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Sunday, June 29, 2025

Graphics processing unit

From Wikipedia, the free encyclopedia
https://en.wikipedia.org/wiki/Graphics_processing_unit
Components of a GPU

A graphics processing unit (GPU) is a specialized electronic circuit designed for digital image processing and to accelerate computer graphics, being present either as a discrete video card or embedded on motherboards, mobile phones, personal computers, workstations, and game consoles. GPUs were later found to be useful for non-graphic calculations involving embarrassingly parallel problems due to their parallel structure. The ability of GPUs to rapidly perform vast numbers of calculations has led to their adoption in diverse fields including artificial intelligence (AI) where they excel at handling data-intensive and computationally demanding tasks. Other non-graphical uses include the training of neural networks and cryptocurrency mining.

History

1970s

Arcade system boards have used specialized graphics circuits since the 1970s. In early video game hardware, RAM for frame buffers was expensive, so video chips composited data together as the display was being scanned out on the monitor.

A specialized barrel shifter circuit helped the CPU animate the framebuffer graphics for various 1970s arcade video games from Midway and Taito, such as Gun Fight (1975), Sea Wolf (1976), and Space Invaders (1978). The Namco Galaxian arcade system in 1979 used specialized graphics hardware that supported RGB color, multi-colored sprites, and tilemap backgrounds. The Galaxian hardware was widely used during the golden age of arcade video games, by game companies such as Namco, Centuri, Gremlin, Irem, Konami, Midway, Nichibutsu, Sega, and Taito.

Atari ANTIC microprocessor on an Atari 130XE motherboard

The Atari 2600 in 1977 used a video shifter called the Television Interface AdaptorAtari 8-bit computers (1979) had ANTIC, a video processor which interpreted instructions describing a "display list"—the way the scan lines map to specific bitmapped or character modes and where the memory is stored (so there did not need to be a contiguous frame buffer). 6502 machine code subroutines could be triggered on scan lines by setting a bit on a display list instruction. ANTIC also supported smooth vertical and horizontal scrolling independent of the CPU.

1980s

NEC μPD7220A

The NEC μPD7220 was the first implementation of a personal computer graphics display processor as a single large-scale integration (LSI) integrated circuit chip. This enabled the design of low-cost, high-performance video graphics cards such as those from Number Nine Visual Technology. It became the best-known GPU until the mid-1980s. It was the first fully integrated VLSI (very large-scale integration) metal–oxide–semiconductor (NMOS) graphics display processor for PCs, supported up to 1024×1024 resolution, and laid the foundations for the PC graphics market. It was used in a number of graphics cards and was licensed for clones such as the Intel 82720, the first of Intel's graphics processing units. The Williams Electronics arcade games Robotron 2084, Joust, Sinistar, and Bubbles, all released in 1982, contain custom blitter chips for operating on 16-color bitmaps.

In 1984, Hitachi released the ARTC HD63484, the first major CMOS graphics processor for personal computers. The ARTC could display up to 4K resolution when in monochrome mode. It was used in a number of graphics cards and terminals during the late 1980s. In 1985, the Amiga was released with a custom graphics chip including a blitter for bitmap manipulation, line drawing, and area fill. It also included a coprocessor with its own simple instruction set, that was capable of manipulating graphics hardware registers in sync with the video beam (e.g. for per-scanline palette switches, sprite multiplexing, and hardware windowing), or driving the blitter. In 1986, Texas Instruments released the TMS34010, the first fully programmable graphics processor. It could run general-purpose code but also had a graphics-oriented instruction set. During 1990–1992, this chip became the basis of the Texas Instruments Graphics Architecture ("TIGA") Windows accelerator cards.

The IBM 8514 Micro Channel adapter, with memory add-on

In 1987, the IBM 8514 graphics system was released. It was one of the first video cards for IBM PC compatibles that implemented fixed-function 2D primitives in electronic hardware. Sharp's X68000, released in 1987, used a custom graphics chipset with a 65,536 color palette and hardware support for sprites, scrolling, and multiple playfields. It served as a development machine for Capcom's CP System arcade board. Fujitsu's FM Towns computer, released in 1989, had support for a 16,777,216 color palette. In 1988, the first dedicated polygonal 3D graphics boards were introduced in arcades with the Namco System 21 and Taito Air System.

VGA section on the motherboard in IBM PS/55

IBM introduced its proprietary Video Graphics Array (VGA) display standard in 1987, with a maximum resolution of 640×480 pixels. In November 1988, NEC Home Electronics announced its creation of the Video Electronics Standards Association (VESA) to develop and promote a Super VGA (SVGA) computer display standard as a successor to VGA. Super VGA enabled graphics display resolutions up to 800×600 pixels, a 56% increase.

1990s

Tseng Labs ET4000/W32p
S3 Graphics ViRGE
Voodoo3 2000 AGP card

In 1991, S3 Graphics introduced the S3 86C911, which its designers named after the Porsche 911 as an indication of the performance increase it promised. The 86C911 spawned a variety of imitators: by 1995, all major PC graphics chip makers had added 2D acceleration support to their chips. Fixed-function Windows accelerators surpassed expensive general-purpose graphics coprocessors in Windows performance, and such coprocessors faded from the PC market.

Throughout the 1990s, 2D GUI acceleration evolved. As manufacturing capabilities improved, so did the level of integration of graphics chips. Additional application programming interfaces (APIs) arrived for a variety of tasks, such as Microsoft's WinG graphics library for Windows 3.x, and their later DirectDraw interface for hardware acceleration of 2D games in Windows 95 and later.

In the early- and mid-1990s, real-time 3D graphics became increasingly common in arcade, computer, and console games, which led to increasing public demand for hardware-accelerated 3D graphics. Early examples of mass-market 3D graphics hardware can be found in arcade system boards such as the Sega Model 1, Namco System 22, and Sega Model 2, and the fifth-generation video game consoles such as the Saturn, PlayStation, and Nintendo 64. Arcade systems such as the Sega Model 2 and SGI Onyx-based Namco Magic Edge Hornet Simulator in 1993 were capable of hardware T&L (transform, clipping, and lighting) years before appearing in consumer graphics cards. Another early example is the Super FX chip, a RISC-based on-cartridge graphics chip used in some SNES games, notably Doom and Star Fox. Some systems used DSPs to accelerate transformations. Fujitsu, which worked on the Sega Model 2 arcade system, began working on integrating T&L into a single LSI solution for use in home computers in 1995; the Fujitsu Pinolite, the first 3D geometry processor for personal computers, released in 1997. The first hardware T&L GPU on home video game consoles was the Nintendo 64's Reality Coprocessor, released in 1996. In 1997, Mitsubishi released the 3Dpro/2MP, a GPU capable of transformation and lighting, for workstations and Windows NT desktops; ATi used it for its FireGL 4000 graphics card, released in 1997.

The term "GPU" was coined by Sony in reference to the 32-bit Sony GPU (designed by Toshiba) in the PlayStation video game console, released in 1994.

In the PC world, notable failed attempts for low-cost 3D graphics chips included the S3 ViRGE, ATI Rage, and Matrox Mystique. These chips were essentially previous-generation 2D accelerators with 3D features bolted on. Many were pin-compatible with the earlier-generation chips for ease of implementation and minimal cost. Initially, 3D graphics were possible only with discrete boards dedicated to accelerating 3D functions (and lacking 2D graphical user interface (GUI) acceleration entirely) such as the PowerVR and the 3dfx Voodoo. However, as manufacturing technology continued to progress, video, 2D GUI acceleration, and 3D functionality were all integrated into one chip. Rendition's Verite chipsets were among the first to do this well. In 1997, Rendition collaborated with Hercules and Fujitsu on a "Thriller Conspiracy" project which combined a Fujitsu FXG-1 Pinolite geometry processor with a Vérité V2200 core to create a graphics card with a full T&L engine years before Nvidia's GeForce 256; This card, designed to reduce the load placed upon the system's CPU, never made it to market.[citation needed] NVIDIA RIVA 128 was one of the first consumer-facing GPU integrated 3D processing unit and 2D processing unit on a chip.

