RenderFormer-V2:面向异构场景基元的神经渲染模型

HuggingFace Daily Papers(社区热门论文)·2026-09-04 08:00·6天前
AI 导读

RenderFormer-V2 提出统一的基于 Transformer 的神经渲染模型,无需逐场景训练或专用代码即可处理焦散、体积散射、环境光照、纹理及分布外材质等光传输效果。相比前代,其视无关阶段引入窗口注意力与渲染感知注意力汇合机制以提升可扩展性,并支持环境贴图、参与介质等异构场景基元及独立于 BRDF 的神经材质嵌入。模型与代码已开源。

HuggingFace Daily Papers(社区热门论文)
47AI 编辑部评分,满分 100

RenderFormer-V2:面向异构场景基元的神经渲染模型

2026-09-04 08:00· 6天前
AI 导读

RenderFormer-V2 提出统一的基于 Transformer 的神经渲染模型,无需逐场景训练或专用代码即可处理焦散、体积散射、环境光照、纹理及分布外材质等光传输效果。相比前代,其视无关阶段引入窗口注意力与渲染感知注意力汇合机制以提升可扩展性,并支持环境贴图、参与介质等异构场景基元及独立于 BRDF 的神经材质嵌入。模型与代码已开源。

Abstract

We present ’RenderFormer-V2’, a unified learned transformer-based neural rendering model, complementary to modern physics-based rendering systems, that can handle diverse light-transport effects such as caustics, volumetric scattering, environment lighting, textured and displaced surfaces and out-of-distribution materials without per-scene training or specialized code. RenderFormer-V2 models global light transport as a sequence-to-sequence transformation. Following its predecessor, RenderFormer-V2 also employs a two stage process: a view-independent stage that resolves intra-scene primitive to primitive transport, and a view-dependent stage that transforms the internal neural scene representation into image pixels. Different from RenderFormer, our model employs a novel combined windowed-attention and rendering-informed attention sink in the view-independent stage to improve scalability while maintaining render accuracy. To further improve versatility, RenderFormer-V2 supports heterogeneous scene primitives, including environment maps and participating media, and it employs a material encoding independent of the underlying surface reflectance model that encodes material appearance via a novel neural embedding. We demonstrate the versatility of RenderFormer-V2 on a variety of scenes and perform an extensive ablation of the improved attention mechanism.

Keywords: 

Neural Rendering, Transformer, Neural Material Embedding, Windowed Attention, Attention Sink

1 Introduction

Neural rendering aims to visualize virtual scenes without relying on manually encoded rules of light transport, but instead based on relations between geometry, materials, and light learned from data. Many neural rendering solutions offer limited generalizability beyond the training data [12, 11] or rely on per-scene training strategies [30]. Recently, RenderFormer [43] formulated light transport simulation as a regressive sequence-to-sequence translation problem, where an input sequence of triangle tokens is transformed into pixel-patch tokens through a transformer-based two stage pipeline: a view-independent stage that resolves light transport between triangles, and a view-dependent stage that resolves transport from triangles to the camera. Once trained, RenderFormer can render a wide variety of virtual scenes without fine-tuning or further training. Although RenderFormer is more general than prior solutions, it is still far from practical: it is limited to scenes of less than 4k triangles, it only supports a hard-coded GGX BRDF model [33], and it is limited to scenes with (max. 8) triangular diffuse light sources.

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Figure 1: RenderFormer-V2 can simulate global light transport in scenes that include transparent materials with caustics, environment lighting, volumetric scattering, textures, and scenes with over 100k primitives, without the need for per-scene training.

In this paper we introduce ’RenderFormer-V2’, a versatile transformer-based neural rendering system that addresses RenderFormer’s limitations via a number of carefully designed architectural innovations (Figure 1). Similar to RenderFormer, RenderFormer-V2 formulates light transport simulation as a regressive sequence-to-sequence translation. RenderFormer’s main bottleneck in supporting larger triangle meshes is the brute-force self-attention between triangle tokens in the view-independent stage. Not only does this have a quadratic complexity with respect to the number of triangles, it also leads RenderFormer to loose focus for very large triangle meshes. Inspired by recent advances in supporting larger context windows for large-language models, RenderFormer-V2 employs a novel sparse-attention variant, consisting of a combination of windowed attention [21] and render-aware attention-sinks [37], tuned for resolving view-independent light transport. Furthermore, to improve generalizability, we allow for other primitives than triangles (e.g., voxels) and employ a simpler positional encoding based on the centroid of the primitive.

RenderFormer-V2 further decouples the material specification from a hard-coded BRDF model, and instead employs a latent material embedding for encoding different BRDF models including transparent and measured materials. A key observation is that the latent material encoding does not need to be invertible to the input (BRDF) parameters, but it only needs to encode the appearance of the material; we rely on RenderFormer-V2 to learn how to map the material appearance into pixel values. Moreover, to model spatially varying materials, we reuse a pretrained VAE encoder [35] to encode 32×32 texture patches (of latent material properties) per primitive. Similar to the latent material appearance space, we only require the VAE encoder, and let RenderFormer-V2 learn how to interpret the encoded textures during rendering.

