a few more of indirect lighting, this time without photons. For two lighter pics, in baking pass I've used some mix of classic lights and spherical "light objects" (with exaggerated incandescence in material). In final render, no any classic lights, they were substituted by "light objects". Blue pic is just a zero bounce, all lighting comes from baked incandescence. Render times are about 5-10 minutes on QuadCore, using 4core 3delight.
A few observations:
Global illumination shading rate, this is used twice, as baking shading rate, also as "irradiance shading rate" in final render. So seems it's good idea to split the rendering into baking pass and final pass. For baking pass, I've used separate baking and rendering camera. Rendering camera in baking pass is pointed to "nowhere", just to avoid unnecessary render time.
To speed-up the process, I've used high-detail shading rate for baking, low-detail for final render. About 1 for baking, about 2-16 for final render. High-detail in baking, this seem to help to avoid artifacts in final render. I guess there's smaller chance for "missing" the small cylinders in point cloud. However, displacement seems to be "blurred" by irradiance shading rate (in first pic, I've painted displacement's density, irradiance shading rate is 2).
Max Solid Angle was 0.05, PTC bias 0.05.
A few about sequences... Mentioned settings seems to work fine for camera animation. For moved/deformed objects, I think a lower Max Solid Angle is a way to go, to avoid noise - at least in complex scenes. Simple scenes, just one character or so, works fine. Also I'd believe some problems I've noticed, were caused by default, view-dependent dicing in final render.
Anyway, all that PTC stuff seems to be enough fast and predictable for pleasant playing 1280x720 pic