Editing OpenCL GPGPU Complex Raytracing

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These complex primitives still need to be converted: pipe, displacement map, extruded bitmap (similar to displacement map), metaball, and 3-D volume (also similar to displacement map).
 
These complex primitives still need to be converted: pipe, displacement map, extruded bitmap (similar to displacement map), metaball, and 3-D volume (also similar to displacement map).
  
The bot (Bag Of Triangles) primitive i.e. triangle mesh also needs plate mode support. i.e. triangles with thickness. In addition the current ray-triangle intersection algorithm needs to be replaced with an algorithm which is watertight. This might either be the algorithm in the ANSI C backend or perhaps the one below.
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The bot (Bag Of Triangles) primitive i.e. triangle mesh also needs plate mode support. i.e. triangles with thickness. In addition the current intersection algorithm needs to be replaced with an algorithm which is watertight. This might either be the algorithm in the ANSI C backend or perhaps the one below.
  
 
* http://jcgt.org/published/0002/01/05/ - Watertight Ray/Triangle Intersection.
 
* http://jcgt.org/published/0002/01/05/ - Watertight Ray/Triangle Intersection.

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