1. In a digital medium environment, a computer-implemented method of efficiently rendering virtual environments utilizing full path space learning, comprising: sampling, in a virtual environment, a first plurality of paths having a first number of segments and a second plurality of paths having a second number of segments to determine point estimations of light transfer between a light source and a camera perspective; approximating a global light transport function across full light paths between the light source and the camera perspective using the determined point estimations by generating a first plurality of Gaussian functions having a first number of dimensions corresponding to the first number of segments and a second plurality of Gaussian functions having a second number of dimensions corresponding to the second number of segments; sampling a third plurality of paths in the virtual environment using a non-uniform distribution based on the approximated global light transport function across full light paths; and creating a digital image of the virtual environment from the camera perspective based on the first plurality of paths, the second plurality of paths, and the third plurality of paths.