CSC/ECE 506 Spring 2011/ch4a zz: Difference between revisions
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== Introduction == | == Introduction == | ||
The N-body problem stated as follows: Select the position and velocity of n celestial bodies as states. Given the initial condition of of N bodies, compute their states at arbitrary time T. Normally a three-dimensional space is considered for N-body problem. | |||
The n-body problem | |||
The most common, and simplest, approach is to iterate over a sequence of small time steps. Within each time step, the acceleration on a body is approximated by the instantaneous acceleration at the beginning of the time step. The instantaneous acceleration on a single body can be directly computed by summing the contributions from each of the other N ÿ 1 particles. While this method is conceptually simple, vectorizes well, and is the algorithm of choice for many applications, its O
N2 arithmetic complexity rules it out for large-scale simulations involving millions of particles. | |||
This type of applications simulate interactions among a set of bodies (also called particles from now on) confined into a space region, and exposed to a certain force field.Their application field is really wide, and they can be used from simulation of celestial bodies (gravitational interaction)to interactions of a set of particles (electromagnetic interaction) | This type of applications simulate interactions among a set of bodies (also called particles from now on) confined into a space region, and exposed to a certain force field.Their application field is really wide, and they can be used from simulation of celestial bodies (gravitational interaction)to interactions of a set of particles (electromagnetic interaction) | ||
Revision as of 21:25, 27 February 2011
Introduction
The N-body problem stated as follows: Select the position and velocity of n celestial bodies as states. Given the initial condition of of N bodies, compute their states at arbitrary time T. Normally a three-dimensional space is considered for N-body problem.
The n-body problem
The most common, and simplest, approach is to iterate over a sequence of small time steps. Within each time step, the acceleration on a body is approximated by the instantaneous acceleration at the beginning of the time step. The instantaneous acceleration on a single body can be directly computed by summing the contributions from each of the other N ÿ 1 particles. While this method is conceptually simple, vectorizes well, and is the algorithm of choice for many applications, its O N2 arithmetic complexity rules it out for large-scale simulations involving millions of particles.
This type of applications simulate interactions among a set of bodies (also called particles from now on) confined into a space region, and exposed to a certain force field.Their application field is really wide, and they can be used from simulation of celestial bodies (gravitational interaction)to interactions of a set of particles (electromagnetic interaction)