I am working on a CUDA ray tracer and doing some research work on it in which i am unable to find answer of few important questions:
Maybe it would have been better to split this into three SO questions, but anyway here's my try:
Using buckets is a technique for speeding up SAH evaluation. Basically it helps to cut down the number of candidate splits. I can recommend Pharr & Humphreys' "Physically Based Rendering" book which explains and uses this.
Without more context, I don't know (and with more context as well, probably).