dc.contributor.author | Wald, Ingo | en_US |
dc.contributor.author | Usher, Will | en_US |
dc.contributor.author | Morrical, Nathan | en_US |
dc.contributor.author | Lediaev, Laura | en_US |
dc.contributor.author | Pascucci, Valerio | en_US |
dc.contributor.editor | Steinberger, Markus and Foley, Tim | en_US |
dc.date.accessioned | 2019-07-11T06:52:12Z | |
dc.date.available | 2019-07-11T06:52:12Z | |
dc.date.issued | 2019 | |
dc.identifier.isbn | 978-3-03868-092-5 | |
dc.identifier.issn | 2079-8687 | |
dc.identifier.uri | https://doi.org/10.2312/hpg.20191189 | |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.2312/hpg20191189 | |
dc.description.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. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.title | RTX Beyond Ray Tracing: Exploring the Use of Hardware Ray Tracing Cores for Tet-Mesh Point Location | en_US |
dc.description.seriesinformation | High-Performance Graphics - Short Papers | |
dc.description.sectionheaders | Ray Tracing: Hardware and Performance | |
dc.identifier.doi | 10.2312/hpg.20191189 | |
dc.identifier.pages | 7-13 | |