Whereas RenderFormer has a dedicated emittance parameter associated with each triangle to model light sources, we leverage RenderFormer-V2’s ability to mix different primitives to embed different lighting types, ranging from triangular light sources to environment maps, into specialized tokens.

We demonstrate the versatility of RenderFormer-V2 by rendering more complex and larger scenes than RenderFormer with a greater variety in lighting and materials. We perform an in-depth ablation study to validate our design decisions. The trained RenderFormer-V2 model and code can be found at: https://renderformer.github.io/v2.

2 Related Work

Neural Rendering

[30] aims to predict the effects of light transport through a virtual scene. Early work in neural rendering employs specially learned neural representations of the scene [11, 12, 42, 14, 48] and thus are overfitted to a single or limited number of scenes. To circumvent the need to learn neural scene representations, image-space neural rendering systems [20, 44, 24] take as input G-buffers of intrinsic components of the scene, and output a shaded image seen from the same viewpoint. Because the G-buffers only capture a portion of the scene, image-space neural rendering methods must necessarily hallucinate (or ignore) transport between visible and non-visible parts of the scene.

Recently, a new class of neural rendering systems leverage attention layers [31] to model light transport between 3D primitives. Xu et al. [38] model diffuse light transport in a point cloud representation of the scene. Closest to our method is RenderFormer [43] which employs a two-stage transformer architecture that models the transport: (1) between triangles and (2) from the triangles to the camera. However, RenderFormer employs a brute-force attention mechanism which does not scale well to large triangle meshes. Moreover, RenderFormer only supports triangles as geometric primitives, diffuse (triangle-shaped) light sources, and a per-triangle hard-coded GGX microfacet BRDF model [33]. In contrast, RenderFormer-V2 employs an efficient sparse attention mechanism to support a large number (>100k) of primitives, and flexible geometry, lighting, and materials representations and textures.

Long Context Modeling with Transformers

Classic transformers compute attention between all pair-wise token combinations, resulting a quadratic complexity with respect to the number of tokens in the sequence. Moreover, when the sequence grows, attention per-token tends to decrease and be spread over many tokens, and as a consequence the transformer loses focus, resulting in a decreased performance. Addressing both issues is critical for scaling a transformer-based rendering architecture beyond a few thousand tokens. Here, we focus on the most relevant classes of transformer scaling methods, and refer to Tay et al. [29] for a detailed overview.

Windowed attention mechanisms [21, 40, 36, 3] focus on addressing the compute complexity, and built on the observation that in many cases proximity is a good indicator of importance, and hence these mechanism hard-constrain the attention computation to a small window around the target token. Consequently, windowed attention mechanisms ignore long-range interactions which can be important for light transport modeling. More generally, windowed attention mechanisms belong to a class of sparse attention methods that employ static attention patterns [19, 25, 16] and their effectiveness is highly dependent on whether the attention sparsity matches the attention pattern. While light transport through a scene can be sparse, it does not follow a pre-determined sparsity pattern.

Native-Sparse Attention (NSA) [41] dynamically determines the sparseness by employing three different attention streams: (i) a sliding window to capture local attention, (ii) compressed attention that determines the importance of groups of input tokens, and (iii) a fine-grained attention on the groups of tokens identified as important. However, the computational cost of NSA is significantly higher than static sparse attention patterns due to the secondary retrieval stage. Moreover, NSA requires Grouped-Query Attention [1] which lowers the model’s capacity, and thus adversely affects performance.

Hierarchical attention mechanisms (e.g., [39, 50, 45]) leverage the observation that attention tends to be focused near the query, and that the attention variation at distant tokens decreases. Hence, by creating a multi-resolution hierarchy of token and computing attention with the token selected from the hierarchy based on distance, attention can be better focused and more efficiently computed. However, multi-resolution hierarchies implicitly assume that positional distance is proportional to distance in the sequence or image, and thus implicitly assume a (regular) uniform spatial distribution of tokens. This is not the case for 3D scenes, where primitives are clustered at various points in space (i.e., objects). Point Transformer v3 [36] addresses this limitation by (i) serializing the point cloud along space-filling curves, and (ii) grouping and padding to ensure the point cloud is divisible by the target patch size. While, Point Transformer v3 improves speed and memory overhead, its implementation is more complex and is computationally more expensive than sparse attention methods. We employ a less complex and resource intensive strategy for extending the context window using a similar serialization strategy as Point Transformer v3.

Xiao et al. [37] observed that the soft-max operation in the attention computation tends to ’dump’ excess attention in a single token (i.e., attention sink). A similar behavior was also observed in vision transformers [18]. To avoid attention being dumped in a random token, Xiao et al. [37] propose to keep a few dedicated attention sink tokens to model global relations and a local sliding windowed attention to model local relations. This local-global dichotomy has been further refined in follow up work [47, 23]. We also build on this idea, and introduce rendering-relevant semantics for the sinks. First, we place all light sources in the sinks as these are likely to interact with all surfaces. Second, inspired by the compressed tokens in NSA [41], we add to the sink summarization tokens for groups of primitives based on Hilbert space-filling curves.

