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dc.contributor.authorWald, Ingoen_US
dc.contributor.authorUsher, Willen_US
dc.contributor.authorMorrical, Nathanen_US
dc.contributor.authorLediaev, Lauraen_US
dc.contributor.authorPascucci, Valerioen_US
dc.contributor.editorSteinberger, Markus and Foley, Timen_US
dc.date.accessioned2019-07-11T06:52:12Z
dc.date.available2019-07-11T06:52:12Z
dc.date.issued2019
dc.identifier.isbn978-3-03868-092-5
dc.identifier.issn2079-8687
dc.identifier.urihttps://doi.org/10.2312/hpg.20191189
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/hpg20191189
dc.description.abstractWe 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.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleRTX Beyond Ray Tracing: Exploring the Use of Hardware Ray Tracing Cores for Tet-Mesh Point Locationen_US
dc.description.seriesinformationHigh-Performance Graphics - Short Papers
dc.description.sectionheadersRay Tracing: Hardware and Performance
dc.identifier.doi10.2312/hpg.20191189
dc.identifier.pages7-13


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