Related papers: Bonsai: A GPU Tree-Code
The numerical simulations of massive collisional stellar systems, such as globular clusters (GCs), are very time-consuming. Until now, only a few realistic million-body simulations of GCs with a small fraction of binaries (5%) have been…
We describe a parallel version of our tree-code for the simulation of self-gravitating systems in Astrophysics. It is based on a dynamic and adaptive method for the domain decomposition, which exploits the hierarchical data arrangement used…
(Abridged) We have developed a numerical software library for collisionless N-body simulations named "Phantom-GRAPE" which highly accelerates force calculations among particles by use of a new SIMD instruction set extension to the x86…
We describe a new parallel N-body code for cosmological simulations. The code is based on a work- and data sharing scheme, and is implemented within the Cray Research Corporation's CRAFT programming environment. Different data distribution…
With the advent of high-performance computing techniques, the data for analysis has grown significantly. Here, graphic processing unit (GPU) based program kernels are discussed to exploit parallelism in the analysis codes specific to…
An out-of-core stencil computation code handles large data whose size is beyond the capacity of GPU memory. Whereas, such an code requires streaming data to and from the GPU frequently. As a result, data movement between the CPU and GPU…
Elegant is an accelerator physics and particle-beam dynamics code widely used for modeling and design of a variety of high-energy particle accelerators and accelerator-based systems. In this paper we discuss a recently developed version of…
This paper focuses on the parallel implementation of a direct $N$-body method~(particle-particle algorithm) and the application of multiple GPUs for galactic dynamics simulations. Application of a hybrid OpenMP-CUDA technology is considered…
An improved implementation of an N-body code for simulating collisionless cosmological dynamics is presented. TPM (Tree-Particle-Mesh) combines the PM method on large scales with a tree code to handle particle-particle interactions at small…
We present an implementation of the hierarchical tree algorithm on the individual timestep algorithm (the Hermite scheme) for collisional $N$-body simulations, running on GRAPE-9 system, a special-purpose hardware accelerator for…
We describe source code level parallelization for the {\tt kira} direct gravitational $N$-body integrator, the workhorse of the {\tt starlab} production environment for simulating dense stellar systems. The parallelization strategy, called…
We describe a parallel, cosmological N-body code based on a hybrid scheme using the particle-mesh (PM) and Barnes-Hut (BH) oct-tree algorithm. We call the algorithm GOTPM for Grid-of-Oct-Trees-Particle-Mesh. The code is parallelized using…
Graphics Processing Units (GPUs) are now powerful and flexible systems adapted and used for other purposes than graphics calculations (General Purpose computation on GPU -- GPGPU). We present here a prototype to be integrated into…
We present a novel method for efficient direct integration of gravitational N-body systems with a large variation in characteristic time scales. The method is based on a recursive and adaptive partitioning of the system based on the…
Cosmological large scale structure $N$-body simulations are computation-light, memory-heavy problems in supercomputing. The considerable amount of memory is usually dominated by an inefficient way of storing more than sufficient phase space…
N-body codes to perform simulations of the origin and evolution of the Large Scale Structure of the Universe have improved significantly over the past decade both in terms of the resolution achieved and of reduction of the CPU time.…
This paper presents a fast, economical particle-multiple-mesh N-body code optimized for large-N modelling of collisionless dynamical processes, such as black-hole wandering or bar-halo interactions, occurring within isolated galaxies. The…
I compare various popular and unpopular techniques for simulating large collisionless stellar systems. I give a quantitative comparison of the raw cpu times required for five separate codes, including tree codes and basis function…
The magnitude of the real-time digital signal processing challenge attached to large radio astronomical antenna arrays motivates use of high performance computing (HPC) systems. The need for high power efficiency (performance per watt) at…
I present a new GPU implementation of the wavelet tree data structure. It includes binary rank and select support structures that provide at least 10 times higher throughput of binary rank and select queries than the best publicly available…