{"id":18941,"date":"2019-06-16T13:06:49","date_gmt":"2019-06-16T10:06:49","guid":{"rendered":"https:\/\/hgpu.org\/?p=18941"},"modified":"2019-06-16T13:06:49","modified_gmt":"2019-06-16T10:06:49","slug":"rtx-beyond-ray-tracing-exploring-the-use-of-hardware-ray-tracing-cores-for-tet-mesh-point-location","status":"publish","type":"post","link":"https:\/\/hgpu.org\/?p=18941","title":{"rendered":"RTX Beyond Ray Tracing: Exploring the Use of Hardware Ray Tracing Cores for Tet-Mesh Point Location"},"content":{"rendered":"<p>We explore a first proof-of-concept example of creatively using the Turing generation&#8217;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.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>We explore a first proof-of-concept example of creatively using the Turing generation&#8217;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 [&hellip;]<\/p>\n","protected":false},"author":351,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":true,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2}},"categories":[180,89,3],"tags":[1797,14,20,2023,181],"class_list":["post-18941","post","type-post","status-publish","format-standard","hentry","category-3d-graphics-and-realism","category-nvidia-cuda","category-paper","tag-3d-graphics-and-realism","tag-cuda","tag-nvidia","tag-nvidia-titan-rtx","tag-raytracing"],"views":3884,"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/18941","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/users\/351"}],"replies":[{"embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=18941"}],"version-history":[{"count":0,"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/18941\/revisions"}],"wp:attachment":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=18941"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=18941"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=18941"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}