Related papers: GPU accelerated Hybrid Tree Algorithm for Collisio…
We present a novel parallel algorithm for cloth simulation that exploits multiple GPUs for fast computation and the handling of very high resolution meshes. To accelerate implicit integration, we describe new parallel algorithms for sparse…
The N-body problem is a classic problem involving a system of N discrete bodies mutually interacting in a dynamical system. At any moment in time there are N*(N - 1)/2 such interactions occurring. This scaling as N^2 leads to computational…
The tree method is a widely implemented algorithm for collisionless $N$-body simulations in astrophysics well suited for GPU(s). Adopting hierarchical time stepping can accelerate $N$-body simulations; however, it is infrequently…
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…
Hypergraph partitioning is a pervasive NP-hard problem, and accelerating its computation on GPU can both slice time-to-solution and raise quality of results. In this work, we implement a multi-level hypergraph partitioning algorithm on GPU…
We present a new implementation of the numerical integration of the classical, gravitational, N-body problem based on a high order Hermite's integration scheme with block time steps, with a direct evaluation of the particle-particle forces.…
As an entry for the 2012 Gordon-Bell performance prize, we report performance results of astrophysical N-body simulations of one trillion particles performed on the full system of K computer. This is the first gravitational trillion-body…
In this paper, we describe the design and performance of GRAPE-6A, a special-purpose computer for gravitational many-body simulations. It was designed to be used with a PC cluster, in which each node has one GRAPE-6A. Such configuration is…
The simulation of electrical discharges has been attracting a great deal of attention. In such simulations, the electric field computation dominates the computational time. In this paper, we propose a fast tree algorithm that helps to…
The problem of counting collisions or interactions is common in areas as computer graphics and scientific simulations. Since it is a major bottleneck in applications of these areas, a lot of research has been carried out on such subject,…
Federated learning has emerged as a promising distributed learning paradigm that facilitates collaborative learning among multiple parties without transferring raw data. However, most existing federated learning studies focus on either…
We present a GPU-accelerated version of the real-space SPARC electronic structure code for performing hybrid functional calculations in generalized Kohn-Sham density functional theory. In particular, we develop a batch variant of the…
This work presents a data-driven reduced-order modeling framework to accelerate the computations of $N$-body dynamical systems and their pair-wise interactions. The proposed framework differs from traditional acceleration methods, like the…
We present the barycentric Lagrange dual tree traversal (BLDTT) fast summation method for particle interactions. The scheme replaces well-separated particle-particle interactions by adaptively chosen particle-cluster, cluster-particle, and…
We present a technique designed for parallelizing large rigid body simulations, capable of exploiting multiple CPU cores within a computer and across a network. Our approach can be applied to simulate both unilateral and bilateral…
Research on crowd simulation has important and wide range of applications. The main difficulty is how to lead all particles with a same and simple rule, especially when particles are numerous. In this paper, we firstly propose a two…
The human brain consists of a large number of interconnected neurons communicating via exchange of electrical spikes. Simulations play an important role in better understanding electrical activity in the brain and offers a way to to compare…
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…
QuickCSG computes the result for general N-polyhedron boolean expressions without an intermediate tree of solids. We propose a vertex-centric view of the problem, which simplifies the identification of final geometric contributions, and…
We present a parallel algorithm for computing the treewidth of a graph on a GPU. We implement this algorithm in OpenCL, and experimentally evaluate its performance. Our algorithm is based on an $O^*(2^{n})$-time algorithm that explores the…