Stellar mergers between two suns are a significant field of study since they can lead to astrophysical phenomena such as type Ia supernovae. Octo-Tiger simulates merging stars by computing self-gravitating astrophysical fluids. By relying on the high-level library HPX for parallelization and Vc for vectorization, Octo-Tiger combines high performance with ease of development. For accurate simulations, Octo-Tiger requires massive computational resources. To improve hardware utilization, we introduce a stencil-based approach for computing the gravitational field using the fast multipole method. This approach was tailored for machines with wide vector units like Intel's Knights Landing or modern GPUs. Our implementation targets AVX512 enabled p...
A wide variety of outstanding problems in astrophysics involve the motion of a large number of parti...
We ported to the GPU with CUDA the Astrometric Verification Unit-Global Sphere Reconstruction (AVU-G...
We present the newly developed code, GPU-accelerated Adaptive-MEsh-Refinement code (GAMER), which ad...
OCTO-TIGER is an astrophysics code to simulate the evolution of self-gravitating and rotating system...
We study the simulation of stellar mergers, which requires complex simulations with high computation...
Graphics Processing Units (GPUs) are quickly becoming viable alternatives for certain simulations cu...
We present a highly scalable demonstration of a portable asynchronous many-task programming model an...
The main target of this work is the discussion of the modern techniques (software and hardware) apt ...
The tree method is a widely implemented algorithm for collisionless N-body simulations in astrophysi...
Analyzing performance within asynchronous many-task-based runtime systems is challenging because mil...
AbstractThe tree method is a widely implemented algorithm for collisionless N-body simulations in as...
With the increasing size and complexity of data produced by large scale numerical simulations, it is...
In this paper, we describe the performance of an $N$-body simulation of star cluster with 64k stars ...
We present the results of gravitational direct $N$-body simulations using the commercial graphics pr...
This work presents the raceSPH and raceGRAV accelerator libraries, designed to interface astrophysic...
A wide variety of outstanding problems in astrophysics involve the motion of a large number of parti...
We ported to the GPU with CUDA the Astrometric Verification Unit-Global Sphere Reconstruction (AVU-G...
We present the newly developed code, GPU-accelerated Adaptive-MEsh-Refinement code (GAMER), which ad...
OCTO-TIGER is an astrophysics code to simulate the evolution of self-gravitating and rotating system...
We study the simulation of stellar mergers, which requires complex simulations with high computation...
Graphics Processing Units (GPUs) are quickly becoming viable alternatives for certain simulations cu...
We present a highly scalable demonstration of a portable asynchronous many-task programming model an...
The main target of this work is the discussion of the modern techniques (software and hardware) apt ...
The tree method is a widely implemented algorithm for collisionless N-body simulations in astrophysi...
Analyzing performance within asynchronous many-task-based runtime systems is challenging because mil...
AbstractThe tree method is a widely implemented algorithm for collisionless N-body simulations in as...
With the increasing size and complexity of data produced by large scale numerical simulations, it is...
In this paper, we describe the performance of an $N$-body simulation of star cluster with 64k stars ...
We present the results of gravitational direct $N$-body simulations using the commercial graphics pr...
This work presents the raceSPH and raceGRAV accelerator libraries, designed to interface astrophysic...
A wide variety of outstanding problems in astrophysics involve the motion of a large number of parti...
We ported to the GPU with CUDA the Astrometric Verification Unit-Global Sphere Reconstruction (AVU-G...
We present the newly developed code, GPU-accelerated Adaptive-MEsh-Refinement code (GAMER), which ad...