Temporally stable generative illumination with a one-step diffusion model

Originally posted:
SungYe Kim's avatar
SungYe Kim
Harish Anand's avatar
Harish Anand
Alexandr Kuznetsov's avatar
Alexandr Kuznetsov
Wojciech Uss's avatar
Wojciech Uss
Wojciech Kaliński's avatar
Wojciech Kaliński
Rama Harihara's avatar
Rama Harihara

Large diffusion models can generate images with convincing illumination directly from strong learned priors. At the The 19th European Conference on Computer Vision — ECCV 2026 we are presenting a generative method for global illumination (GI) that produces geometrically aligned, temporally stable indirect lighting using a single-step latent diffusion model. Unlike iterative or video diffusion methods that are costly and hard to control, our model conditions a one-step image generator on scene-intrinsic signals and sparse lighting hints, and adds a Temporal VAE (TVAE) decoder for long-range temporal coherence — suitable for real-time rendering use cases with frame-by-frame generation.

Figure 1. (Left) Direct lighting, (Middle) Our result, and (Right) Reference GI.

Our method

We begin by reframing the problem itself. We formulate the screen-space approximation of GI as a conditional image generation task (Figure 2). Building on a distilled single-step model, we fine-tune the diffusion UNet while keeping the VAE frozen. Direct lighting serves as the initial lighting hint, encoded through the VAE encoder, while geometry (normals), materials (albedo, roughness, metallic), and lighting cues (noisy GI, radiance cues) are injected at multiple UNet levels through T2I-Adapters. Routing conditions through adapters rather than concatenating them onto the noisy input preserves quality and enables efficient multi-scale conditioning. We also demodulate direct lighting by albedo before encoding, so the model focuses on illumination, then re-modulate on output to restore texture and color.

To keep long sequences stable, the TVAE decoder takes the current latent along with the previous output, reprojected using motion vectors. A small history encoder injects these signals via zero convolutions, so the decoder reuses pixels from the previous frame where the current latent is close to it — suppressing flicker while preserving detail. We train only the decoder and simply swap it in at inference time.

Figure 2. Overview of our method. Multiple conditioning inputs are encoded via adapter modules and injected into a one-step diffusion model. The Temporal VAE decoder ensures temporal consistency over long sequences and replaces the frozen VAE decoder at inference time.

Results

We now turn to training and evaluation. We train on a synthetic dataset of interior scenes rendered with Blender® Cycles and evaluate on unseen scenes. Against a few prior methods, our results are visually closer to the reference and preserve geometric structure from the inputs, while the diffusion baselines show hallucinations and overly bright output (Figure 3). Quantitatively, we lead on PSNR, SSIM, and LPIPS by a large margin and achieve better temporal stability (FovVideoVDP) across all scenes.

Figure 3. Quality comparison on the test dataset. Direct lighting (a) is the initial hint and the reference (g) is path-traced GI. We compare against SSGI (b), BCNN 1 (c), RGB↔X 2 (d), and DiffusionRenderer 3 (e); arrows on our results (f) mark regions closer to the reference.

Although trained only on synthetic data, the model also adapts to real-world images, where the same conditioning images are not available. A compact variant (Ours-C), conditioned only on signals recoverable by inverse rendering of real-world images, aligns well with the features and illumination of unseen real photos and stays robust even with imperfect intrinsics (Figure 4).

Figure 4. Real-world results compared with RGB↔X. Ours-C uses conditioning inputs obtainable via inverse rendering. Original images courtesy of Pexels.

Figure 5. Our results compared to prior methods and reference ground truth.

Disclaimers and attributions

Links to third party sites are provided for convenience and unless explicitly stated, AMD is not responsible for the contents of such linked sites and no endorsement is implied. GD-97.

Blender is a registered trademark (®) of the Blender Foundation in EU and USA.

References and footnotes

Footnotes

  1. Xin et al. Lightweight Bilateral Convolutional Neural Networks for Interactive Single-Bounce Diffuse Indirect Illumination. TVCG (2020).

  2. Zeng et al. RGB↔X: Image Decomposition and Synthesis using Material- and Lighting-aware Diffusion Models. ACM SIGGRAPH. SIGGRAPH (2024).

  3. Liang et al. DiffusionRenderer: Neural Inverse and Forward Rendering with Video Diffusion Models. CVPR (2025).

SungYe Kim's avatar

SungYe Kim

SungYe Kim is an AMD Fellow in the Advanced Graphics Program group, where she focuses on research and development of AI-assisted neural rendering techniques and leads development of forward-looking techniques. She received her PhD in Computer Engineering from Purdue University. Throughout her career in the industry, she has developed proficiency in diverse domains including gaming, media, VR and neural rendering with an emphasis on generating high-quality images for real-time use cases.
Harish Anand's avatar

Harish Anand

Harish Anand is a Member of Technical Staff (MTS) in the Advanced Graphics Program group, specializing in the development and optimization of diffusion and transformer models. Harish earned his master's degree in Computer Science from Arizona State University.
Alexandr Kuznetsov's avatar

Alexandr Kuznetsov

Alexandr Kuznetsov is a Member of Technical Staff (MTS) in the Advanced Graphics Program group, specializing in applying deep learning techniques to computer graphics. He received his PhD from UC San Diego under supervision of Prof. Ravi Ramamoorthi. During his PhD he worked on denoising and neural materials.
Wojciech Uss's avatar

Wojciech Uss

Wojciech Uss is a Senior Member of Technical Staff (SMTS) in the Advanced Rendering Research group, specializing in the development and optimization of neural network models for use in computer graphics rendering. His work focuses on pushing the boundaries of real-time graphics and path tracing rendering efficiency. He holds a PhD in Mathematics from Gdańsk University. Outside of work, Wojciech enjoys spending time with his family, running, and honing communication skills, particularly in Nonviolent Communication (NVC).
Wojciech Kaliński's avatar

Wojciech Kaliński

Wojciech Kaliński is a Member of Technical Staff (MTS) in the Advanced Rendering Research group. He has extensive experience in computer graphics, which he applies to his work on neural rendering projects. His main interests are physically based rendering, ray tracing and applications of AI in 3D graphics.
Rama Harihara's avatar

Rama Harihara

Rama Harihara is a Senior AMD Fellow, leading the ML applied research team with emphasis on real-time graphics, neural rendering, differentiable rendering, generative AI and AI-based 3D content creation. She is responsible for setting the pathfinding and research roadmap for ML-assisted rendering and providing technology leadership to drive research from POC to product. She collaborates with academia, ISV partners, product business units, HW and SW IP architects to influence the evolution and adoption of these forward-looking technologies on AMD ML stack.

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