Simulating Colliding Rigid Disks in Parallel Using Bounded Lag Without Time Warp.

01 January 1990

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The task of simulating systems of colliding rigid disks or billiard balls is considered an important benchmark for parallel event driven simulation schemes. Progress in parallelizing a recently proposed fast serial rigid-disk simulation algorithm is reported. The proposed parallel algorithm proceeds in iterations, maintains a bounded lag restriction, and pretends that certain upper bounds on the event propagation speed hold. Sometimes events propagate faster than these bounds and an out-of-order event processing can occur. In such cases, rather than using the flexible Time Warp mechanism, the algorithm resorts to a crude but simple recovery using the global state saved at a recent successfully passed check-point. The check-pointing rollback is asymptotically non-scalable: the time to simulate a larger system on a proportionally larger parallel processor grows asymptotically very quickly. However, this paper shows that the simulation time increase might still be bearable when several thousands processing elements are involved.