OpenGL was introduced in the early 1990s by Silicon Graphics as a professional graphics API, with proprietary hardware support for 3D rasterization. In 1994, Microsoft acquired Softimage, the dominant CGI movie production tool used for early CGI movie hits like Jurassic Park, Terminator 2 and Titanic. With that deal came a strategic relationship with SGI and a commercial license of their OpenGL libraries, enabling Microsoft to port the API to the Windows NT OS but not to the upcoming release of Windows 95. Although it was little known at the time, SGI had contracted with Microsoft to transition from Unix to the forthcoming Windows NT OS; the deal which was signed in 1995 was not announced publicly until 1998. In the intervening period, Microsoft worked closely with SGI to port OpenGL to Windows NT. In that era, OpenGL had no standard driver model for competing hardware accelerators to compete on the basis of support for higher level 3D texturing and lighting functionality. In 1994 Microsoft announced DirectX 1.0 and support for gaming in the forthcoming Windows 95 consumer OS. In 1995 Microsoft announced the acquisition of UK based Rendermorphics Ltd and the Direct3D driver model for the acceleration of consumer 3D graphics. The Direct3D driver model shipped with DirectX 2.0 in 1996. It included standards and specifications for 3D chip makers to compete to support 3D texture, lighting and Z-buffering. ATI, which was later to be acquired by AMD, began development on the first Direct3D GPUs. Nvidia quickly pivoted from a failed deal with Sega in 1996 to aggressively embracing support for Direct3D. In this era Microsoft merged their internal Direct3D and OpenGL teams and worked closely with SGI to unify driver standards for both industrial and consumer 3D graphics hardware accelerators. Microsoft ran annual events for 3D chip makers called "Meltdowns" to test their 3D hardware and drivers to work both with Direct3D and OpenGL. It was during this period of strong Microsoft influence over 3D standards that 3D accelerator cards moved beyond being simple rasterizers to become more powerful general purpose processors as support for hardware accelerated texture mapping, lighting, Z-buffering and compute created the modern GPU. During this period the same Microsoft team responsible for Direct3D and OpenGL driver standardization introduced their own Microsoft 3D chip design called Talisman. Details of this era are documented extensively in the books "Game of X" v.1 and v.2 by Russel Demaria, "Renegades of the Empire" by Mike Drummond, "Opening the Xbox" by Dean Takahashi and "Masters of Doom" by David Kushner. The Nvidia GeForce 256 (also known as NV10) was the first consumer-level card with hardware-accelerated T&L. While the OpenGL API provided software support for texture mapping and lighting, the first 3D hardware acceleration for these features arrived with the first Direct3D accelerated consumer GPU's.

2000s

NVIDIA released the GeForce 256, marketed as the world's first GPU, integrating transform and lighting engines for advanced 3D graphics rendering. Nvidia was first to produce a chip capable of programmable shading: the GeForce 3. Each pixel could now be processed by a short program that could include additional image textures as inputs, and each geometric vertex could likewise be processed by a short program before it was projected onto the screen. Used in the Xbox console, this chip competed with the one in the PlayStation 2, which used a custom vector unit for hardware-accelerated vertex processing (commonly referred to as VU0/VU1). The earliest incarnations of shader execution engines used in Xbox were not general-purpose and could not execute arbitrary pixel code. Vertices and pixels were processed by different units, which had their resources, with pixel shaders having tighter constraints (because they execute at higher frequencies than vertices). Pixel shading engines were more akin to a highly customizable function block and did not "run" a program. Many of these disparities between vertex and pixel shading were not addressed until the Unified Shader Model.

In October 2002, with the introduction of the ATI Radeon 9700 (also known as R300), the world's first Direct3D 9.0 accelerator, pixel and vertex shaders could implement looping and lengthy floating point math, and were quickly becoming as flexible as CPUs, yet orders of magnitude faster for image-array operations. Pixel shading is often used for bump mapping, which adds texture to make an object look shiny, dull, rough, or even round or extruded.

With the introduction of the Nvidia GeForce 8 series and new generic stream processing units, GPUs became more generalized computing devices. Parallel GPUs are making computational inroads against the CPU, and a subfield of research, dubbed GPU computing or GPGPU for general purpose computing on GPU, has found applications in fields as diverse as machine learningoil exploration, scientific image processing, linear algebrastatistics3D reconstruction, and stock options pricing. GPGPU was the precursor to what is now called a compute shader (e.g. CUDA, OpenCL, DirectCompute) and actually abused the hardware to a degree by treating the data passed to algorithms as texture maps and executing algorithms by drawing a triangle or quad with an appropriate pixel shader. This entails some overheads since units like the scan converter are involved where they are not needed (nor are triangle manipulations even a concern—except to invoke the pixel shader).

Nvidia's CUDA platform, first introduced in 2007, was the earliest widely adopted programming model for GPU computing. OpenCL is an open standard defined by the Khronos Group that allows for the development of code for both GPUs and CPUs with an emphasis on portability. OpenCL solutions are supported by Intel, AMD, Nvidia, and ARM, and according to a report in 2011 by Evans Data, OpenCL had become the second most popular HPC tool.

2010s

In 2010, Nvidia partnered with Audi to power their cars' dashboards, using the Tegra GPU to provide increased functionality to cars' navigation and entertainment systems. Advances in GPU technology in cars helped advance self-driving technology. AMD's Radeon HD 6000 series cards were released in 2010, and in 2011 AMD released its 6000M Series discrete GPUs for mobile devices. The Kepler line of graphics cards by Nvidia were released in 2012 and were used in the Nvidia's 600 and 700 series cards. A feature in this GPU microarchitecture included GPU boost, a technology that adjusts the clock-speed of a video card to increase or decrease it according to its power draw. The Kepler microarchitecture was manufactured.

The PS4 and Xbox One were released in 2013; they both use GPUs based on AMD's Radeon HD 7850 and 7790. Nvidia's Kepler line of GPUs was followed by the Maxwell line, manufactured on the same process. Nvidia's 28 nm chips were manufactured by TSMC in Taiwan using the 28 nm process. Compared to the 40 nm technology from the past, this manufacturing process allowed a 20 percent boost in performance while drawing less power. Virtual reality headsets have high system requirements; manufacturers recommended the GTX 970 and the R9 290X or better at the time of their release. Cards based on the Pascal microarchitecture were released in 2016. The GeForce 10 series of cards are of this generation of graphics cards. They are made using the 16 nm manufacturing process which improves upon previous microarchitectures. Nvidia released one non-consumer card under the new Volta architecture, the Titan V. Changes from the Titan XP, Pascal's high-end card, include an increase in the number of CUDA cores, the addition of tensor cores, and HBM2. Tensor cores are designed for deep learning, while high-bandwidth memory is on-die, stacked, lower-clocked memory that offers an extremely wide memory bus. To emphasize that the Titan V is not a gaming card, Nvidia removed the "GeForce GTX" suffix it adds to consumer gaming cards.

In 2018, Nvidia launched the RTX 20 series GPUs that added ray-tracing cores to GPUs, improving their performance on lighting effects. Polaris 11 and Polaris 10 GPUs from AMD are fabricated by a 14 nm process. Their release resulted in a substantial increase in the performance per watt of AMD video cards. AMD also released the Vega GPU series for the high end market as a competitor to Nvidia's high end Pascal cards, also featuring HBM2 like the Titan V.

In 2019, AMD released the successor to their Graphics Core Next (GCN) microarchitecture/instruction set. Dubbed RDNA, the first product featuring it was the Radeon RX 5000 series of video cards. The company announced that the successor to the RDNA microarchitecture would be incremental (a "refresh"). AMD unveiled the Radeon RX 6000 series, its RDNA 2 graphics cards with support for hardware-accelerated ray tracing. The product series, launched in late 2020, consisted of the RX 6800, RX 6800 XT, and RX 6900 XT. The RX 6700 XT, which is based on Navi 22, was launched in early 2021.

The PlayStation 5 and Xbox Series X and Series S were released in 2020; they both use GPUs based on the RDNA 2 microarchitecture with incremental improvements and different GPU configurations in each system's implementation.

