# Real-time Neural Six-way Lightmaps

arXiv: https://arxiv.org/abs/2604.03748 · HTML: https://mlsanity.com/paper/2604.03748/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 8 of its 47 references that are in the map.
- First posted on arXiv 4 Apr 2026.

## Builds on (most cited first, 8 of 8)

- [U-Net: Convolutional Networks for Biomedical Image Segmentation](https://mlsanity.com/paper/1505.04597/) (2015)
- [Perceptual Losses for Real-Time Style Transfer and Super-Resolution](https://mlsanity.com/paper/1603.08155/) (2016)
- [DiLightNet: Fine-grained Lighting Control for Diffusion-based Image Generation](https://mlsanity.com/paper/2402.11929/) (2024)
- [Real-time Neural Radiance Caching for Path Tracing](https://mlsanity.com/paper/2106.12372/) (2021)
- [Neural Gaffer: Relighting Any Object via Diffusion](https://mlsanity.com/paper/2406.07520/) (2024)
- [Learning to Factorize and Relight a City](https://mlsanity.com/paper/2008.02796/) (2020)
- [Geometry-aware Single-image Full-body Human Relighting](https://mlsanity.com/paper/2207.04750/) (2022)
- [Learning Multiple-Scattering Solutions for Sphere-Tracing of Volumetric Subsurface Effects](https://mlsanity.com/paper/2011.03082/) (2020)

## Abstract (arXiv)

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.
