not fit in GPU memory) must be addressed by software solutions, due to the inherent larger memory capacity [6, 11, 7, 12]. Only a few software solutions, however, deal with irregular meshes. Garrity =-=[5]-=- proposed the first method for ray-casting irregular meshes using the connectivity of cells. Bunyk et al. [2] later improved Garrity’s work providing a faster algorithm. Pina et al. [13] improved Buny