How to building sah bvh ?
How to find bounding volumes ?
How to find first intersection node when sah bvh is build (when ray trace)?
[GPSS07] Johannes Gunther, Stefan Popov, Hans-Peter Seidel, and Philipp Slusallek. Realtime ray tracing on GPU with BVH-based packet traversal. In RT '07: Proceedings of the 2007 IEEE Symposium on Interactive Ray Tracing, pages 113{118, Washington, DC, USA, 2007. IEEE Computer Society.
[LGS+ 09] Christian Lauterbach, Michael Garland, Shubhabrata Sengupta, David Luebke, and Dinesh Manocha. Fast BVH construction on GPUs. Comput. Graph. Forum, 28(2):375{384, 2009
[LYTM06] C. Lauterbach, S.-E. Yoon, D. Tuft, and D. Manocha. RT-DEFORM: Interactive ray tracing of dynamic scenes using BVHs. Symposium on Interactive Ray Tracing, 0:39{46, 2006.
[MB90] David J. MacDonald and Kellogg S. Booth. Heuristics for ray tracing using space subdivision. Vis. Comput., 6(3):153{166, 1990.
[Wal07] Ingo Wald. On fast construction of SAH-based bounding volume hierarchies. In Proceedings of the 2007 IEEE/EG Symposium on Interactive Ray Tracing. IEEE, pages 33{40, 2007.
[WK06] Carsten Wächter and Alexander Keller. Instant ray tracing: The bounding interval hierarchy. In Rendering Techniques 2006 { Proceedings of the 17th Eurographics Symposium on Rendering, pages 139{149, 2006.
The basic algorithm is really similar to the one I posted to the octree thread (top-down). Bounding volumes could be AABBs in your case (find min/max in each direction over a set of vertices/triangles/other aabbs). Nice, basic, yet short info is also on Wikipedia http://en.wikipedia.org/wiki/Bounding_volume_hierarchy
During intersection you always start with the root node, exactly the same process as with octrees, kdtrees or anything else (if you have stack).
I think he already replied you with that information...
From what I know, Lauterbach's LBVH construction was implemented on GPU and shown some good results (although compared to F.e. split-bvh they were a lot worse), there is also hierarchical LBVH - aka HLBVH, that was also built on GPU and this one yields better results than standard LBVH.
Google some HLBVH papers, there are more of them.
I think he already replied you with that information...
From what I know, Lauterbach's LBVH construction was implemented on GPU and shown some good results (although compared to F.e. split-bvh they were a lot worse), there is also hierarchical LBVH - aka HLBVH, that was also built on GPU and this one yields better results than standard LBVH.
Google some HLBVH papers, there are more of them.
I also read that building LBVH for gpgpu is not good idea. And I read that split-bvh building need bins, but I can't understand what is it bins ?