{"id":1696341,"date":"2026-09-19T07:29:14","date_gmt":"2026-09-19T07:29:14","guid":{"rendered":"http:\/\/W6pnrrYmcpiF4izb5QqE34"},"modified":"2026-09-19T07:29:14","modified_gmt":"2026-09-19T07:29:14","slug":"amd-presents-new-method-of-handing-indirect-lighting-off-to-an-image-generation-model-frame-by-frame-solution-could-be-part-of-amds-answer-to-dlss-5-someday","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/amd-presents-new-method-of-handing-indirect-lighting-off-to-an-image-generation-model-frame-by-frame-solution-could-be-part-of-amds-answer-to-dlss-5-someday\/","title":{"rendered":"AMD presents new method of handing indirect lighting off to an image generation model: &#8216;frame-by-frame&#8217; solution could be part of AMD&#8217;s answer to DLSS 5 someday"},"content":{"rendered":"<article>\n<p>AMD promised neural rendering is coming to Radeon cards and consoles with FSR Diamond, and we&#8217;re starting to see signs of that new approach in the works from the red team. The company&#8217;s technical staff just <a href=\"https:\/\/gpuopen.com\/learn\/temporally-stable-generative-illumination\/\" target=\"_blank\">published a paper<\/a> on how it&#8217;s using image generation to replace global illumination in real-time. <\/p>\n<p>The paper outlines a technique for generating more realistic-looking lighting on a frame-by-frame basis. It&#8217;s titled &#8220;<a href=\"https:\/\/gpuopen.com\/download\/ECCV2026_Temporally_Stable_Generative_Illumination_with_a_One-Step_Diffusion_Model.pdf\" target=\"_blank\">Temporally stable generative illumination with a one-step diffusion model<\/a>&#8220;. Diffusion models create images by working through a noisy image, often over many steps; however, AMD&#8217;s researchers are using one that produces an image in one denoising step, using the details and lighting baked into a scene to generate a new one. That&#8217;s important for being able to run it quickly.<\/p>\n<p>The idea is to produce something that looks like global illumination\u2014indirect light bouncing off objects and illuminating stuff nearby\u2014through image generation, rather than computationally intensive techniques like path tracing. <\/p>\n<div style=\"min-height: 250px;\">\n<div class=\"kwizly-quiz kwizly-eP9koW\"><\/div>\n<\/p><\/div>\n<p> <script src=\"https:\/\/kwizly.com\/embed\/eP9koW.js\" async><\/script><\/p>\n<p>&#8220;In our work, we try to solve global illumination as an image generation problem,&#8221; says SungYe Kim in a video presentation on the paper. Kim is one of the authors. &#8220;Global illumination is what makes a rendered scene look real, and it is also the most expensive part of rendering.&#8221;<\/p>\n<div class=\"youtube-video\" data-nosnippet >\n<div class=\"video-aspect-box\"><iframe data-lazy-priority=\"low\" data-lazy-src=\"https:\/\/www.youtube-nocookie.com\/embed\/q1s3O4MFuVg\" allowfullscreen><\/iframe><\/div>\n<\/div>\n<p>The proposed method takes a frame with direct lighting\u2014light straight from a source to an object with no further bounces\u2014as an initial lighting &#8216;hint&#8217; to the diffusion model, Stable Diffusion 2.1 Turbo. <\/p>\n<p>The model itself is trained on a synthetic dataset of 31,000 frames of interior scenes rendered in Blender Cycles, which is Blender&#8217;s ray tracing production renderer. Each has 1-30 lights and objects that move around. That way, &#8220;the model sees a wide range of lighting conditions.&#8221; The training comprises running through this dataset 50 times on AMD Instinct MI210 GPUs.<\/p>\n<figure class=\"van-image-figure inline-layout\" data-bordeaux-image-check >\n<div class='image-full-width-wrapper'>\n<div class='image-widthsetter' style=\"max-width:1907px;\">\n<p class=\"vanilla-image-block\" style=\"padding-top:55.95%;\"><img loading=\"lazy\" decoding=\"async\" id=\"TnSCrdWn6ULAaq3rNBBqtG\" name=\"1789652418.jpg\" alt=\"AMD's approach for generated global illumination\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2026\/09\/amd-presents-new-method-of-handing-indirect-lighting-off-to-an-image-generation-model-frame-by-frame-solution-could-be-part-of-amds-answer-to-dlss-5-someday.jpg\" mos=\"\" align=\"middle\" fullscreen=\"\" width=\"1907\" height=\"1067\" attribution=\"\" endorsement=\"\" class=\"inline\"><\/p>\n<\/div>\n<\/div><figcaption