High Performance Parallel Computing 2019
DOI: 10.5772/intechopen.81755
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Design and Implementation of Particle Systems for Meshfree Methods with High Performance

Abstract: Particle systems, commonly associated with computer graphics, animation, and video games, are an essential component in the implementation of numerical methods ranging from the meshfree methods for computational fluid dynamics and related applications (e.g., smoothed particle hydrodynamics, SPH) to minimization methods for arbitrary problems (e.g., particle swarm optimization, PSO). These methods are frequently embarrassingly parallel in nature, making them a natural fit for implementation on massively paralle… Show more

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Cited by 3 publications
(5 citation statements)
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“…Moreover, the particles' data must be split into multiple arrays for efficiency (one array for position, one for density, one for pressure, etc.) as in [10].…”
Section: Grid Buildingmentioning
confidence: 98%
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“…Moreover, the particles' data must be split into multiple arrays for efficiency (one array for position, one for density, one for pressure, etc.) as in [10].…”
Section: Grid Buildingmentioning
confidence: 98%
“…Previous SPH implementations use the SORT pattern to build the neighbors' grid [7,9,10]. The first step consists in calculating the grid index of each particle, using a MAP.…”
Section: Grid Buildingmentioning
confidence: 99%
See 1 more Smart Citation
“…In most cases, the ideal storage system for the particle properties themselves (position, velocity, mass, density, apparent viscosity etc) is that of a structure of arrays, where an individual array is used for each property, optionally merging some scalar and vector properties that are frequently used together: for example, in GPUSPH we use a single 4-component vector data type to store 3D position and mass, and another 4-component vector to store velocity and density. This is especially convenient for hardware such as GPUs, but is actually convenient on most modern CPU systems as well [8], as it tends to naturally map array elements to the hardware vector types.…”
Section: From Theory To Implementationmentioning
confidence: 99%
“…The adoption of the meta-programming techniques discussed so far has been the key to one of the most significant performance boost from version 4 to version 5 of GPUSPH: the split neighbors list processing, which has brought an overall performance improvement between 15% and 30%, depending on the combination of framework options and hardware capabilities [8,9].…”
Section: Putting It All Together: Split Neighborsmentioning
confidence: 99%