40 research outputs found

    High Performance Direct Gravitational N-body Simulations on Graphics Processing Units

    Get PDF
    We present the results of gravitational direct NN-body simulations using the commercial graphics processing units (GPU) NVIDIA Quadro FX1400 and GeForce 8800GTX, and compare the results with GRAPE-6Af special purpose hardware. The force evaluation of the NN-body problem was implemented in Cg using the GPU directly to speed-up the calculations. The integration of the equations of motions were, running on the host computer, implemented in C using the 4th order predictor-corrector Hermite integrator with block time steps. We find that for a large number of particles (N \apgt 10^4) modern graphics processing units offer an attractive low cost alternative to GRAPE special purpose hardware. A modern GPU continues to give a relatively flat scaling with the number of particles, comparable to that of the GRAPE. Using the same time step criterion the total energy of the NN-body system was conserved better than to one in 10610^6 on the GPU, which is only about an order of magnitude worse than obtained with GRAPE. For N\apgt 10^6 the GeForce 8800GTX was about 20 times faster than the host computer. Though still about an order of magnitude slower than GRAPE, modern GPU's outperform GRAPE in their low cost, long mean time between failure and the much larger onboard memory; the GRAPE-6Af holds at most 256k particles whereas the GeForce 8800GTF can hold 9 million particles in memory.Comment: Submitted to New Astronom

    High Performance Direct Gravitational N-body Simulations on Graphics Processing Units -- II: An implementation in CUDA

    Get PDF
    We present the results of gravitational direct NN-body simulations using the Graphics Processing Unit (GPU) on a commercial NVIDIA GeForce 8800GTX designed for gaming computers. The force evaluation of the NN-body problem is implemented in ``Compute Unified Device Architecture'' (CUDA) using the GPU to speed-up the calculations. We tested the implementation on three different NN-body codes: two direct NN-body integration codes, using the 4th order predictor-corrector Hermite integrator with block time-steps, and one Barnes-Hut treecode, which uses a 2nd order leapfrog integration scheme. The integration of the equations of motions for all codes is performed on the host CPU. We find that for N>512N > 512 particles the GPU outperforms the GRAPE-6Af, if some softening in the force calculation is accepted. Without softening and for very small integration time steps the GRAPE still outperforms the GPU. We conclude that modern GPUs offer an attractive alternative to GRAPE-6Af special purpose hardware. Using the same time-step criterion, the total energy of the NN-body system was conserved better than to one in 10610^6 on the GPU, only about an order of magnitude worse than obtained with GRAPE-6Af. For N \apgt 10^5 the 8800GTX outperforms the host CPU by a factor of about 100 and runs at about the same speed as the GRAPE-6Af.Comment: Accepted for publication in New Astronom

    Multiscale analysis on otolith structural features reveals differences in ontogenesis and sex in Merluccius merluccius in the western Adriatic Sea

    Get PDF
    Otolith biomineralization results from biochemical processes regulated by the interaction of internal (physiological) and external (environmental) factors which lead to morphological and ultrastructural variability at intra- and interspecific levels. The aim of this study was to conduct a multi-scale analysis of the sagittal otoliths of the Merlucius merlucius (European hake) from the western Adriatic Sea in order to correlate otolith features with fish ontogeny and sex. We show that otoliths of sexually undifferentiated (non-sexed) individuals having a fish body total length (TL) less than 15 cm had faster growth in length, width, area, perimeter, volume and weight and a higher amount of organic matrix compared with otoliths of sexually differentiated individuals (females and males) having a fish size range of 15-50 cm. Most importantly, with increasing fish TL, female saccular otoliths contained a higher number of protuberances and rougher surface compared with male specimens, which showed more uniform mean curvature density. The differences between females and males discovered in this study could be associated with fish hearing adaptation to reproductive behavioural strategies during the spawning season. The outcomes of this research provide insights on how size and sex-related variations in otolith features may be affected by fish ecological and behavioural patterns

    Interactive Exploration in Virtual Environments

    Get PDF
    This thesis describes the technological, application and scientific issues involved in the design of environments for the purpose of interactive exploration in virtual environments

    Immersive Virtual Reality on commodity hardware

    No full text
    The use of Virtual Reality (VR) is normally associated with expensive, high-performance computing and graphics systems. This is especially the case in immersive VR systems that support head-tracking, hand-tracking and stereo vision. This causes a difference between the capabilities of VR facility centres with their high-end equipment and small/medium sized businesses and research groups that use less powerful systems

    High Performance Distributed Simulation for

    No full text
    Interactive distributed simulation environments consist of interconnected communicating components. The performance of such a system is determined by the execution time of the executing components and the amount of data that is exchanged between components
    corecore