1. Introduction
The focus of this research is on innovation of highly parallel algorithms to simulate the contours of a three-dimensional free surface that appears to be stationary at the stern of a moving vessel, known as “Kelvin ship waves” [
1]. Research on the kelvin wave shape has been continuously put to practical use in hull design, ship detection and environmentally friendly shipping policies [
2].
Froude [
3], a famous naval architect, first comprehensively described the morphology and main characteristics of ship waves. Under the assumption of infinite water depth, Kelvin [
4] replaced a moving ship with a pressure disturbance point moving in a constant velocity straight line on the water surface, proposed the famous Kelvin angle of
. In recent years, with the further study of ship wave characteristics, Rabaud [
5] noted that the wake angle will be less than the well-known Kelvin angle if the vessel speed is sufficiently large. Subsequently, various effect factors for the Kelvin wake form were discussed in plenty of papers, e.g., Froude number [
6], non-axisymmetric and interference effects, shear current,surface tension, the bottom topography, submergence depth, finite water depth and viscosity [
7], etc. Accordingly, the research method of ship waves has gradually shifted from the previous analytical algorithms to numerical simulation.
The overwhelming majority of analytical algorithms of ship wave patterns concerns linear theories. Havelock [
8] provided a linear solution for the problem of flow under a pressure distribution. Such ideal perturbations can also be replaced by a single submerged point source singularity [
8] and submerged bodies [
2]. Moreover, thin ship theory was alse used in the study of the ship wave pattern [
9]. As the development of computer technology, numerical simulation methods are becoming increasing popular, the research focus shifted from linear problems to nonlinear problems. Nowadays, there are three numerical methods widely used to solve surface wave problems: boundary integral method, finite-difference method and finite-element method. In particular, Forbes [
10] apply boundary integral method to build a series of integro-differential equation, the full nonlinear free surface flow problem was solved with moderate efficiencies. In more recent times, according to this method, many papers solve fully 3-D nonlinear ship waves with meshes between
and
[
11,
12]. And Pethiyagoda [
6] noted that the points used along the
direction should be more than 100 to make a sufficient standard about grid-independence.
With increasing mesh size, however, the computation time increases exponentially using only Central Processing Unit (CPU) computation power. As the rapid improvement of the electronics industry, the Graphics Processing Unit (GPU) has become another method of acceleration for optimizing the execution of large numbers of threads. Currently, the powerful GPU parallel computing ability has been used to improve the studies on ocean engineering. Hori [
13] simulated 2-D dam-break flow by developing a GPU-based MPS code and achieved 7 times speedup. As for 3-D nonlinear free surface problem, Pethiyagoda [
6] combined the GPU acceleration technique with the boundary integral method and LU [
14] developed a GPU-accelerated high-order spectral solver. Xie [
15] developed the MPSGPU-SJTU solver with GPU acceleration technique for the liquid sloshing simulation.
This paper presents a parallel solution framework based on GPU for nonlinear ship wave problem, in which almost all operations are performed in GPU device. Since the nonlinear boundary integral equation on each node is independent of the synchronous equations on other nodes, plenty of threads on GPU can be used to complete the integration operation for each node simultaneously. In addition, the parallel computing method can be used for the calculation of the large-scale linear sparse system, the complex inversion process is quickly finished by using Compute Unified Architecture (CUDA) language. According to this framework, a highly-paralleled GPU solver is proposed to simulate 3-D nonlinear Kelvin ship waves. The computation speed for the 3-D nonlinear ship waves simulation can be significantly increased, it is convenient to study the larger scale problems. On the other hand, the size of Random-Access Memory limits grid growth, the application of the banded preconditioner method can greatly save running memory to break through this limitation. The banded preconditioner method helps to achieve the standard for the grid-independence.
The rest of the paper is as follows. A brief introduction of the problem formulation is given in
Section 2. In
Section 3, the banded preconditioner JFNK algorithm is described. In
Section 4, the theory and implementation of the GPU acceleration technique are presented. The accuracy, efficiency and capability of the GPU solver are verified in
Section 5, and a summary in
Section 6 concludes the paper.