Preliminary Assessment of Impact from Patch for Meltdown and Spectre (variants 1 & 2) on Sandia National Laboratories? HPC Production Operations Using ASC Integrated Codes
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The purpose of the Sandia National Laboratories Advanced Simulation and Computing (ASC) Software Quality Plan is to clearly identify the practices that are the basis for continually improving the quality of ASC software products. The plan defines the ASC program software quality practices and provides mappings of these practices to Sandia Corporate Requirements CPR001.3.2 and CPR001.3.6 and to a Department of Energy document, ''ASCI Software Quality Engineering: Goals, Principles, and Guidelines''. This document also identifies ASC management and software project teams' responsibilities in implementing the software quality practices and in assessing progress towards achieving their software quality goals.
The purpose of the Sandia National Laboratories Advanced Simulation and Computing (ASC) Software Quality Plan is to clearly identify the practices that are the basis for continually improving the quality of ASC software products. The plan defines the ASC program software quality practices and provides mappings of these practices to Sandia Corporate Requirements CPR 1.3.2 and 1.3.6 and to a Department of Energy document, ASCI Software Quality Engineering: Goals, Principles, and Guidelines. This document also identifies ASC management and software project teams responsibilities in implementing the software quality practices and in assessing progress towards achieving their software quality goals.
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The purpose of the Sandia National Laboratories Advanced Simulation and Computing (ASC) Software Quality Plan is to clearly identify the practices that are the basis for continually improving the quality of ASC software products. The plan defines the ASC program software quality practices and provides mappings of these practices to Sandia Corporate Requirements CPR 1.3.2 and 1.3.6 and to a Department of Energy document, 'ASCI Software Quality Engineering: Goals, Principles, and Guidelines'. This document also identifies ASC management and software project teams responsibilities in implementing the software quality practices and in assessing progress towards achieving their software quality goals.
The purpose of the Sandia National Laboratories (SNL) Advanced Simulation and Computing (ASC) Software Quality Plan is to clearly identify the practices that are the basis for continually improving the quality of ASC software products. Quality is defined in DOE/AL Quality Criteria (QC-1) as conformance to customer requirements and expectations. This quality plan defines the ASC program software quality practices and provides mappings of these practices to the SNL Corporate Process Requirements (CPR 1.3.2 and CPR 1.3.6) and the Department of Energy (DOE) document, ASCI Software Quality Engineering: Goals, Principles, and Guidelines (GP&G). This quality plan identifies ASC management and software project teams' responsibilities for cost-effective software engineering quality practices. The SNL ASC Software Quality Plan establishes the signatories commitment to improving software products by applying cost-effective software engineering quality practices. This document explains the project teams opportunities for tailoring and implementing the practices; enumerates the practices that compose the development of SNL ASC's software products; and includes a sample assessment checklist that was developed based upon the practices in this document.
IEEE Computer Graphics and Applications
In order to achieve higher rendering performance, the use of parallel sort-last architecture on a PC cluster is presented. The sort-last library (libpglc) can be linked to an existing parallel application to achieve high rendering rates. The efficient use of 64 commodity graphics cards enables to establish pace-setting rendering performance of 300 million triangles per second on extremely large data.
This case study presents initial results from research targeted at the development of cost-effective scalable visualization and rendering technologies. The implementations of two 3D graphics libraries based on the popular sort-last and sort-middle parallel rendering techniques are discussed. An important goal of these implementations is to provide scalable rendering capability for extremely large datasets (>> 5 million polygons). Applications can use these libraries for either run-time visualization, by linking to an existing parallel simulation, or for traditional post-processing by linking to an interactive display program. The use of parallel, hardware-accelerated rendering on commodity hardware is leveraged to achieve high performance. Current performance results show that, using current hardware (a small 16-node cluster), they can utilize up to 85% of the aggregate graphics performance and achieve rendering rates in excess of 20 million polygons/second using OpenGL{reg_sign} with lighting, Gouraud shading, and individually specified triangles (not t-stripped).
The purpose of this work was to explore the use of immersive technologies, such as those used in synthetic environments (commordy referred to as virtual realily, or VR), in enhancing the mesh- generation process for 3-dimensional (3D) engineering models. This work was motivated by the fact that automatic mesh generation systems are still imperfect - meshing algorithms, particularly in 3D, are sometimes unable to construct a mesh to completion, or they may produce anomalies or undesirable complexities in the resulting mesh. It is important that analysts and meshing code developers be able to study their meshes effectively in order to understand the topology and qualily of their meshes. We have implemented prototype capabilities that enable such exploration of meshes in a highly visual and intuitive manner. Since many applications are making use of increasingly large meshes, we have also investigated approaches to handle large meshes while maintaining interactive response. Ideally, it would also be possible to interact with the meshing process, allowing interactive feedback which corrects problems and/or somehow enables proper completion of the meshing process. We have implemented some functionality towards this end -- in doing so, we have explored software architectures that support such an interactive meshing process. This work has incorporated existing technologies developed at SandiaNational Laboratories, including the CUBIT mesh generation system, and the EIGEN/VR (previously known as MUSE) and FLIGHT systems, which allow applications to make use of immersive technologies and advanced human computer interfaces. 1
As a multiprogram engineering laboratory, Sandia National Laboratories (SNL) has major research and development responsibilities for nuclear weapons, arms control, energy, environment, and other areas of strategic importance to national security. To accomplish this diversified mission, analysts within the Engineering Sciences Directorate support the entire laboratory using finite element and finite difference solution schemes to solve problems in fluid dynamics (steady state and transient, compressible and incompressible), thermodynamics (heat transfer), hydrodynamics (impact physics, penetration mechanics), solid mechanics (structural/thermal analysis, fracture mechanics, ground subsidence, impact modeling) and structural dynamics. To assist these analysts in performing these analyses most efficiently, the Applied Visualization Group was formed and tasked to develop a ``production scientific visualization environment.`` In this paper, we characterize a visualization environment that has been designed and prototyped for a large community of scientists and engineers. The proposed environment makes use of a visualization server concept to provide effective, interactive visualization to the user`s desktop. Benefits of using the visualization server approach are discussed. Some thoughts regarding desirable features for visualization server hardware architectures are also addressed. A brief discussion of the software environment is included. The paper concludes by summarizing certain observations which we have made regarding the implementation of such visualization environments.