Essentially, it takes a set of rays (line segments) and a triangular mesh surface, and determines whether or not any of those rays intersect with the surface. This can be useful for all sorts of applications, from 3D modeling to game development to scientific simulations.
Now, you might be wondering why we’re using CUDA instead of just doing this on a CPU. Well, there are a few reasons. For one thing, GPUs (graphics processing units) are specifically designed for parallel computing tasks like this, which can significantly speed up the process compared to traditional CPUs. Plus, since ray-surface intersection is such an intensive operation, it’s often more efficient to offload that work onto a separate device rather than trying to do everything on your main CPU.
So how does our code actually work? Well, first we use a linear bounding volume hierarchy (BVH) to accelerate data structures and avoid having to evaluate every possible triangle-line segment combination. This is similar to the approach used in many other ray tracing algorithms, but with some key differences that make it more efficient for GPU computing.
Next, we implement an exact algorithm for finding ray-triangle intersections using the Moller-Trumbore method (which has been shown to be the most efficient option in a general setting). This involves calculating various parameters like barycentric coordinates and intersection points, which can help us determine whether or not any given ray actually hits the surface.
Finally, we use some practical considerations to optimize our code for real-time performance (since that’s what most people are looking for in this context). This includes things like collision buffer management, memory allocation strategies, and other techniques designed to make our program run as fast and efficiently as possible on modern GPUs.
If you’re interested in learning more about this code (or even trying it out for yourself), be sure to check out the documentation we’ve provided, which includes usage commands and other helpful resources. And if you have any questions or feedback, feel free to reach out we love hearing from our fellow computer science enthusiasts!