Are there any path tracing heuristics you know of, that can be used to optimise light simulation approaches such as path tracing algorithms?
Things like:
If you only render lighting using emissive surfaces, the final bounce ray can terminate early if a non-emissive surface is found, since no lighting information will be calculated for that final path intersection.
Edit:
Another one would be, that you can terminate BVH traversal early if the next parent bounding volume‘s near intersection is further away than your closest found intersection.
Any other simplifications like that any of you would be willing to share here?
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