I'm curious about how to handle many lights in a scene. Given a very big map in a role playing game, with dungeons (with lights in there) etc. I know about deferred lighting, but that only answers how to render many lights. But my question is more: How to not render many lights. It's obviously desirable to only render the lights effecting the scene, but I don't know a technique/an algorithm to archive this. Nobody wants or is even able to render 500 point lights, just because there somewhere in the map. But one cannot just take a straight line from the light to the player and test if something is in between. The distance also doesn't seem like a good indicator. (Sunlight?)
tl;dr: How can I figure out which lights affect the scene to only render them?