相关论文: Pseudoparticle Multipole Method: A Simple Method t…
For over a century, extrapolation methods have provided a powerful tool to improve the convergence order of a numerical method. However, these tools are not well-suited to modern computer codes, where multiple continua are discretised and…
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…
The Fast Multipole Method (FMM) obeys periodic boundary conditions "natively" if it uses a periodic Green function for computing the multipole expansion in the interaction zone of each FMM oct-tree node. One can define the "optimal" Green…
I describe here the performance 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…
Fast Multipole Methods (FMM) are a fundamental operation for the simulation of many physical problems. The high performance design of such methods usually requires to carefully tune the algorithm for both the targeted physics and the…
The Barnes-Hut and Fast Multipole Methods are widely utilised methods applied in order to reduce the computational cost of evaluating long range forces in $N$-body simulations. Despite this, applying existing libraries to simple problems…
We have newly developed a Parallelized Particle-Particle Particle-tree code for Planet formation, PENTACLE, which is a parallelized hybrid $N$-body integrator executed on a CPU-based (super)computer. PENTACLE uses a 4th-order Hermite…
We describe the TreePM method for carrying out large N-Body simulations to study formation and evolution of the large scale structure in the Universe. This method is a combination of Barnes and Hut tree code and Particle-Mesh code. It…
This article presents a new high-order accurate algorithm for finding a particular solution to a linear, constant-coefficient partial differential equation (PDE) by means of a convolution of the volumetric source function with the Green's…
We describe the implementation and performance of the ${\rm P^3T}$ (Particle-Particle Particle-Tree) scheme for simulating dense stellar systems. In ${\rm P^3T}$, the force experienced by a particle is split into short-range and long-range…
We present a computational algorithm for computing short range forces between particles. The algorithm has two distinguishing features. First, it is optimized for multi-processor computers, and will use as many processors as are available.…
A Hessian based optimal control method is presented in Liouville space to mitigate previously undesirable polynomial scaling of computation time. This new method, an improvement to the state-of-the-art Newton-Raphson GRAPE method, is…
We introduce a new code for cosmological simulations, PHoToNs, which has features on performing massive cosmological simulations on heterogeneous high performance Computer (HPC) and threads oriented programming. PHoToNs adopts a hybrid…
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…
$N$-body simulation serves as a critical method for modeling cosmic evolution and poses a significant challenge in high-performance computing. We present CUBE2, an open-source cosmological $N$-body code emphasizing memory efficiency,…
We present a novel approach to accelerate astrophysical hydrodynamical simulations. In astrophysical many-body simulations, GRAPE (GRAvity piPE) system has been widely used by many researchers. However, in the GRAPE systems, its function is…
Gradient Boosting Machines (GBM) are hugely popular for solving tabular data problems. However, practitioners are not only interested in point predictions, but also in probabilistic predictions in order to quantify the uncertainty of the…
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…
We describe a modified version of the NBODY6 code for simulating star clusters which greatly improves computational efficiency while sacrificing little in the way of accuracy. The distant force calculator is replaced by a GPU-enabled…
We introduce the use of the Fast Multipole Method (FMM) to speed up gravitational lensing ray tracing calculations. The method allows very fast calculation of ray deflections when a large number of deflectors, $N_*$, is involved, while…