Wald, IngoUsher, WillMorrical, NathanLediaev, LauraPascucci, ValerioSteinberger, Markus and Foley, Tim2019-07-112019-07-112019978-3-03868-092-52079-8687https://doi.org/10.2312/hpg.20191189https://diglib.eg.org:443/handle/10.2312/hpg20191189We 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.RTX Beyond Ray Tracing: Exploring the Use of Hardware Ray Tracing Cores for Tet-Mesh Point Location10.2312/hpg.201911897-13