A: Computational cost per time step per particle for varying number of particles, varying cutoff distance and varying architecture when running windowless with fixed particle density and one implicit interaction. Computational cost generally increases with increasing cutoff distance. On a CPU, computational cost is lowest near 10k particles and then begins to increase. When offloading implicit interactions to a GPU, computational cost is generally less and tends towards a constant value. B. Computational cost for varying number of potentials defining implicit interactions with 10M particles and a cutoff of 5. Multiple potentials were implemented using potential arithmetic. Computational cost generally increases linearly with increasing numb...
Simulations are indispensable for engineering. They make it possible that one can perform fa...
Recently, the performance of many-light algorithms, where thousands of light sources are used to com...
Graphics operations consist of two broad operations. The first, which we refer to here as vertex ope...
A: Computational cost per time step per particle for varying number of particles, varying cutoff dis...
With the rise in performance of modern GPUs, Smoothed Particle Hydrodynamics is an increasingly attr...
The molecular dynamics simulation package GROMACS runs efficiently on a wide variety of hardware fro...
Computer generated imagery is used in a wide range of disciplines, each with different requirements....
The molecular dynamics simulation package GROMACS runs efficiently on a wide variety of hardware fro...
Graphical processing units (GPUs) have recently attracted attention for scientific applications such...
With the push to exascale, in situ visualization and analysis will play an increasingly important ro...
A-B: Comparison of the default mesh for conductance based neurons to a reduced mesh. Although coarse...
In this technical note we show the promise of using graphic processing units (GPUs) to accelerate si...
We introduce a particle-based simulation method for granular material in interactive frame rates. We...
We test the relative performances of two different approaches to the computation of forces for molec...
We test the relative performances of two different approaches to the computation of forces for molec...
Simulations are indispensable for engineering. They make it possible that one can perform fa...
Recently, the performance of many-light algorithms, where thousands of light sources are used to com...
Graphics operations consist of two broad operations. The first, which we refer to here as vertex ope...
A: Computational cost per time step per particle for varying number of particles, varying cutoff dis...
With the rise in performance of modern GPUs, Smoothed Particle Hydrodynamics is an increasingly attr...
The molecular dynamics simulation package GROMACS runs efficiently on a wide variety of hardware fro...
Computer generated imagery is used in a wide range of disciplines, each with different requirements....
The molecular dynamics simulation package GROMACS runs efficiently on a wide variety of hardware fro...
Graphical processing units (GPUs) have recently attracted attention for scientific applications such...
With the push to exascale, in situ visualization and analysis will play an increasingly important ro...
A-B: Comparison of the default mesh for conductance based neurons to a reduced mesh. Although coarse...
In this technical note we show the promise of using graphic processing units (GPUs) to accelerate si...
We introduce a particle-based simulation method for granular material in interactive frame rates. We...
We test the relative performances of two different approaches to the computation of forces for molec...
We test the relative performances of two different approaches to the computation of forces for molec...
Simulations are indispensable for engineering. They make it possible that one can perform fa...
Recently, the performance of many-light algorithms, where thousands of light sources are used to com...
Graphics operations consist of two broad operations. The first, which we refer to here as vertex ope...