It’s still hard to say based on your description. Are you trying to dynamically exclude sections of your geometry from rendering? “Slicing a mesh” sounds like you maybe want to define moving regions of space where geometry shows up, and regions where geometry disappears?
The standard way to cut away parts of your geometry dynamically is to use an any-hit program, calculate whether the hit point is in your accept zone (visible) or reject zone (culled out), and then call rtIgnoreIntersection() for hit points in the reject zone. Be aware that any-hit programs have a cost, so keep them simple and only use them when you need to, if performance is critical.
If that doesn’t sound like what you need, then yes we’ll need some more details about the problem you’re trying to solve. Your description of rendering the edges found by sound rays sounds a little like shadowing to me - do you need to test visibility between the primary hit point and the transducer/light?
If you are wanting to slice geometry statically, in other words, hide & show different meshes or different parts of your meshes, there are a couple of other options depending on whether you’re using RTX hardware or not, so let us know if that sounds more like what you need.