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<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Using Graphics Processing Units to solve the classical N-body problem in physics and astrophysics · HackerPapers discussions</title><link>https://hackerpaper.kaipfister.de/p/1411.5234/</link><description>Collected HN comments and submissions linking this paper.</description><language>en</language><lastBuildDate>Mon, 02 Nov 2026 11:16:22 GMT</lastBuildDate><atom:link href="https://hackerpaper.kaipfister.de/p/1411.5234/feed.xml" rel="self" type="application/rss+xml" /><item><title>Using Graphics Processing Units to solve the classical N-body problem in physics and astrophysics — mentioned by nkurz</title><link>https://news.ycombinator.com/item?id=9015162</link><guid isPermaLink="false">urn:hackerpapers:mention:1411.5234:9015162</guid><pubDate>Sat, 07 Feb 2015 20:14:57 GMT</pubDate><description>&lt;p&gt;Tangential to his point, but N-Body simulations like this are almost a perfect fit for GPU computation. The power of modern GPU&amp;#x27;s is astonishing. It&amp;#x27;s probable that he could get his &amp;quot;about a day&amp;quot; calculations down to a few minutes, or alternatively, keep the runtime the same and dramatically improve the accuracy or length of simulation. Here&amp;#x27;s a couple of recent papers: Using Graphics Processing Units to solve the classical N-body problem in physics and astrophysics http://arxiv.org/abs/1411.5234 The GENGA Code: Gravitational Encounters in N-body simulations with GPU Acceleration…&lt;/p&gt;&lt;p&gt;&lt;a href="https://hackerpaper.kaipfister.de/p/1411.5234/"&gt;Paper and discussion history&lt;/a&gt;. A mention is not an endorsement.&lt;/p&gt;</description><category>astro-ph.IM</category></item></channel></rss>
