ast 1420 galactic structure and dynamics third integral
play

AST 1420 Galactic Structure and Dynamics Third integral Henon - PowerPoint PPT Presentation

AST 1420 Galactic Structure and Dynamics Third integral Henon & Heiles (1964) potential Surface of section in (y,v y ) at E=1/8 Do all orbits in an axisymmetric potential have a third integral? No! Potentials for which all orbits


  1. Properties of a good N -body solver • Good N -body solver depends on context • Galaxy dynamics: • Geometry of system often not known a priori (e.g., merger simulation —> where do the particles end up?) • Can have range of scales: dynamics in disk (<~ 100 pc) — halo dynamics (100s kpc), more extreme closer to center • Want solver that adapts to different geometries and scales • Star clusters: Geometry typically well-known (e.g., isolated cluster does not move) • Cosmological structure formation: • Cosmological box that does not change overall shape much over evolution • Rather smooth on large scales, periodic boundary conditions • Range of scales from ‘Universe’ (Gpcs) to individual clusters and galaxies (<~ Mpc)

  2. Direct summation

  3. Direct summation • Most naive approach: directly compute mutual gravity using • Need to determine N(N-1)/2 mutual distances —> O ( N 2 ) • Straightforward to implement, ‘easy’ to optimize implementation (incl. hardware) • Manifestly satisfies Newton’s third law —> conservation of momentum

  4. Example implementation (note: inefficient, because we compute all N 2 mutual distances

  5. Example implementation

  6. Example implementation

  7. Example implementation

  8. Direct summation • Method of choice for collisional simulations: star clusters, particle disks around planets, … • Currently possible to go to ~ N =10 6 using GPUs • Not used for collisionless simulations: can use smoothness of the density field to motivate approximate algorithms

  9. Tree-based gravity solvers

  10. Tree-based gravity solvers • Introduced by Barnes & Hut (1986; still behind paywall!) • Use hierarchical tree to divide data set into cells • Approximate gravitational force by: • Group distant bodies into large cells • Group nearby bodies into small cells • Generally, leads to reduction of O ( N ) time / force calculation —> O (ln N )

  11. Hierarchical tree • Recursively sub-divide data set into smaller and smaller cells • For gravity, oct-tree popular choice: • First level: single cell that covers data in 3D • Second level: subdivide into eight children, 2 per dimension • Third level: subdivide each child into 8 more children • Stop when cell has <=N max bodies (e.g., 1)

  12. Hierarchical tree

  13. Hierarchical tree

  14. Hierarchical tree

  15. Hierarchical tree

  16. Hierarchical tree

  17. Hierarchical tree: 
 real quad-tree example

  18. Hierarchical tree: 
 real quad-tree example Automatically adapts resolution —> high resolution where there are many particles

  19. Opening angle • Key to tree-based gravity calculation is approximation of distant bodies as a single body • Criterion based on an opening angle • Cell C with center-of-mass x C spans an angle of θ jC when seen from point x j : • For point x j all bodies in cell C can be approximated as single body if the cell appears smaller than a limiting opening angle • If cell C appears to be larger than the limit, we consider each of its children and whether they appear to be smaller than θ lim , if not, split

  20. Opening angle: example

  21. Opening angle: example “single-unit cells”

  22. Opening angle: example “single-unit cells”

  23. Gravity approximation • To compute the gravity of a given point x j , we consider all single-unit cells for x j and treat each as a single body (at the center of mass: red square in next slides) • Typically have O (ln N ) single-unit cells —> gravity calculation takes O (ln N ) time / body and O (Nln N ) for all bodies • This is much faster than direct summation

  24. Gravity approximation

  25. Gravity approximation

  26. Gravity approximation • Final piece of the puzzle: how to approximate each cell as a single body • Simplest: single point-particle with mass = sum of all masses in cell • Gravitational potential from cell C is then • Can consider multipole expansion around the center of mass for higher accuracy (first multipole zero, bc center of mass)

  27. Gravity approximation: example

  28. Tree-based gravity scaling O(ln N )

  29. Tree-based gravity scaling Tree setup takes O( N ln N ) [~N here]

  30. Fast Multipole Method • Barnes & Hut tree-based gravity solver uses only the fact that force from all particles in a distant cell is similar • Further speed-up possible by using that force on particles that are close together is similar as well • Principle of fast-multipole method: expand gravity both around source (particle acting as source of gravity) and sink (particle on which we want the force) (Greengard & Rokhlin 1987; Dehnen 2002/2002 in astrophysics) • Leads to O ( N ) gravity calculation, but more complicated than Barnes/Hut (larger pre-factor)

  31. Fast Multipole Method Dehnen & Read (2011)

  32. Particle-mesh technique

  33. Particle-mesh codes • Quite different approach solves the Poisson equation on a grid using Fourier transformation • Poisson equation becomes k 2 Φ ( ~ ~ k ) = 4 ⇡ G ⇢ ( ~ k ) • Easy to solve • Thus, algorithm becomes • Assign particles’ mass to grid points (some smoothing) —> O ( N ) • Fourier transform the density —> O ( n grid ln n grid ) • Solve Poisson above • Inverse fourier transform the potential —> O ( n grid ln n grid )

  34. Particle-mesh codes • Advantages: • Fast because of fast-fourier-transform techniques • Ideal for cosmological simulations with periodic boundary conditions • Disadvantages: • Single grid-spacing —> not adaptive to regions of high density • Adaptive grids possible (without Fourier), but lead to energy conservation and issues in non-equilibrium situations

