Searcharxiv⌕ Search

arXiv subjects

Dan Negrut

Publications and source records attributed to Dan Negrut.

42 records · Page 3Linked to original sources

CryptoEmu: An Instruction Set Emulator for Computation Over Ciphers

Fully homomorphic encryption (FHE) allows computations over encrypted data. This technique makes privacy-preserving cloud computing a reality. Users can send their encrypted sensitive data to a cloud server, get encrypted results returned and decrypt them, without worrying about data breaches. This project report presents a homomorphic instruction set emulator, CryptoEmu, that enables fully homomorphic computation over encrypted data. The software-based instruction set emulator is built upon an open-source, state-of-the-art homomorphic encryption library that supports gate-level homomorphic evaluation. The instruction set architecture supports multiple instructions that belong to the subset of ARMv8 instruction set architecture. The instruction set emulator utilizes parallel computing techniques to emulate every functional unit for minimum latency. This project report includes details on design considerations, instruction set emulator architecture, and datapath and control unit implementation. We evaluated and demonstrated the instruction set emulator's performance and scalability on a 48-core workstation. CryptoEmu has shown a significant speedup in homomorphic computation performance when compared with HELib, a state-of-the-art homomorphic encryption library.

cs.CR↗

Producing 3D Friction Loads by Tracking the Motion of the Contact Point on Bodies in Mutual Contact

We outline a phenomenological model to assess friction at the interface between two bodies in mutual contact. Although the approach is general, the application inspiring the approach is the Discrete Element Method. The kinematics of the friction process is expressed in terms of the relative 3D motion of the contact point on the two surfaces in mutual contact. The model produces expressions for three friction loads: slide force, roll torque, and spin torque. The cornerstone of the methodology is the process of tracking the evolution/path of the contact point on the surface of the two bodies in mutual contact. The salient attribute of the model lies with its ability to simultaneously compute, in a 3D setup, the slide, roll, and spin friction loads for smooth bodies of arbitrary geometry while accounting for both static and kinematic friction coefficients.

cs.CE↗

The dynamics of scattering in undulatory active collisions

Natural and artificial self-propelled systems must manage environmental interactions during movement. Such interactions, which we refer to as active collisions, are fundamentally different from momentum-conserving interactions studied in classical physics, largely because the internal driving of the locomotor can lead to persistent contact with heterogeneities. Here, we experimentally and numerically study the effects of active collisions on a laterally-undulating sensory-deprived robophysical model, whose dynamics are applicable to self-propelled systems across length scales and environments. The robot moves via spatial undulation of body segments, with a nearly-linear center-of-geometry trajectory. Interactions with a single rigid post scatter the robot, and these deflections are proportional to the head-post contact duration. The distribution of scattering angles is smooth and strongly-peaked directly behind the post. Interactions with a single row of evenly-spaced posts (with inter-post spacing $d$) produce distributions reminiscent of far-field diffraction patterns: as $d$ decreases, distinct secondary peaks emerge as large deflections become more likely. Surprisingly, we find that the presence of multiple posts does not change the nature of individual collisions; instead, multi-modal scattering patterns arise from multiple posts altering the likelihood of individual collisions to occur. As $d$ decreases, collisions near the leading edges of the posts become more probable, and we find that these interactions are associated with larger deflections. Our results, which highlight the surprising dynamics that can occur during active collisions of self-propelled systems, can inform control principles for locomotors in complex terrain and facilitate design of task-capable active matter.

physics.class-ph↗

A Consistent Spatially Adaptive Smoothed Particle Hydrodynamics Method for Fluid-Structure Interactions

A new consistent, spatially adaptive, smoothed particle hydrodynamics (SPH) method for Fluid-Structure Interactions (FSI) is presented. The method combines several attributes that have not been simultaneously satisfied by other SPH methods. Specifically, it is second-order convergent; it allows for resolutions spatially adapted with moving (translating and rotating) boundaries of arbitrary geometries; and, it accelerates the FSI solution as the adaptive approach leads to fewer degrees of freedom without sacrificing accuracy. The key ingredients in the method are a consistent discretization of differential operators, a \textit{posteriori} error estimator/distance-based criterion of adaptivity, and a particle-shifting technique. The method is applied in simulating six different flows or FSI problems. The new method's convergence, accuracy, and efficiency attributes are assessed by comparing the results it produces with analytical, finite element, and consistent SPH uniform high-resolution solutions as well as experimental data.

physics.flu-dyn↗

A Consistent Multi-Resolution Smoothed Particle Hydrodynamics Method

We seek to accelerate and increase the size of simulations for fluid-structure interactions (FSI) by using multiple resolutions in the spatial discretization of the equations governing the time evolution of systems displaying two-way fluid-solid coupling. To this end, we propose a multi-resolution smoothed particle hydrodynamics (SPH) approach in which subdomains of different resolutions are directly coupled without any overlap region. The second-order consistent discretization of spatial differential operators is employed to ensure the accuracy of the proposed method. As SPH particles advect with the flow, a dynamic SPH particle refinement/coarsening is employed via splitting/merging to maintain a predefined multi-resolution configuration. Particle regularity is enforced via a particle-shifting technique to ensure accuracy and stability of the Lagrangian particle-based method embraced. The convergence, accuracy, and efficiency attributes of the new method are assessed by simulating four different flows. In this process, the numerical results are compared to the analytical, finite element, and consistent SPH single-resolution solutions. We anticipate that the proposed multi-resolution method will enlarge the class of SPH-tractable FSI applications.

physics.flu-dyn↗

Analysis of A Splitting Approach for the Parallel Solution of Linear Systems on GPU Cards

We discuss an approach for solving sparse or dense banded linear systems ${\bf A} {\bf x} = {\bf b}$ on a Graphics Processing Unit (GPU) card. The matrix ${\bf A} \in {\mathbb{R}}^{N \times N}$ is possibly nonsymmetric and moderately large; i.e., $10000 \leq N \leq 500000$. The ${\it split\ and\ parallelize}$ (${\tt SaP}$) approach seeks to partition the matrix ${\bf A}$ into diagonal sub-blocks ${\bf A}_i$, $i=1,\ldots,P$, which are independently factored in parallel. The solution may choose to consider or to ignore the matrices that couple the diagonal sub-blocks ${\bf A}_i$. This approach, along with the Krylov subspace-based iterative method that it preconditions, are implemented in a solver called ${\tt SaP::GPU}$, which is compared in terms of efficiency with three commonly used sparse direct solvers: ${\tt PARDISO}$, ${\tt SuperLU}$, and ${\tt MUMPS}$. ${\tt SaP::GPU}$, which runs entirely on the GPU except several stages involved in preliminary row-column permutations, is robust and compares well in terms of efficiency with the aforementioned direct solvers. In a comparison against Intel's ${\tt MKL}$, ${\tt SaP::GPU}$ also fares well when used to solve dense banded systems that are close to being diagonally dominant. ${\tt SaP::GPU}$ is publicly available and distributed as open source under a permissive BSD3 license.

cs.DC↗