Abstract
We present new algorithms for the parallelization of Eulerian–Lagrangian interaction operations in the immersed boundary method. Our algorithms rely on two well-studied parallel primitives: key-value sort and segmented reduce. The use of these parallel primitives allows us to implement our algorithms on both graphics processing units (GPUs) and on other shared-memory architectures. We present strong and weak scaling tests on problems involving scattered points and elastic structures. Our tests show that our algorithms exhibit near-ideal scaling on both multicore CPUs and GPUs.
Keywords
Get full access to this article
View all access options for this article.
