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An Improved GPU-Based Ray-Shooting Code For Gravitational Microlensing
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abstract
We present an improved inverse ray-shooting code based on GPUs for generating microlensing magnification maps. In addition to introducing GPUs for acceleration, we put the efforts in two aspects: (i) A standard circular lens plane is replaced by a rectangular one to reduce the number of unnecessary lenses as a result of an extremely prolate rectangular image plane. (ii) Interpolation method is applied in our implementation which has achieved an significant acceleration when dealing with large number of lenses and light rays required by high resolution maps. With these applications, we have greatly reduced the running time while maintaining high accuracy: the speed has been increased by about 100 times compared with ordinary GPU based IRS code and GPU-D code when handling large number of lenses. If encountered the high resolution situation up to $10000^2$ pixels, resulting in almost $10^{11}$ light rays, the running time can also be reduced by two orders of magnitude.
Forward citations
Cited by 2 Pith papers
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Microlensing of Microlensing: Effects of Random Stars on the Double-Source-Plane Gravitational Lens
First numerical ray-shooting simulation of compound (two-plane) quasar microlensing in the double-source-plane lens J1721+8842 shows new caustic morphologies — convexity violations and lip caustics — that do not occur...
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Spin Precession Signatures as an Indicator of Microlensing in Strongly Lensed Gravitational Waves
Microlensing wave-optics effects in strongly lensed gravitational waves can produce false evidence of spin precession, with the effect growing at higher signal-to-noise ratios.
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