Implemented stack based BVH traversal.Also tree leaf holds array of indices to scene's surfaces instead of pointers
Converted Tree to array
Transfered bvh tree to gpu.Also done a few optimizations for register spilling.BAD OCCUPANCY
Changed nvcc flags for kepler CPUS
Diffrent implementation for GPU.Still needs more work.
Added Material buffer.Every surface reports a Material index at intersection point
Added flags for Debug build
Added DMaterial buffer for the GPU
Changed Ray-BVH traversal
Added new intersection and light struct for better gpu memory access
Changed intersection data type to struct of arrays for better memory access for the gpu
Added gpu friendly data structures for BVH,materials,transformations and triangles
Changed host scene for easier transfer to the gpu
Fixed comment.cudaScene_t* points to GPU not host memory
Implemented gpu memory friendly kernels.NOT WORKING
Changed Transformation matrices.Each transformation is stored in a different vector
Added print function for cudaScene_t
Fixed cudaScene_t kernels.It's still too slow. glm::vec4 is not aligned