In particle systems simulation, the procedure of neighbour searching is usually a bottleneck in terms of com putational cost. Several techniques have been developed to solve this problem; one of particular interest is the cell–based spatial division, where each cell is tagged by a hash function. One of the most useful features of this technique is that it can be easily parallelized to reduce computational costs. However, the parallelizing process has some drawbacks associated to data memory management. Also, when parallelizing neighbour search, the location of neighbouring particles between adjacent cells is also costly. To solve these shortcomings we have developed a method that reduces the search space by considering the relative pos...
LeBeau et al. (2003) [4] introduced the 'virtual-subcell' (VSC) method of finding a collision partne...
With the invent of multicore CPUs, parallelization be-comes an important issue in the programming of...
We present an adoption of the bucket sort algorithm capable of running entirely on GPU architecture....
In Computer Graphics is usual the modelling of dynamic systems through particles. The simulation of ...
In this paper we present an efficient and general sorting-based approach for the neighbor search on ...
Central to many complex systems, spatial actors require an awareness of their local environment to e...
Abstract. This paper describes a new fast and implicitly parallel approach to neighbour-finding in m...
Nearest neighbor analysis is one of the classic methods to find out the tendency of the observed poi...
We have recently developed a lattice-free simulation program in computational cell biology which nee...
The efficient iteration of neighbouring particles is a performance critical aspect of any high perfo...
Abstract: LeBeau et al. introduced the “virtual subcell ” (VSC) method of finding a collision partne...
The performance of discrete element method (DEM) simulations is highly dependent on the requirements...
Lagrangian particle methods such as smoothed particle hydrodynamics (SPH) are very demanding in term...
This paper presents a fast algorithm for solving the all-nearest-neighbors problem. The algorithm us...
In the direct simulation Monte Carlo method and multi-phase flow calculations, structured and unstru...
LeBeau et al. (2003) [4] introduced the 'virtual-subcell' (VSC) method of finding a collision partne...
With the invent of multicore CPUs, parallelization be-comes an important issue in the programming of...
We present an adoption of the bucket sort algorithm capable of running entirely on GPU architecture....
In Computer Graphics is usual the modelling of dynamic systems through particles. The simulation of ...
In this paper we present an efficient and general sorting-based approach for the neighbor search on ...
Central to many complex systems, spatial actors require an awareness of their local environment to e...
Abstract. This paper describes a new fast and implicitly parallel approach to neighbour-finding in m...
Nearest neighbor analysis is one of the classic methods to find out the tendency of the observed poi...
We have recently developed a lattice-free simulation program in computational cell biology which nee...
The efficient iteration of neighbouring particles is a performance critical aspect of any high perfo...
Abstract: LeBeau et al. introduced the “virtual subcell ” (VSC) method of finding a collision partne...
The performance of discrete element method (DEM) simulations is highly dependent on the requirements...
Lagrangian particle methods such as smoothed particle hydrodynamics (SPH) are very demanding in term...
This paper presents a fast algorithm for solving the all-nearest-neighbors problem. The algorithm us...
In the direct simulation Monte Carlo method and multi-phase flow calculations, structured and unstru...
LeBeau et al. (2003) [4] introduced the 'virtual-subcell' (VSC) method of finding a collision partne...
With the invent of multicore CPUs, parallelization be-comes an important issue in the programming of...
We present an adoption of the bucket sort algorithm capable of running entirely on GPU architecture....