One of the nice things about #SPH (as in #SmoothedParticleHydrodynamics —the acronym has some other meanings) is that its standard formulation is “weakly compressible” (pressure is derived from an equation of state, but for the most part the compressibility can be ignored), which makes the method itself “embarrassingly parallel” with trivial implementations: there's a natural map from particle to work-item that fits GPUs really well (or does it? https://www.youtube.com/watch?v=zxV846HIKP)
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