The field on the CPU, voxel for voxel the kernel's points (x fastest, then
y, then z): the reference the GPU is checked against, and a field where
there is no GPU. sources are world-space trees (a CpuMeshBvh per mesh,
its instances' positions moved to world space); they count as one scene.
Slow for big grids: one closest point and three all-hit rays per voxel per tree.
The field on the CPU, voxel for voxel the kernel's points (x fastest, then y, then z): the reference the GPU is checked against, and a field where there is no GPU.
sourcesare world-space trees (aCpuMeshBvhper mesh, its instances' positions moved to world space); they count as one scene. Slow for big grids: one closest point and three all-hit rays per voxel per tree.