what about counting every single ray, shot to a particular pixel (or also sub pixel, if that's necessary, precision wise) and list it as a "used" or "unused" (killed, before, or because of it reached a light source) - if you use that data correctly, you get a map, where there are harder to sample areas, which need more passes

Also interesting would be, using new poison disks, after each pixel sampling pass, if that's not done, already. - even if the pixel is split in only four sub pixels, as it's the case at SSF 1, as far as I know, the pixel still gets anti aliased better and better, due to new sub-pixel positions

What do you think, about that, Ono?
