Related papers: GRAPE-6A: A single-card GRAPE-6 for parallel PC-GR…
Gravitational $N$-body simulations calculate numerous interactions between particles. The tree algorithm reduces these calculations by constructing a hierarchical oct-tree structure and approximating gravitational forces on particles. Over…
A combined N--body/SPH code is presented which benefits from the high speed of the special purpose hardware GRAPE (GRAvity PipE). Besides gravitational forces, GRAPE also returns the list of neighbours and can, therefore, be used to speed…
Recently, special-purpose computers have surpassed general-purpose computers in the speed with which large-scale stellar dynamics simulations can be performed. Speeds up to a Teraflops are now available, for simulations in a variety of…
We compare the performance of two very different parallel gravitational $N$-body codes for astrophysical simulations on large GPU clusters, both pioneer in their own fields as well as in certain mutual scales - NBODY6++ and Bonsai. We carry…
We describe the use of Graphics Processing Units (GPUs) for speeding up the code NBODY6 which is widely used for direct $N$-body simulations. Over the years, the $N^2$ nature of the direct force calculation has proved a barrier for…
In this report, I describe the design and implementation of an inexpensive, eight node, 32 core, cluster of raspberry pi single board computers, as well as the performance of this cluster on two computational tasks, one that requires…
We have developed Remote-GRAPE, a subroutine library to use the special purpose computer GRAPE-3A. The GRAPE-3A can efficiently calculate gravitational force between particles, and construct neighbor lists. All other calculations are…
I describe here the performances of a parallel treecode with individual particle timesteps. The code is based on the Barnes-Hut algorithm and runs cosmological N-body simulations on parallel machines with a distributed memory architecture…
We present the results of gravitational direct $N$-body simulations using the commercial graphics processing units (GPU) NVIDIA Quadro FX1400 and GeForce 8800GTX, and compare the results with GRAPE-6Af special purpose hardware. The force…
We propose a parallel graph-based data clustering algorithm using CUDA GPU, based on exact clustering of the minimum spanning tree in terms of a minimum isoperimetric criteria. We also provide a comparative performance analysis of our…
We propose a hybrid tree algorithm for reducing calculation and communication cost of collision-less N-body simulations. The concept of our algorithm is that we split interaction force into two parts: hard-force from neighbor particles and…
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…
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…
In this paper, we describe the performance of an $N$-body simulation of star cluster with 64k stars on a Cray XD1 system with 400 dual-core Opteron processors. A number of astrophysical $N$-body simulations were reported in SCxy…
One of application that needs high performance computing resources is molecular d ynamic. There is some software available that perform molecular dynamic, one of these is a well known GROMACS. Our previous experiment simulating molecular…
We continue our presentation of VINE. We begin with a description of relevant architectural properties of the serial and shared memory parallel computers on which VINE is intended to run, and describe their influences on the design of the…
The performance and accuracy of a GRAPE-3 system for collisionless N-body simulations is discussed. After a description of the hardware configurations available to us at Marseille, and the usefulness of on-line analysis, we concentrate on…
We present parallel algorithms for constructing and traversing sparse octrees on graphics processing units (GPUs). The algorithms are based on parallel-scan and sort methods. To test the performance and feasibility, we implemented them in…
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…
We present preliminary results on the parallelization of a Tree-Code for evaluating gravitational forces in N-body astrophysical systems. Our HPF/CRAFT implementation on a CRAY T3E machine attained an encouraging speed-up behavior, reaching…