Ringlike artifacts produced by rays bouncing off a light source
Fixed this today.
The artifacts were produced by shadow acne and worsened by dodgy averages (assuming every ray would complete the maximum number of bounces before returning or exiting the scene) + an undersized PRNG state buffer; maybe I was just really tired, but I still don't know why bouncing rays off my light sources by default seemed like a good idea. The point of backward path tracing is to trace paths from the camera back to the light source(s) in a scene, and there's no reason to continue following a path (=> evaluate bounces) if rays immediately intersect with a source after leaving the camera.