Geometry-Aware Global Feature Aggregation for Real-Time Indirect Illumination
Meng Gai, Guoping Wang, Sheng Li
TL;DR
This work tackles real-time global illumination by learning a screen-space estimator for diffuse indirect illumination that is combined with direct lighting to produce HDR results. It introduces a geometry-aware feature aggregation module (GFA) built on a modified multi-head attention mechanism and a monochromatic shading generator that processes RGB channels independently, guided by a geometry encoder. A novel HDR synthetic indoor dataset and an adversarial training framework with a perceptual loss are developed to train the network stably in linear HDR space. The approach achieves real-time performance (~12 ms at 768×512) while delivering improved PSNR, LPIPS, and color fidelity over prior methods, demonstrates strong generalization to new scenes and colored lighting, and provides a robust, geometry-guided path toward practical neural rendering for VR/AR workflows.
Abstract
Real-time rendering with global illumination is crucial to afford the user realistic experience in virtual environments. We present a learning-based estimator to predict diffuse indirect illumination in screen space, which then is combined with direct illumination to synthesize globally-illuminated high dynamic range (HDR) results. Our approach tackles the challenges of capturing long-range/long-distance indirect illumination when employing neural networks and is generalized to handle complex lighting and scenarios. From the neural network thinking of the solver to the rendering equation, we present a novel network architecture to predict indirect illumination. Our network is equipped with a modified attention mechanism that aggregates global information guided by spacial geometry features, as well as a monochromatic design that encodes each color channel individually. We conducted extensive evaluations, and the experimental results demonstrate our superiority over previous learning-based techniques. Our approach excels at handling complex lighting such as varying-colored lighting and environment lighting. It can successfully capture distant indirect illumination and simulates the interreflections between textured surfaces well (i.e., color bleeding effects); it can also effectively handle new scenes that are not present in the training dataset.
