Hybrid Rendering for Dynamic Scenes
Alexandr Kuznetsov, Stavros Diolatzis, Anton Sochenov, Anton Kaplanyan
TL;DR
This work tackles real-time global illumination for scenes with static environments and dynamic elements by introducing a hybrid rendering pipeline that precomputes or learns the static light transport $L_s$ and then renders a sparse dynamic delta $L_\\Delta = L_+ - L_-$ via adaptive sampling and a primary-sample-space formulation. The static component is represented by a hash-grid + MLP regression trained offline to produce $\\tilde{L}_s$, while dynamic contributions are computed through additive and subtractive passes, yielding the final image $L_H = L_s + L_\\Delta$. Key contributions include a mathematical justification of unbiasedness under the delta framework, the use of primary sample space to preserve noise correlation, adaptive sampling focused on dynamic regions, and a masking strategy to mitigate learned-static biases, with support for dynamic lights and environment maps. The approach achieves real-time performance (30–50 fps) in scenes with static levels and moving content, reduces noise significantly, and integrates well with denoisers and path-guiding techniques, offering a practical path to high-quality GI in games.
Abstract
Despite significant advances in algorithms and hardware, global illumination continues to be a challenge in the real-time domain. Time constraints often force developers to either compromise on the quality of global illumination or disregard it altogether. We take advantage of a common setup in modern games: having a set of a level, which is a static scene with dynamic characters and lighting. We introduce a novel method for efficiently and accurately rendering global illumination in dynamic scenes. Our hybrid technique leverages precomputation and neural networks to capture the light transport of a static scene. Then, we introduce a method to compute the difference between the current scene and the static scene, which we already precomputed. By handling the bulk of the light transport through precomputation, our method only requires the rendering of a minimal difference, reducing the noise and increasing the quality.
