The 3D Handbook
Key term

Global illumination

Light that bounces between surfaces before reaching the eye; why it matters for believable scenes, and the baked and real-time techniques Unreal, Unity and Godot use for it.

lightingglobal-illuminationlumenlightmaps

Global illumination (GI) is the light that reaches a surface after bouncing off other surfaces, added to the light that arrives directly from a source. Godot's documentation sums up the goal: "Global illumination aims to mimic how light behaves in real life" (Godot Engine documentation: Introduction to global illumination). It covers indirect diffuse light, from bounces and from emissive materials, and indirect specular light, which you see as reflections (Godot Engine documentation: Introduction to global illumination).

#Why it matters

Without GI, anything a light cannot reach directly is black, or filled with a flat ambient colour. With GI, a sunlit floor lights the ceiling above it, a red carpet tints nearby walls, and rooms get the soft gradients that make spaces read as real. Much of what artists call "good lighting" is bounce light.

A cross-section of a room. Sunlight enters through a window and hits a red carpet. Dashed red lines bounce from that point up to the ceiling and the far wall, which are tinted red.
Direct light (orange) hits the carpet; GI adds the bounces (red), which carry the carpet's colour onto the ceiling.Diagram by the handbook author

#Baked and real-time GI

For decades, GI in games was calculated offline. Epic's Lumen engineers describe how it "had to be solved in an offline process called lightmap baking" (Unreal Engine tech blog: Unreal Engine 5 goes all-in on dynamic global…). Today there are both baked and real-time options; the trade-offs are covered in baked vs. dynamic lighting.

Engine Baked GI Real-time GI
Unreal Engine 5 Lightmaps (hidden when Lumen is on) (Unreal Engine Documentation) Lumen, the default GI and reflections system
Unity 6 Progressive GPU lightmapper; Max Bounces default 2 (Unity Manual) Enlighten Realtime Global Illumination (Unity Manual)
Godot 4 LightmapGI: "Excellent indirect lighting" (Godot Engine documentation) VoxelGI, SDFGI and SSIL, Forward+ renderer only

Each real-time technique has its own weakness, and Godot's documentation lists them. VoxelGI gives "Good reflections and indirect lighting, but beware of leaks". With SDFGI, "Dynamic objects can receive GI, but not contribute to it". SSIL is a "Good secondary source of indirect lighting, but no reflections" (Godot Engine documentation: Introduction to global illumination).

#Common mistakes

Related: real-time lighting, ambient occlusion, emissive materials, light and shadow.

#Further reading and watching

Epic's Unreal Engine 5 reveal demo, linked from Epic's own Lumen tech blog. Watch for soft bounce light in areas no light reaches directly. Watch on YouTube

References

  1. Godot Engine contributors · Introduction to global illumination · Godot Engine documentation (source on GitHub), 2026 · docs · accessed 2026-10-21
  2. Daniel Wright, Krzysztof Narkowicz · Unreal Engine 5 goes all-in on dynamic global illumination with Lumen · Unreal Engine tech blog, 2022 · article · accessed 2026-10-21
  3. Epic Games · Lumen Global Illumination and Reflections · Unreal Engine Documentation, 2026 · docs · accessed 2026-10-21
  4. Unity Technologies · Baked Lighting Settings (Lighting Settings Asset reference) · Unity Manual, 2026 · docs · accessed 2026-10-21
  5. Unity Technologies · Lighting Settings Asset · Unity Manual, 2026 · docs · accessed 2026-10-21
  6. Epic Games · Lumen Technical Details · Unreal Engine Documentation, 2026 · docs · accessed 2026-10-21
  7. Epic Games · Lumen brings real-time global illumination to Fortnite Battle Royale Chapter 4 · Unreal Engine tech blog, 2022 · article · accessed 2026-10-21
  8. NVIDIA · Metro Exodus PC Enhanced Edition Out Now With Improved Ray Tracing And DLSS 2.0 · NVIDIA GeForce News, 2021 · article · accessed 2026-10-21

Last updated 2026-10-22