## Posts

Nov, 9

### Deployment of parallel linear genetic programming using GPUs on PC and video game console platforms

We present a general method for deploying parallel linear genetic programming (LGP) to the PC and Xbox 360 video game console by using a publicly available common framework for the devices called XNA (for “XNA’s Not Acronymed”). By constructing the LGP within this framework, we effectively produce an LGP “game” for PC and XBox 360 […]

Nov, 9

### Fast and informative flow simulations in a building by using fast fluid dynamics model on graphics processing unit

Fast indoor airflow simulations are necessary for building emergency management, preliminary design of sustainable buildings, and real-time indoor environment control. The simulation should also be informative since the airflow motion, temperature distribution, and contaminant concentration are important. Unfortunately, none of the current indoor airflow simulation techniques can satisfy both requirements at the same time. Our […]

Nov, 9

### Gravitational tree-code on graphics processing units: implementation in CUDA

We present a new very fast tree-code which runs on massively parallel Graphical Processing Units (GPU) with NVIDIA CUDA architecture. The tree-construction and calculation of multipole moments is carried out on the host CPU, while the force calculation which consists of tree walks and evaluation of interaction list is carried out on the GPU. In […]

Nov, 9

### Efficient pseudo-random number generators for biomolecular simulations on graphics processors

Langevin Dynamics, Monte Carlo, and all-atom Molecular Dynamics simulations in implicit solvent, widely used to access the microscopic transitions in biomolecules, require a reliable source of random numbers. Here we present the two main approaches for implementation of random number generators (RNGs) on a GPU, which enable one to generate random numbers on the fly. […]

Nov, 9

### Massively parallel differential evolution-pattern search optimization with graphics hardware acceleration: an investigation on bound constrained optimization problems

This paper presents a novel parallel Differential Evolution (DE) algorithm with local search for solving function optimization problems, utilizing graphics hardware acceleration. As a population-based meta-heuristic, DE was originally designed for continuous function optimization. Graphics Processing Units (GPU) computing is an emerging desktop parallel computing technology that is becoming popular with its wide availability in […]

Nov, 9

### Viewpoints: A high-performance high-dimensional exploratory data analysis tool

Scientific data sets continue to increase in both size and complexity. In the past, dedicated graphics systems at supercomputing centers were required to visualize large data sets, but as the price of commodity graphics hardware has dropped and its capability has increased, it is now possible, in principle, to view large complex data sets on […]

Nov, 9

### ABC-SysBio–approximate Bayesian computation in Python with GPU support

Motivation: The growing field of systems biology has driven demand for flexible tools to model and simulate biological systems. Two established problems in the modeling of biological processes are model selection and the estimation of associated parameters. A number of statistical approaches, both frequentist and Bayesian, have been proposed to answer these questions. Results: Here […]

Nov, 9

### DiVinE-CUDA – A Tool for GPU Accelerated LTL Model Checking

In this paper we present a tool that performs CUDA accelerated LTL Model Checking. The tool exploits parallel algorithm MAP adjusted to the NVIDIA CUDA architecture in order to efficiently detect the presence of accepting cycles in a directed graph. Accepting cycle detection is the core algorithmic procedure in automata-based LTL Model Checking. We demonstrate […]

Nov, 8

### Solving $k$-Nearest Vector Problem on Multiple Graphics Processors

In a recommendation system, customers’ preferences are encoded into vectors, and finding the nearest vectors to each vector is an essential part. We define this part of problem as a $k$-nearest vector problem and give an effective algorithm to solve it on multiple graphics processor units (GPUs). By an experiment, we show that when the […]

Nov, 8

### Analysing Astronomy Algorithms for GPUs and Beyond

Astronomy depends on ever increasing computing power. Processor clock-rates have plateaued, and increased performance is now appearing in the form of additional processor cores on a single chip. This poses significant challenges to the astronomy software community. Graphics Processing Units (GPUs), now capable of general-purpose computation, exemplify both the difficult learning-curve and the significant speedups […]

Nov, 8

### On the utility of graphics cards to perform massively parallel simulation of advanced Monte Carlo methods

We present a case-study on the utility of graphics cards to perform massively parallel simulation of advanced Monte Carlo methods. Graphics cards, containing multiple Graphics Processing Units (GPUs), are self-contained parallel computational devices that can be housed in conventional desktop and laptop computers. For certain classes of Monte Carlo algorithms they offer massively parallel simulation, […]

Nov, 8

### N-Body Simulations on GPUs

Commercial graphics processors (GPUs) have high compute capacity at very low cost, which makes them attractive for general purpose scientific computing. In this paper we show how graphics processors can be used for N-body simulations to obtain improvements in performance over current generation CPUs. We have developed a highly optimized algorithm for performing the O(N^2) […]