Simulation: flow constrained to the surface of a sphere modeled using Galerkin-Boltzmann equations (Tölke et al '00) discretized with a tenth order discontinuous Galerkin spectral elements in space and adaptive semi-analytic Runge-Kutta time stepping. See this arXiv preprint for background on the flow simulation techniques.
All computations performed on a single NVIDIA V100 GPU.
Post-processing: magnitude of vorticity rendered with Whitted style ray-tracing also performed on the GPU using the simpleRayTracer developed by the Paranumal group at Virginia Tech. At the moment the scene is rendered using CUDA. We plan to port the implementation to OCCA and eventually to exploit the ray tracing cores on the new NVIDIA RTX GPUs.