Which end of the path to start from
Forward vs reverse ray tracing
Both panels below simulate the same room with the same physics. The only difference is where the ray starts. On the left it leaves the lamp, as light really does. On the right it leaves the camera, backwards. Watch the counters: one of these approaches throws almost all of its work away.
Shrink the aperture towards a pinhole and forward tracing collapses — the probability that a randomly aimed ray finds the lens falls with its area. A real camera aperture is a few millimetres across in a room metres wide, so the true hit rate is far worse than anything shown here.
Forward tracing is not wrong — it is how light actually behaves, and it is the only way to get some effects, such as caustics, without heroic effort. It is simply an appalling way to spend a compute budget when you already know which rays you care about: the ones that end up at the camera.
Reverse tracing inverts the problem. Start at the camera and every path is useful by construction. This works because BRDFs are reciprocal — the fraction of light going from ωi to ωo is the same as from ωo to ωi — so a path traced backwards carries the same value as the same path traced forwards.