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for refine the scene was oriented rigid pre filtered voxel brick trees output from evaluator; the work lists for that were just objid all lists in one huge buffer, each refine iter precalcs next gen worst case offsets as side effect of this gen. Simons refiner... ...is similar but much more refined. Per node Indices (and bitmasks?) referring to master edit list, afaik. ? prims in const array, refiner consumes/makes cmdlist that refers back to this array, gpu allocates in chunks via atomics each cmdlist entry either encodes a primitive index or a jump to link chunks together