The real-time ray tracing capabilities of GeForce RTX GPUs also enable us to more-accurately model the effect of light bouncing off of surfaces in a scene, giving developers the power to add Ray-Traced Indirect Diffuse Global Illumination to their games.
If you’re unfamiliar with the term “Global Illumination”, it describes the process of computing all the light interactions in a scene, including the indirect contributions resulting from light bouncing off from one surface to another. Before now, it was commonly achieved with precomputed lightmaps, Image-Based Light Probes, Spherical Harmonics, and Reflective Shadowmaps, plus artist-placed lights to help force illumination where the aforementioned techniques fail.
These techniques had several shortcomings, the biggest of which being that dynamic lighting failed to bounce or illuminate beyond the area that the light hit.
For example, imagine a dark room with bright light shining through a window. With traditional techniques, everything that is directly hit by the light is illuminated, but the illuminated areas themselves do not bounce light, and do not illuminate surrounding game elements, when in reality they would.
With ray tracing, we now have the ability to more accurately model the dynamic indirect diffuse lighting reflected by one or more indirect bounces off of surfaces in the scene. This enables developers to craft dynamic scenes with more-realistic indirect lighting that updates in real-time as lighting changes and events occur in the game world.
In other words, the light bounces naturally, illuminating and brightening surrounding detail. And if the sun moves or the window shades open, the room’s lighting realistically changes; enabling you to see the room in an entirely new light.