A smooth particle hydrodynamics code to model collisions between solid, self-gravitating objects
Christoph M. Sch\"afer, Sven Riecker, Thomas I. Maindl, Roland Speith,, Samuel Scherrer, Wilhelm Kley

TL;DR
This paper introduces a GPU-accelerated smooth particle hydrodynamics (SPH) code for simulating collisions of solid, self-gravitating objects, significantly increasing computational speed for astrophysical collision modeling.
Contribution
The authors developed the first GPU-based SPH code with self-gravity for astrophysical collision simulations, enabling faster computations at lower hardware costs.
Findings
Impressive performance gains using NVIDIA GPUs.
Successful modeling of collisions between solid, self-gravitating bodies.
Code includes fragmentation for brittle materials.
Abstract
Modern graphics processing units (GPUs) lead to a major increase in the performance of the computation of astrophysical simulations. Owing to the different nature of GPU architecture compared to traditional central processing units (CPUs) such as x86 architecture, existing numerical codes cannot be easily migrated to run on GPU. Here, we present a new implementation of the numerical method smooth particle hydrodynamics (SPH) using CUDA and the first astrophysical application of the new code: the collision between Ceres-sized objects. The new code allows for a tremendous increase in speed of astrophysical simulations with SPH and self-gravity at low costs for new hardware. We have implemented the SPH equations to model gas, liquids and elastic, and plastic solid bodies and added a fragmentation model for brittle materials. Self-gravity may be optionally included in the simulations and is…
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