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Help me to understand BVH

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I have been looking into 

https://worldoffries.wordpress.com/2015/02/19/simple-alternative-to-clustered-shading-for-thousands-of-lights/ and

https://www.3dgep.com/volume-tiled-forward-shading/

Both talk about “building a Bounding Volume Hierarchy (BVH) over the lights in the scene”. I can't get my head around this. How does a BVH for lights look a like? How doe's it differ from octree or kdtree? If someone could explain it simple worlds or show a small 2d illustration of lights in BVH, I would greatly appreciate it. 


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