of this technique is illustrated through two movies. The movies are from a simulation of solar wind interaction with the Earth’s magnetic field. The movies show the time step distribution for field (Bottom Video) and particle (TopVideo) updates, respectively. The time step is normalized to that from a standard time-stepped algorithm. Note how the algorithm adjusts the time step dynamically and in regions of low activity the time step is two orders of magnitude larger than the corresponding time-stepped algorithm. The algorithm figures out at each point in the simulation what the proper temporal resolution required should be and updates the simulation accordingly.
Omelchenko Y.A. and H. Karimabadi, Spontaneous
generation of a sheared plasma rotation in a field-reversed q-pinch discharge, Phys. Rev. Lett. 109, 065004, 2012a.
Omelchenko, Y.A. and H. Karimabadi, HYPERS: A Unidimensional
Asynchronous Framework for Multiscale Hybrid Simulations, J. Comp. Phys.
231,1766-1780, 2012b.
Omelchenko, Y.A. and H. Karimabadi, A Time-Accurate
Explicit Multiscale Technique for Gas Dynamics, J. Comp. Phys. 226 (1):
282-300, 2007.
Omelchenko Y.A. and H. Karimabadi, Self-adaptive time
integration of flux-conservative equations with sources, J. Comp. Phys. 216,
179-194, 2006.
Karimabadi H., J. Driscoll, Y.A.
Omelchenko, and N. Omidi, A new asynchronous methodology of modeling of physical
systems, J. Comp. Phys. 205( 2), 755-775, 2005.
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