Rootin' Tootin' Efficient Ray Shootin': Creating Microlensing Magnification Maps with GPUs
Luke Weisenbach

TL;DR
This paper introduces a highly efficient GPU-based code for generating gravitational microlensing magnification maps, essential for analyzing upcoming large-scale surveys of lensed quasars and supernovae.
Contribution
It presents the fastest publicly available microlensing map generation code utilizing GPUs, fast multipole method, and inverse polygon mapping for improved efficiency.
Findings
Significantly faster map generation compared to previous methods
Utilization of GPU parallelism for microlensing simulations
Reduction in computational complexity with advanced algorithms
Abstract
The impending discovery and monitoring of hundreds of new gravitationally lensed quasars and supernovae from upcoming ground and space based large area surveys such as LSST, \textit{Euclid}, and \textit{Roman} necessitates the development of improved numerical methods for studying gravitational microlensing. We present in this work the fastest microlensing map generation code currently publicly available. We utilize graphics processing units to take advantage of the inherent parallelizable nature of creating magnification maps, in addition to using 1) the fast multipole method to reduce the runtime dependence on the number of microlenses and 2) inverse polygon mapping to reduce the number of rays required. The code is available at https://github.com/weisluke/microlensing/.
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Taxonomy
Topics3D Surveying and Cultural Heritage
