RTX beyond ray tracing: exploring the use of hardware ray tracing cores for tet-mesh point location

I. Wald, W. Usher, N. Morrical, L. Lediaev, Valerio Pascucci
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引用次数: 45

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.
RTX超越光线追踪:探索使用硬件光线追踪核心进行网格点定位
我们探索了创造性地使用图灵一代的硬件光线追踪核心来解决经典光线追踪以外的问题的第一个概念验证示例,特别是非结构化四面体网格中的点定位。从CUDA参考方法开始,我们描述和评估了三种不同的方法来重新制定这个问题,使其能够映射到这些新的硬件单元。每个变体用更复杂的射线查询取代了简单的点查询问题;然而,由于硬件加速,这些方法实际上比参考方法快。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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