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UgcRays::Scene answers the two ray queries the UGC server makes: the nearest hit for the hidden faces' paths (never the triangle a path leaves) and any hit for the ambient occlusion rays. Two backends: - builtin: the two hierarchies the queries had before, moved unchanged (each built the first time it is asked), so the files made are the same bytes - embree: Embree 4 on the job's thread (a device per worker thread, no threads of its own, so its time counts in the CPU budget), watertight, the skipped triangle filtered out UgcHsr::Options::rays and UgcRender::AoOptions::rays pick the backend; both default to builtin, and nothing sets them yet. Check: the UGC tests (builtin's files keep their hashes; UgcRays tests compare embree's hits, hidden faces and occlusion with builtin's). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>