Intel first entered the GPU market in the late 1990s, but produced lackluster 3D accelerators compared to the competition at the time. Rather than attempting to compete with the high-end manufacturers Nvidia and ATI/AMD, they began integrating Intel Graphics Technology GPUs into motherboard chipsets, beginning with the Intel 810 for the Pentium III, and later into CPUs. They began with the Intel Atom 'Pineview' laptop processor in 2009, continuing in 2010 with desktop processors in the first generation of the Intel Core line and with contemporary Pentiums and Celerons. This resulted in a large nominal market share, as the majority of computers with an Intel CPU also featured this embedded graphics processor. These generally lagged behind discrete processors in performance. Intel re-entered the discrete GPU market in 2022 with its Arc series, which competed with the then-current GeForce 30 series and Radeon 6000 series cards at competitive prices.

2020s

In the 2020s, GPUs have been increasingly used for calculations involving embarrassingly parallel problems, such as training of neural networks on enormous datasets that are needed for large language models. Specialized processing cores on some modern workstation's GPUs are dedicated for deep learning since they have significant FLOPS performance increases, using 4×4 matrix multiplication and division, resulting in hardware performance up to 128 TFLOPS in some applications. These tensor cores are expected to appear in consumer cards, as well.

GPU companies

Many companies have produced GPUs under a number of brand names. In 2009, Intel, Nvidia, and AMD/ATI were the market share leaders, with 49.4%, 27.8%, and 20.6% market share respectively. In addition, Matrox produces GPUs. Chinese companies such as Jingjia Micro have also produced GPUs for the domestic market although in terms of worldwide sales, they still lag behind market leaders.

Modern smartphones use mostly Adreno GPUs from Qualcomm, PowerVR GPUs from Imagination Technologies, and Mali GPUs from ARM.

Computational functions

Modern GPUs have traditionally used most of their transistors to do calculations related to 3D computer graphics. In addition to the 3D hardware, today's GPUs include basic 2D acceleration and framebuffer capabilities (usually with a VGA compatibility mode). Newer cards such as AMD/ATI HD5000–HD7000 lack dedicated 2D acceleration; it is emulated by 3D hardware. GPUs were initially used to accelerate the memory-intensive work of texture mapping and rendering polygons. Later, dedicated hardware was added to accelerate geometric calculations such as the rotation and translation of vertices into different coordinate systems. Recent developments in GPUs include support for programmable shaders which can manipulate vertices and textures with many of the same operations that are supported by CPUs, oversampling and interpolation techniques to reduce aliasing, and very high-precision color spaces.

Several factors of GPU construction affect the performance of the card for real-time rendering, such as the size of the connector pathways in the semiconductor device fabrication, the clock signal frequency, and the number and size of various on-chip memory caches. Performance is also affected by the number of streaming multiprocessors (SM) for NVidia GPUs, or compute units (CU) for AMD GPUs, or Xe cores for Intel discrete GPUs, which describe the number of on-silicon processor core units within the GPU chip that perform the core calculations, typically working in parallel with other SM/CUs on the GPU. GPU performance is typically measured in floating point operations per second (FLOPS); GPUs in the 2010s and 2020s typically deliver performance measured in teraflops (TFLOPS). This is an estimated performance measure, as other factors can affect the actual display rate.

GPU accelerated video decoding and encoding

The ATI HD5470 GPU (above, with copper heatpipe attached) features UVD 2.1 which enables it to decode AVC and VC-1 video formats.

Most GPUs made since 1995 support the YUV color space and hardware overlays, important for digital video playback, and many GPUs made since 2000 also support MPEG primitives such as motion compensation and iDCT. This hardware-accelerated video decoding, in which portions of the video decoding process and video post-processing are offloaded to the GPU hardware, is commonly referred to as "GPU accelerated video decoding", "GPU assisted video decoding", "GPU hardware accelerated video decoding", or "GPU hardware assisted video decoding".

Recent graphics cards decode high-definition video on the card, offloading the central processing unit. The most common APIs for GPU accelerated video decoding are DxVA for Microsoft Windows operating systems and VDPAU, VAAPI, XvMC, and XvBA for Linux-based and UNIX-like operating systems. All except XvMC are capable of decoding videos encoded with MPEG-1, MPEG-2, MPEG-4 ASP (MPEG-4 Part 2), MPEG-4 AVC (H.264 / DivX 6), VC-1, WMV3/WMV9, Xvid / OpenDivX (DivX 4), and DivX 5 codecs, while XvMC is only capable of decoding MPEG-1 and MPEG-2.

There are several dedicated hardware video decoding and encoding solutions.

Video decoding processes that can be accelerated

Video decoding processes that can be accelerated by modern GPU hardware are:

These operations also have applications in video editing, encoding, and transcoding.

2D graphics APIs

An earlier GPU may support one or more 2D graphics API for 2D acceleration, such as GDI and DirectDraw.

3D graphics APIs

A GPU can support one or more 3D graphics API, such as DirectX, Metal, OpenGL, OpenGL ES, Vulkan.

GPU forms

Terminology

In the 1970s, the term "GPU" originally stood for graphics processor unit and described a programmable processing unit working independently from the CPU that was responsible for graphics manipulation and output. In 1994, Sony used the term (now standing for graphics processing unit) in reference to the PlayStation console's Toshiba-designed Sony GPU. The term was popularized by Nvidia in 1999, who marketed the GeForce 256 as "the world's first GPU". It was presented as a "single-chip processor with integrated transform, lighting, triangle setup/clipping, and rendering engines". Rival ATI Technologies coined the term "visual processing unit" or VPU with the release of the Radeon 9700 in 2002. The AMD Alveo MA35D features dual VPU’s, each using the 5 nm process in 2023.

In personal computers, there are two main forms of GPUs. Each has many synonyms:

Usage-specific GPU

Most GPUs are designed for a specific use, real-time 3D graphics, or other mass calculations:

  1. Gaming
  2. Cloud Gaming
  3. Workstation
  4. Cloud Workstation
  5. Artificial Intelligence training and Cloud
  6. Automated/Driverless car

Dedicated graphics processing unit

Dedicated graphics processing units uses RAM that is dedicated to the GPU rather than relying on the computer’s main system memory. This RAM is usually specially selected for the expected serial workload of the graphics card (see GDDR). Sometimes systems with dedicated discrete GPUs were called "DIS" systems as opposed to "UMA" systems (see next section).

Dedicated GPUs are not necessarily removable, nor does it necessarily interface with the motherboard in a standard fashion. The term "dedicated" refers to the fact that graphics cards have RAM that is dedicated to the card's use, not to the fact that most dedicated GPUs are removable. Dedicated GPUs for portable computers are most commonly interfaced through a non-standard and often proprietary slot due to size and weight constraints. Such ports may still be considered PCIe or AGP in terms of their logical host interface, even if they are not physically interchangeable with their counterparts.

Graphics cards with dedicated GPUs typically interface with the motherboard by means of an expansion slot such as PCI Express (PCIe) or Accelerated Graphics Port (AGP). They can usually be replaced or upgraded with relative ease, assuming the motherboard is capable of supporting the upgrade. A few graphics cards still use Peripheral Component Interconnect (PCI) slots, but their bandwidth is so limited that they are generally used only when a PCIe or AGP slot is not available.

Technologies such as Scan-Line Interleave by 3dfx, SLI and NVLink by Nvidia and CrossFire by AMD allow multiple GPUs to draw images simultaneously for a single screen, increasing the processing power available for graphics. These technologies, however, are increasingly uncommon; most games do not fully use multiple GPUs, as most users cannot afford them. Multiple GPUs are still used on supercomputers (like in Summit), on workstations to accelerate video (processing multiple videos at once) and 3D rendering, for VFXGPGPU workloads and for simulations, and in AI to expedite training, as is the case with Nvidia's lineup of DGX workstations and servers, Tesla GPUs, and Intel's Ponte Vecchio GPUs.

Integrated graphics processing unit

The position of an integrated GPU in a northbridge/southbridge system layout
An ASRock motherboard with integrated graphics, which has HDMI, VGA and DVI-out ports

Integrated graphics processing units (IGPU), integrated graphics, shared graphics solutions, integrated graphics processors (IGP), or unified memory architectures (UMA) use a portion of a computer's system RAM rather than dedicated graphics memory. IGPs can be integrated onto a motherboard as part of its northbridge chipset, or on the same die (integrated circuit) with the CPU (like AMD APU or Intel HD Graphics). On certain motherboards, AMD's IGPs can use dedicated sideport memory: a separate fixed block of high performance memory that is dedicated for use by the GPU. As of early 2007 computers with integrated graphics account for about 90% of all PC shipments. They are less costly to implement than dedicated graphics processing, but tend to be less capable. Historically, integrated processing was considered unfit for 3D games or graphically intensive programs but could run less intensive programs such as Adobe Flash. Examples of such IGPs would be offerings from SiS and VIA circa 2004. However, modern integrated graphics processors such as AMD Accelerated Processing Unit and Intel Graphics Technology (HD, UHD, Iris, Iris Pro, Iris Plus, and Xe-LP) can handle 2D graphics or low-stress 3D graphics.

