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