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A principally novel approach towards solving the few-particle (many-dimensional) quantum scattering problems is described. The approach is based on a complete discretization of few-particle continuum and usage of massively parallel computations of integral kernels for scattering equations by means of GPU. The discretization for continuous spectrum of a few-particle Hamiltonian is realized with a projection of all scattering operators and wave functions onto the stationary wave-packet basis. Such projection procedure leads to a replacement of singular multidimensional integral equations with linear matrix ones having finite matrix elements. Different aspects of the employment of a multithread GPU computing for fast calculation of the matrix kernel of the equation are studied in detail. As a result, the fully realistic three-body scattering problem above the break-up threshold is solved on an ordinary desktop PC with GPU for a rather small computational time.
We present GPU accelerated simulations to calculate the annihilation energy of magnetic skyrmions in an atomistic spin model considering dipole-dipole, exchange, uniaxial-anisotropy and Dzyaloshinskii-Moriya interactions using the simplified string m
Drip-line nuclei have very different properties from those of the valley of stability, as they are weakly bound and resonant. Therefore, the models devised for stable nuclei can no longer be applied therein. Hence, a new theoretical tool, the Gamow S
We present concise, computationally efficient formulas for several quantities of interest -- including absorbed and scattered power, optical force (radiation pressure), and torque -- in scattering calculations performed using the boundary-element met
The computational cost of quantum Monte Carlo (QMC) calculations of realistic periodic systems depends strongly on the method of storing and evaluating the many-particle wave function. Previous work [A. J. Williamson et al., Phys. Rev. Lett. 87, 2464
We report an efficient algorithm for calculating momentum-space integrals in solid state systems on modern graphics processing units (GPUs). Our algorithm is based on the tetrahedron method, which we demonstrate to be ideally suited for execution in