Since GPU computations are memory-intensive, integrated processing may compete with the CPU for relatively slow system RAM, as it has minimal or no dedicated video memory. IGPs use system memory with bandwidth up to a current maximum of 128 GB/s, whereas a discrete graphics card may have a bandwidth of more than 1000 GB/s between its VRAM and GPU core. This memory bus bandwidth can limit the performance of the GPU, though multi-channel memory can mitigate this deficiency. Older integrated graphics chipsets lacked hardware transform and lighting, but newer ones include it.

On systems with "Unified Memory Architecture" (UMA), including modern AMD processors with integrated graphics, modern Intel processors with integrated graphics, Apple processors, the PS5 and Xbox Series (among others), the CPU cores and the GPU block share the same pool of RAM and memory address space. This allows the system to dynamically allocate memory between the CPU cores and the GPU block based on memory needs (without needing a large static split of the RAM) and thanks to zero copy transfers, removes the need for either copying data over a bus between physically separate RAM pools or copying between separate address spaces on a single physical pool of RAM, allowing more efficient transfer of data.

Hybrid graphics processing

Hybrid GPUs compete with integrated graphics in the low-end desktop and notebook markets. The most common implementations of this are ATI's HyperMemory and Nvidia's TurboCache.

Hybrid graphics cards are somewhat more expensive than integrated graphics, but much less expensive than dedicated graphics cards. They share memory with the system and have a small dedicated memory cache, to make up for the high latency of the system RAM. Technologies within PCI Express make this possible. While these solutions are sometimes advertised as having as much as 768 MB of RAM, this refers to how much can be shared with the system memory.

Stream processing and general purpose GPUs (GPGPU)

It is common to use a general purpose graphics processing unit (GPGPU) as a modified form of stream processor (or a vector processor), running compute kernels. This turns the massive computational power of a modern graphics accelerator's shader pipeline into general-purpose computing power. In certain applications requiring massive vector operations, this can yield several orders of magnitude higher performance than a conventional CPU. The two largest discrete (see "Dedicated graphics processing unit" above) GPU designers, AMD and Nvidia, are pursuing this approach with an array of applications. Both Nvidia and AMD teamed with Stanford University to create a GPU-based client for the Folding@home distributed computing project for protein folding calculations. In certain circumstances, the GPU calculates forty times faster than the CPUs traditionally used by such applications.

GPGPUs can be used for many types of embarrassingly parallel tasks including ray tracing. They are generally suited to high-throughput computations that exhibit data-parallelism to exploit the wide vector width SIMD architecture of the GPU.

GPU-based high performance computers play a significant role in large-scale modelling. Three of the ten most powerful supercomputers in the world take advantage of GPU acceleration.

GPUs support API extensions to the C programming language such as OpenCL and OpenMP. Furthermore, each GPU vendor introduced its own API which only works with their cards: AMD APP SDK from AMD, and CUDA from Nvidia. These allow functions called compute kernels to run on the GPU's stream processors. This makes it possible for C programs to take advantage of a GPU's ability to operate on large buffers in parallel, while still using the CPU when appropriate. CUDA was the first API to allow CPU-based applications to directly access the resources of a GPU for more general purpose computing without the limitations of using a graphics API.

Since 2005 there has been interest in using the performance offered by GPUs for evolutionary computation in general, and for accelerating the fitness evaluation in genetic programming in particular. Most approaches compile linear or tree programs on the host PC and transfer the executable to the GPU to be run. Typically a performance advantage is only obtained by running the single active program simultaneously on many example problems in parallel, using the GPU's SIMD architecture. However, substantial acceleration can also be obtained by not compiling the programs, and instead transferring them to the GPU, to be interpreted there. Acceleration can then be obtained by either interpreting multiple programs simultaneously, simultaneously running multiple example problems, or combinations of both. A modern GPU can simultaneously interpret hundreds of thousands of very small programs.

External GPU (eGPU)

An external GPU is a graphics processor located outside of the housing of the computer, similar to a large external hard drive. External graphics processors are sometimes used with laptop computers. Laptops might have a substantial amount of RAM and a sufficiently powerful central processing unit (CPU), but often lack a powerful graphics processor, and instead have a less powerful but more energy-efficient on-board graphics chip. On-board graphics chips are often not powerful enough for playing video games, or for other graphically intensive tasks, such as editing video or 3D animation/rendering.

Therefore, it is desirable to attach a GPU to some external bus of a notebook. PCI Express is the only bus used for this purpose. The port may be, for example, an ExpressCard or mPCIe port (PCIe ×1, up to 5 or 2.5 Gbit/s respectively), a Thunderbolt 1, 2, or 3 port (PCIe ×4, up to 10, 20, or 40 Gbit/s respectively), a USB4 port with Thunderbolt compatibility, or an OCuLink port. Those ports are only available on certain notebook systems.[96] eGPU enclosures include their own power supply (PSU), because powerful GPUs can consume hundreds of watts.[97]

Energy efficiency

Graphics processing units (GPU) have continued to increase in energy usage, while CPUs designers have recently[when?] focused on improving performance per watt. High performance GPUs may draw large amount of power, therefore intelligent techniques are required to manage GPU power consumption. Measures like 3DMark2006 score per watt can help identify more efficient GPUs.[98] However that may not adequately incorporate efficiency in typical use, where much time is spent doing less demanding tasks.[99]

With modern GPUs, energy usage is an important constraint on the maximum computational capabilities that can be achieved. GPU designs are usually highly scalable, allowing the manufacturer to put multiple chips on the same video card, or to use multiple video cards that work in parallel. Peak performance of any system is essentially limited by the amount of power it can draw and the amount of heat it can dissipate. Consequently, performance per watt of a GPU design translates directly into peak performance of a system that uses that design.

Since GPUs may also be used for some general purpose computation, sometimes their performance is measured in terms also applied to CPUs, such as FLOPS per watt.

Sales

In 2013, 438.3 million GPUs were shipped globally and the forecast for 2014 was 414.2 million. However, by the third quarter of 2022, shipments of PC GPUs totaled around 75.5 million units, down 19% year-over-year.

Molecular dynamics

From Wikipedia, the free encyclopedia
Example of a molecular dynamics simulation in a simple system: deposition of one copper (Cu) atom on a cold crystal of copper (Miller index (001) surface). Each circle represents the position of one atom. The kinetic energy of the atom approaching from the top is redistributed among the other atoms, so instead of bouncing off it remains attached due to attractive forces between the atoms.
Molecular dynamics simulations are often used to study biophysical systems. Depicted here is a 100 ps simulation of water.
A simplified description of the standard molecular dynamics simulation algorithm, when a predictor-corrector-type integrator is used. The forces may come either from classical interatomic potentials (described mathematically as ) or quantum mechanical (described mathematically as ) methods. Large differences exist between different integrators; some do not have exactly the same highest-order terms as indicated in the flow chart, many also use higher-order time derivatives, and some use both the current and prior time step in variable-time step schemes.

Molecular dynamics (MD) is a computer simulation method for analyzing the physical movements of atoms and molecules. The atoms and molecules are allowed to interact for a fixed period of time, giving a view of the dynamic "evolution" of the system. In the most common version, the trajectories of atoms and molecules are determined by numerically solving Newton's equations of motion for a system of interacting particles, where forces between the particles and their potential energies are often calculated using interatomic potentials or molecular mechanical force fields. The method is applied mostly in chemical physics, materials science, and biophysics.

Because molecular systems typically consist of a vast number of particles, it is impossible to determine the properties of such complex systems analytically; MD simulation circumvents this problem by using numerical methods. However, long MD simulations are mathematically ill-conditioned, generating cumulative errors in numerical integration that can be minimized with proper selection of algorithms and parameters, but not eliminated.

