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With the near-ending of Moore’s law and ever increasing demand for compute power, Domain-Specific Accelerators (DSA) have become a default choice for high-performance workloads. However, developing a custom DSA is an extremely time-consuming and expensive process that only a few organizations can afford. This thesis shows how to repurpose GPU Ray Tracing Architecture, a DSA built for rendering in graphics applications, for non-rendering applications such as k-nearest neighbor search, collision detection in DEM simulations, and spatial queries. The main purpose of Ray Tracing Architecture is to compute intersections between rays and objects in a scene using Euclidean distance. Even though this hardware is capable of computing only the Euclidean distance, Arkade introduces two reductions to compute neighbors according to other distances such as Lp norms and Cosine distance. Mochi and S-ray further show how to reinterpret ray-object intersection tests to compute intersections between objects for collision detection and spatial query execution.