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.