English

Real-time Neural Six-way Lightmaps

Graphics 2026-04-07 v1 Computer Vision and Pattern Recognition

Abstract

Participating media are a pervasive and intriguing visual effect in virtual environments. Unfortunately, rendering such phenomena in real-time is notoriously difficult due to the computational expense of estimating the volume rendering equation. While the six-way lightmaps technique has been widely used in video games to render smoke with a camera-oriented billboard and approximate lighting effects using six precomputed lightmaps, achieving a balance between realism and efficiency, it is limited to pre-simulated animation sequences and is ignorant of camera movement. In this work, we propose a neural six-way lightmaps method to strike a long-sought balance between dynamics and visual realism. Our approach first generates a guiding map from the camera view using ray marching with a large sampling distance to approximate smoke scattering and silhouette. Then, given a guiding map, we train a neural network to predict the corresponding six-way lightmaps. The resulting lightmaps can be seamlessly used in existing game engine pipelines. This approach supports visually appealing rendering effects while enabling real-time user interactivity, including smoke-obstacle interaction, camera movement, and light change. By conducting a series of comprehensive benchmarks, we demonstrate that our method is well-suited for real-time applications, such as games and VR/AR.

Keywords

Cite

@article{arxiv.2604.03748,
  title  = {Real-time Neural Six-way Lightmaps},
  author = {Wei Li and Hanxiao Sun and Tao Huang and Haoxiang Wang and Tongtong Wang and Zherong Pan and Kui Wu},
  journal= {arXiv preprint arXiv:2604.03748},
  year   = {2026}
}

Comments

11 Pages, 16 Figures

R2 v1 2026-07-01T11:53:55.143Z