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Teraflop per second gravitational lensing ray-shooting using graphics processing units

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posted on 2024-07-26, 13:59 authored by Alexander C. Thompson, Christopher FlukeChristopher Fluke, David G. Barnes, Benjamin R. Barsdell
Gravitational lensing calculation using a direct inverse ray-shooting approach is a computationally expensive way to determine magnification maps, caustic patterns, and light-curves (e.g. as a function of source profile and size). However, as an easily parallelisable calculation, gravitational ray-shooting can be accelerated using programmable graphics processing units (GPUs). We present our implementation of inverse ray-shooting for the NVIDIA G80 generation of graphics processors using the NVIDIA Compute Unified Device Architecture (CUDA) software development kit. We also extend our code to multiple GPU systems, including a 4-GPU NVIDIA S1070 Tesla unit. We achieve sustained processing performance of 182 Gflop/s on a single GPU, and 1.28 Tflop/s using the Tesla unit. We demonstrate that billion-lens microlensing simulations can be run on a single computer with a Tesla unit in timescales of order a day without the use of a hierarchical tree-code.

Funding

Australian Research Council

The Commonwealth Cosmology Initiative: From the First Objects to the Cosmic Web : Australian Research Council (ARC) | DP0665574

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PDF (Accepted manuscript)

ISSN

1384-1076

Journal title

New Astronomy

Volume

15

Issue

1

Pagination

7 pp

Publisher

Elsevier

Copyright statement

Copyright © 2009 Elsevier B.V. The accepted manuscript is reproduced in accordance with the copyright policy of the publisher.

Language

eng

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