Checking the 'GI surface details' is what creates the really accurate shadows and illumination casting from the balls onto the floor. Dark shadows and bright highlights, right around the points-of-contact of each of the casting objects. I've tried with transparency shaders to generate real caustics but, no luck yet, it does appear, very nicely, with luminosity, though.
I have a couple of other renders that I'll placemark in the meantime here, both used 'GI SD' and were(roughly) the same length of render; The settings 'GI - RD=2/SQ=12 + Surface details + extra ambient light' took about 52 minutes for me to render:
[attachimg=#]
And this one, at 'GI - RD=4/SQ=8 + Surface details + extra ambient light':
[attachimg=#]
Took about an hour and 7 minutes.
Both times don't differ that much, for the large difference in render settings, when 'Surface details' is checked. It does add a lot of render time but it's worth it if you need a good, realistically lit close-up, a still life render, car showroom-type-scene, etc.
(The 2/12 render above appears flawed as the shadows seem to disappear closer to the object points of contact in some places, I noticed when it was rendering that the wall, which rendered before the objects, wasn't taking the shadows correctly, the one at 4/8 did fine and, looks very nice, I think.)