itemprop=\"caption description\" class=\" inline-layout\"><span class=\"credit\" itemprop=\"copyrightHolder\">(Image credit: AMD)<\/span><\/figcaption><\/figure>\n<p>Sparse lighting, radiance, material, and geometry &#8216;signals&#8217; are used to &#8220;keep generation aligned to geometry and lighting&#8221;. The frame that is fed into the diffusion model is processed in such a way as to force the model to focus on illumination, rather than any other details. That&#8217;s going to be a pretty important step should this technique ever make it out into the wild west of videogames; the public reaction to these sorts of AI tools can be pretty gnarly.<\/p>\n<p>The researchers also use what&#8217;s called a temporal VAE, or TVAE, to improve consistency. This uses motion vectors to align the current frame with previous ones. It stores a history of previous outputs to ensure that the lighting doesn&#8217;t flicker or go all weird between generations. That can become an issue with these sorts of models: run the same task over and over again and they&#8217;ll produce slightly different results every time, and a human will readily notice that when it&#8217;s running in real-time on a frame-by-frame basis.<\/p>\n<figure class=\"van-image-figure inline-layout\" data-bordeaux-image-check >\n<div class='image-full-width-wrapper'>\n<div class='image-widthsetter' style=\"max-width:1981px;\">\n<p class=\"vanilla-image-block\" style=\"padding-top:55.93%;\"><img loading=\"lazy\" decoding=\"async\" id=\"n2WVu59jJJBsD4ekDj7gfB\" name=\"1789652371.jpg\" alt=\"AMD's approach for generated global illumination\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2026\/09\/amd-presents-new-method-of-handing-indirect-lighting-off-to-an-image-generation-model-frame-by-frame-solution-could-be-part-of-amds-answer-to-dlss-5-someday-1.jpg\" mos=\"\" align=\"middle\" fullscreen=\"\" width=\"1981\" height=\"1108\" attribution=\"\" endorsement=\"\" class=\"inline\"><\/p>\n<\/div>\n<\/div><figcaption itemprop=\"caption description\" class=\" inline-layout\"><span class=\"credit\" itemprop=\"copyrightHolder\">(Image credit: AMD)<\/span><\/figcaption><\/figure>\n<p>The final result is composited with the original frame using only direct lighting, which likely softens any errors a touch. The blog post says the method is &#8220;suitable for real-time rendering use cases with frame-by-frame generation.&#8221;<\/p>\n<p>Compared to other generative models, &#8220;our method recovers the soft shadows and the bounce lighting, while RGB\u2194X hallucinates content that is not present in the scene and DiffusionRenderer distorts the geometry,&#8221; Kim says in the presentation. <\/p>\n<figure class=\"van-image-figure inline-layout\" data-bordeaux-image-check >\n<div class='image-full-width-wrapper'>\n<div class='image-widthsetter' style=\"max-width:1914px;\">\n<p class=\"vanilla-image-block\" style=\"padding-top:55.96%;\"><img loading=\"lazy\" decoding=\"async\" id=\"VxcVpoC7bPUL6kTHcBkQYM\" name=\"1789652462.jpg\" alt=\"AMD's approach for generated global illumination\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2026\/09\/amd-presents-new-method-of-handing-indirect-lighting-off-to-an-image-generation-model-frame-by-frame-solution-could-be-part-of-amds-answer-to-dlss-5-someday-2.jpg\" mos=\"\" align=\"middle\" fullscreen=\"\" width=\"1914\" height=\"1071\" attribution=\"\" endorsement=\"\" class=\"inline\"><\/p>\n<\/div>\n<\/div><figcaption itemprop=\"caption description\" class=\" inline-layout\"><span class=\"credit\" itemprop=\"copyrightHolder\">(Image credit: AMD)<\/span><\/figcaption><\/figure>\n<p>The model is said to run at 0.29 seconds per frame, which is roughly 3.45 frames per second, at a resolution of 512 x 512. That&#8217;s on an RTX 3090, too, which is deemed pretty quick compared to those other named techniques yet shows there&#8217;s a long way to go for gaming. The whole process requires around 8\u20139 GB of VRAM, too. Remember, this is just that global illumination step, not the entire pipeline for rendering a frame.