 Thus no triangle clipping has to be done as it is the case with kd-trees and which can become a problem for triangles that just slightly intersect a node.Even if the kd implementation is carefully written, numerical errors can result in a non-detected intersection and thus rendering errors (holes in the geometry) due to the missed ray-object intersection.Instead of using two planes per node to separate geometry, it is also possible to use any number of planes to create a n-ary BIH or use multiple planes in a standard binary BIH (one and four planes per node were already proposed in and then properly evaluated in) to achieve better object separation.