RTX Beyond Ray Tracing: Exploring the Use of Hardware Ray Tracing Cores for Tet-Mesh Point Location

Ingo Wald, Will Usher, Nathan Morrical, Laura Lediaev, Valerio Pascucci
2019 High Performance Graphics  
We explore a first proof-of-concept example of creatively using the Turing generation's hardware ray tracing cores to solve a problem other than classical ray tracing, specifically, point location in unstructured tetrahedral meshes. Starting with a CUDA reference method, we describe and evaluate three different approaches to reformulate this problem in a manner that allows it to be mapped to these new hardware units. Each variant replaces the simpler problem of point queries with the more
more » ... x one of ray queries; however, thanks to hardware acceleration, these approaches are actually faster than the reference method.
doi:10.2312/hpg.20191189 dblp:conf/egh/WaldUMLP19 fatcat:xqtbydxbxve2tdl3cjzxe5aqoq