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An implementation of NVIDIA's paper "Efficient Incoherent Ray Traversal on GPUs Through Compressed Wide BVHs"

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https://github.com/AlanIWBFT/CWBVH/blob/9491e2ca0289f5727fb153214ad45bb4a10f4dca/src/TraversalKernelCWBVH.cu#L365-L371 According to the paper, "Each iteration, the counter is incremented by the number of inactive threads in the warp minus a small constant Nd." So I think line 368...

How do you deal with a more complex scenario where BVH is two levels: bottom level BVH is a mesh BVH and then top level is instances or mesh BVH...