Computer Science 338 |
Tutorial Assignment 6: Jacobi on a Quadtree
Due: Tuesday, March 14, 2006 at 9:00 AM
In addition to reading this handout, please read:
So far, we have looked at distributed data structures that use only arrays. Arrays usually are the easiest to distribute; we simply assign a range of subscripts to each process.
In your Jacobi solver, solution points were distributed evenly through the domain:
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If you wanted a more accurate solution, you could add more solution points. But since your program used a uniform distribution of the points, better accuracy requires adding points everywhere.
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While this is possible, it increases the total amount of work very quickly.
In some cases, we really only need more points in just parts of the domain. In a heat distribution problem, if there is a heat source in the northwest corner, we may only need more accuracy near that heat source. Fewer points may provide a sufficiently accurate solution further from the source.
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This is significantly more efficient in terms of the amount of computation we need to do to obtain a solution of acceptable accuracy.
If we know ahead of time where the extra work is needed, we could assign extra points there at the start of the computation. However, we often do not know this information. After all, we probably wouldn't be solving problems for which we already have a solution handy, so an adaptive approach is taken. Periodically, the accuracy of the solution can be checked, and extra points added as needed. In the context of the Jacobi solver, we may have a threshold for the greatest allowable difference in temperature between adjacent points. If the difference exceeds the threshold, points are added in that vicinity and the solution is recomputed.
Adaptivity with arrays is difficult, as the completely regular structure is lost. In many cases, a mesh structure, often implemented as a linked data structure, is used instead of arrays.
Meshes come in a variety of types. Meshes consisting of quadrilaterals (hexahedra in three dimensions) are called structured meshes. Meshes constructed from triangles (tetrahedra in three dimensions) are called unstructured meshes. There are big differences in terms of what happens when you solve on them and how hard they are to generate, but for our purposes here, the issues are similar.
Some terminology: a typical mesh consists of three-dimensional regions, and their bounding faces, edges, and vertices. A data structure implementing the mesh will often allow queries such as "what faces bound this region" and "what edges are incident on this vertex" to be made efficiently.
The term "element" often is used to refer to the highest-dimension entity, and in many cases is the entity with which the solution is stored.
In fact, our Jacobi example is really just a computation on a uniform quadrilateral structured mesh. Here, the squares serve as the mesh elements and these contain the solution values.
Here are some examples of three-dimensional unstructured meshes:
These sample unstructured meshes are stored in memory using a hierarchical linked structure. These structures are implemented in a software library called the SCOREC Mesh Database (MDB).
The most recent versions of MDB are written mostly in C++, but we will look at it from a C interface only.
A version of this software is installed on the bullpen cluster in /dists/bullpen-active/terescoj/develop/model/scorecMesh/4.5. The public interface is given by the file MSops.h in the include subdirectory. The source code is in scorecMesh and its subdirectories.
The full mesh entity hierarchy is represented. All vertices, edges, faces, and regions are stored in lists. Each entity also maintains lists of its bounding sub- or super-entities.
We will not program using any of the mesh operators directly , but it is worth looking at them to get an idea of what is possible.
Here are what some of the operators do (found in MSops.h):
We could write programs to operate entirely on these meshes (and many have been written) but it is not yet parallel.
A second library, the Parallel Mesh Database (PMDB) is built on top of MDB and provides for distributed meshes.
PMDB is in /dists/bullpen-active/terescoj/parallel/pmdb/5.5 on bullpen. Its documentation is online.
We would like our distributed meshes to provide all the functionality and flexibility that is provided by the regular MDB.
See the description and figures in the Applied Numerical Mathematics article.
PMDB takes care of all of the message passing to migrate the mesh entities as appropriate and to update all of the partition boundary structures.
A variety of algorithms can be used to determine just how to distribute mesh elements among a set of cooperating processes and several of these mesh partitioning algorithms will be topics of study for us very soon.
Adaptive mesh refinement of PMDB meshes is provided by the (very scary) refdref library.
We will pick up with more on these topics next week.
Lab Tasks
You may work alone or in groups of two or three on this week's programs. Any changes from last week's groups must be confirmed by an e-mail to me no later than Friday, March 10.
This week's task is to develop an adaptive version of the Jacobi solver. We could do this using an unstructured mesh as described above, but that can get complicated quickly.