For systems that obey the ergodic hypothesis, the evolution of one molecular dynamics simulation may be used to determine the macroscopic thermodynamic properties of the system: the time averages of an ergodic system correspond to microcanonical ensemble averages. MD has also been termed "statistical mechanics by numbers" and "Laplace's vision of Newtonian mechanics" of predicting the future by animating nature's forces and allowing insight into molecular motion on an atomic scale.

History

MD was originally developed in the early 1950s, following earlier successes with Monte Carlo simulations—which themselves date back to the eighteenth century, in the Buffon's needle problem for example—but was popularized for statistical mechanics at Los Alamos National Laboratory by Marshall Rosenbluth and Nicholas Metropolis in what is known today as the Metropolis–Hastings algorithm. Interest in the time evolution of N-body systems dates much earlier to the seventeenth century, beginning with Isaac Newton, and continued into the following century largely with a focus on celestial mechanics and issues such as the stability of the Solar System. Many of the numerical methods used today were developed during this time period, which predates the use of computers; for example, the most common integration algorithm used today, the Verlet integration algorithm, was used as early as 1791 by Jean Baptiste Joseph Delambre. Numerical calculations with these algorithms can be considered to be MD done "by hand".

As early as 1941, integration of the many-body equations of motion was carried out with analog computers. Some undertook the labor-intensive work of modeling atomic motion by constructing physical models, e.g., using macroscopic spheres. The aim was to arrange them in such a way as to replicate the structure of a liquid and use this to examine its behavior. J.D. Bernal describes this process in 1962, writing:

... I took a number of rubber balls and stuck them together with rods of a selection of different lengths ranging from 2.75 to 4 inches. I tried to do this in the first place as casually as possible, working in my own office, being interrupted every five minutes or so and not remembering what I had done before the interruption.

Following the discovery of microscopic particles and the development of computers, interest expanded beyond the proving ground of gravitational systems to the statistical properties of matter. In an attempt to understand the origin of irreversibility, Enrico Fermi proposed in 1953, and published in 1955, the use of the early computer MANIAC I, also at Los Alamos National Laboratory, to solve the time evolution of the equations of motion for a many-body system subject to several choices of force laws. Today, this seminal work is known as the Fermi–Pasta–Ulam–Tsingou problem. The time evolution of the energy from the original work is shown in the figure below.

One of the earliest simulations of an N-body system was carried out on the MANIAC-I by Fermi and coworkers to understand the origins of irreversibility in nature. Shown here is the energy versus time for a 64-particle system.

In 1957, Berni Alder and Thomas Wainwright used an IBM 704 computer to simulate perfectly elastic collisions between hard spheres. In 1960, in perhaps the first realistic simulation of matter, J.B. Gibson et al. simulated radiation damage of solid copper by using a Born–Mayer type of repulsive interaction along with a cohesive surface force. In 1964, Aneesur Rahman published simulations of liquid argon that used a Lennard-Jones potential; calculations of system properties, such as the coefficient of self-diffusion, compared well with experimental data. Today, the Lennard-Jones potential is still one of the most frequently used intermolecular potentials. It is used for describing simple substances (a.k.a. Lennard-Jonesium) for conceptual and model studies and as a building block in many force fields of real substances.

Areas of application and limits

First used in theoretical physics, the molecular dynamics method gained popularity in materials science soon afterward, and since the 1970s it has also been commonly used in biochemistry and biophysics. MD is frequently used to refine 3-dimensional structures of proteins and other macromolecules based on experimental constraints from X-ray crystallography or NMR spectroscopy. In physics, MD is used to examine the dynamics of atomic-level phenomena that cannot be observed directly, such as thin film growth and ion subplantation, and to examine the physical properties of nanotechnological devices that have not or cannot yet be created. It has even been used in lattice gauge theory to perform calculations in quantum field theory. In biophysics and structural biology, the method is frequently applied to study the motions of macromolecules such as proteins and nucleic acids, which can be useful for interpreting the results of certain biophysical experiments and for modeling interactions with other molecules, as in ligand docking. In principle, MD can be used for ab initio prediction of protein structure by simulating folding of the polypeptide chain from a random coil. MD can also be used to compute other thermodynamic properties such as drug solubilities and free energies of solvation  including in polymers.

The results of MD simulations can be tested through comparison to experiments that measure molecular dynamics, of which a popular method is NMR spectroscopy. MD-derived structure predictions can be tested through community-wide experiments in Critical Assessment of Protein Structure Prediction (CASP), although the method has historically had limited success in this area. Michael Levitt, who shared the Nobel Prize partly for the application of MD to proteins, wrote in 1999 that CASP participants usually did not use the method due to "... a central embarrassment of molecular mechanics, namely that energy minimization or molecular dynamics generally leads to a model that is less like the experimental structure". Improvements in computational resources permitting more and longer MD trajectories, combined with modern improvements in the quality of force field parameters, have yielded some improvements in both structure prediction and homology model refinement, without reaching the point of practical utility in these areas; many identify force field parameters as a key area for further development.

MD simulation has been reported for pharmacophore development and drug design. For example, Pinto et al. implemented MD simulations of Bcl-xL complexes to calculate average positions of critical amino acids involved in ligand binding. Carlson et al. implemented molecular dynamics simulations to identify compounds that complement a receptor while causing minimal disruption to the conformation and flexibility of the active site. Snapshots of the protein at constant time intervals during the simulation were overlaid to identify conserved binding regions (conserved in at least three out of eleven frames) for pharmacophore development. Spyrakis et al. relied on a workflow of MD simulations, fingerprints for ligands and proteins (FLAP) and linear discriminant analysis (LDA) to identify the best ligand-protein conformations to act as pharmacophore templates based on retrospective ROC analysis of the resulting pharmacophores. In an attempt to ameliorate structure-based drug discovery modeling, vis-à-vis the need for many modeled compounds, Hatmal et al. proposed a combination of MD simulation and ligand-receptor intermolecular contacts analysis to discern critical intermolecular contacts (binding interactions) from redundant ones in a single ligand–protein complex. Critical contacts can then be converted into pharmacophore models that can be used for virtual screening.

An important factor is intramolecular hydrogen bonds, which are not explicitly included in modern force fields, but described as Coulomb interactions of atomic point charges. This is a crude approximation because hydrogen bonds have a partially quantum mechanical and chemical nature. Furthermore, electrostatic interactions are usually calculated using the dielectric constant of a vacuum, even though the surrounding aqueous solution has a much higher dielectric constant. Thus, using the macroscopic dielectric constant at short interatomic distances is questionable. Finally, van der Waals interactions in MD are usually described by Lennard-Jones potentials based on the Fritz London theory that is only applicable in a vacuum. However, all types of van der Waals forces are ultimately of electrostatic origin and therefore depend on dielectric properties of the environment. The direct measurement of attraction forces between different materials (as Hamaker constant) shows that "the interaction between hydrocarbons across water is about 10% of that across vacuum". The environment-dependence of van der Waals forces is neglected in standard simulations, but can be included by developing polarizable force fields.

Design constraints

The design of a molecular dynamics simulation should account for the available computational power. Simulation size (n = number of particles), timestep, and total time duration must be selected so that the calculation can finish within a reasonable time period. However, the simulations should be long enough to be relevant to the time scales of the natural processes being studied. To make statistically valid conclusions from the simulations, the time span simulated should match the kinetics of the natural process. Otherwise, it is analogous to making conclusions about how a human walks when only looking at less than one footstep. Most scientific publications about the dynamics of proteins and DNA use data from simulations spanning nanoseconds (10−9 s) to microseconds (10−6 s). To obtain these simulations, several CPU-days to CPU-years are needed. Parallel algorithms allow the load to be distributed among CPUs; an example is the spatial or force decomposition algorithm.

During a classical MD simulation, the most CPU intensive task is the evaluation of the potential as a function of the particles' internal coordinates. Within that energy evaluation, the most expensive one is the non-bonded or non-covalent part. In big O notation, common molecular dynamics simulations scale by if all pair-wise electrostatic and van der Waals interactions must be accounted for explicitly. This computational cost can be reduced by employing electrostatics methods such as particle mesh Ewald summation ( ), particle-particle-particle mesh (P3M), or good spherical cutoff methods ( ).

