Once the scene was ready in Blender and we tried importing it to our renderer, the process would start as expected… but after running for a while it crashed :(. This problem was occurring only on a Windows PC, on MAC it was running fine, and that machine had much lower RAM, so we thought code was perfectly fine and that it was some kind of problem with Windows 11. But as we increased the complexity of scene, it crashed on MAC as well. That’s when we realized something was wrong with the code and began debugging. We observed that once BVH intersection starts our RAM fills up rapidly over time and crashes the application. After endless break points and prints we found the culprit, of all the places it was in the bounding box intersection, we had forgot to remove an unused AABox object, and just commenting that line was the turning point after which our code was running buttery smooth on 12 threads (thanks to OpenMP) and using only 1.5G of RAM! One puzzle remains, why did it run only on MAC initially? Our guess is that MAC handles memory slightly better and when it runs out of RAM it just uses internal storage…