  Collision Detection (CD) has several applications across the domains such as
robotics, visual graphics, and fluid mechanics.
  Finding exact collisions between the objects in the scene is quite
computationally intensive.
  To quickly filter the object pairs that do not result in a collision,
bounding boxes are built on the objects, indexed using a Bounding Volume
Hierarchy(BVH), and tested for intersection before performing the expensive
object-object intersection tests.
  In state-of-the-art CD libraries, accelerators such as GPUs are used to
accelerate BVH traversal by building specialized data structures.
  The recent addition of ray tracing architecture to GPU hardware is designed
to do the same but in the context of implementing a Ray Tracing algorithm to
render a graphical scene in real-time.
  We present Mochi, a fast and exact collision detection engine that
accelerates both the broad and narrow phases by taking advantage of the
capabilities of Ray Tracing cores.
  We introduce multiple new reductions to perform generic CD to support three
types of objects for CD: simple spherical particles, objects describable by
mathematical equations, and complex objects composed of a triangle mesh.
  By implementing our reductions, Mochi achieves several orders of magnitude
speedups on synthetic datasets and 5x-28x speedups on real-world triangle mesh
datasets.
  We further evaluate our reductions thoroughly and provide several
architectural insights on the ray tracing cores that are otherwise unknown due
to their proprietorship.
