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.

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Published
2025-02-28
DOI
https://doi.org/10.1145/3710848.3710885
Primary Topic
Computer Graphics and Visualization Techniques
Type
article
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article

RT-BarnesHut: Accelerating Barnes-Hut Using Ray-Tracing Hardware

Kirshanthan Sundararajah, Artem Pelenitsyn, Vani Nagarajan, Milind Kulkarni et al.
Computer Graphics and Visualization Techniques
article

RT-BarnesHut: Accelerating Barnes-Hut Using Ray-Tracing Hardware

Kirshanthan Sundararajah, Artem Pelenitsyn, Vani Nagarajan, Milind Kulkarni, Rohan Gangaraju
article en

Abstract

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.

Purdue University West Lafayette (US), Virginia Tech (US), The University of Texas at Austin (US)
Openalex Percentile: Top 94%
Computer Graphics and Visualization Techniques
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