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Main Authors: Li, Wei, Sun, Hanxiao, Huang, Tao, Wang, Haoxiang, Wang, Tongtong, Pan, Zherong, Wu, Kui
Format: Preprint
Published: 2026
Subjects:
Online Access:https://arxiv.org/abs/2604.03748
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author Li, Wei
Sun, Hanxiao
Huang, Tao
Wang, Haoxiang
Wang, Tongtong
Pan, Zherong
Wu, Kui
author_facet Li, Wei
Sun, Hanxiao
Huang, Tao
Wang, Haoxiang
Wang, Tongtong
Pan, Zherong
Wu, Kui
contents 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.
format Preprint
id arxiv_https___arxiv_org_abs_2604_03748
institution arXiv
publishDate 2026
record_format arxiv
spellingShingle Real-time Neural Six-way Lightmaps
Li, Wei
Sun, Hanxiao
Huang, Tao
Wang, Haoxiang
Wang, Tongtong
Pan, Zherong
Wu, Kui
Graphics
Computer Vision and Pattern Recognition
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.
title Real-time Neural Six-way Lightmaps
topic Graphics
Computer Vision and Pattern Recognition
url https://arxiv.org/abs/2604.03748