➥ Tip! Refine or expand your search. Authors are sometimes listed as 'Smith, J. K.' instead of 'Smith, John' so it is useful to search for last names only. Note this is currently a simple phrase search.
AstroSim is a Second Life based prototype application for synchronous collaborative visualization targeted at astronomers.
Traditionally, a simulation of a dense stellar system required choosing an initial model, running an integrator, and analyzing the output. Almost all of the effort went into writing a clever integrator that could handle binaries, triples and encounters between various multiple systems efficiently. Recently, the scope and complexity of these simulations has increased dramatically, for three reasons: 1) the sheer size of the data sets, measured in Terabytes, make traditional 'awking and grepping' of a single output file impractical; 2) the addition of stellar evolution data brings qualitatively new challenges to the data reduction; 3) increased realism of the simulations invites realistic forms of 'SOS': Simulations of Observations of Simulations, to be compared directly with observations. We are now witnessing a shift toward the construction of archives as well as tailored forms of visualization including the use of virtual reality simulators and planetarium domes, and a coupling of both with budding efforts in constructing virtual observatories. This review describes these new trends, presenting Starlab as the first example of a full software environment for realistic large-scale simulations of dense stellar systems.
FDPS provides the necessary functions for efficient parallel execution of particle-based simulations as templates independent of the data structure of particles and the functional form of the interaction. It is used to develop particle-based simulation programs for large-scale distributed-memory parallel supercomputers. FDPS includes templates for domain decomposition, redistribution of particles, and gathering of particle information for interaction calculation. It uses algorithms such as Barnes-Hut tree method for long-range interactions; methods to limit the calculation to neighbor particles are used for short-range interactions. FDPS reduces the time and effort necessary to write a simple, sequential and unoptimized program of O(N^2) calculation cost, and produces compiled programs that will run efficiently on large-scale parallel supercomputers.
SDAR (Slow-Down Algorithmic Regularization) simulates the long-term evolution of few-body systems such as binaries and triples. The algorithm used provides a few orders of magnitude faster performance than the classical N-body method. The secular evolution of hierarchical systems, e.g. Kozai-Lidov oscillation, can be well reproduced. The code is written in the C++ language and can be used either as a stand-alone tool or a library to be plugged in other N-body codes. The high precision of the floating point to 62 digits is also supported.