
Parallel Minimum Spanning Tree Algorithms and Evaluation
Minimum Spanning Tree (MST) is an important graph algorithm that has wid...
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Parallel mathematical models of dynamic objects
The paper deals with the developing of the methodological backgrounds fo...
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Exploring ParallelinTime Approaches for Eddy Current Problems
We consider the usage of parallelintime algorithms of the Parareal and...
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DataParallel Hashing Techniques for GPU Architectures
Hash tables are one of the most fundamental data structures for effectiv...
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Effective Implementation of GPUbased Revised Simplex algorithm applying new memory management and cycle avoidance strategies
Graphics Processing Units (GPUs) with high computational capabilities us...
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Toward the Graphics Turing Scale on a Blue Gene Supercomputer
We investigate raytracing performance that can be achieved on a class of...
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High Performance Algorithms for Counting Collisions and Pairwise Interactions
The problem of counting collisions or interactions is common in areas as computer graphics and scientific simulations. Since it is a major bottleneck in applications of these areas, a lot of research has been done on such subject, mainly focused on techniques that allow calculations to be performed within pruned sets of objects. This paper focuses on how interaction calculation (such as collisions) within these sets can be done more efficiently than existing approaches. Two algorithms are proposed: a sequential algorithm that has linear complexity at the cost of high memory usage; and a parallel algorithm, mathematically proved to be correct, that manages to use GPU resources more efficiently than existing approaches. The proposed and existing algorithms were implemented, and experiments show a speedup of 21.7 for the sequential algorithm (on small problem size), and 1.12 for the parallel proposal (large problem size). By improving interaction calculation, this work contributes to research areas that promote interconnection in the modern world, such as computer graphics and robotics.
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