17 research outputs found
A sparse octree gravitational N-body code that runs entirely on the GPU processor
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 CUDA in the form of a gravitational tree-code which completely runs on the
GPU.(The code is publicly available at:
http://castle.strw.leidenuniv.nl/software.html) The tree construction and
traverse algorithms are portable to many-core devices which have support for
CUDA or OpenCL programming languages. The gravitational tree-code outperforms
tuned CPU code during the tree-construction and shows a performance improvement
of more than a factor 20 overall, resulting in a processing rate of more than
2.8 million particles per second.Comment: Accepted version. Published in Journal of Computational Physics. 35
pages, 12 figures, single colum
A pilgrimage to gravity on GPUs
In this short review we present the developments over the last 5 decades that
have led to the use of Graphics Processing Units (GPUs) for astrophysical
simulations. Since the introduction of NVIDIA's Compute Unified Device
Architecture (CUDA) in 2007 the GPU has become a valuable tool for N-body
simulations and is so popular these days that almost all papers about high
precision N-body simulations use methods that are accelerated by GPUs. With the
GPU hardware becoming more advanced and being used for more advanced algorithms
like gravitational tree-codes we see a bright future for GPU like hardware in
computational astrophysics.Comment: To appear in: European Physical Journal "Special Topics" : "Computer
Simulations on Graphics Processing Units" . 18 pages, 8 figure
GPU-Enabled Particle-Particle Particle-Tree Scheme for Simulating Dense Stellar Cluster System
We describe the implementation and performance of the
(Particle-Particle Particle-Tree) scheme for simulating dense stellar systems.
In , the force experienced by a particle is split into short-range
and long-range contributions. Short-range forces are evaluated by direct
summation and integrated with the fourth order Hermite predictor-corrector
method with the block timesteps. For long-range forces, we use a combination of
the Barnes-Hut tree code and the leapfrog integrator. The tree part of our
simulation environment is accelerated using graphical processing units (GPU),
whereas the direct summation is carried out on the host CPU. Our code gives
excellent performance and accuracy for star cluster simulations with a large
number of particles even when the core size of the star cluster is small
2HOT: An Improved Parallel Hashed Oct-Tree N-Body Algorithm for Cosmological Simulation
We report on improvements made over the past two decades to our adaptive
treecode N-body method (HOT). A mathematical and computational approach to the
cosmological N-body problem is described, with performance and scalability
measured up to 256k () processors. We present error analysis and
scientific application results from a series of more than ten 69 billion
() particle cosmological simulations, accounting for
floating point operations. These results include the first simulations using
the new constraints on the standard model of cosmology from the Planck
satellite. Our simulations set a new standard for accuracy and scientific
throughput, while meeting or exceeding the computational efficiency of the
latest generation of hybrid TreePM N-body methods.Comment: 12 pages, 8 figures, 77 references; To appear in Proceedings of SC
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