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

Ingo Wald, Will Usher, Nate Morrical, Laura Lediaev, Valerio Pascucci
NVIDIA
High Performance Graphics (HPG), 2019

@article{wald2019rtx,

   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, Nate and Lediaev, Laura and Pascucci, Valerio},

   year={2019}

}

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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.
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