Abstract
We present an algorithm for neighbor search in molecular simulations on graphics processing units (GPUs) based on bounding volume hierarchies (BVHs). The BVH is compressed into a low-precision, quantized representation to increase the BVH traversal speed compared to a previous implementation. We find that neighbor search using the quantized BVH is roughly two to four times faster than current state-of-the-art methods using uniform grids (cell lists) for a suite of benchmarks for common molecular simulation models. Based on the benchmark results, we recommend using the BVH instead of a single cell list for neighbor list generation in molecular simulations on GPUs.
Original language | English (US) |
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Pages (from-to) | 139-146 |
Number of pages | 8 |
Journal | Computational Materials Science |
Volume | 164 |
DOIs | |
State | Published - Jun 15 2019 |
All Science Journal Classification (ASJC) codes
- General Computer Science
- General Chemistry
- General Materials Science
- Mechanics of Materials
- General Physics and Astronomy
- Computational Mathematics
Keywords
- Bounding volume hierarchy
- GPU
- Molecular simulation
- Neighbor search