ACM SIGGRAPH 2026

LightOpt: Lights Optimization for Real-time Rendering

A differentiable lighting optimization pipeline that reduces active lights in real-time game scenes while preserving the rendered appearance.

Tuo Chen1, Luyan Cao2, Kui Wu2, Shimin Hu1
1Tsinghua University    2LIGHTSPEED
Valley scene rendered with original lights
Input: 121 lights
Valley scene rendered with optimized lights
Ours: 57 lights
Magnified difference between original and optimized lighting
5× difference

LightOpt reduces the Valley scene from 121 to 57 lights while preserving appearance, reducing average light overdraw from 2.40 to 1.67 in this view.

Abstract

Modern game scenes often require hundreds of lights to achieve rich visual detail, yet evaluating many lights per pixel remains a major performance bottleneck in real-time rendering, especially on low-end platforms. We present a differentiable lighting optimization pipeline that automatically reduces the number of active lights while preserving the final rendered appearance. Our method jointly optimizes light parameters and dynamically performs light removal, merging, and insertion during optimization. We introduce two loss functions to minimize redundant light overlap and prevent under-illumination, and extend our approach to support Time-of-Day lighting. Experiments on production game scenes show that our method reduces lighting cost by 18–52% while consistently outperforming artist-authored light reductions in visual fidelity.

18–52%lighting cost reduction
20–53%active light reduction
2.07×maximum shading speedup
10 minoptimization time per scene

Overview Video

The project video summarizes the motivation, pipeline, and rendering results of LightOpt.

Method Overview

LightOpt optimizes lights as a preprocessing step and can be integrated into existing tiled, clustered, or tiled-Z rendering pipelines.

1

Irradiance-field target

Surface samples are drawn from the scene, and the original irradiance field is used as a view-independent optimization target.

2

Overlap and attraction losses

The overlap loss discourages redundant light coverage, while the attraction loss pulls nearby lights toward under-lit regions.

3

Dynamic light controller

LightOpt alternates differentiable parameter optimization with light removal, merging, and insertion to adapt the light set.

Surface samples for irradiance optimization
Scene surfaces are discretized with Poisson disk samples to evaluate the irradiance field.
Extended light range for differentiable optimization
Extending the light range enables differentiable behavior as lights move across influence boundaries.

Results

LightOpt is evaluated on production game scenes with indoor, outdoor, and Time-of-Day lighting setups.

Tavern input lightingTavern input
Tavern optimized lightingTavern ours
Tavern: 210 input lights are reduced to 126 optimized lights with lower ALO and RMSE 0.041.
Cave input lightingCave input
Cave optimized lightingCave ours
Cave: the optimized result reduces deferred shading time from 0.71 ms to 0.49 ms on RTX 3090.
Square Time-of-Day input lightingSquare input
Square Time-of-Day optimized lightingSquare ours
Square demonstrates the Time-of-Day extension, optimizing dynamic light parameters across keyframes.

Highlights

Across five real scenes, LightOpt consistently lowers average light overdraw and deferred shading time while preserving illumination. The method also outperforms an industrial view-dependent light-pruning baseline in both speed and visual fidelity.

Tiled-Z rendering Deferred shading Time-of-Day

Scene Input lights Ours lights Mean ALO ↓ Mean shading ↓ Mean RMSE ↓ Mean speedup
Valley121575.78 → 2.540.95 → 0.57 ms0.0461.67×
Tavern2101263.35 → 1.720.71 → 0.52 ms0.0411.37×
Square ToD3142493.28 → 1.570.83 → 0.56 ms0.0431.48×
Cave80643.43 → 2.050.71 → 0.49 ms0.0371.45×
Street135953.83 → 1.680.67 → 0.45 ms0.0331.49×

Citation

If you find this work useful, please cite the paper.

@inproceedings{chen2026lightopt,
  title     = {LightOpt: Lights Optimization for Real-time Rendering},
  author    = {Chen, Tuo and Cao, Luyan and Wu, Kui and Hu, Shimin},
  booktitle = {SIGGRAPH Conference Papers '26},
  year      = {2026}
}