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Lighting News

The latest Lighting coverage curated for game developers.

SceneHI: High-Resolution 3D-Consistent Scene Texturing with Controllable Illumination

SceneHI brings high-resolution, 3D-consistent scene texturing with controllable illumination into a single generative pipeline. The system lifts priors from 2D diffusion models onto 3D objects, then bakes geometry-aware shadows directly …

Research arXiv cs.GR · 2 weeks, 3 days ago
Lightweight attention-based indirect illumination

AMD GPUOpen details a lightweight attention-based neural GI model that reconstructs off-screen indirect illumination from reflective shadow maps. The pitch is practical for teams chasing better bounce lighting without a …

Official AMD GPUOpen · 1 month, 1 week ago
Defold release 1.13.1

Defold 1.13.1 lands with first-class lighting for 2D and 3D, plus a much more automation-friendly editor and HTTP API. The update also adds SDL gamepad mappings, faster warm builds, and …

Official Defold · 1 month, 1 week ago
Unity Getting Real-Time Global Illumination

Unity is moving toward real-time global illumination, closing a major lighting gap with Unreal’s Lumen and Godot’s SDFGI. For teams chasing dynamic day-night cycles or destructible environments, that could mean …

Blog Gamefromscratch · 2 months ago
Glare Mitigation using a Differentiable Unified Glare Rating

Researchers have introduced a fully differentiable proxy for Unified Glare Rating, aiming to make glare a usable loss term in inverse rendering. The method adds a differentiable optical scattering pass …

Research arXiv cs.GR · 2 months, 2 weeks ago
Neural Render Proxies for Interactive and Differentiable Lighting

Disney Research’s neural render proxy cuts lighting iteration from minutes or hours to interactive relighting, while still supporting differentiable workflows. It’s aimed at static scenes with fixed cameras and materials, …

Research Disney Research Studios · 2 months, 3 weeks ago
Custom SRP 7.0.0 Unity 6.5

Unity 6.5 breaks a custom SRP until its backbuffer import is updated with explicit RenderTargetInfo, including size, depth, MSAA, and format. The upgrade also removes renderer-list culling, deprecates light probe …

Blog Catlike Coding Unity · 3 months ago
Godot 4.7 Released

Godot 4.7 lands with a mix of rendering and workflow upgrades that should matter most to graphics and tools-heavy teams. The headline additions are AreaLight3D, HDR support across all platforms, …

Blog Gamefromscratch · 3 months, 1 week ago
Godot 4.7 – Lights, Camera, Action!

Godot 4.7 looks aimed squarely at teams that care about presentation polish, especially lighting and camera work. The release appears to focus on making scenes easier to stage and render …

Official Godot Engine · 3 months, 1 week ago
Unreal Engine 5.8 is now available

UE 5.8 looks aimed at cutting the time cost of building large worlds, especially for teams juggling dense environments and character-heavy scenes. Epic is pitching faster population with high-fidelity animated …

Official Unreal Engine · 3 months, 1 week ago
May’s Epic learning content: Environments, lighting, and more

Epic’s May learning drop is mostly practical content for UE5 teams working on visuals. The standout pieces are cinematic environment workflows, Substrate translucent glass setup, and a neat trick for …

Official Unreal Engine · 3 months, 4 weeks ago
Splinter Cell designer says modern lighting has made stealth games harder to read

Modern lighting stacks are making stealth readability harder, according to Splinter Cell designer Clint Hocking. He points to lighting direction and post effects like ambient occlusion as examples of realism …

News Game Developer · 4 months ago
A real time lighting technique for procedurally generated 2d isometric game terrains

A real-time lighting system for procedurally generated isometric terrain tries to fake 3D light interaction from 2D map data, which is the interesting part for graphics and tools folks. The …

Research arXiv cs.GR · 4 months, 1 week ago
Spectral Rendering Without a Spectral Renderer: Learned Spectral Codes for RGB Pipelines

arXiv cs.GR details a learned spectral-code system that lets RGB renderers carry spectral data without changing the pipeline. The method targets the usual pain points—metamerism, colored glass, metals, and subsurface …

Research arXiv cs.GR · 7 months ago
DiffusionLight-Turbo: Accelerated Light Probes for Free via Single-Pass Chrome Ball Inpainting

The introduction of DiffusionLight-Turbo offers graphics programmers a significant leap in light probe estimation, reducing processing time from 30 minutes to just 30 seconds. This efficiency gain is achieved with …

Research arXiv cs.GR · 7 months, 3 weeks ago
LuxRemix: Lighting Decomposition and Remixing for Indoor Scenes

For graphics programmers and technical artists, LuxRemix is a notable step toward editable indoor lighting from a single multi-view capture. The paper decomposes scene illumination into individual light sources, then …

Research arXiv cs.GR · 8 months ago