{"title":"Exploiting ray tracing technology through OptiX to compute particle interactions with cutoff in a 3D environment on GPU","authors":"Bérenger Bramas","doi":"arxiv-2408.14247","DOIUrl":null,"url":null,"abstract":"Computing on graphics processing units (GPUs) has become standard in\nscientific computing, allowing for incredible performance gains over classical\nCPUs for many computational methods. As GPUs were originally designed for 3D\nrendering, they still have several features for that purpose that are not used\nin scientific computing. Among them, ray tracing is a powerful technology used\nto render 3D scenes. In this paper, we propose exploiting ray tracing\ntechnology to compute particle interactions with a cutoff distance in a 3D\nenvironment. We describe algorithmic tricks and geometric patterns to find the\ninteraction lists for each particle. This approach allows us to compute\ninteractions with quasi-linear complexity in the number of particles without\nbuilding a grid of cells or an explicit kd-tree. We compare the performance of\nour approach with a classical approach based on a grid of cells and show that,\ncurrently, ours is slower in most cases but could pave the way for future\nmethods.","PeriodicalId":501174,"journal":{"name":"arXiv - CS - Graphics","volume":"12 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2024-08-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"arXiv - CS - Graphics","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/arxiv-2408.14247","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
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 and show that,
currently, ours is slower in most cases but could pave the way for future
methods.
在图形处理器(GPU)上进行计算已成为科学计算的标准,在许多计算方法中,GPU 的性能都比传统 CPU 高出许多。由于 GPU 最初是为三维渲染而设计的,因此它仍具有一些科学计算中没有使用的功能。其中,光线追踪是一项用于渲染 3D 场景的强大技术。在本文中,我们提出利用光线追踪技术来计算粒子在三维环境中与截止距离的相互作用。我们描述了为每个粒子寻找相互作用列表的算法技巧和几何模式。这种方法允许我们以粒子数量的准线性复杂度计算相互作用,而无需构建单元网格或显式 kd 树。我们比较了我们的方法和基于单元网格的经典方法的性能,结果表明,目前,我们的方法在大多数情况下速度较慢,但可以为未来的方法铺平道路。