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I added light sampling to Raymond: for diffuse opaque surfaces it is vastly more efficient (less noise for given rendering time) than random sampling, at the cost of double the number of rays to trace (an additional one from each surface hit directly towards a light).

Not so beneficial for shiny opaque surfaces in one test. And it breaks rendering of transparent objects (refractive caustics disappear).

code.mathr.co.uk/raymond/commi

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