  We propose a compact and efficient tetrahedral mesh representation to improve
the ray-tracing performance. We reorder tetrahedral mesh data using a
space-filling curve to improve cache locality. Most importantly, we propose an
efficient ray traversal algorithm. We provide details of common ray tracing
operations on tetrahedral meshes and give the GPU implementation of our
traversal method. We demonstrate our findings through a set of comprehensive
experiments. Our method outperforms existing tetrahedral mesh-based traversal
methods and yields comparable results to the traversal methods based on the
state of the art acceleration structures such as k-dimensional (k-d) trees and
Bounding Volume Hierarchies (BVHs).
