Abstract | ||
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We present an adoption of the bucket sort algorithm capable of running entirely on GPU architecture. Our implementation employs render-to-texture to enable scatter operation. Linked lists of elements in each bucket are build and stored directly in video memory. We show also the use of this sorting method in a particle-based simulation. Dissipative Particle Dynamics is the physical model of choice; the simulation is performed entirely on the graphics hardware. GPU bucket sorting is used to build nearest-neighbour maps on a regular cell-grid which are the input of interparticle interaction computation. Finally we implement a simple random-number generator which is required by the DPD method. |
Year | Venue | Keywords |
---|---|---|
2008 | Journal of WSCG | Computer graphics and animation,GPU programming,Nearest-neighbour search algorithm,Fluid simulation |
Field | DocType | Volume |
Hybrid algorithm,Linked list,Graphics hardware,Computer science,In-place algorithm,Algorithm,Sorting,Bucket sort,Sorting algorithm,Computation | Journal | 16 |
Issue | ISSN | Citations |
1-3 | 1213-6972 | 7 |
PageRank | References | Authors |
0.69 | 8 | 3 |
Name | Order | Citations | PageRank |
---|---|---|---|
Tomasz Rozen | 1 | 7 | 1.02 |
Krzysztof Boryczko | 2 | 42 | 11.27 |
Witold Alda | 3 | 17 | 5.59 |