  We present an algorithm for neighbor search in molecular simulations on
graphics processing units (GPUs) based on bounding volume hierarchies (BVHs).
The BVH is compressed into a low-precision, quantized representation to
increase the BVH traversal speed compared to a previous implementation. We find
that neighbor search using the quantized BVH is roughly two to four times
faster than current state-of-the-art methods using uniform grids (cell lists)
for a suite of benchmarks for common molecular simulation models. Based on the
benchmark results, we recommend using the BVH instead of a single cell list for
neighbor list generation in molecular simulations on GPUs.
