Related papers: Performance Analysis of Direct N-Body Algorithms o…
We describe an open source GPU implementation of a hybrid symplectic N-body integrator, GENGA (Gravitational ENcounters with Gpu Acceleration), designed to integrate planet and planetesimal dynamics in the late stage of planet formation and…
We present the first detailed comparison between million-body globular cluster simulations computed with a H\'enon-type Monte Carlo code, CMC, and a direct $N$-body code, NBODY6++GPU. Both simulations start from an identical cluster model…
In a Keplerian system, a large number of bodies orbit a central mass. Accretion disks, protoplanetary disks, asteroid belts, and planetary rings are examples. Simulations of these systems require algorithms that are computationally…
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…
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 investigate the performance gains from hyper-systolic implementations of n^2-loop problems on the massively parallel computer Quadrics, exploiting its 3-dimensional interprocessor connectivity. For illustration we study the communication…
We present a Fortran 95 code for simulating the evolution of astrophysical systems using particles to represent the underlying fluid flow. The code is designed to be versatile, flexible and extensible, with modular options that can be…
We present a new, simple, fast algorithm to numerically evolve disks of inelastically colliding particles surrounding a central star. Our algorithm adds negligible computational cost to the fastest existing collisionless N-body codes, and…
To assess how future progress in gravitational microlensing computation at high optical depth will rely on both hardware and software solutions, we compare a direct inverse ray-shooting code implemented on a graphics processing unit (GPU)…
This posting announces public availability of the GALAXY software package developed by the author over the past 40 years. It is a highly efficient code for the evolution of (almost) isolated, collisionless stellar systems, both disk-like…
Challenging stellar dynamical problems, such as the study of gravothermal oscillations in star clusters, have in the past initiated the very successful building of GRAPE special purpose computers. It is discussed, that present day tasks…
We present a high-fidelity realization of the cosmological $N$-body simulation from the Schneider et al. (2016) code comparison project. The simulation was performed with our Abacus $N$-body code, which offers high force accuracy, high…
We present an implementation of the hierarchical tree algorithm on the individual timestep algorithm (the Hermite scheme) for collisional $N$-body simulations, running on GRAPE-9 system, a special-purpose hardware accelerator for…
Astrophysical research in recent decades has made significant progress thanks to the availability of various $N$-body simulation techniques. With the rapid development of high-performance computing technologies, modern simulations have been…
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…
Direct collisions between finite-sized particles occur commonly in many areas of astrophysics. Such collisions are typically mediated by chaotic, bound gravitational interactions involving small numbers of particles. An important…
The objective of our research is to demonstrate the practical usage and orders of magnitude speedup of real-world applications by using alternative technologies to support high performance computing. Currently, the main barrier to the…
We present recent updates and improvements of the graphical processing unit (GPU) N-body code GENGA. Modern state-of-the-art simulations of planet formation require the use of a very high number of particles to accurately resolve planetary…
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…
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…