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Posts Tagged ‘n-Body simulation’

n-Body Galaxy Simulation using Compute Shaders on GPGPU via Unity 3D

2014/02/01 12 comments

Galaxy

Following on from my prior article about GPGPU, I thought I try my hand at n-Body simulation.

Here’s my first attempt at n-Body simulation of a galaxy where n equals 10,000 stars with the algorithm running as a compute shader on the GPU.  Compute shaders are small HLSL-syntax-like kernels but can run in massive parallel compared to a regular CPU equivalent.

It’s important to remember that conventional graphics including those in games, do not use GPGPU for star fields.  Generally this is accomplished by either manipulating the star coordinates CPU-side and uploading to the GPU every frame or so; or utilise a small shader that renders a pre-uploaded buffer of stars that may or may not move over time.  In any event, it would be unlikely to perform n-Body simulation using conventional non-GPGPU means due to the slow performance.

My simulation entails n2 gravity calculations per frame or 10,0002 = 100,000,000 calculations per frame at 60 frames per second – something that is quite impossible if I attempted to do it from the CPU-side even if the GPU was still rendering the stars.

Here’s the compute kernel (note I’m hosting the Gist on GitHub as a “c” file in order to display syntax hi-lighting.  Readers should be aware the correct file extension is .compute):

Here’s my Unity MonoBehaviour controller that initialises and manages the simulation:

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