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>> That's tricky, though -- if you just query the acceleration structure for the nearest lights, you might discard some that are important but far away, and that introduces bias into the results.

Agreed. A wide area light can be handled, but 1000 far away lights my system would ignore but they might actually be better modeled as ambient. Bit hey, I was ray tracing a maze with hundreds of lights at 10-20 fps on a CPU ;-)



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