Global Illumination (or GI) is the illumination in a scene that effectively comes from reflected (or bounced) light as opposed to coming directly from a light source. This enables more naturalistic and accurate lighting solutions.
The bounces of indirect illumination can be classified as primary diffuse bounces and secondary diffuse bounces:
Fancy Bullets
type
circle
A primary diffuse bounce occurs when a shaded point is directly visible by the camera, or through specular reflective or refractive surfaces. V-Ray always uses Brute Force for them.
A secondary bounce occurs when a shaded point is used in GI calculations.
For detailed information on the Brute Force and Light Cache settings, please go to their respective page: