Intermediate Topic 26 of 49 Graphics, Vision & Media
Global Illumination
Light bouncing between surfaces for realism.
How it works
Global illumination simulates how light bounces between surfaces, adding indirect lighting such as color bleeding, soft shadows and light filling dark areas, in addition to the direct light from sources. It solves the rendering equation, which relates outgoing light at a point to emitted light plus incoming light from all directions weighted by the BRDF. Offline methods include path tracing, photon mapping and radiosity, while real-time approximations include baked lightmaps, light probes, screen-space techniques, voxel cone tracing and ray-traced GI with denoising.
Where it is used
Photorealistic film rendering, architectural previews, and modern game engines such as Unreal Engine's Lumen use global illumination to make scenes feel natural.
Common pitfall
Full simulation is expensive and noisy; baked lighting cannot respond to moving lights or objects, and screen-space methods miss off-screen information. Light leaking and flickering are common artifacts. Memory for lightmaps and probes grows with scene size. Choose a technique by whether lighting is static or dynamic, and combine approximations with artistic control.
Where it fits in the course
Global Illumination is topic 26 of 49 in Graphics, Vision & Media, rated Intermediate. It follows Ray Tracing. The next topic is Bézier Curves and Splines.
Practice and explore
- Open the interactive lesson, with a mini quiz.
- Take the Graphics, Vision & Media quiz.
How to study this topic
- Read the explanation above and restate the definition in your own words.
- Open the interactive lesson and answer its mini quiz.
- Read the common pitfall, then write a short example that avoids it.
- Check your understanding in the Graphics, Vision & Media quiz, and revisit the topic if you miss a question.
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Related topics
- Ray Tracing (Graphics, Vision & Media)
- Bézier Curves and Splines (Graphics, Vision & Media)
- Shaders (Graphics, Vision & Media)
- Mesh Simplification (Graphics, Vision & Media)