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

Loading...
Thumbnail Image
Date
2019
Journal Title
Journal ISSN
Volume Title
Publisher
The Eurographics Association
Abstract
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 complex one of ray queries; however, thanks to hardware acceleration, these approaches are actually faster than the reference method.
Description

        
@inproceedings{
10.2312:hpg.20191189
, booktitle = {
High-Performance Graphics - Short Papers
}, editor = {
Steinberger, Markus and Foley, Tim
}, title = {{
RTX Beyond Ray Tracing: Exploring the Use of Hardware Ray Tracing Cores for Tet-Mesh Point Location
}}, author = {
Wald, Ingo
and
Usher, Will
and
Morrical, Nathan
and
Lediaev, Laura
and
Pascucci, Valerio
}, year = {
2019
}, publisher = {
The Eurographics Association
}, ISSN = {
2079-8687
}, ISBN = {
978-3-03868-092-5
}, DOI = {
10.2312/hpg.20191189
} }
Citation