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Low-luminosity Active Galactic Nuclei (AGN) are believed to be surrounded by a collisionless, highly magnetized accretion flow. As a result, Particle-in-Cell simulations are the best tools to study the immediate vicinity of the event…
We present a GPU-friendly framework for real-time implicit simulation of elastic material in the presence of frictional contacts. The integration of hyperelasticity, non-interpenetration contact, and friction in real-time simulations…
We present a MATLAB script which can use GPU acceleration to simulate a trapped ion interacting with a low-density cloud of atoms. This script, called atomiongpu.m, can massively parallelize MD simulations of trajectories of a trapped ion…
We present a novel, GPU-optimized algorithm for particle-mesh interactions in grid-based hydrodynamics simulations, designed for massively parallel architectures. This approach overcomes the inefficiency of particle neighbour searches or…
Let a number, N, of particles interact classically through Newton's Laws of Motion and Newton's inverse square Law of Gravitation. The resulting equations of motion provide an approximate mathematical model with numerous applications in…
We present a scalable dissipative particle dynamics simulation code, fully implemented on the Graphics Processing Units (GPUs) using a hybrid CUDA/MPI programming model, which achieves 10-30 times speedup on a single GPU over 16 CPU cores…
In this paper we describe and demonstrate a C++ code written to determine the trajectory of particles traversing oriented single crystals and a CUDA code written to evaluate the radiation spectra from charged particles with arbitrary…
A numerical method is presented to simulate gas-liquid-solid flows with bubble-particle interaction, including particle collision, sliding, and attachment. Gas-liquid flows are simulated in an Eulerian framework using a volume-of-fluid…
In this paper, the third in the series, we continue our study of combinatorics in chaotic Newtonian dynamics. We study the chaotic four-body problem in Newtonian gravity assuming finite-sized particles, and we focus on interactions that…
On neutral atom platforms, preparing specific quantum states is usually achieved by pulse shaping, i.e., by optimizing the time-dependence of the Hamiltonian related to the system. This process can be extremely costly, as it requires…
We describe a computational framework for simulating suspensions of rigid particles in Newtonian Stokes flow. One central building block is a collision-resolution algorithm that overcomes the numerical constraints arising from particle…
We present implementations of a fourth-order symplectic integrator on graphic processing units for three $N$-body models with long-range interactions of general interest: the Hamiltonian Mean Field, Ring and two-dimensional self-gravitating…
In atomistic spin dynamics simulations, the time cost of constructing the space- and time-displaced pair correlation function in real space increases quadratically as the number of spins $N$, leading to significant computational effort. The…
We present Sapporo, a library for performing high-precision gravitational N-body simulations on NVIDIA Graphical Processing Units (GPUs). Our library mimics the GRAPE-6 library, and N-body codes currently running on GRAPE-6 can switch to…
The key to understanding the physical processes that occur during galaxy interactions is dynamical modeling, and especially the detailed matching of numerical models to specific systems. To make modeling interacting galaxies more efficient,…
The problem of simultaneous rigid alignment of multiple unordered point sets which is unbiased towards any of the inputs has recently attracted increasing interest, and several reliable methods have been newly proposed. While being…
We give a brief introduction to smoothed particle hydrodynamics methods for continuum mechanics. Specifically, we present our 3D SPH code to simulate and analyze collisions of asteroids consisting of two types of material: basaltic rock and…
One of the current challenges in physically-based simulations, and, more specifically, fluid simulations, is to produce visually appealing results at interactive rates, capable of being used in multiple forms of media. In recent times, a…
REBOUND is a new multi-purpose N-body code which is freely available under an open-source license. It was designed for collisional dynamics such as planetary rings but can also solve the classical N-body problem. It is highly modular and…
We present Particle-Particle-Particle-Mesh (PPPM) and Tree Particle-Mesh (TreePM) implementations on GRAPE-5 and GRAPE-6A systems, special-purpose hardware accelerators for gravitational many-body simulations. In our PPPM and TreePM…