We present an adoption of the bucket sort algorithm capable of running entirely on GPU architecture. Our implementation employs render-to-texture to enable scatter operation. Linked lists of elements in each bucket are build and stored directly in video memory. We show also the use of this sorting method in a particle-based simulation. Dissipative Particle Dynamics is the physical model of choice; the simulation is performed entirely on the graphics hardware. GPU bucket sorting is used to build nearest-neighbour maps on a regular cell-grid which are the input of interparticle interaction computation. Finally we implement a simple random-number generator which is required by the DPD method
We have recently developed a lattice-free simulation program in computational cell biology which nee...
Particle systems have long been recognized as an essential building block for detail-rich and lively...
Harvesting the power of modern graphics hardware to solve the complex problem of real-time rendering...
We present an adoption of the bucket sort algorithm capable of running entirely on GPU architecture....
In this paper we present an efficient and general sorting-based approach for the neighbor search on ...
© 2013, © 2013 Taylor & Francis. We found an interesting relation between convex optimization and so...
We present a scalable dissipative particle dynamics simulation code, fully implemented on the Graphi...
This paper presents an algorithm for fast sorting of large lists using modern GPUs. The method achie...
We demonstrate that parallel deterministic sample sort for many-core GPUs (GPU BUCKET SORT) is not o...
AbstractWhile developing naive code is uncomplicated, optimizing extremely parallel algorithms requi...
Graphical processing units (GPUs) have recently attracted attention for scientific applications such...
Graphics Processing Units (GPUs) are a fast evolving architecture. Over the last decade their progra...
Particle systems have long been recognized as an essential building block for detail-rich and lively...
Particle systems have long been recognized as an essential building block for detail-rich and lively...
Abstract Sorting is a common problem in computer science. There are a lot of well-known sorting algo...
We have recently developed a lattice-free simulation program in computational cell biology which nee...
Particle systems have long been recognized as an essential building block for detail-rich and lively...
Harvesting the power of modern graphics hardware to solve the complex problem of real-time rendering...
We present an adoption of the bucket sort algorithm capable of running entirely on GPU architecture....
In this paper we present an efficient and general sorting-based approach for the neighbor search on ...
© 2013, © 2013 Taylor & Francis. We found an interesting relation between convex optimization and so...
We present a scalable dissipative particle dynamics simulation code, fully implemented on the Graphi...
This paper presents an algorithm for fast sorting of large lists using modern GPUs. The method achie...
We demonstrate that parallel deterministic sample sort for many-core GPUs (GPU BUCKET SORT) is not o...
AbstractWhile developing naive code is uncomplicated, optimizing extremely parallel algorithms requi...
Graphical processing units (GPUs) have recently attracted attention for scientific applications such...
Graphics Processing Units (GPUs) are a fast evolving architecture. Over the last decade their progra...
Particle systems have long been recognized as an essential building block for detail-rich and lively...
Particle systems have long been recognized as an essential building block for detail-rich and lively...
Abstract Sorting is a common problem in computer science. There are a lot of well-known sorting algo...
We have recently developed a lattice-free simulation program in computational cell biology which nee...
Particle systems have long been recognized as an essential building block for detail-rich and lively...
Harvesting the power of modern graphics hardware to solve the complex problem of real-time rendering...