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*High-Performance Cross-Architecture Bounding Volume Hierarchy for Collision Detection and Ray Tracing*
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**New in v0.5.0: Ray Tracing and GPU acceleration via [AcceleratedKernels.jl](https://github.com/anicusan/AcceleratedKernels.jl)/[KernelAbstractions.jl](https://github.com/JuliaGPU/KernelAbstractions.jl) targeting all JuliaGPU backends, i.e. Nvidia CUDA, AMD ROCm, Intel oneAPI, Apple Metal.**
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It uses an implicit bounding volume hierarchy constructed from an iterable of some geometric
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primitives' (e.g. triangles in a mesh) bounding volumes forming the `ImplicitTree` leaves. The leaves
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and merged nodes above them can have different types - e.g. `BSphere{Float64}` leaves merged into
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larger `BBox{Float64}`.
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and merged nodes above them can have different types - e.g. `BSphere{Float32}` leaves merged into
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larger `BBox{Float32}`.
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The initial geometric primitives are sorted according to their Morton-encoded coordinates; the
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unsigned integer type used for the Morton encoding can be chosen between `UInt16`, `UInt32` and `UInt64`.
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