Difference between revisions of "GPU610/Cosmosis"
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== Progress == | == Progress == | ||
=== Assignment 1 === | === Assignment 1 === | ||
− | For our assignment 1, we are looking into finding and N-body simulator. All of us in the group have agreed to find 1 each, and after profiling them, we will choose the most inefficient one to | + | For our assignment 1, we are looking into finding and N-body simulator. All of us in the group have agreed to find 1 each, and after profiling them, we will choose the most inefficient one to parallelize. |
====Alex==== | ====Alex==== | ||
− | I have found a Java applet that uses a brute force method for an N-Body simulator. | + | I have found a Java applet that uses a brute force method for an N-Body simulator. It also has an improved algorithm to speed up the simulation and allow for a lot more bodies to be added. I will profile and show some sample run results for both, and see which one may be more fitting to try and parallelize. |
− | =====Example Profiles===== | + | =====Example Profiles of Brute Force Algorithm===== |
When run with 1000 bodies: | When run with 1000 bodies: | ||
[[File:1000BodyProfile.png]] | [[File:1000BodyProfile.png]] |
Revision as of 11:21, 2 February 2013
GPU610/DPS915 | Student List | Group and Project Index | Student Resources | Glossary
Contents
Cosmosis
Team Members
- Clinton Bale, Some responsibility
- Alex Craig, Some responsibility
- Jesse Santos, Some responsibility
- Neil Guzman, Some responsibility
Progress
Assignment 1
For our assignment 1, we are looking into finding and N-body simulator. All of us in the group have agreed to find 1 each, and after profiling them, we will choose the most inefficient one to parallelize.
Alex
I have found a Java applet that uses a brute force method for an N-Body simulator. It also has an improved algorithm to speed up the simulation and allow for a lot more bodies to be added. I will profile and show some sample run results for both, and see which one may be more fitting to try and parallelize.
Example Profiles of Brute Force Algorithm
All of these profiles where ran for about 4 to 5 minutes each. It seems that when the body count is low (1000) the program spends most of its time in the addforces() function, which is a user defined function within one of the source files. However, when the body count gets higher, it seems that the program slows down so much from having to draw all of the bodies, it spends most of its time in the Java definedfillOval() function, rather than the addforces() function. I'm not entirely sure if we would be able to parrallelize that function, since it is in a library. It may be possible to simply define a function that does the same thing and put it in the program.
Coming Soon
An applet that uses the same Body class, but has an improved algorithm. I will profile it and see if that one may be better suited to our needs.