Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Kwangyoon Lee

dblp:01/6119 · DBLP profile ↗
← Back
2ranked-venue papers
0as first author
0since 2021 · last 2010
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Systems, architecture and hardware · 2

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer architecture, parallel and distributed computing, and storage systems
1 paper
High-performance computing · 100%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Environmental and earth informatics · 100%

Topics — the 6 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Environmental and earth informatics
geophysics
0.112010
Scalable Earthquake Simulation on Petascale Supercomputers · SC 2010
Environmental and earth informatics › geophysics
seismic wave propagation
0.112010
Scalable Earthquake Simulation on Petascale Supercomputers · SC 2010
High-performance computing › scientific computing systems
earthquake simulation
0.112010
Scalable Earthquake Simulation on Petascale Supercomputers · SC 2010
High-performance computing
scientific computing
0.112010
Scalable Earthquake Simulation on Petascale Supercomputers · SC 2010
High-performance computing
large-scale simulation
0.012010
Scalable Earthquake Simulation on Petascale Supercomputers · SC 2010
High-performance computing › supercomputing
petascale computing
0.012010
Scalable Earthquake Simulation on Petascale Supercomputers · SC 2010

Methods — techniques the papers use, named apart from their topics

parallel mesh computation · 0.2finite difference · 0.2
YearPublicationVenuePosition
2010 Scalable Earthquake Simulation on Petascale Supercomputers
abstract
Petascale simulations are needed to understand the rupture and wave dynamics of the largest earthquakes at shaking frequencies required to engineer safe structures (> 1 Hz). Toward this goal, we have developed a highly scalable, parallel application (AWP-ODC) that has achieved “M8”: a full dynamical simulation of a magnitude-8 earthquake on the southern San Andreas fault up to 2 Hz. M8 was calculated using a uniform mesh of 436 billion 40-m3cubes to represent the three-dimensional crustal structure of Southern California, in a 800 km by 400 km area, home to over 20 million people. This production run producing 360 sec of wave propagation sustained 220 Tflop/s for 24 hours on NCCS Jaguar using 223,074 cores. As the largest-ever earthquake simulation, M8 opens new territory for earthquake science and engineering - the physics-based modeling of the largest seismic hazards with the goal of reducing their potential for loss of life and property.
Yifeng Cui, Kim B. Olsen, Thomas H. Jordan, Kwangyoon Lee, Jun Zhou 0008, Patrick Small, Daniel Roten, Geoffrey Ely, Dhabaleswar K. Panda 0001, Amit Chourasia, John M. Levesque, Steven M. Day, Philip Maechling
SC4
2009 Accelerating the scalable city
abstract
Abstract The creation of a contemporary artwork –The Scalable City—explores the possibilities and implications of new technologies in general and the Cell processor (CP) in particular. In general, new technologies provide new methods for describing and acting in the world. Creating new forms of art can be a means of understanding and furthering this process; however, this has not been the typical relationship between the leading edges of cultural and technological experiments in the 20 th century. The approaches taken to create The Scalable City provide an example of how these goals can correlate in an effective way, as its aim is the creation of a 3D interactive graphics application, highlighting the ongoing algorithmicization of the world at large. In its creation, computational bottlenecks have been encountered, which compromised its aesthetic and conceptual goals. The core component of this work is a world depicting transforming landscapes, networks of roads and emergent structures. Within the operation of the artwork, each is transformed by interactions of the viewer, algorithms and the initial data. The computational demands of some of these transformations exceed the capability of standard methods using a single host compute environment. Sheldon Brown and the members of his Experimental Game Lab at the Center for Research in Computing and the Arts at UCSD developed means of using CP compute servers to overcome these limitations. The authors detail their encounters with Cell processing, from initial efforts, discovery of the affordances and limitations of Cell processing, and its eventual application to the project. Copyright © 2009 John Wiley & Sons, Ltd.
Sheldon Brown, Kristen Kho, Kwangyoon Lee, Erik Hill
Concurr. Comput. Pract. Exp.3