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A comparison between parallelization approaches in molecular dynamics simulations on GPUs

机译:GPU分子动力学模拟中并行化方法之间的比较

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摘要

We test the relative performances of two different approaches to the computation of forces for molecular dynamics simulations on graphics processing units. A “vertex-based” approach, where a computing thread is started per particle, is compared to an “edge-based” approach, where a thread is started per each potentially non-zero interaction. We find that the former is more efficient for systems with many simple interactions per particle while the latter is more efficient if the system has more complicated interactions or fewer of them. By comparing computation times on more and less recent graphics processing unit technology, we predict that, if the current trend of increasing the number of processing cores—as opposed to their computing power—remains, the “edge-based” approach will gradually become the most efficient choice in an increasing number of cases.
机译:我们测试两种不同方法在图形处理单元上进行分子动力学模拟的力计算的相对性能。将“基于顶点”的方法(其中每个粒子启动一个计算线程)与“基于边缘”的方法(其中每个潜在的非零交互启动一个线程)进行比较。我们发现,前者对于每个粒子具有许多简单相互作用的系统更有效,而后者在系统具有更复杂的相互作用或较少相互作用的情况下更为有效。通过比较越来越少的图形处理单元技术的计算时间,我们可以预测,如果当前仍然存在增加处理核数量(而不是其计算能力)的趋势,那么“基于边缘”的方法将逐渐成为主流。在越来越多的情况下是最有效的选择。

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