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

dc.contributor.authorNagarajan, Vanien
dc.contributor.authorGangaraju, Rohanen
dc.contributor.authorSundararajah, Kirshanthanen
dc.contributor.authorPelenitsyn, Artemen
dc.contributor.authorKulkarni, Milinden
dc.date.accessioned2025-03-06T18:29:17Zen
dc.date.available2025-03-06T18:29:17Zen
dc.date.issued2025-03en
dc.date.updated2025-03-01T08:57:27Zen
dc.description.abstractThe 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.en
dc.description.versionPublished versionen
dc.format.mimetypeapplication/pdfen
dc.identifier.doihttps://doi.org/10.1145/3710848.3710885en
dc.identifier.urihttps://hdl.handle.net/10919/124811en
dc.language.isoenen
dc.publisherACMen
dc.rightsCreative Commons Attribution 4.0 Internationalen
dc.rights.holderThe author(s)en
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/en
dc.titleRT-BarnesHut: Accelerating Barnes–Hut Using Ray-Tracing Hardwareen
dc.typeArticle - Refereeden
dc.type.dcmitypeTexten

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