digitalgriffin
Splendid
You can't say that for all light sources and surface sizes. If my primary light source is a candle, and my secondary light source is sunlight or an explosion, then even tertiary bounces could overpower direct lighting from the primary.
Likewise, if my secondary illumination is bouncing off a planet I'm orbiting, then I could be miles away from it and it could still be the dominant illumination.
I don't know what you mean by "full rays". Do you mean a uniform sampling grid, relative to the incident ray?
I also don't follow what you mean by selectively rendering objects in multiple passes. Are these screen-space passes, in which case it would only apply to the primary rays?
By primary and secondary lighting i mean same light source. I mean primary incident and secondary incident. Primary incident is direct lighting from a surface. Secondary is reflected light lighting from the same source.
By full rays i mean a surface point by surface point sampling. The greater the incident count (numer of bounces an ray is allowed to gave to create something like an infinity mirror) the more computationally expensive it gets and quickly.
GI uses a somewhat random sampling of an area and then uses a temporal filter to denoise. With GI you can get away with this as secondary reflection lighting tends to be defuse in nature.
Seus uses a similar technique in ptgi seus shader minecraft. Unfortunately this can have side effects with sharp light transitions. Thus if a light source quickly changes you have to temporarily turn off temporal aa.