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refactor(ugc): Embree is required; the hand-written ray hierarchies are gone
Embree 4 (always built) replaces the UGC server's own bounding volume hierarchies (the nearest-hit one and the occlusion rays' any-hit one), with no fallback to them. ray_backend is embree (default) or hiprt (optional build; Embree when it can't be used). Settings, stored options and stats that say builtin still read: it is embree (UgcRays::Parse, UgcProcessOptions::Parse). The dashboard's picker, /reprocessproperty and --make-model offer embree and hiprt. Tests: the backends are compared with Embree (hiprt when built), Embree against rays whose hits are known, and the clutter's occlusion against what the old hierarchy worked out (296 vertices summing to 114.5, 26 open, 183 dark); the pinned model hashes are unchanged with Embree. Check: ray_backend=builtin in an ini still starts and uses embree; the settings page offers Embree and HIPRT. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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<details class="card mb-3" id="optionsCard">
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<summary class="card-header py-2 small fw-semibold">Processing options compared</summary>
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<div class="card-body py-2 small">
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<p class="text-body-secondary mb-2">The ways of making models to compare: the ray tracer of the occlusion (built in, Embree on the CPU,
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HIPRT on the GPU) and denoising of icons. The settings pick the defaults; <b>Make again</b> can use others for a make (the options next
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<p class="text-body-secondary mb-2">The ways of making models to compare: the ray tracer of the occlusion (Embree on the CPU, HIPRT on the
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GPU) and denoising of icons. The settings pick the defaults; <b>Make again</b> can use others for a make (the options next
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to it, or <code>/reprocessproperty embree oidn</code> in game).
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Every make is counted under what made it: the averages per make below, each model's in the List view's Options column.</p>
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<div class="table-responsive"><table class="table table-sm align-middle mb-0" id="optionsTable">
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