Porro, HeinichCrespin, BenoƮtHitschfeld-Kahler, NancyNavarro, CristobalSauvage, BasileHasic-Telalovic, Jasminka2022-04-222022-04-222022978-3-03868-171-71017-4656https://doi.org/10.2312/egp.20221002https://diglib.eg.org:443/handle/10.2312/egp20221002We propose to explore a GPU solution to the fixed-radius nearest-neighbor problem in 2D based on Delaunay triangulations. This problem is crucial for many particle-based simulation techniques for collision detection or momentum exchange between particles. Our method computes the neighborhood of each particle at each iteration without neighbor lists or grids, using a Delaunay triangulation whose consistency is preserved by edge flipping. We study how this approach compares to a grid-based implementation on a flocking simulation with variable parameters.Attribution 4.0 International LicenseCCS Concepts: Computing methodologies --> Physical simulation; Massively parallel and high-performance simulationsComputing methodologiesPhysical simulationMassively parallel and highperformance simulationsFixed-radius Near Neighbors Searching for 2D Simulations on the GPU using Delaunay Triangulations10.2312/egp.202210025-62 pages