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2012 ACM/IEEE/SCS 26th Workshop on Principles of Advanced and Distributed Simulation (2001)
Lake Arrowhead, California
May 15, 2001 to May 18, 2001
ISSN: 1087-4097
ISBN: 0-7695-1104-X
pp: 117
David Carnes , The MITRE Corporation
Dr. Frederick Wieland , The MITRE Corporation
Gregory Schultz , The MITRE Corporation
This paper describes a parallel proximity detection algorithm and illustrates its application to the problem of conflict detection in an aviation simulation. The algorithm invokes a previously designed sequential function in parallel, using spatial information acquired during the traversal of a quad tree, to keep the separate invocations of the function as independent as possible. The method is generally applicable to any function (not just conflict detection) whose arguments are spatially organized. Empirical results show that a single-threaded version of the algorithm sped up the simulation by 57%, while a four-threaded parallel version extracted 30% of the remaining additional speedup. These results are even more noteworthy given that the architecture of the simulation remains intact; we only replace the invocation mechanism for one function.
David Carnes, Dr. Frederick Wieland, Gregory Schultz, "Using Quad Trees for Parallelizing Conflict Detection in a Sequential Simulation", 2012 ACM/IEEE/SCS 26th Workshop on Principles of Advanced and Distributed Simulation, vol. 00, no. , pp. 117, 2001, doi:10.1109/PADS.2001.924628
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