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0027590: Visualization, Ray Tracing - port to quad BVH trees (QBVH)
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%.
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@@ -771,7 +771,7 @@ protected: //! @name data types related to ray-tracing
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static const Standard_Integer THE_DEFAULT_NB_BOUNCES = 3;
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//! Default size of traversal stack.
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static const Standard_Integer THE_DEFAULT_STACK_SIZE = 24;
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static const Standard_Integer THE_DEFAULT_STACK_SIZE = 10;
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//! Compile-time ray-tracing parameters.
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struct RaytracingParams
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