<\/p>\n<p>So, it&#8217;s not just Nvidia looking into neural rendering as a new frontier for computer graphics, though we knew that already. Earlier this year, AMD&#8217;s Jack Huynh announced a new suite of FSR technologies that it called <a href=\"https:\/\/www.pcgamer.com\/hardware\/graphics-cards\/amd-announces-next-gen-fsr-diamond-ai-enhanced-upscaling-for-future-xbox-consoles-but-the-question-is-whether-its-coming-to-pc-and-which-gpus-will-support-it\/\" target=\"_blank\">FSR Diamond<\/a>. This includes &#8220;next-gen neural rendering&#8221;, which this new research falls under; alongside improved ML-based upscaling, ML-based multi-frame generation, ray regeneration, and path tracing.<\/p>\n<div class=\"see-more see-more--clipped\">\n<figure>\n<blockquote class=\"twitter-tweet hawk-ignore\" data-lang=\"en\" cite=\"https:\/\/twitter.com\/cantworkitout\/status\/2031794158055408062\">\n<p lang=\"en\" dir=\"ltr\">\ud83d\ude80 Big moment for the future of gaming.Thrilled to partner with @Xbox and @asha_shar on Project Helix, a multi-year deep co-engineering partnership driving next-gen performance, breakthrough graphics, and compatibility with your existing Xbox game library.Powering the\u2026 pic.twitter.com\/twGyonqgQS<a href=\"https:\/\/twitter.com\/cantworkitout\/status\/2031794158055408062\">March 11, 2026<\/a><\/p>\n<\/blockquote>\n<\/figure>\n<div class=\"see-more__filter\"><\/div>\n<\/div>\n<p>How AMD sells these sorts of technologies to us gamers once they&#8217;re ready is going to be something to watch. I&#8217;m sure the red team has been looking closely at the firestorm erupting from Nvidia&#8217;s slapdash announcement of DLSS 5\u2014and subsequent backpedalling and rephrasing in order to make it seem less egregious to gamers and more a tool for developers\u2014and thinking, &#8216;eesh, how do we avoid <em>that<\/em> while still making use of all this research?&#8217;<\/p>\n<p>Rumours are already circulating about an application of neural lighting from AMD, such as from leaker <a href=\"https:\/\/forums.anandtech.com\/threads\/rdna-5-udna-cdna-next-speculation.2624468\/page-179#post-41645897\" target=\"_blank\">Kepler_L2 on the Anandtech forums<\/a> (via <a href=\"https:\/\/overclock3d.net\/news\/software\/amd-has-dlss-5-like-neural-lighting-tech-in-the-works\/\" target=\"_blank\">Overclock3D<\/a>). Whether that refers in part to this, or something further along in the development process, we can&#8217;t be sure, but it&#8217;s clear that neural rendering isn&#8217;t exclusively being worked on by Nvidia. <\/p>\n<\/article>\n<p><a href=\"https:\/\/www.pcgamer.com\/hardware\/graphics-cards\/amd-presents-new-method-of-handing-indirect-lighting-off-to-an-image-generation-model-frame-by-frame-solution-could-be-part-of-amds-answer-to-dlss-5-someday\/\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>AMD promised neural rendering is coming to Radeon cards and consoles with FSR Diamond, and we&#8217;re starting to see signs of that new approach in the works from the red team. The company&#8217;s technical staff just published a paper on how it&#8217;s using image generation to replace global illumination in real-time. The paper outlines a technique for generating more realistic-looking lighting on a frame-by-frame basis. It&#8217;s titled &#8220;Temporally stable generative illumination with a one-step diffusion model&#8220;. Diffusion models create images by working through a noisy image, often over many steps; however, AMD&#8217;s researchers are using one that produces an image in one denoising step, using the details and lighting baked into a scene to generate a new one. That&#8217;s important for being able to run&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/amd-presents-new-method-of-handing-indirect-lighting-off-to-an-image-generation-model-frame-by-frame-solution-could-be-part-of-amds-answer-to-dlss-5-someday\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":1696342,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[336],"tags":[791,66],"class_list":["post-1696341","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-pc-gamer","tag-graphics-cards","tag-hardware"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.5 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>AMD presents new method of handing indirect lighting off to an image generation model: &#039;frame-by-frame&#039; solution could be 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