Another factor that impacts total CPU time needed by a simulation is the size of the integration timestep. This is the time length between evaluations of the potential. The timestep must be chosen small enough to avoid discretization errors (i.e., smaller than the period related to fastest vibrational frequency in the system). Typical timesteps for classical MD are on the order of 1 femtosecond (10−15 s). This value may be extended by using algorithms such as the SHAKE constraint algorithm, which fix the vibrations of the fastest atoms (e.g., hydrogens) into place. Multiple time scale methods have also been developed, which allow extended times between updates of slower long-range forces.

For simulating molecules in a solvent, a choice should be made between an explicit and implicit solvent. Explicit solvent particles (such as the TIP3P, SPC/E and SPC-f water models) must be calculated expensively by the force field, while implicit solvents use a mean-field approach. Using an explicit solvent is computationally expensive, requiring inclusion of roughly ten times more particles in the simulation. But the granularity and viscosity of explicit solvent is essential to reproduce certain properties of the solute molecules. This is especially important to reproduce chemical kinetics.

In all kinds of molecular dynamics simulations, the simulation box size must be large enough to avoid boundary condition artifacts. Boundary conditions are often treated by choosing fixed values at the edges (which may cause artifacts), or by employing periodic boundary conditions in which one side of the simulation loops back to the opposite side, mimicking a bulk phase (which may cause artifacts too).

Schematic representation of the sampling of the system's potential energy surface with molecular dynamics (in red) compared to Monte Carlo methods (in blue)

Microcanonical ensemble (NVE)

In the microcanonical ensemble, the system is isolated from changes in moles (N), volume (V), and energy (E). It corresponds to an adiabatic process with no heat exchange. A microcanonical molecular dynamics trajectory may be seen as an exchange of potential and kinetic energy, with total energy being conserved. For a system of N particles with coordinates and velocities , the following pair of first order differential equations may be written in Newton's notation as

The potential energy function of the system is a function of the particle coordinates . It is referred to simply as the potential in physics, or the force field in chemistry. The first equation comes from Newton's laws of motion; the force acting on each particle in the system can be calculated as the negative gradient of .

For every time step, each particle's position and velocity may be integrated with a symplectic integrator method such as Verlet integration. The time evolution of and is called a trajectory. Given the initial positions (e.g., from theoretical knowledge) and velocities (e.g., randomized Gaussian), we can calculate all future (or past) positions and velocities.

One frequent source of confusion is the meaning of temperature in MD. Commonly we have experience with macroscopic temperatures, which involve a huge number of particles, but temperature is a statistical quantity. If there is a large enough number of atoms, statistical temperature can be estimated from the instantaneous temperature, which is found by equating the kinetic energy of the system to nkBT/2, where n is the number of degrees of freedom of the system.

A temperature-related phenomenon arises due to the small number of atoms that are used in MD simulations. For example, consider simulating the growth of a copper film starting with a substrate containing 500 atoms and a deposition energy of 100 eV. In the real world, the 100 eV from the deposited atom would rapidly be transported through and shared among a large number of atoms ( or more) with no big change in temperature. When there are only 500 atoms, however, the substrate is almost immediately vaporized by the deposition. Something similar happens in biophysical simulations. The temperature of the system in NVE is naturally raised when macromolecules such as proteins undergo exothermic conformational changes and binding.

Canonical ensemble (NVT)

In the canonical ensemble, amount of substance (N), volume (V) and temperature (T) are conserved. It is also sometimes called constant temperature molecular dynamics (CTMD). In NVT, the energy of endothermic and exothermic processes is exchanged with a thermostat.

A variety of thermostat algorithms are available to add and remove energy from the boundaries of an MD simulation in a more or less realistic way, approximating the canonical ensemble. Popular methods to control temperature include velocity rescaling, the Nosé–Hoover thermostat, Nosé–Hoover chains, the Berendsen thermostat, the Andersen thermostat and Langevin dynamics. The Berendsen thermostat might introduce the flying ice cube effect, which leads to unphysical translations and rotations of the simulated system.

It is not trivial to obtain a canonical ensemble distribution of conformations and velocities using these algorithms. How this depends on system size, thermostat choice, thermostat parameters, time step and integrator is the subject of many articles in the field.

Isothermal–isobaric (NPT) ensemble

In the isothermal–isobaric ensemble, amount of substance (N), pressure (P) and temperature (T) are conserved. In addition to a thermostat, a barostat is needed. It corresponds most closely to laboratory conditions with a flask open to ambient temperature and pressure.

In the simulation of biological membranes, isotropic pressure control is not appropriate. For lipid bilayers, pressure control occurs under constant membrane area (NPAT) or constant surface tension "gamma" (NPγT).

Generalized ensembles

The replica exchange method is a generalized ensemble. It was originally created to deal with the slow dynamics of disordered spin systems. It is also called parallel tempering. The replica exchange MD (REMD) formulation tries to overcome the multiple-minima problem by exchanging the temperature of non-interacting replicas of the system running at several temperatures.

Potentials in MD simulations

A molecular dynamics simulation requires the definition of a potential function, or a description of the terms by which the particles in the simulation will interact. In chemistry and biology this is usually referred to as a force field and in materials physics as an interatomic potential. Potentials may be defined at many levels of physical accuracy; those most commonly used in chemistry are based on molecular mechanics and embody a classical mechanics treatment of particle-particle interactions that can reproduce structural and conformational changes but usually cannot reproduce chemical reactions.

The reduction from a fully quantum description to a classical potential entails two main approximations. The first one is the Born–Oppenheimer approximation, which states that the dynamics of electrons are so fast that they can be considered to react instantaneously to the motion of their nuclei. As a consequence, they may be treated separately. The second one treats the nuclei, which are much heavier than electrons, as point particles that follow classical Newtonian dynamics. In classical molecular dynamics, the effect of the electrons is approximated as one potential energy surface, usually representing the ground state.

When finer levels of detail are needed, potentials based on quantum mechanics are used; some methods attempt to create hybrid classical/quantum potentials where the bulk of the system is treated classically but a small region is treated as a quantum system, usually undergoing a chemical transformation.

Empirical potentials

Empirical potentials used in chemistry are frequently called force fields, while those used in materials physics are called interatomic potentials.

Most force fields in chemistry are empirical and consist of a summation of bonded forces associated with chemical bonds, bond angles, and bond dihedrals, and non-bonded forces associated with van der Waals forces and electrostatic charge. Empirical potentials represent quantum-mechanical effects in a limited way through ad hoc functional approximations. These potentials contain free parameters such as atomic charge, van der Waals parameters reflecting estimates of atomic radius, and equilibrium bond length, angle, and dihedral; these are obtained by fitting against detailed electronic calculations (quantum chemical simulations) or experimental physical properties such as elastic constants, lattice parameters and spectroscopic measurements.

Because of the non-local nature of non-bonded interactions, they involve at least weak interactions between all particles in the system. Its calculation is normally the bottleneck in the speed of MD simulations. To lower the computational cost, force fields employ numerical approximations such as shifted cutoff radii, reaction field algorithms, particle mesh Ewald summation, or the newer particle–particle-particle–mesh (P3M).

Chemistry force fields commonly employ preset bonding arrangements (an exception being ab initio dynamics), and thus are unable to model the process of chemical bond breaking and reactions explicitly. On the other hand, many of the potentials used in physics, such as those based on the bond order formalism can describe several different coordinations of a system and bond breaking. Examples of such potentials include the Brenner potential for hydrocarbons and its further developments for the C-Si-H and C-O-H systems. The ReaxFF potential can be considered a fully reactive hybrid between bond order potentials and chemistry force fields.

Pair potentials versus many-body potentials

The potential functions representing the non-bonded energy are formulated as a sum over interactions between the particles of the system. The simplest choice, employed in many popular force fields, is the "pair potential", in which the total potential energy can be calculated from the sum of energy contributions between pairs of atoms. Therefore, these force fields are also called "additive force fields". An example of such a pair potential is the non-bonded Lennard-Jones potential (also termed the 6–12 potential), used for calculating van der Waals forces.

