Related papers: Hierarchical Tree Algorithm for Collisional N-body…
The kd-tree is a fundamental tool in computer science. Among other applications, the application of kd-tree search (by the tree method) to the fast evaluation of particle interactions and neighbor search is highly important, since the…
We present a gravitational hierarchical N-body code that is designed to run efficiently on Graphics Processing Units (GPUs). All parts of the algorithm are executed on the GPU which eliminates the need for data transfer between the Central…
We present a high-performance N-body code for self-gravitating collisional systems accelerated with the aid of a new SIMD instruction set extension of the x86 architecture: Advanced Vector eXtensions (AVX), an enhanced version of the…
We describe a new method to accelerate neighbor searches on GRAPE, i.e. a special purpose hardware that efficiently calculates gravitational forces and potentials in $N$-body simulations. In addition to the gravitational calculations, GRAPE…
Modeling of collisionless galactic systems is based on the N-body model, which requires large computational resources due to the long-range nature of gravitational forces. The most common method for calculating gravity is the TreeCode…
An adaptation of the Particle-Particle/Particle-Mesh (P3M) code to the special purpose hardware GRAPE is presented. The short range force is calculated by a four chip GRAPE-3A board, while the rest of the calculation is performed on a Sun…
We describe the implementation and performance of the ${\rm P^3T}$ (Particle-Particle Particle-Tree) scheme for simulating dense stellar systems. In ${\rm P^3T}$, the force experienced by a particle is split into short-range and long-range…
The Gradient Ascent Pulse Engineering (GRAPE) is a celebrated control algorithm with excellent converging rates, owing to a piece-wise-constant ansatz for the control function that allows for cheap objective gradients. However, the…
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…
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.…
We present a new very fast tree-code which runs on massively parallel Graphical Processing Units (GPU) with NVIDIA CUDA architecture. The tree-construction and calculation of multipole moments is carried out on the host CPU, while the force…
The forest-of-octrees approach to parallel adaptive mesh refinement and coarsening (AMR) has recently been demonstrated in the context of a number of large-scale PDE-based applications. Although linear octrees, which store only leaf…
We present a novel approach to accelerate astrophysical hydrodynamical simulations. In astrophysical many-body simulations, GRAPE (GRAvity piPE) system has been widely used by many researchers. However, in the GRAPE systems, its function is…
The kd-tree is a fundamental tool in computer science. Among others, an application of the kd-tree search (oct-tree method) to fast evaluation of particle interactions and neighbor search is highly important since computational complexity…
Starting from the local structures to study hierarchical trees is a common research method. However, the cumbersome analysis and description make the naive method challenging to adapt to the increasingly complex hierarchical tree problems.…
We describe a new implementation of a parallel Tree-SPH code with the aim to simulate Galaxy Formation and Evolution. The code has been parallelized using SHMEM, a Cray proprietary library to handle communications between the 256 processors…
Learning system dynamics directly from observations is a promising direction in machine learning due to its potential to significantly enhance our ability to understand physical systems. However, the dynamics of many real-world systems are…
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…
Computing the Euclidean minimum spanning tree (EMST) is a computationally demanding step of many algorithms. While work-efficient serial and multithreaded algorithms for computing EMST are known, designing an efficient GPU algorithm is…
In astrophysics numerical star cluster simulations and hydrodynamical methods like SPH require computational performance in the petaflop range. The GRAPE family of ASIC-based accelerators improves the cost-performance ratio compared to…