neo2068 wrote:There are still some cases where the sqbvh accelerator produces holes in the mesh.
The holes are more a side effect of the problem than the problem itself. QBVH can not store more than 64 triangles in a leaf. When the code is forced to produce a leaf and there are more than 64 triangles it has to discard all triangles after the first 64. This usually happen because it has reached the max. tree depth or because there are degenerated triangles.
At the moment, SQBVH seems to have some numerical stability problem and some time it starts to loop over the same split reaching the max. depth of the tree. There is a simple temporary workaround (i.e. http://src.luxrender.net/lux/file/12824 ... l.cpp#l481
) to just stop spatial splits when thing starts to become too "small" but I'm looking for a solution of this problem. This is also one of the reasons why SQBVH performance can vary a lot on different scenes.
Neo2068, can you post the sources of the problematic scene ?