Solving problems on concurrent processors. Vol. 1: General techniques and regular problems
Solving problems on concurrent processors. Vol. 1: General techniques and regular problems
Computer simulation of liquids
Computer simulation of liquids
An optional hypercube direct N-body solver on the connection machine
Proceedings of the 1990 ACM/IEEE conference on Supercomputing
A parallel hashed Oct-Tree N-body algorithm
Proceedings of the 1993 ACM/IEEE conference on Supercomputing
Physics & 3d Modeling for Game Programming
Physics & 3d Modeling for Game Programming
Journal of Computational Physics
Physics for Game Developers
Game Physics Engine Development (The Morgan Kaufmann Series in Interactive 3D Technology)
Game Physics Engine Development (The Morgan Kaufmann Series in Interactive 3D Technology)
Exploiting graphical processing units for data-parallel scientific applications
Concurrency and Computation: Practice & Experience
Game Development with Unity
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Simulating particle collisions is an important application for physics calculations as well as for various effects in computer games and movie animations. Increasing demand for physical correctness and hence visual realism demands higher order time-integration methods and more sophisticated collision management algorithms. We report on the use of singe and multiple Graphical Processing Units (GPUs) to accelerate these calculations. We explore the performance of multiple GPUs (m-GPUs) housed on a single PCIe bus as well as the use of special purpose PCIe bus extender technology using GPU housing chassis systems such as Dell's C410x PowerEdge. We describe how a hard sphere collision system with gravitational interactions was developed as a benchmark. We compare the performance of various GPU models and show how algorithms that use GPU-GPU communications with NVidia's Compute Device Unified Architecture (CUDA 4) can considerably aid communications amongst multiple GPUs working on a single simulated particle system.