Related papers: Performance Analysis of Direct N-Body Algorithms o…
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 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 developed a new direct-tree hybrid N-body algorithm for fully self-consistent N-body simulations of star clusters in their parent galaxies. In such simulations, star clusters need high accuracy, while galaxies need a fast scheme because…
N-body simulations are essential tools in physical cosmology to understand the large-scale structure (LSS) formation of the Universe. Large-scale simulations with high resolution are important for exploring the substructure of universe and…
We present direct astrophysical N-body simulations with up to a few million bodies using our parallel MPI/CUDA code on large GPU clusters in China, Ukraine and Germany, with different kinds of GPU hardware. These clusters are directly…
We present $\texttt{Abacus}$, a fast and accurate cosmological $N$-body code based on a new method for calculating the gravitational potential from a static multipole mesh. The method analytically separates the near- and far-field forces,…
In this paper, we present a new hybrid algorithm for the time integration of collisional N-body systems. In this algorithm, gravitational force between two particles is divided into short-range and long-range terms, using a…
We present results from our cosmological N-body simulation which consisted of 2048x2048x2048 particles and ran distributed across three supercomputers throughout Europe. The run, which was performed as the concluding phase of the…
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…
The gravitational many-body problem is a problem concerning the movement of bodies, which are interacting through gravity. However, solving the gravitational many-body problem with a CPU takes a lot of time due to O(N^2) computational…
Current trends in the computer graphics community propose leveraging the massive parallel computational power of GPUs to accelerate physically based simulations. Collision detection and solving is a fundamental part of this process. It is…
As an entry for the 1999 Gordon Bell price/performance prize, we report an astrophysical N-body simulation performed with a treecode on GRAPE-5 (Gravity Pipe 5) system, a special-purpose computer for astrophysical N-body simulations. The…
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…
This paper presents a novel approach for accelerating n-body simulations by integrating a physics-informed graph neural networks (GNN) with traditional numerical methods. Our method implements a leapfrog-based simulation engine to generate…
We present an N-body computer code - aimed at studies of galactic dynamics - with a CPU-efficient algorithm for a continuous (i.e. time-dependent) stellar mass-loss. First, we summarize available data on stellar mass-loss and derive the…
We have developed PROGRAPE-1 (PROgrammable GRAPE-1), a programmable multi-purpose computer for many-body simulations. The main difference between PROGRAPE-1 and "traditional" GRAPE systems is that the former uses FPGA (Field Programmable…
In this paper, we describe the implementation and performance of GreeM, a massively parallel TreePM code for large-scale cosmological N-body simulations. GreeM uses a recursive multi-section algorithm for domain decomposition. The size of…
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 approximate computation of all gravitational forces between $N$ interacting particles via the fast multipole method (FMM) can be made as accurate as direct summation, but requires less than $\mathcal{O}(N)$ operations. FMM groups…
The gravitational N-body simulation in the Solar system was performed using different parallel approaches with the comparisons in the computational times and speed-up values being carried out under different model sizes and the number of…