I know we can use optixAccelBuild() to build a BVH for our scene (the 3D models), use a traversable handle to handle this BVH, and then do the ray traveral using the traversable handle.
It seems that we can only obtain the root node of the BVH, i.e. the traversable handle used in the ray generation shader. When we achieve the intersection shader, it is already the leaf node.
Can we obtain the internal child node of the BVH during the ray traversal? Or is the ray traversal programmable?