Annoucing hoomd-rs! #2111
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Awesome! Very exciting! |
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Wow! That's super cool to hear, the glotzerlab is really going all in on rust tools. I immediately curious about a few things:
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I like the potential customization without extensive c++ coding. Is there any plan to eventually interface this with GPU code (is it possible in Rust)? |
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A team in the Glotzer Lab are developing a new simulation tool, hoomd-rs. We
have a working prototype and plan to make it available open source when it is ready
for production use.
hoomd-rs is a collection of Rust crates that implement particle simulations
and related methods. It performs Monte Carlo simulations of hard shapes and
interacting particles (both isotropic and anisotropic) as well as molecular
dynamics simulations with a variety of particle interaction. hoomd-rs
provides public APIs for vector math, geometric primitives, spatial data
structures, energy calculations, and all other components of the simulation
that users can employ in their own analysis and simulation methods. You can use
hoomd-rs to create real-time interactive visualizations of simulations,
execute long-running simulations in batch mode on high performance computing
resources, and analyze the results of those simulations.
hoomd-rs is the spiritual successor to the Python package HOOMD-blue.
While the two share many common features, hoomd-rs provides many
capabilities that HOOMD-blue cannot, such as:
hoomd-rs makes it straightforward to customize everything about the
simulation while maintaining a high level of performance. Through the use of
generics, Rust will inline your custom code inside the innermost simulation
loops and compile it to machine code. In contrast, HOOMD-blue offers limited
opportunities for user customization with Python scripts that are interpreted
at runtime.
We plan to implement thread based parallelism in hoomd-rs, but not domain
decomposition or GPU acceleration. hoomd-rs should be an effective replacement
for most HOOMD-blue simulations on the CPU. HOOMD-blue will remain the best
choice for massive simulations that require GPUs, and I will continue to maintain it
for the foreseeable future.
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