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BVH is love, BVH is life 📦

Ramped up samples, bounces, and resolution and the rendering time is still less than the first attemts with the linear traversal of all objects in the world.

Converting interaction event into a single-constructor with additive, multiplicative, and scatter components helped a little too.

Also, skipped ray bouncing when attenuation drops below 10-bit range. The limit practically remains to prevent infinite bounces between perfect mirrors.

Cornell box, here I come!

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