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Glossary/GPU/Global illumination

Global illumination

Global illumination is lighting that accounts for light bouncing between surfaces, so a red wall tints a nearby white floor rather than leaving it flat.

Also known as GI, indirect lighting

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Direct lighting only considers light arriving straight from a source. Global illumination adds indirect light: every bounce off every surface. It is what makes an interior look inhabited rather than like objects floating in a void, and it is where most of the perceived realism in a rendered scene comes from.

Computing it exactly requires solving an integral over all incoming directions at every point, which is what path tracing does by sampling. Real-time engines instead use approximations: baked lightmaps, irradiance probes, voxel cone tracing, screen-space GI, or a restricted ray-traced GI pass. Each trades accuracy for a frame budget.

GI is the reason path-traced workloads scale so brutally with scene complexity. Indirect bounces touch geometry the camera never sees, so acceleration-structure traversal dominates. SystemCheck's path-tracing stage exercises this indirect-light path, which is why its results correlate better with ray-tracing hardware capability than with raw raster performance.

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