Another example is the Born (ionic) model of the ionic lattice. The first term in the next equation is Coulomb's law for a pair of ions, the second term is the short-range repulsion explained by Pauli's exclusion principle and the final term is the dispersion interaction term. Usually, a simulation only includes the dipolar term, although sometimes the quadrupolar term is also included. When nl = 6, this potential is also called the Coulomb–Buckingham potential.

In many-body potentials, the potential energy includes the effects of three or more particles interacting with each other. In simulations with pairwise potentials, global interactions in the system also exist, but they occur only through pairwise terms. In many-body potentials, the potential energy cannot be found by a sum over pairs of atoms, as these interactions are calculated explicitly as a combination of higher-order terms. In the statistical view, the dependency between the variables cannot in general be expressed using only pairwise products of the degrees of freedom. For example, the Tersoff potential, which was originally used to simulate carbon, silicon, and germanium, and has since been used for a wide range of other materials, involves a sum over groups of three atoms, with the angles between the atoms being an important factor in the potential. Other examples are the embedded-atom method (EAM), the EDIP, and the Tight-Binding Second Moment Approximation (TBSMA) potentials, where the electron density of states in the region of an atom is calculated from a sum of contributions from surrounding atoms, and the potential energy contribution is then a function of this sum.

Semi-empirical potentials

Semi-empirical potentials make use of the matrix representation from quantum mechanics. However, the values of the matrix elements are found through empirical formulae that estimate the degree of overlap of specific atomic orbitals. The matrix is then diagonalized to determine the occupancy of the different atomic orbitals, and empirical formulae are used once again to determine the energy contributions of the orbitals.

There are a wide variety of semi-empirical potentials, termed tight-binding potentials, which vary according to the atoms being modeled.

Polarizable potentials

Most classical force fields implicitly include the effect of polarizability, e.g., by scaling up the partial charges obtained from quantum chemical calculations. These partial charges are stationary with respect to the mass of the atom. But molecular dynamics simulations can explicitly model polarizability with the introduction of induced dipoles through different methods, such as Drude particles or fluctuating charges. This allows for a dynamic redistribution of charge between atoms which responds to the local chemical environment.

For many years, polarizable MD simulations have been touted as the next generation. For homogenous liquids such as water, increased accuracy has been achieved through the inclusion of polarizability. Some promising results have also been achieved for proteins. However, it is still uncertain how to best approximate polarizability in a simulation. The point becomes more important when a particle experiences different environments during its simulation trajectory, e.g. translocation of a drug through a cell membrane.

Potentials in ab initio methods

In classical molecular dynamics, one potential energy surface (usually the ground state) is represented in the force field. This is a consequence of the Born–Oppenheimer approximation. In excited states, chemical reactions or when a more accurate representation is needed, electronic behavior can be obtained from first principles using a quantum mechanical method, such as density functional theory. This is named Ab Initio Molecular Dynamics (AIMD). Due to the cost of treating the electronic degrees of freedom, the computational burden of these simulations is far higher than classical molecular dynamics. For this reason, AIMD is typically limited to smaller systems and shorter times.

Ab initio quantum mechanical and chemical methods may be used to calculate the potential energy of a system on the fly, as needed for conformations in a trajectory. This calculation is usually made in the close neighborhood of the reaction coordinate. Although various approximations may be used, these are based on theoretical considerations, not on empirical fitting. Ab initio calculations produce a vast amount of information that is not available from empirical methods, such as density of electronic states or other electronic properties. A significant advantage of using ab initio methods is the ability to study reactions that involve breaking or formation of covalent bonds, which correspond to multiple electronic states. Moreover, ab initio methods also allow recovering effects beyond the Born–Oppenheimer approximation using approaches like mixed quantum-classical dynamics.

Hybrid QM/MM

QM (quantum-mechanical) methods are very powerful. However, they are computationally expensive, while the MM (classical or molecular mechanics) methods are fast but suffer from several limits (require extensive parameterization; energy estimates obtained are not very accurate; cannot be used to simulate reactions where covalent bonds are broken/formed; and are limited in their abilities for providing accurate details regarding the chemical environment). A new class of method has emerged that combines the good points of QM (accuracy) and MM (speed) calculations. These methods are termed mixed or hybrid quantum-mechanical and molecular mechanics methods (hybrid QM/MM).

The most important advantage of hybrid QM/MM method is the speed. The cost of doing classical molecular dynamics (MM) in the most straightforward case scales O(n2), where n is the number of atoms in the system. This is mainly due to electrostatic interactions term (every particle interacts with every other particle). However, use of cutoff radius, periodic pair-list updates and more recently the variations of the particle-mesh Ewald's (PME) method has reduced this to between O(n) to O(n2). In other words, if a system with twice as many atoms is simulated then it would take between two and four times as much computing power. On the other hand, the simplest ab initio calculations typically scale O(n3) or worse (restricted Hartree–Fock calculations have been suggested to scale ~O(n2.7)). To overcome the limit, a small part of the system is treated quantum-mechanically (typically active-site of an enzyme) and the remaining system is treated classically.

In more sophisticated implementations, QM/MM methods exist to treat both light nuclei susceptible to quantum effects (such as hydrogens) and electronic states. This allows generating hydrogen wave-functions (similar to electronic wave-functions). This methodology has been useful in investigating phenomena such as hydrogen tunneling. One example where QM/MM methods have provided new discoveries is the calculation of hydride transfer in the enzyme liver alcohol dehydrogenase. In this case, quantum tunneling is important for the hydrogen, as it determines the reaction rate.

Coarse-graining and reduced representations

At the other end of the detail scale are coarse-grained and lattice models. Instead of explicitly representing every atom of the system, one uses "pseudo-atoms" to represent groups of atoms. MD simulations on very large systems may require such large computer resources that they cannot easily be studied by traditional all-atom methods. Similarly, simulations of processes on long timescales (beyond about 1 microsecond) are prohibitively expensive, because they require so many time steps. In these cases, one can sometimes tackle the problem by using reduced representations, which are also called coarse-grained models.

Examples for coarse graining (CG) methods are discontinuous molecular dynamics (CG-DMD) and Go-models. Coarse-graining is done sometimes taking larger pseudo-atoms. Such united atom approximations have been used in MD simulations of biological membranes. Implementation of such approach on systems where electrical properties are of interest can be challenging owing to the difficulty of using a proper charge distribution on the pseudo-atoms. The aliphatic tails of lipids are represented by a few pseudo-atoms by gathering 2 to 4 methylene groups into each pseudo-atom.

The parameterization of these very coarse-grained models must be done empirically, by matching the behavior of the model to appropriate experimental data or all-atom simulations. Ideally, these parameters should account for both enthalpic and entropic contributions to free energy in an implicit way. When coarse-graining is done at higher levels, the accuracy of the dynamic description may be less reliable. But very coarse-grained models have been used successfully to examine a wide range of questions in structural biology, liquid crystal organization, and polymer glasses.

Examples of applications of coarse-graining:

The simplest form of coarse-graining is the united atom (sometimes called extended atom) and was used in most early MD simulations of proteins, lipids, and nucleic acids. For example, instead of treating all four atoms of a CH3 methyl group explicitly (or all three atoms of CH2 methylene group), one represents the whole group with one pseudo-atom. It must, of course, be properly parameterized so that its van der Waals interactions with other groups have the proper distance-dependence. Similar considerations apply to the bonds, angles, and torsions in which the pseudo-atom participates. In this kind of united atom representation, one typically eliminates all explicit hydrogen atoms except those that have the capability to participate in hydrogen bonds (polar hydrogens). An example of this is the CHARMM 19 force-field.

The polar hydrogens are usually retained in the model, because proper treatment of hydrogen bonds requires a reasonably accurate description of the directionality and the electrostatic interactions between the donor and acceptor groups. A hydroxyl group, for example, can be both a hydrogen bond donor, and a hydrogen bond acceptor, and it would be impossible to treat this with one OH pseudo-atom. About half the atoms in a protein or nucleic acid are non-polar hydrogens, so the use of united atoms can provide a substantial savings in computer time.

Machine Learning Force Fields

Machine Learning Force Fields] (MLFFs) represent one approach to modeling interatomic interactions in molecular dynamics simulations. MLFFs can achieve accuracy close to that of ab initio methods. Once trained, MLFFs are much faster than direct quantum mechanical calculations. MLFFs address the limitations of traditional force fields by learning complex potential energy surfaces directly from high-level quantum mechanical data. Several software packages now support MLFFs, including VASP and open-source libraries like DeePMD-kit and SchNetPack.

