BVH construction without sorting
Just some pointers:

I remember seeing a paper about kd-trees being executed on a GPU, which I think implied them being presorted and then moved into GPU memory. Kd-Trees are not BVHs though.

Also, there are bulkloaded R-Trees (R-Trees are basically BVHs), such as the STR-R-Trees (sort-tile-recurse) which pre-sort primitives, but not necessarily with memory locality in mind, but that could easily be achieved.

Finally, there is the PH-Tree (disclaimer: I wrote the paper about it). It stores all geometric data for each node in a single byte-stream for this node (maximum memory locality), however, the parent and children of a node are not necessarily neighbors in memory (the actual implementation, e.g. V13, uses object pooling, so many nodes are likely to be close in memory, but that is not a given, let alone scientifically evaluated. Also, the PH-Tree is not a BVH, it is more like a quadtree. Also, the PH-Tree has come a long way since the original version, it now supports rectangles/boxes (the original paper only mentions points).