Take a good look at this game and see the turning point without blunder, errors or imperfections in the middle of the analysis graph. Sure there are other faults during the game. The brilliance is when you can turn the game around and not when the game is already in your favor.
Look at move : 21 to 26. The tables turned and nothing was indicated as imperfections, errors or blunders.
There are so many games like this that others have created.
This is where the brilliant move makes the difference. The player making a draw or a fortress to survive the round are also brilliant moves.
The best move for an engine 10 deep may not be the best move for an engine 20 deep and it could even change at 30, 40, 50 deep. Sometimes short term plans are better than long term plans. The engine does not know when to make a short term plan and when to make a long term plan. The engine might find a quicker increase of material in one line, but is the line safe and fool proof from second move responces or others future inperfections?
An unexpected second best move from the opponent could disrupt the 50 move deep line.
Blunder/Brilliant or Brilliant/Blunder are inversely proportional. The middle of the scale must be perfect 0 centipawn moves.
Example: (-25 CP = Blunder) ....... (0 CP) ........ (+ 25 CP = Brilliant)
There is nothing brilliant about a zero centipawn move especially when it's a forced move.
So for the move to be brilliant it must be a strong move. You have to gain the upper hand. Turning th table around may need a sound sacrifices that gains the initiative and forces the opponent to play reactively.
The link has a definition ....
en.wikipedia.org/wiki/Chess_annotation_symbols#!!_(Brilliant_move)