AbstractThe tree method is a widely implemented algorithm for collisionless N-body simulations in astrophysics well suited for GPU(s). Adopting hierarchical time stepping can accelerate N-body simulations; however, it is infrequently implemented and its potential remains untested in GPU implementations. We have developed a Gravitational Oct-Tree code accelerated by HIerarchical time step Controlling named GOTHIC, which adopts both the tree method and the hierarchical time step. The code adopts some adaptive optimizations by monitoring the execution time of each function on-the-fly and minimizes the time-to-solution by balancing the measured time of multiple functions. Results of performance measurements with realistic particle distribution ...
We present a new implementation of the numerical integration of the classical, gravitational, N-body...
We compare the performance of two very different parallel gravitational N-body codes for astrophysic...
The N-body problems simulate the evolution of a system of N bodies where the force exerted on each b...
The tree method is a widely implemented algorithm for collisionless N-body simulations in astrophysi...
AbstractThe tree method is a widely implemented algorithm for collisionless N-body simulations in as...
AbstractWe present a new very fast tree-code which runs on massively parallel Graphical Processing U...
AbstractWe present a new very fast tree-code which runs on massively parallel Graphical Processing U...
We present the results of gravitational direct N-body simulations using the graphics processing unit...
Fig. 1. Rendering (left) and computer representation (tree-code in green) of a collision between two...
N-body problems, such as simulating the motion of stars in a galaxy and evaluating the spatial stati...
We present the results of gravitational direct $N$-body simulations using the commercial graphics pr...
The main target of this work is the discussion of the modern techniques (software and hardware) apt ...
We present the newly developed code, GPU-accelerated Adaptive-MEsh-Refinement code (GAMER), which ad...
We report on improvements made over the past two decades to our adaptive treecode N-body method (HOT...
We report on improvements made over the past two decades to our adaptive treecode N-body method (HOT...
We present a new implementation of the numerical integration of the classical, gravitational, N-body...
We compare the performance of two very different parallel gravitational N-body codes for astrophysic...
The N-body problems simulate the evolution of a system of N bodies where the force exerted on each b...
The tree method is a widely implemented algorithm for collisionless N-body simulations in astrophysi...
AbstractThe tree method is a widely implemented algorithm for collisionless N-body simulations in as...
AbstractWe present a new very fast tree-code which runs on massively parallel Graphical Processing U...
AbstractWe present a new very fast tree-code which runs on massively parallel Graphical Processing U...
We present the results of gravitational direct N-body simulations using the graphics processing unit...
Fig. 1. Rendering (left) and computer representation (tree-code in green) of a collision between two...
N-body problems, such as simulating the motion of stars in a galaxy and evaluating the spatial stati...
We present the results of gravitational direct $N$-body simulations using the commercial graphics pr...
The main target of this work is the discussion of the modern techniques (software and hardware) apt ...
We present the newly developed code, GPU-accelerated Adaptive-MEsh-Refinement code (GAMER), which ad...
We report on improvements made over the past two decades to our adaptive treecode N-body method (HOT...
We report on improvements made over the past two decades to our adaptive treecode N-body method (HOT...
We present a new implementation of the numerical integration of the classical, gravitational, N-body...
We compare the performance of two very different parallel gravitational N-body codes for astrophysic...
The N-body problems simulate the evolution of a system of N bodies where the force exerted on each b...