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University of Pennsylvania, CIS 565: GPU Programming and Architecture, Project 1 - Flocking

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Result:

  • Naive Implementation (5,000 Boids & 10,648 Cells)

  • Uniform Grid Implementation With Scattered Data [27 Neighboring Cells Search] (5,000 Boids & 10,648 Cells)

  • Uniform Grid Implementation With Scattered Data [8 Neighboring Cells Search] (5,000 Boids & 10,648 Cells)

  • Uniform Grid Implementation With Coherent Data [27 Neighboring Cells Search] (5,000 Boids & 10,648 Cells)

  • Uniform Grid Implementation With Coherent Data [8 Neighboring Cells Search] (5,000 Boids & 10,648 Cells)

  • P.S. I wasn't able to perform much performance analysis due to the lack of time because I have been trying to find the bug that crashes my program for the entire weekend. However, as a result of the lengthy debugging process, I was able to have a lot of practice and hands-on experience with the Nsight debugger. I find the Nsight debugger very helpful. By tracking global buffer's data in Warp Watch, I was able to locate the unusual data pattern in dev_particleArrayIndices, and ultimately found out that I freed the buffers' device memories at the wrong place in the program.

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  • Cuda 51.3%
  • C++ 32.4%
  • CMake 14.7%
  • Other 1.6%