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Internal tasking system supports cancellation of build operations.
ISPC mode for robust and compact scenes got significantly faster (implemented hybrid traversal for bvh4.triangle4v and bvh4.triangle4i).
Hair rendering got faster as we fixed some issues with the SAH heuristic cost factors.
BVH8 got slight faster for single ray traversal (improves sorting when hitting more than 4 boxes).
BVH build performance got up to 30% faster on CPUs with high core counts (improved parallel partition code).
High quality build mode again working properly (spatial splits had been deactivated in v2.7.0 due to some bug).
Support for merging two adjacent triangles sharing a common edge into a triangle-pair primitive (can reduce memory consumption and BVH build times by up to 50% for mostly quad-based input meshes).
Internal cleanups (reduced number of traversal kernels by more templating)
Reduced stack size requirements of BVH builders.
Fixed crash for dynamic scenes, triggered by deleting all geometries from the scene.