GPU-Enabled Particle-Particle Particle-Tree Scheme for Simulating Dense Stellar Cluster System
arXiv:1506.04553
Abstract
We describe the implementation and performance of the (Particle-Particle Particle-Tree) scheme for simulating dense stellar systems. In , the force experienced by a particle is split into short-range and long-range contributions. Short-range forces are evaluated by direct summation and integrated with the fourth order Hermite predictor-corrector method with the block timesteps. For long-range forces, we use a combination of the Barnes-Hut tree code and the leapfrog integrator. The tree part of our simulation environment is accelerated using graphical processing units (GPU), whereas the direct summation is carried out on the host CPU. Our code gives excellent performance and accuracy for star cluster simulations with a large number of particles even when the core size of the star cluster is small.
References in corpus (11)
- Long Term Evolution of Massive Black Hole Binaries
- A Hierarchical O(N) Force Calculation Algorithm
- Multi-physics simulations using a hierarchical interchangeable software interface
- A sparse octree gravitational N-body code that runs entirely on the GPU processor
- SAPPORO: A way to turn your graphics cards into a GRAPE-6
- 6th and 8th Order Hermite Integrator for N-body Simulations
- Long-Term Evolution of Massive Black Hole Binaries. II. Binary Evolution in Low-Density Galaxies
- 24.77 Pflops on a Gravitational Tree-Code to Simulate the Milky Way Galaxy with 18600 GPUs
- On the minimal accuracy required for simulating self-gravitating systems by means of direct N-body methods
- Gravitational tree-code on graphics processing units: implementation in CUDA
- QYMSYM: A GPU-Accelerated Hybrid Symplectic Integrator That Permits Close Encounters