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In frames of this issue binary BVH tree produced by building algorithms was collapsed into 4-ary BVH (QBVH). The BVH traversal code in GLSL was modified to process such trees correctly. This allows to implore thread coherence, decrease BVH memory consumption (~2 times), and use traversal stack of the half size. As a result, ray tracing scalability is improved, as well as rendering performance. For various setups, speedup is 12-18%.