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

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    Date
    2019
    Author
    Wald, Ingo ORCID
    Usher, Will
    Morrical, Nathan
    Lediaev, Laura
    Pascucci, Valerio ORCID
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    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.
    BibTeX
    @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}
    }
    URI
    https://doi.org/10.2312/hpg.20191189
    https://diglib.eg.org:443/handle/10.2312/hpg20191189
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    Eurographics Association copyright © 2013 - 2022 
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    Theme by @mire NV
    System hosted at  Graz University of Technology.
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