Instead, you are to write a C or C++ program to solve Laplace's equation on a square domain using Jacobi iteration that operates on an adaptive quadtree structure.
A quadtree is a spatial tree data structure. Each node in the tree is called a quadrant. Leaf nodes are called terminal quadrants. These terminal quadrants will serve as the elements on which we will perform computation.
The tree's root represents the entire domain, which, in our case, is a square.
The Jacobi iteration on a given quadtree is similar to the iteration you've done in the array-based versions. However, since there may be a deeper quadtree in some parts of the domain, some leaf quadrants have neighbors more or less refined than themselves.
One obstacle to overcome is to locate neighboring quadrants efficiently. It is possible to maintain direct neighbor links within your quadtree structure, but you may find it more useful to search based on coordinate information. Each quadrant knows its own bounding box coordinates and from this can easily compute the coordinates of the adjacent quadrants at the same level. A nice feature of the quadtree structure is that the quadrants that contain any point in space can easily be found with a simple traversal from the root, determining the correct child at each step by comparing coordinates. If the neighbor point is outside the root quadrant, you know to apply a boundary condition.
To make the program more interesting in the context of adaptivity, your program should allow a wider range of initial and boundary conditions than your previous implementations.
These functions can be hard-coded into your program, but you may consider implementing a system where initial and boundary conditions would be specified through a configuration file.
Your program should take several parameters:
Here is the result of my program when run on the unit square with the x=0 boundary condition set to 2y, the other side boundaries fixed at 0, and a special boundary condition setting the point at (0.75,0.75) to 3. The entire domain is initialized to 0. The initial quadtree is refined 3 levels (64 leaf quadrants), a Jacobi tolerance of 0.0001 with a maximum number of iterations of 2000, and a refinement threshold of 0.05 and a maximum number of refinement levels of 3.
The structure of your program might look something like this:
create quadtree to initial refinement level
set initial solution values of leaf quadrants to initial conditions
do {
do {
foreach leaf quadrant {
if (!special boundary condition applied)
do Jacobi iteration step
}
} while (error > Jacobi tolerance && jac_steps < jac_max)
refine quadrants based on refinement threshold
} while (any quadrants were refined && ref_steps < ref_max)
Even if you choose to write your program in C instead of C++, I encourage you to follow good object-oriented design. Separate the functionality of the quadtree from the solution process. If you have any questions about how to do this, please ask.
There are a few C macros and functions that you may find useful in the shared area for this assignment.
As difficult as it was to print your solutions in a meaningful way in the uniform grid version, it will be even more so once you include adaptivity. I suggest printing solutions to a file in a format that includes the coordinates of each leaf quadrant and its solution value. You can then plot these values with gnuplot. A script that I used to generate some of the solution plots in this handout is available in the class shared area and here. This is a very simple gnuplot script and I am sure you can do better. A couple bonus points to the group that creates the best gnuplot graphs of your solutions.
Since this is a parallel processing course, you will be parallelizing this program for your next assignment. We will be using MPI and the message passing paradigm, but we will spend some time during tutorial meetings next week discussing parallelization issues for a problem such as this. Before your tutorial meeting, please think about how you might go about creating and managing a distributed quadtree structure, how you will do the computation on such a structure, and what you will need to do to maintain a balanced parallel computation after adaptive steps.
There are several files to turn in for this assignment. They should all be included in a file named tut06.tar that you submit using the turnin utility. Please use the filenames specified and be sure to include your name (and your partner's name, if you are working in a group) in each file.
Your submitted tar file should include your Makefile, your C or C++ source code, a brief README file that expains how to run your program and contains the answers to the questions. Please do not include object files or your executable in your tar file.
Honor code guidelines: While the program is to be done only by you (meaning your group, if you choose to work in a group), along the lines of a laboratory program, I want to encourage you to ask questions and discuss the programs with me and with classmates outside your group as you develop it. However, no sharing of code between groups is permitted. If you have any doubts, please check first and avoid honor code problems later.
Grading guidelines: Your grade for the programs will be determined by correctness, design, documentation, style, and efficiency. In particular, I will run each of your programs and the fastest program in my test cases will receive full efficiency credit, while slower programs will earn only a relative fraction of the efficiency credit.