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Rendering

Global Illumination

Light bouncing between surfaces

Also known as: GI · Indirect lighting · Bounce light · Radiosity

Definition

Global illumination (GI) is the simulation of light that bounces from surface to surface, so a red wall tints the floor beside it and a sunlit room lights its dark corners. It is what makes a scene look natural instead of flat, because direct lights alone leave shadows pitch black. Games get it from baked lightmaps, light probes or real-time systems such as Unreal Engine 5's Lumen.

In production

Artists influence GI through surface color, emissive materials and the geometry of the scene: a bright albedo bounces more light, and saturated walls tint everything near them. Avoid pure white and pure black in base color so bounce stays believable. Thin walls and gaps cause light leaks, and baked GI needs clean lightmap UVs, so check both when lighting looks wrong.

Tools that use Global Illumination

See also