The most important component of photorealism in Computer Graphics is given by a physically correct approximation of the light transport. Besides the direct illumination from light sources, there is an indirect illumination, produced by the reflections of the light rays on other surfaces of the scene. In Computer Graphics, the process of computing the illumination of a surface by considering both the direct and the indirect illumination is widely known as global illumination. This paper describes several classes of real-time global illumination techniques used in current game engines together with our own implementations of these approaches. All implementations were made in our own framework, specially designed with a multi-pass rendering architecture that allows fast implementation of rendering techniques and the reuse of functionalities. We analyze these classes based on the following criteria: the visual results produced by the indirect diffuse lighting, the ability to produce glossy reflections, shadows, ambient occlusion, subsurface scattering, translucency and volumetric lighting as well as the ability to simulate area lights. We present the quantitative results of our implementations, obtained with the same external parameters for all techniques, thanks to the unified implementations in the same framework. An important observation is that our analysis is focused on the techniques that are based on the rasterization pipeline, thus, the comparison does not include the techniques designed entirely for the ray-tracing pipeline.