arXiv:2604.25178cs.CV2026-04

用轻量查表法实时优化渲染参数,兼顾画质与性能。

Lightweight Real-Time Rendering Parameter Optimization via XGBoost-Driven Lookup Tables

  • 用XGBoost预训练模型,离线生成可快速查询的参数表。
  • 在多场景下将渲染耗时降低40%~70%,画质损失仅2%。
  • 适合移动端和资源受限设备,每帧推理延迟低于0.1毫秒。

在资源受限的移动设备上实现渲染质量与实时性能的平衡是现代游戏与渲染引擎长期面临的挑战。现有自动参数优化方法或需耗时数天的逐场景预计算,或依赖神经网络导致每帧推理开销过大,难以适应不同硬件与场景。本文提出LUT-Opt,一种轻量级、通用的自适应每帧渲染参数优化框架。该方法将渲染时间与画质联合优化分解为两阶段流程:离线阶段,训练一对XGBoost回归器,根据渲染参数、硬件状态和场景复杂度预测渲染时间与图像质量;随后通过系统性离散化与双阶段线性搜索(先约束时间,再最大化结构相似性SSIM),将模型压缩为紧凑查找表(LUT)。运行时每帧仅需亚毫秒内查询预计算的LUT,实现真正低开销的自适应参数选择。我们在Unreal Engine 5中验证了该方法在次表面散射(SSS)与混合管线环境光遮蔽(AO)两种技术上的效果。跨多个场景与GPU配置的实验表明,LUT-Opt使次表面散射渲染时间减少约40%,环境光遮蔽减少约70%,图像质量误差仅增加约2%,每帧推理延迟低于0.1毫秒。

原文摘要 · Abstract (English)

Achieving a desirable balance between rendering quality and real-time performance is a long-standing challenge in modern game and rendering engines, particularly on resource-constrained mobile devices such as laptops, tablets, and smartphones. Existing approaches to automatic rendering parameter optimization either depend on exhaustive per-scene pre-computation that spans several days, suffer from the prohibitive inference overhead of neural networks that prevents per-frame adaptation, or lack generalizability across heterogeneous hardware and diverse scenes. In this paper, we propose \textbf{LUT-Opt}, a lightweight, general-purpose framework for adaptive per-frame rendering parameter optimization. Our method decomposes the joint optimization of rendering time and image quality into a tractable two-stage pipeline. In the offline stage, we train a pair of XGBoost regressors to predict rendering time and image quality from rendering parameters, hardware state, and scene complexity descriptors. The trained ensemble models are then distilled into compact lookup tables (LUTs) through systematic discretization and a two-phase linear search that first constrains rendering time and subsequently maximizes structural similarity (SSIM). During runtime, the pre-computed LUT is queried every frame in sub-millisecond time, enabling truly adaptive parameter selection with negligible computational overhead. We validate LUT-Opt on two representative rendering techniques -- subsurface scattering (SSS) and hybrid-pipeline ambient occlusion (AO) -- implemented within Unreal Engine 5. Extensive experiments across multiple scenes and GPU configurations demonstrate that LUT-Opt reduces subsurface scattering rendering time by approximately 40\% and ambient occlusion rendering time by roughly 70\%, while incurring only about 2\% increase in image quality error, with per-frame inference latency below 0.1\ ms.

渲染优化轻量化实时系统机器学习

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