A fast recursive coordinate bisection tree for neighbour search and gravity
Emanuel Gafton, Stephan Rosswog

TL;DR
The paper presents a new binary tree algorithm for efficient neighbor search and gravity calculations in large N-particle systems, optimized for SPH simulations with improved speed and scalability.
Contribution
A novel recursive coordinate bisection tree method that enhances performance and scalability for neighbor search and gravitational force computations in large particle simulations.
Findings
Tree build is 25 times faster for four million particles.
Force calculation is more than 6 times faster than previous methods.
Scaling behavior is close to O(N) up to 10^8 particles.
Abstract
We introduce our new binary tree code for neighbour search and gravitational force calculations in an N-particle system. The tree is built in a "top-down" fashion by "recursive coordinate bisection" where on each tree level we split the longest side of a cell through its centre of mass. This procedure continues until the average number of particles in the lowest tree level has dropped below a prescribed value. To calculate the forces on the particles in each lowest-level cell we split the gravitational interaction into a near- and a far-field. Since our main intended applications are SPH simulations, we calculate the near-field by a direct, kernel-smoothed summation, while the far field is evaluated via a Cartesian Taylor expansion up to quadrupole order. Instead of applying the far-field approach for each particle separately, we use another Taylor expansion around the centre of mass of…
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