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Lukas Winkler

Publications and source records attributed to Lukas Winkler.

3 recordsLinked to original sources

JZ-Tree: GPU friendly neighbour search and friends-of-friends with dual tree walks in JAX plus CUDA

Algorithms based on spatial tree traversal are widely regarded as among the most efficient and flexible approaches for many problems in CPU-based high-performance computing (HPC). However, directly transferring these algorithms to GPU architectures often yields substantially smaller performance gains than expected in light of the high computational throughput of modern GPUs. The branching nature of tree algorithms leads to thread divergence and irregular memory access patterns -- both of which may severely limit GPU performance. To address these challenges, we propose a Morton (z-order) 'plane-based tree hierarchy' that is specifically designed for GPU architectures. The resulting flattened data layout enables efficient dual-tree traversal with collaborative execution across thread groups, leading to highly coalesced memory access patterns. Based on this framework we present implementations of two important spatial algorithms -- exact $k$-nearest neighbour search and friends-of-friends (FoF) clustering. For both cases, we observe more than an order-of-magnitude performance improvement over the closest competing GPU libraries for large problem sizes ($N \gtrsim 10^7$), together with strong scaling to distributed multi-GPU systems. We provide an open-source implementation, 'JZ-Tree' (JAX z-order tree), which serves as a foundation for efficient GPU implementations of a broad class of tree-based algorithms.

cs.DC

DISCO-DJ II: a differentiable particle-mesh code for cosmology

The mildly non-linear regime of cosmic structure formation holds much of the information that upcoming large-scale structure surveys aim to exploit, making fast and accurate predictions on these scales essential. We present the $N$-body module of DISCO-DJ (DIfferentiable Simulations for COsmology - Done with Jax), designed to deliver high-fidelity, GPU-accelerated, and differentiable particle-mesh simulations tailored for cosmological inference. Theory-informed time integrators such as the recently introduced BullFrog method allow for accurate predictions already with few time steps (e.g. $6$ steps for per-cent-level accuracy in terms of the present-day power spectrum at $k \approx 0.2 \, h / \mathrm{Mpc}$ using $N = 512^3$ particles, which takes just a few seconds). To control discreteness effects and achieve high accuracy, the code incorporates a suite of advanced techniques, for example a custom non-uniform FFT implementation for force evaluation. Both forward- and reverse-mode differentiation are supported, with memory requirements independent of the number of time steps; in the reverse case, this is achieved through an adjoint formulation. We extensively study the effect of various numerical parameters on the accuracy. As an application of DISCO-DJ, we perform field-level inference by recovering $σ_8$ and the initial conditions from a noisy Gadget matter density field. Coupled with our recently introduced Einstein--Boltzmann solver, the DISCO-DJ ecosystem provides a self-consistent, fully differentiable pipeline for modelling the large-scale structure of the universe. The code is available at https://github.com/cosmo-sims/DISCO-DJ.

astro-ph.CO

cosmICweb: Cosmological Initial Conditions for Zoom-in Simulations in the Cloud

We present the online service cosmICweb (COSMological Initial Conditions on the WEB) - the first database and web interface to store, analyze, and disseminate initial conditions for zoom simulations of objects forming in cosmological simulations: from galaxy clusters to galaxies and more. Specifically, we store compressed information about the Lagrangian proto-halo patches for all objects in a typical simulation merger tree along with properties of the halo/galaxy across cosmic time. This enables a convenient web-based selection of the desired zoom region for an object fitting user-specified selection criteria. The information about the region can then be used with the MUSIC code to generate the zoom ICs for the simulation. In addition to some other simulations, we currently support all objects in the EAGLE simulation database, so that for example the Auriga simulations are easily reproduced, which we demonstrate explicitly. The framework is extensible to include other simulations through an API that can be added to an existing database structure and with which cosmICweb can then be interfaced. We make the web portal and database publicly available to the community.

astro-ph.CO