# Lightweight Real-Time Rendering Parameter Optimization via XGBoost-Driven Lookup Tables

arXiv: https://arxiv.org/abs/2604.25178 · HTML: https://mlsanity.com/paper/2604.25178/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 23 of its 50 references that are in the map.
- First posted on arXiv 28 Apr 2026.

## Builds on (most cited first, 23 of 23)

- [XGBoost: A Scalable Tree Boosting System](https://mlsanity.com/paper/1603.02754/) (2016)
- [State of the Art on Neural Rendering](https://mlsanity.com/paper/2004.03805/) (2020)
- [DocPedia: Unleashing the Power of Large Multimodal Model in the Frequency Domain for Versatile Document Understanding](https://mlsanity.com/paper/2311.11810/) (2023)
- [MTVQA: Benchmarking Multilingual Text-Centric Visual Question Answering](https://mlsanity.com/paper/2405.11985/) (2024)
- [Real-time Neural Radiance Caching for Path Tracing](https://mlsanity.com/paper/2106.12372/) (2021)
- [UniDoc: A Universal Large Multimodal Model for Simultaneous Text Detection, Recognition, Spotting and Understanding](https://mlsanity.com/paper/2308.11592/) (2023)
- [TabPedia: Towards Comprehensive Visual Table Understanding with Concept Synergy](https://mlsanity.com/paper/2406.01326/) (2024)
- [SPTS v2: Single-Point Scene Text Spotting](https://mlsanity.com/paper/2301.01635/) (2023)
- [Few Could Be Better Than All: Feature Sampling and Grouping for Scene Text Detection](https://mlsanity.com/paper/2203.15221/) (2022)
- [Attentive Eraser: Unleashing Diffusion Model's Object Removal Potential via Self-Attention Redirection Guidance](https://mlsanity.com/paper/2412.12974/) (2024)
- [TextSquare: Scaling up Text-Centric Visual Instruction Tuning](https://mlsanity.com/paper/2404.12803/) (2024)
- [A Bounding Box is Worth One Token: Interleaving Layout and Text in a Large Language Model for Document Understanding](https://mlsanity.com/paper/2407.01976/) (2024)
- [Harmonizing Visual Text Comprehension and Generation](https://mlsanity.com/paper/2407.16364/) (2024)
- [Multi-modal In-Context Learning Makes an Ego-evolving Scene Text Recognizer](https://mlsanity.com/paper/2311.13120/) (2023)
- [Deep Shading: Convolutional Neural Networks for Screen-Space Shading](https://mlsanity.com/paper/1603.06078/) (2016)
- [ParGo: Bridging Vision-Language with Partial and Global Views](https://mlsanity.com/paper/2408.12928/) (2024)
- [Optimal Boxes: Boosting End-to-End Scene Text Recognition by Adjusting Annotated Bounding Boxes via Reinforcement Learning](https://mlsanity.com/paper/2207.11934/) (2022)
- [MCTBench: Multimodal Cognition towards Text-Rich Visual Scenes Benchmark](https://mlsanity.com/paper/2410.11538/) (2024)
- [WildDoc: How Far Are We from Achieving Comprehensive and Robust Document Understanding in the Wild?](https://mlsanity.com/paper/2505.11015/) (2025)
- [Advancing Sequential Numerical Prediction in Autoregressive Models](https://mlsanity.com/paper/2505.13077/) (2025)
- [Dolphin-v2: Universal Document Parsing via Scalable Anchor Prompting](https://mlsanity.com/paper/2602.05384/) (2026)
- [Scaling Probe-Based Real-Time Dynamic Global Illumination for Production](https://mlsanity.com/paper/2009.10796/) (2020)
- [On-the-Fly Power-Aware Rendering](https://mlsanity.com/paper/1807.11760/) (2018)

## Abstract (arXiv)

Achieving a desirable balance between rendering quality and real-time performance is a long-standing challenge in modern game and rendering engines, particularly on resource-constrained mobile devices such as laptops, tablets, and smartphones. Existing approaches to automatic rendering parameter optimization either depend on exhaustive per-scene pre-computation that spans several days, suffer from the prohibitive inference overhead of neural networks that prevents per-frame adaptation, or lack generalizability across heterogeneous hardware and diverse scenes. In this paper, we propose LUT-Opt, a lightweight, general-purpose framework for adaptive per-frame rendering parameter optimization. Our method decomposes the joint optimization of rendering time and image quality into a tractable two-stage pipeline. In the offline stage, we train a pair of XGBoost regressors to predict rendering time and image quality from rendering parameters, hardware state, and scene complexity descriptors. The trained ensemble models are then distilled into compact lookup tables (LUTs) through systematic discretization and a two-phase linear search that first constrains rendering time and subsequently maximizes structural similarity (SSIM). During runtime, the pre-computed LUT is queried every frame in sub-millisecond time, enabling truly adaptive parameter selection with negligible computational overhead. We validate LUT-Opt on two representative rendering techniques -- subsurface scattering (SSS) and hybrid-pipeline ambient occlusion (AO) -- implemented within Unreal Engine 5. Extensive experiments across multiple scenes and GPU configurations demonstrate that LUT-Opt reduces subsurface scattering rendering time by approximately 40% and ambient occlusion rendering time by roughly 70%, while incurring only about 2% increase in image quality error, with per-frame inference latency below 0.1 ms.
