Most recent progress in understanding the dynamical evolution of star clusters relies on direct N-body simulations. Owing to the computational demands, and the desire to model more complex and more massive star clusters, hardware calculational accelerators, such as GRAPE special-purpose hardware or, more recently, GPUs (i.e. graphics cards), are generally utilised. In addition, simulations can […]

January 30, 2012 by hgpu

The kd-tree is a fundamental tool in computer science. Among other applications, the application of kd-tree search (by the tree method) to the fast evaluation of particle interactions and neighbor search is highly important, since the computational complexity of these problems is reduced from O(N^2) for a brute force method to O(N log N) for […]

December 21, 2011 by hgpu

E(A+M)PEC traces the ionization structure, cooling and emission spectra of plasmas. It is written in OpenCL, runs in NVIDIA Graphics Processor Units and can be coupled to any HD or MHD code to follow the dynamical and thermal evolution of any plasma in, e.g., the interstellar medium (ISM).

September 27, 2011 by hgpu

Structural parameters are normally extracted from observed galaxies by fitting analytic light profiles to the observations. Obtaining accurate fits to high-resolution images is a computationally expensive task, requiring many model evaluations and convolutions with the imaging point spread function. While these algorithms contain high degrees of parallelism, current implementations do not exploit this property. With […]

January 13, 2011 by hgpu

We present the living application, a method to autonomously manage applications on the grid. During its execution on the grid, the living application makes choices on the resources to use in order to complete its tasks. These choices can be based on the internal state, or on autonomously acquired knowledge from external sensors. By giving […]

November 13, 2010 by hgpu

In this paper I will outline some of the aspects and problems of modern celestial mechanics and stellar dynamics, in the context of the quickly growing computing facilities. I will point the attention on the great advantages in using, for astrophysical simulations, the modern, fast and cheap Graphic Processing Units (GPUs) acting as true supercomputers. […]

November 13, 2010 by hgpu

We study the dynamics of stellar-mass black holes (BH) in star clusters with particular attention to the formation of BH-BH binaries, which are interesting as sources of gravitational waves (GW). We examine the properties of these BH-BH binaries through direct N-body simulations of star clusters using the GPU-enabled NBODY6 code. We perform simulations of N

November 13, 2010 by hgpu

We present a new C++ code for collisional N-body simulations of star clusters. The code uses the Hermite fourth-order scheme with block time steps, for advancing the particles in time, while the forces and neighboring particles are computed using the GRAPE-6 board. Special treatment is used for close encounters, binary and multiple sub-systems that either […]

November 11, 2010 by hgpu

We present the first ever direct $N$-body computations of an old Milky Way globular cluster over its entire life time on a star-by-star basis. Using recent GPU hardware at Bonn University, we have performed a comprehensive set of $N$-body calculations to model the distant outer halo globular cluster Palomar 14 (Pal 14). By varying the […]

November 9, 2010 by hgpu

We report on early results of a numerical and statistical study of binary black hole inspirals. The two black holes are evolved using post-Newtonian approximations starting with initially randomly distributed spin vectors. We characterize certain aspects of the distribution shortly before merger. In particular we note the uniform distribution of black hole spin vector dot […]

November 8, 2010 by hgpu

The gravitational many-body problem is a problem concerning the movement of bodies, which are interacting through gravity. However, solving the gravitational many-body problem with a CPU takes a lot of time due to O(N^2) computational complexity. In this paper, we show how to speed-up the gravitational many-body problem by using GPU. After extensive optimizations, the […]

October 28, 2010 by hgpu

The kd-tree is a fundamental tool in computer science. Among others, an application of the kd-tree search (oct-tree method) to fast evaluation of particle interactions and neighbor search is highly important since computational complexity of these problems are reduced from O(N^2) with a brute force method to O(N log N) with the tree method where […]

October 27, 2010 by hgpu