  35. Scaling of collisional and collisions simulations

  36. Numerical orbit integration

  37. Numerical orbit integration • Motion of body under the force of gravity given by Newton’s second law or Hamilton’s equations • Cannot be solved analytically, except in very rare cases (point-mass, homogeneous sphere, …) • Thus, need to solve numerically (we have already done this a lot in the previous weeks) • Equation is an ordinary differential equation

  38. Numerical orbit integration • Always solve Hamilton’s equations; system of first- order, linear ordinary differential equations (ODEs) • Can use any standard ODE solver or specialized solvers for Hamiltonian systems

  39. General ODE solvers

  40. General ODE solvers • Equation of motion in cartesian coordinates: • Or • Simplest solution: Euler’s method

  41. Euler’s method Numerical Recipes, Chapter 17

  42. Improving Euler’s method Numerical Recipes, Chapter 17

  43. Improving Euler’s method • Use initial derivative to estimate mid-point • Use derivative at mid-point to advance the full time step • Example of a Runge-Kutta type method (specifically, second order Runge-Kutta; RK2) • Smaller errors than Euler, but two derivative evaluations

  44. Fourth-order Runge Kutta • We can build higher-order Runge-Kutta type methods by using more estimated intermediate points to advance the point by 1 time step • Coefficients determined by requiring the solution to be precise up to given order • Most popular: fourth-order Runge Kutta

  45. Fourth-order Runge Kutta Numerical Recipes, Chapter 17

  46. Fourth-order Runge Kutta

  47. Higher-order Runge Kutta methods • We can build even higher-order methods of the same type • Advantage of some higher orders: can produce multiple solutions from same set of intermediate points, accurate to different orders • Can use these multiple solutions to estimate error and use to adapt the time step —> adaptive time stepping • Examples: Dormand-Prince methods of order 5 and 8 • RK4 and Dormand-Prince methods are often used in galactic dynamics

  48. Criticism of standard methods • Standard methods can give high precision at short time intervals • But long-term energy conservation is bad —> numerical errors build up in every time step • Useful for few dynamical times (up to hundreds), but not more (no solar system!)

  49. Hamiltonian integration

  50. Hamiltonian integration • Standard methods work by approximately solving the equations for the exact Hamiltonian • But we could also exactly solve the equations of motion for an approximate Hamiltonian • Such methods have the advantage that they exactly conserve dynamical quantities (phase-space volume, energy, …), but for the wrong system • If the approximate Hamiltonian is ~ the correct, this advantage typically leads to great long-term behavior

  51. Discretizing the Hamiltonian • Let’s work in cartesian coordinates; Hamiltonian • Hamilton’s equations • Discretize the Hamiltonian in the following way with

  52. Discretizing the Hamiltonian • Discretized Hamiltonian equal to • Thus, on timescales >> Δ t: approximate Hamiltonian ~ exact Hamiltonian • Hamilton’s equations for discretized Hamiltonian

  53. Drift-kick • We can solve the equations of motion as a combination of drift and kick steps • From t= ε to t= Δ t- ε • From t= Δ t- ε to t= Δ t+ ε

  54. Drift-kick • Limit of ε —> 0 • First step: drift • Second step: kick • Result similar to Euler, but evaluate force at final point —> modified Euler, also first-order

  55. Leapfrog integrator • Simply by shifting by Δ t/2, we can build a second- order integrator that only uses a single force evaluation • This is the drift-kick-drift leapfrog integrator • Workhorse for collisionless simulations

  56. Advantages of Hamiltonian integration • Typically have excellent long-term energy conservation • Connect to perturbation theory: can split Hamiltonian into largest contribution + perturbation • Important in solar-system (and exoplanet) integrations: can split Hamiltonian into point-mass potentials + small planet-planet perturbations (Wisdom-Holman integrator)

  57. Energy conservation Bovy (2015)

  58. Conservation of phase- space volume Bovy (2015)

  59. Individual time steps • N -body simulations of collisionless systems have wide range of dynamical timescales • Use individual time step: particles with short dynamical times have short time steps, those with long dynamical times have long time steps • Somewhat unsolved problem of how to best choose these, standard methods far from optimal • Most efficient when particles are arranged in hierarchy of discrete time steps: block time-step scheme

  60. Block time-step scheme BT08

  61. and finally….

  62. N -body modeling

  63. N -body modeling • Now we have the tools to discuss N -body modeling • Two cases: collisional vs. collisionless • Collisional: solve evolution of system of N stars under Hamiltonian • Collisionless: solve collisionless Boltzmann equation

  64. Collisional N -body modeling

  65. Collisional N -body modeling • Need to follow equation of motion under the full Hamiltonian • Not easy to get around the following procedure: • Compute all forces using direct summation • Use numerical integrator to advance orbits • Typically use more advanced numerical integrators that use derivatives of the acceleration (+higher!) • Typically don’t use symplectic integrators for star clusters: need high precision on short timescales, less important on long • Need to explicitly deal with close encounters in efficient way

  66. Collisionless N -body modeling

Download Presentation
Download Policy: The content available on the website is offered to you 'AS IS' for your personal information and use only. It cannot be commercialized, licensed, or distributed on other websites without prior consent from the author. To download a presentation, simply click this link. If you encounter any difficulties during the download process, it's possible that the publisher has removed the file from their server.

Recommend


More recommend