Incorporating solvent effects

In many simulations of a solute-solvent system the main focus is on the behavior of the solute with little interest of the solvent behavior particularly in those solvent molecules residing in regions far from the solute molecule. Solvents may influence the dynamic behavior of solutes via random collisions and by imposing a frictional drag on the motion of the solute through the solvent. The use of non-rectangular periodic boundary conditions, stochastic boundaries and solvent shells can all help reduce the number of solvent molecules required and enable a larger proportion of the computing time to be spent instead on simulating the solute. It is also possible to incorporate the effects of a solvent without needing any explicit solvent molecules present. One example of this approach is to use a potential mean force (PMF) which describes how the free energy changes as a particular coordinate is varied. The free energy change described by PMF contains the averaged effects of the solvent.

Without incorporating the effects of solvent simulations of macromolecules (such as proteins) may yield unrealistic behavior and even small molecules may adopt more compact conformations due to favourable van der Waals forces and electrostatic interactions which would be dampened in the presence of a solvent.

Long-range forces

A long range interaction is an interaction in which the spatial interaction falls off no faster than where is the dimensionality of the system. Examples include charge-charge interactions between ions and dipole-dipole interactions between molecules. Modelling these forces presents quite a challenge as they are significant over a distance which may be larger than half the box length with simulations of many thousands of particles. Though one solution would be to significantly increase the size of the box length, this brute force approach is less than ideal as the simulation would become computationally very expensive. Spherically truncating the potential is also out of the question as unrealistic behaviour may be observed when the distance is close to the cut off distance.

Steered molecular dynamics (SMD)

Steered molecular dynamics (SMD) simulations, or force probe simulations, apply forces to a protein in order to manipulate its structure by pulling it along desired degrees of freedom. These experiments can be used to reveal structural changes in a protein at the atomic level. SMD is often used to simulate events such as mechanical unfolding or stretching.

There are two typical protocols of SMD: one in which pulling velocity is held constant, and one in which applied force is constant. Typically, part of the studied system (e.g., an atom in a protein) is restrained by a harmonic potential. Forces are then applied to specific atoms at either a constant velocity or a constant force. Umbrella sampling is used to move the system along the desired reaction coordinate by varying, for example, the forces, distances, and angles manipulated in the simulation. Through umbrella sampling, all of the system's configurations—both high-energy and low-energy—are adequately sampled. Then, each configuration's change in free energy can be calculated as the potential of mean force. A popular method of computing PMF is through the weighted histogram analysis method (WHAM), which analyzes a series of umbrella sampling simulations.

A lot of important applications of SMD are in the field of drug discovery and biomolecular sciences. For e.g. SMD was used to investigate the stability of Alzheimer's protofibrils, to study the protein ligand interaction in cyclin-dependent kinase 5 and even to show the effect of electric field on thrombin (protein) and aptamer (nucleotide) complex among many other interesting studies.

Examples of applications

Molecular dynamics simulation of a synthetic molecular motor composed of three molecules in a nanopore (outer diameter 6.7 nm) at 250 K

Molecular dynamics is used in many fields of science.

  • First MD simulation of a simplified biological folding process was published in 1975. Its simulation published in Nature paved the way for the vast area of modern computational protein-folding.
  • First MD simulation of a biological process was published in 1976. Its simulation published in Nature paved the way for understanding protein motion as essential in function and not just accessory.
  • MD is the standard method to treat collision cascades in the heat spike regime, i.e., the effects that energetic neutron and ion irradiation have on solids and solid surfaces.

The following biophysical examples illustrate notable efforts to produce simulations of a systems of very large size (a complete virus) or very long simulation times (up to 1.112 milliseconds):

  • MD simulation of the full satellite tobacco mosaic virus (STMV) (2006, Size: 1 million atoms, Simulation time: 50 ns, program: NAMD) This virus is a small, icosahedral plant virus that worsens the symptoms of infection by Tobacco Mosaic Virus (TMV). Molecular dynamics simulations were used to probe the mechanisms of viral assembly. The entire STMV particle consists of 60 identical copies of one protein that make up the viral capsid (coating), and a 1063 nucleotide single stranded RNA genome. One key finding is that the capsid is very unstable when there is no RNA inside. The simulation would take one 2006 desktop computer around 35 years to complete. It was thus done in many processors in parallel with continuous communication between them.
  • Folding simulations of the Villin Headpiece in all-atom detail (2006, Size: 20,000 atoms; Simulation time: 500 μs= 500,000 ns, Program: Folding@home) This simulation was run in 200,000 CPU's of participating personal computers around the world. These computers had the Folding@home program installed, a large-scale distributed computing effort coordinated by Vijay Pande at Stanford University. The kinetic properties of the Villin Headpiece protein were probed by using many independent, short trajectories run by CPU's without continuous real-time communication. One method employed was the Pfold value analysis, which measures the probability of folding before unfolding of a specific starting conformation. Pfold gives information about transition state structures and an ordering of conformations along the folding pathway. Each trajectory in a Pfold calculation can be relatively short, but many independent trajectories are needed.
  • Long continuous-trajectory simulations have been performed on Anton, a massively parallel supercomputer designed and built around custom application-specific integrated circuits (ASICs) and interconnects by D. E. Shaw Research. The longest published result of a simulation performed using Anton is a 1.112-millisecond simulation of NTL9 at 355 K; a second, independent 1.073-millisecond simulation of this configuration was also performed (and many other simulations of over 250 μs continuous chemical time). In How Fast-Folding Proteins Fold, researchers Kresten Lindorff-Larsen, Stefano Piana, Ron O. Dror, and David E. Shaw discuss "the results of atomic-level molecular dynamics simulations, over periods ranging between 100 μs and 1 ms, that reveal a set of common principles underlying the folding of 12 structurally diverse proteins." Examination of these diverse long trajectories, enabled by specialized, custom hardware, allow them to conclude that "In most cases, folding follows a single dominant route in which elements of the native structure appear in an order highly correlated with their propensity to form in the unfolded state." In a separate study, Anton was used to conduct a 1.013-millisecond simulation of the native-state dynamics of bovine pancreatic trypsin inhibitor (BPTI) at 300 K.

Another important application of MD method benefits from its ability of 3-dimensional characterization and analysis of microstructural evolution at atomic scale.

  • MD simulations are used in characterization of grain size evolution, for example, when describing wear and friction of nanocrystalline Al and Al(Zr) materials. Dislocations evolution and grain size evolution are analyzed during the friction process in this simulation. Since MD method provided the full information of the microstructure, the grain size evolution was calculated in 3D using the Polyhedral Template Matching, Grain Segmentation, and Graph clustering methods. In such simulation, MD method provided an accurate measurement of grain size. Making use of these information, the actual grain structures were extracted, measured, and presented. Compared to the traditional method of using SEM with a single 2-dimensional slice of the material, MD provides a 3-dimensional and accurate way to characterize the microstructural evolution at atomic scale.

Molecular dynamics algorithms

Integrators

Short-range interaction algorithms

Long-range interaction algorithms

Parallelization strategies

Ab-initio molecular dynamics

Specialized hardware for MD simulations

  • Anton – A specialized, massively parallel supercomputer designed to execute MD simulations
  • MDGRAPE – A special purpose system built for molecular dynamics simulations, especially protein structure prediction.

Graphics card as a hardware for MD simulations

Ionic liquid simulation on GPU (Abalone)

Molecular modeling on GPU is the technique of using a graphics processing unit (GPU) for molecular simulations.

In 2007, Nvidia introduced video cards that could be used not only to show graphics but also for scientific calculations. These cards include many arithmetic units (as of 2016, up to 3,584 in Tesla P100) working in parallel. Long before this event, the computational power of video cards was purely used to accelerate graphics calculations. The new features of these cards made it possible to develop parallel programs in a high-level application programming interface (API) named CUDA. This technology substantially simplified programming by enabling programs to be written in C/C++. More recently, OpenCL allows cross-platform GPU acceleration.

Graphics processing unit

From Wikipedia, the free encyclopedia https://en.wikipedia.org/wiki/Graphics_processing_unit Components of a GP...