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Hi @monlabiss,

A texture lookup that for instance uses bilinear interpolation is expressed as a weighted sum of neighbouring texels and hence the derivative of that lookup with respect to some parameter is similarly a weighted sum of derivatives of each texel with respect to the parameter. For a given pixel in the scene image, the incoming radiance could have contributions from multiple texture lookups due to light paths that hit the painting (potentially multiple times due to multiple bounces). Hence, regardless of the size of the painting in the scene, you can still have a "many-to-one" relationship.

If the question is more, from an optimisation point of view, is it difficult to recover…

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@monlabiss
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