2014 IEEE International Parallel &Amp; Distributed Processing Symposium Workshops 2014
DOI: 10.1109/ipdpsw.2014.141
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Kd-Tree Based N-Body Simulations with Volume-Mass Heuristic on the GPU

Abstract: N-body simulations represent an important class of numerical simulations in order to study a wide range of physical phenomena for which researchers demand fast and accurate implementations. Due to the computational complexity, simple brute-force methods to solve the longdistance interaction between bodies can only be used for smallscale simulations. Smarter approaches utilize neighbor lists, tree methods or other hierarchical data structures to reduce the complexity of the force calculations. However, such dat… Show more

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Cited by 7 publications
(8 citation statements)
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“…For example, for 2D simulations, the loose Quadtree structure is applied for indexing moving objects with extents in games [14], and Sim-tree is proposed for indexing vehicles for large-scale microscopic traffic simulations [18]. In the case of the simulations of 3D moving objects, the Octree structure [4], [15], [16] and the KD-tree [17] structure are used for indexing moving objects (moving particles) for the N-body simulation. In [34], a hybrid indexing structure of grid and loose Octree called as GLOctree is proposed to provide a general purpose spatial partitioning method for dynamic scenes.…”
Section: Related Workmentioning
confidence: 99%
See 3 more Smart Citations
“…For example, for 2D simulations, the loose Quadtree structure is applied for indexing moving objects with extents in games [14], and Sim-tree is proposed for indexing vehicles for large-scale microscopic traffic simulations [18]. In the case of the simulations of 3D moving objects, the Octree structure [4], [15], [16] and the KD-tree [17] structure are used for indexing moving objects (moving particles) for the N-body simulation. In [34], a hybrid indexing structure of grid and loose Octree called as GLOctree is proposed to provide a general purpose spatial partitioning method for dynamic scenes.…”
Section: Related Workmentioning
confidence: 99%
“…Thus, we first measure the update performance of G-ML-Octree without load-balance scheme with 10 timesteps. For comparison, we used one GPUaided KD-tree [17] structure for the N-body simulation. For convenience, we denoted the GPU-aided KDtree as G-KDtree.…”
Section: G-ml-octree Evaluationmentioning
confidence: 99%
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“…This searched area can be considered the agents neighbourhood and must be searched every timestep of a simulation to ensure agents have live information. Whilst various spatial data-structures such as kd-trees and R-trees are capable of providing efficient access to spatial neighbourhoods, in order to achieve high performance in a problem as general as FRNNs they must sacrifice accuracy [6]. The naive approach for carrying out a neighbourhood search is via a brute-force technique, individually considering whether each agent is located within the target neighbourhood.…”
Section: Related Researchmentioning
confidence: 99%