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Related papers: Smoothed Particle Hydrodynamics with GRAPE and Par…

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Smoothed particle hydrodynamics (SPH) is omnipresent in modern engineering and scientific disciplines. SPH is a class of Lagrangian schemes that discretize fluid dynamics via finite material points that are tracked through the evolving…

Cosmic ray electron (CRE) acceleration and cooling are important physical processes in astrophysics. We develop an approximative framework to treat CRE physics in the parallel smoothed particle hydrodynamics code Gadget-3. In our…

High Energy Astrophysical Phenomena · Physics 2019-12-03 Dongchao Zheng , Weitian Li , Zhenghao Zhu , Chenxi Shan , Jiajun Zhang , Linfeng Xiao , Xiaoli Lian , Dan Hu

In this paper, we propose a parallel and scalable approach for geodesic distance computation on triangle meshes. Our key observation is that the recovery of geodesic distance with the heat method from [Crane et al. 2013] can be reformulated…

Graphics · Computer Science 2019-08-02 Jiong Tao , Juyong Zhang , Bailin Deng , Zheng Fang , Yue Peng , Ying He

In this paper a simple, robust, and general purpose approach to implement the Incompressible Smoothed Particle Hydrodynamics (ISPH) method is proposed. This approach is well suited for implementation on CPUs and GPUs. The method is…

Numerical Analysis · Mathematics 2021-05-06 Abhinav Muta , Prabhu Ramachandran , Pawan Negi

We present results based on an implementation of the Godunov Smoothed Particle Hydrodynamics (GSPH), originally developed by Inutsuka (2002), in the GADGET-3 hydrodynamic code. We first review the derivation of the GSPH discretization of…

Instrumentation and Methods for Astrophysics · Physics 2015-05-28 Giuseppe Murante , Stefano Borgani , Riccardo Brunino , Suneg-Hoon Cha

We present and test a general-purpose code, called PPASPH, for evolving self-gravitating fluids in astrophysics, both with and without a collisionless component. In PPASPH, hydrodynamical properties are computed by using the SPH (Smoothed…

Astrophysics · Physics 2009-10-28 Arturo Serna , Jean-Michel Alimi , Jean-Pierre Chieze

We present a hydrodynamic simulation system using the GPU compute shaders of DirectX for simulating virtual agent behaviors and navigation inside a smoothed particle hydrodynamical (SPH) fluid environment with real-time water mesh surface…

Computational Physics · Physics 2023-12-22 Xi Liu , Gizem Kayar , Ken Perlin

In this paper we test a special-relativistic formulation of Smoothed Particle Hydrodynamics (SPH) that has been derived from the Lagrangian of an ideal fluid. Apart from its symmetry in the particle indices, the new formulation differs from…

Instrumentation and Methods for Astrophysics · Physics 2010-05-12 S. Rosswog

To make relevant predictions about observable emission, hydrodynamical simulation codes must employ schemes that account for radiative losses, but the large dimensionality of accurate radiative transfer schemes is often prohibitive.…

Instrumentation and Methods for Astrophysics · Physics 2015-06-23 James C. Lombardi , William G. McInally , Joshua A. Faber

We describe the newly written code GADGET which is suitable both for cosmological simulations of structure formation and for the simulation of interacting galaxies. GADGET evolves self-gravitating collisionless fluids with the traditional…

Astrophysics · Physics 2009-09-25 Volker Springel , Naoki Yoshida , Simon D. M. White

A P3M (Particle-Particle, Particle-Mesh) algorithm to compute the gravitational force on a set of particles is described. The gravitational force is computed using Fast Fourier Transforms. This leads to an incorrect force when the distance…

Astrophysics · Physics 2009-10-22 T. Theuns

We present a new methodology for simulating self-gravitating general-relativistic fluids. In our approach the fluid is modelled by means of Lagrangian particles in the framework of a general-relativistic (GR) Smooth Particle Hydrodynamics…

General Relativity and Quantum Cosmology · Physics 2025-06-12 S. Rosswog , P. Diener

Gradient ascent pulse engineering algorithm (GRAPE) is a typical method to solve quantum optimal control problems. However, it suffers from an exponential resource in computing the time evolution of quantum systems with the increasing…

Quantum Physics · Physics 2022-12-09 Yuquan Chen , Yajie Hao , Ze Wu , Bi-Ying Wang , Ran Liu , Yanjun Hou , Jiangyu Cui , Man-Hong Yung , Xinhua Peng

We describe a parallel version of our tree-code for the simulation of self-gravitating systems in Astrophysics. It is based on a dynamic and adaptive method for the domain decomposition, which exploits the hierarchical data arrangement used…

Astrophysics · Physics 2007-05-23 P. Miocchi , R. Capuzzo-Dolcetta

We have developed a parallel Particle-Particle, Particle-Mesh (P3M) simulation code for the Cray T3E parallel supercomputer that is well suited to studying the time evolution of systems of particles interacting via gravity and gas forces in…

Astrophysics · Physics 2009-10-30 Tom MacFarland , H. M. P. Couchman , F. R. Pearce , Jakob Pichlmeier

Material strength effects have been recently shown to be significant in giant impacts even at scales of planetary collisions. Despite this, their effects are often neglected in numerical giant impact simulations. We present an…

Earth and Planetary Astrophysics · Physics 2026-05-27 Thomas Meier , Christian Reinhardt , Martin Jutzi , Douglas Potter , Joachim Stadel

Simulations based on particle methods, such as Smoothed Particle Hydrodynamics (SPH), are known to be computationally demanding. While such methods have for long been executed in parallel on multi-core CPUs, in recent years the increasing…

Computational Engineering, Finance, and Science · Computer Science 2026-03-18 Xiangyu Hu , Alberto Guarnieri

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…

Astrophysics · Physics 2009-10-30 E. Athanassoula , A. Bosma , J. -C. Lambert , J. Makino

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…

Instrumentation and Methods for Astrophysics · Physics 2015-06-05 Keigo Nitadori , Sverre J. Aarseth

I present a review of Smoothed Particle Hydrodynamics (SPH), with the aim of providing a mathematically rigorous, clear derivation of the algorithms from first principles. The method of discretising a continuous field into particles using a…

Instrumentation and Methods for Astrophysics · Physics 2010-10-05 Peter J. Cossins
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