CASINO manual - Theory of Condensed Matter
CASINO manual - Theory of Condensed Matter
CASINO manual - Theory of Condensed Matter
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8.10 TURBOMOLE<br />
Website: www.turbomole.com<br />
For the converter/interface, see the README file in ~/<strong>CASINO</strong>/utils/wfn converters/turbomole/.<br />
This interface had stopped working until relatively recently, Martin Korth has supposedly revamped<br />
this - but the current status is not clear. Feel free to ask Martin (mkorth at muenster.de).<br />
8.11 Unsupported programs<br />
If the program in question uses Gaussian, plane-wave, Slater or blip basis sets (or represents orbital<br />
in a grid for atoms or dimers) then feel free to create your own converter to write the output <strong>of</strong> the<br />
program in the appropriate [x]wfn.data format and send it to us (mdt26 at cam.ac.uk) for inclusion<br />
in future releases. If you are the author/owner <strong>of</strong> the electronic structure package in question, then<br />
you may like to add internal support so that the code can write out casino wave functions directly.<br />
We can provide advice about this.<br />
If your program uses some other basis set which requires a new casino orbital evaluator to be written,<br />
then this could be a major project. Please ask.<br />
8.12 Request for help<br />
A final remark: support for plane-wave DFT programs is currently either ‘advanced’ (pwscf—in that<br />
the program understands about blip functions and can do the necessary PW−→blip transformations<br />
internally, and it can do DMC-MD calculations)—or ‘basic’ (castep, abinit, gp, mcexx). These<br />
latter codes are only capable <strong>of</strong> writing out plane-wave pwfn.data files. If anyone would like to add<br />
the blip stuff to e.g., castep or abinit then please volunteer: the routines can be essentially nicked<br />
from pwscf, since we wrote them. Any volunteers coming forward to improve interfaces to other<br />
codes would be very welcome.<br />
9 Using <strong>CASINO</strong> with blip functions<br />
Blip functions were devised by Mike Gillan and implemented in casino by Dario Alfè [23] (the original<br />
implementation has since been significantly improved by many contributors).<br />
Plane-wave DFT codes such as castep can be used to produce casino pwfn.data files with the<br />
orbitals expanded in plane waves, but it is inefficient to use these directly in casino (though you can<br />
if you want). Re-expanding the orbitals in a basis set <strong>of</strong> localized ‘blip functions’ on a grid makes<br />
the code run faster and scale better with system size than it does with plane waves, though blips can<br />
require a lot <strong>of</strong> memory and disk space.<br />
The casino utility blip may be used to convert pwfn.data files generated by a plane-wave DFT<br />
package into bwfn.data files. The pwscf s<strong>of</strong>tware is capable <strong>of</strong> generating blip bwfn.data files (and<br />
their binary equivalents) directly, and the use <strong>of</strong> this utility is unnecessary.<br />
The quality <strong>of</strong> the blip expansion (i.e., the fineness <strong>of</strong> the blip grid) can be improved by increasing<br />
the grid multiplicity parameter xmul (blip will ask you to supply this when it is run; in pwscf the<br />
parameter is given as input in the pw2casino.dat file). A suitable default value is 1.0. Increasing<br />
the grid multiplicity results in a greater number <strong>of</strong> blip coefficients and therefore larger memory<br />
requirements, but the CPU time should be unchanged. For very accurate work, one may want to<br />
experiment with xmul larger than 1.0. Note, however, that it might be more efficient to keep xmul<br />
at 1.0 and increase the plane wave cut<strong>of</strong>f instead.<br />
The blip utility will ask you whether you wish to carry out an overlap test. If you reply in the<br />
affirmative then the converter will sample the wave function, the Laplacian and the gradient at a<br />
large number <strong>of</strong> random points in the simulation cell and compute the overlap <strong>of</strong> the blip orbitals<br />
with the original plane-wave orbitals:<br />
α =<br />
〈BW |P W 〉<br />
√<br />
〈BW |BW 〉 〈P W |P W 〉<br />
(10)<br />
The closer α is to 1, the better the blip representation. By increasing xmul, or by increasing the<br />
plane-wave cut<strong>of</strong>f, one can make α as close to 1 as desired. The blip utility will as you for the number <strong>of</strong><br />
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