RT-BarnesHut: Accelerating Barnes-Hut Using Ray-Tracing Hardware
The n-body problem involves calculating the effect of bodies on each other. n-body simulations are ubiquitous in the fields of physics and astronomy and notoriously computationally expensive. The naïve algorithm for n-body simulations has the prohibiting O(n2) time complexity. Reducing the time complexity to O(n · lg(n)), the tree-based Barnes-Hut algorithm approximates the effect of bodies beyond a certain threshold distance. Other than algorithmic improvements, extensive research has gone into accelerating n-body simulations on GPUs and multi-core systems. However, Barnes-Hut is a tree-traversal algorithm, which makes it a poor target for acceleration using traditional GPU shader cores. In contrast, recent work shows that, for tree-based computations, GPU ray-tracing (RT) cores dominate shader cores. In this work, we reformulate the Barnes-Hut algorithm as a ray-tracing problem and implement it with NVIDIA OptiX. Our evaluation shows that the resulting system, RT-BarnesHut, outperforms current state-of-the-art GPU-based implementations.
Authors
- Kirshanthan Sundararajah (ORCID: https://orcid.org/0000-0001-6384-062X)
- Artem Pelenitsyn (ORCID: https://orcid.org/0000-0001-8334-8106)
- Vani Nagarajan (ORCID: https://orcid.org/0009-0009-0416-5527)
- Milind Kulkarni (ORCID: https://orcid.org/0000-0001-6827-345X)
- Rohan Gangaraju
Institutions
- Purdue University West Lafayette (US)
- Virginia Tech (US)
- The University of Texas at Austin (US)
Publication Details
- Published
- 2025-02-28
- DOI
- https://doi.org/10.1145/3710848.3710885
- Primary Topic
- Computer Graphics and Visualization Techniques
- Type
- article
- Field-Weighted Citation Impact
- 0.00