Bounding Volume Hierarchy (BVH)

The raytracing acceleration structure used is a bounding volume hierarchy. The original code is based on an implementation from Nvidia (BHV2, BHV4) and Embree (Hair BVH builder – oriented SAH, QBVH traversal, BVH nodes intersection, Triangles intersection).

We added this settings to Blender:

Benchmarks v2

I used the scenes from this page:

Computed devices:

  • IT4Innovations
    • 2x Intel® Xeon™ E5-2680v3 (HASWELLS)
  • Marconi-A2 CINECA
    • Intel® Xeon Phi™ 7250 (KNL)

Blender 2.79 was compiled with GCC. You cand find more tests on Intel Xeon Phi here.