Accurate and Robust Geometric Algorithms for Regridding on the Sphere
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Engineering topics
Publications and source records attributed to Jain, Rajeev.
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Flash-X is a highly composable multiphysics software system that can be used to simulate physical phenomena in several scientific domains. It is derived from FLASH, which has been a community code for several communities over the last 20 years. The Flash-X architecture has been redesigned to be compatible with increasingly heterogeneous hardware platforms. A part of the redesign is a utilizing a newly designed performance portability layer that is language agnostic.
Most high-fidelity physics simulation codes, such as Flash-X, need to save intermediate results (checkpoint files) to restart or gain insights into the evolution of the simulation. These simulation codes save such intermediate files synchronously, where computation is stalled while the data is written to storage. Depending on the problem size and computational requirements, this file write time can be a substantial portion of the total simulation time. In order to hide the I/O latency of checkpointing, asynchronous I/O methods have been introduced. These methods use background threads for performing I/O while the main threads continue with the simulation. The usage of background threads can compete for resources on the node as well as with communication. In this paper, we evaluate the overheads and the overall benefit of asynchronous I/O in HDF5 to simulations. Results from real-world high-fidelity simulations on the Summit supercomputer show that I/O operation is overlapped with application communication or computation or both, effectively hiding some or all of the I/O latency. Our evaluation shows that while using asynchronous I/O adds overhead to the application, the I/O time reduction is more significant, resulting in overall up to 1.5X performance speedup.