Exploiting ray tracing technology through OptiX to compute particle interactions with cutoff in a 3D environment on GPU
Algis David, B\'erenger Bramas

TL;DR
This paper explores using GPU-accelerated ray tracing technology via OptiX to efficiently compute particle interactions with cutoff distances in 3D environments, offering a novel approach that avoids traditional spatial partitioning structures.
Contribution
It introduces a new method leveraging ray tracing for particle interaction calculations on GPUs, bypassing the need for spatial data structures like grids or kd-trees.
Findings
The ray tracing approach has quasi-linear complexity in particle number.
Current implementation is slower than classical grid-based methods.
Potential for future improvements in GPU-based particle simulations.
Abstract
Computing on graphics processing units (GPUs) has become standard in scientific computing, allowing for incredible performance gains over classical CPUs for many computational methods. As GPUs were originally designed for 3D rendering, they still have several features for that purpose that are not used in scientific computing. Among them, ray tracing is a powerful technology used to render 3D scenes. In this paper, we propose exploiting ray tracing technology to compute particle interactions with a cutoff distance in a 3D environment. We describe algorithmic tricks and geometric patterns to find the interaction lists for each particle. This approach allows us to compute interactions with quasi-linear complexity in the number of particles without building a grid of cells or an explicit kd-tree. We compare the performance of our approach with a classical approach based on a grid of cells…
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Taxonomy
TopicsComputer Graphics and Visualization Techniques · Data Visualization and Analytics · Leaf Properties and Growth Measurement
