View-Independent Adjoint Light Tracing for Lighting Design Optimization
Lukas Lipp, David Hahn, Pierre Ecormier-Nocca, Florian Rist, Michael Wimmer
TL;DR
The paper tackles lighting-design optimization by removing camera dependence and introducing a view-independent differentiable rendering framework. It proposes an analytical adjoint light-tracing formulation built on a spatio-directional radiance data structure using hemi-spherical harmonics, enabling gradient-based optimization on luminaire parameters with GPU acceleration. The approach yields improved convergence and runtime over image-based methods, demonstrated across diverse scenes including offices, sculptures, baked-light refurbishments, and theatre stages, and it includes gradient visualization tools to analyze contributions. This work enables interactive, globally consistent lighting design directly in 3D, with practical impact for architectural visualization, stage design, and retrofitting baked lighting in real-world scenes.
Abstract
Differentiable rendering methods promise the ability to optimize various parameters of 3d scenes to achieve a desired result. However, lighting design has so far received little attention in this field. In this paper, we introduce a method that enables continuous optimization of the arrangement of luminaires in a 3d scene via differentiable light tracing. Our experiments show two major issues when attempting to apply existing methods from differentiable path tracing to this problem: first, many rendering methods produce images, which restricts the ability of a designer to define lighting objectives to image space. Second, most previous methods are designed for scene geometry or material optimization and have not been extensively tested for the case of optimizing light sources. Currently available differentiable ray-tracing methods do not provide satisfactory performance, even on fairly basic test cases in our experience. In this paper, we propose a novel adjoint light tracing method that overcomes these challenges and enables gradient-based lighting design optimization in a view-independent (camera-free) way. Thus, we allow the user to paint illumination targets directly onto the 3d scene or use existing baked illumination data (e.g., light maps). Using modern ray-tracing hardware, we achieve interactive performance. We find light tracing advantageous over path tracing in this setting, as it naturally handles irregular geometry, resulting in less noise and improved optimization convergence. We compare our adjoint gradients to state-of-the-art image-based differentiable rendering methods. We also demonstrate that our gradient data works with various common optimization algorithms, providing good convergence behaviour. Qualitative comparisons with real-world scenes underline the practical applicability of our method.
