251,227 research outputs found
Molecular Dynamics Simulation of Macromolecules Using Graphics Processing Unit
Molecular dynamics (MD) simulation is a powerful computational tool to study
the behavior of macromolecular systems. But many simulations of this field are
limited in spatial or temporal scale by the available computational resource.
In recent years, graphics processing unit (GPU) provides unprecedented
computational power for scientific applications. Many MD algorithms suit with
the multithread nature of GPU. In this paper, MD algorithms for macromolecular
systems that run entirely on GPU are presented. Compared to the MD simulation
with free software GROMACS on a single CPU core, our codes achieve about 10
times speed-up on a single GPU. For validation, we have performed MD
simulations of polymer crystallization on GPU, and the results observed
perfectly agree with computations on CPU. Therefore, our single GPU codes have
already provided an inexpensive alternative for macromolecular simulations on
traditional CPU clusters and they can also be used as a basis to develop
parallel GPU programs to further speedup the computations.Comment: 21 pages, 16 figure
Improved Parallel Rabin-Karp Algorithm Using Compute Unified Device Architecture
String matching algorithms are among one of the most widely used algorithms
in computer science. Traditional string matching algorithms efficiency of
underlaying string matching algorithm will greatly increase the efficiency of
any application. In recent years, Graphics processing units are emerged as
highly parallel processor. They out perform best of the central processing
units in scientific computation power. By combining recent advancement in
graphics processing units with string matching algorithms will allows to speed
up process of string matching. In this paper we proposed modified parallel
version of Rabin-Karp algorithm using graphics processing unit. Based on that,
result of CPU as well as parallel GPU implementations are compared for
evaluating effect of varying number of threads, cores, file size as well as
pattern size.Comment: Information and Communication Technology for Intelligent Systems
(ICTIS 2017
Fast calculation of HELAS amplitudes using graphics processing unit (GPU)
We use the graphics processing unit (GPU) for fast calculations of helicity
amplitudes of physics processes. As our first attempt, we compute ( to 8) processes in collisions at TeV by
transferring the MadGraph generated HELAS amplitudes (FORTRAN) into newly
developed HEGET ({\bf H}ELAS {\bf E}valuation with {\bf G}PU {\bf E}nhanced
{\bf T}echnology) codes written in CUDA, a C-platform developed by NVIDIA for
general purpose computing on the GPU. Compared with the usual CPU programs, we
obtain 40-150 times better performance on the GPU.Comment: 14 pages, 8 figure
Air pollution modelling using a graphics processing unit with CUDA
The Graphics Processing Unit (GPU) is a powerful tool for parallel computing.
In the past years the performance and capabilities of GPUs have increased, and
the Compute Unified Device Architecture (CUDA) - a parallel computing
architecture - has been developed by NVIDIA to utilize this performance in
general purpose computations. Here we show for the first time a possible
application of GPU for environmental studies serving as a basement for decision
making strategies. A stochastic Lagrangian particle model has been developed on
CUDA to estimate the transport and the transformation of the radionuclides from
a single point source during an accidental release. Our results show that
parallel implementation achieves typical acceleration values in the order of
80-120 times compared to CPU using a single-threaded implementation on a 2.33
GHz desktop computer. Only very small differences have been found between the
results obtained from GPU and CPU simulations, which are comparable with the
effect of stochastic transport phenomena in atmosphere. The relatively high
speedup with no additional costs to maintain this parallel architecture could
result in a wide usage of GPU for diversified environmental applications in the
near future.Comment: 5 figure
Fast computation of MadGraph amplitudes on graphics processing unit (GPU)
Continuing our previous studies on QED and QCD processes, we use the graphics
processing unit (GPU) for fast calculations of helicity amplitudes for general
Standard Model (SM) processes. Additional HEGET codes to handle all SM
interactions are introduced, as well assthe program MG2CUDA that converts
arbitrary MadGraph generated HELAS amplitudess(FORTRAN) into HEGET codes in
CUDA. We test all the codes by comparing amplitudes and cross sections for
multi-jet srocesses at the LHC associated with production of single and double
weak bosonss a top-quark pair, Higgs boson plus a weak boson or a top-quark
pair, and multisle Higgs bosons via weak-boson fusion, where all the heavy
particles are allowes to decay into light quarks and leptons with full spin
correlations. All the helicity amplitudes computed by HEGET are found to agree
with those comsuted by HELAS within the expected numerical accuracy, and the
cross sections obsained by gBASES, a GPU version of the Monte Carlo integration
program, agree wish those obtained by BASES (FORTRAN), as well as those
obtained by MadGraph. The performance of GPU was over a factor of 10 faster
than CPU for all processes except those with the highest number of jets.Comment: 37 pages, 12 figure
Application of graphics processing units to search pipelines for gravitational waves from coalescing binaries of compact objects
We report a novel application of a graphics processing unit (GPU) for the purpose of accelerating the search pipelines for gravitational waves from coalescing binaries of compact objects. A speed-up of 16-fold in total has been achieved with an NVIDIA GeForce 8800 Ultra GPU card compared with one core of a 2.5 GHz Intel Q9300 central processing unit (CPU). We show that substantial improvements are possible and discuss the reduction in CPU count required for the detection of inspiral sources afforded by the use of GPUs
Smoke and Shadows: Rendering and Light Interaction of Smoke in Real-Time Rendered Virtual Environments
Realism in computer graphics depends upon digitally representing what we see in the world with careful attention to detail, which usually requires a high degree of complexity in modelling the scene. The inevitable trade-off between realism and performance means that new techniques that aim to improve the visual fidelity of a scene must do so without compromising the real-time rendering performance. We describe and discuss a simple method for realistically casting shadows from an opaque solid object through a GPU (graphics processing unit) based particle system representing natural phenomena, such as smoke
Video-rate laser Doppler vibrometry by heterodyne holography
We report a demonstration video-rate heterodyne holography in off-axis
configuration. Reconstruction and display of 1 Megapixel holograms is achieved
at 24 frames per second, with a graphics processing unit. Our claims are
validated with real-time screening of steady-state vibration amplitudes in a
wide-field, non-contact vibrometry experiment.Comment: Optics Letters (2011) 00
- …