3 Background - RenderFormer

RenderFormer-V2 builds and improves on RenderFormer [43]. We therefore first review RenderFormer’s architecture before detailing RenderFormer-V2.

RenderFormer is an end-to-end trained transformer-based neural renderer that takes as input a sequence of triangles with GGX BRDF parameters [33] and emittance strength, as well as camera parameters, and it outputs a rendered image of the scene with full global illumination. RenderFormer consist of two stages with a slightly different architecture. The first (i.e., view-independent) stage, consisting of 12 self-attention layers [31], transforms the input sequence of embedded triangle tokens (expressed in world coordinates) to a sequence of per-triangle tokens which encode triangle-to-triangle light transport. The second stage (i.e., view-dependent stage), consisting of 6 repetitions of a cross-attention layer [31] followed by a self-attention layer, operates on view-bundle tokens. A view-bundle token is an embedding of a 8×8 grid of camera rays expressed in the camera coordinate system. The cross-attention layer computes the attention between the view-bundle tokens and the transformed triangle tokens from the first stage. The view-dependent stage is followed by a dense vision transformer to convert the transformed ray-bundle tokens into pixel values for each ray. The triangles are embedded as the sum of: (a) the per-vertex normal embedding (using NeRF positional encoding with 6 frequencies that is subsequently expanded to the 768 token-length vector through a linear layer), (b) the GGX BRDF parameters (expanded by a linear layer to the 768 token-length vector), and (c) the monochrome emittance (expanded by a linear layer). RenderFormer adapts RoPE [27] to apply a relative positional encoding on the 9D vector obtained by stacking the 3D coordinates of the triangle’s vertices. RoPE is applied at each layer in RenderFormer with the vertices expressed in world coordinates in the view-independent stage and in camera coordinates in the view-dependent stage. Hence, only the ray direction of the 8×8 camera rays is embedded by stacking the 64 view rays and subsequently expanded them to a 768 length ray-bundle embedding via a linear layer. RenderFormer is trained end-to-end, first at a 256×256 resolution and with scenes containing at most 1.5k triangles followed by a second training stage where the output resolution is increased to 512×512 and the triangle count is increased to 4k. RenderFormer is trained with a weighted L1 and LPIPS [46] loss on log-transformed reference renders.

4 Overview

Similar to RenderFormer, RenderFormer-V2 features a two-stage transformer-based neural rendering pipeline where the first stage resolves view-independent intra-primitive transport and the second stage transforms view-dependent ray-bundles to output tokens based on the transformed scene primitives from the first stage. However, RenderFormer-V2 deviates from RenderFormer is a number of critical steps: (i) RenderFormer-V2 is not limited to only triangle tokens and it supports a mixture of different scene primitives, including different types of light sources (Section 5), and (ii) RenderFormer-V2 scales better in terms of efficiency and accuracy to a larger number of scene primitives (Section 6). Figure 2 summarizes the RenderFormer-V2 pipeline.

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Figure 2: RenderFormer-V2 Neural Rendering Pipeline.

5 Scene Embedding

We represent a virtual scene as a sequence of heterogeneous tokens that encode geometry, material, lighting, and camera information. In contrast to RenderFormer where the positional encoding is tailored to triangles as scene primitives, and which relies on a hard-coded camera-transformation to encode the camera position, we employ a uniform relative positional encoding strategy for all tokens (including ray-bundles):

  1. For tokens representing a concept with a 3D spatial location (e.g., geometric primitive or camera) we use RoPE to encode the centroid of the concept with a RoPE dimension of 40 (i.e., 20 frequencies). RoPE ensures that the scene embedding is invariant to scene translations.

  2. For tokens representing positionless concepts (e.g., environment map) we employ RoPE using the centroid of the whole scene to ensure that translating the scene does not affect the relative attention computation between tokens from both categories.

As the different concepts are defined by different parameters, we employ a separate embedding for each token type, and rely on the training process to enable RenderFormer-V2 to differentiate between the different primitive embeddings.

5.1 Triangle & Material Embedding

To embed a triangle, we first embed the different components (vertices, normals, and materials) and combine them via addition into the final token.

Vertex Embedding

We stack the 3 positions of vertices (minus the centroid of the triangle) in a 9D vector, and apply (NeRF) positional encoding [22] with 12 frequencies exponentially spaced between 20 and 211. Finally, we apply a (trainable) linear layer to expand to a token-length (i.e., 768) vector followed by RMS-normalization.

Normal Embedding

We apply the same process as for vertex embedding to encode the per-vertex normals. Note, the vertex and normal embedding use separately trainable linear layers for expansion.

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Figure 3: Latent material space visualization (tSNE).
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Figure 4: The learned material appearance space is sufficiently expressive to encode measured BRDF outside the training set.

Material Embedding

We desire an embedding of material appearance that is not tied to a particular BRDF model. Inspired by prior work on learning a latent embedding for BRDFs [28, 17, 49, 13, 10, 26], we also learn a material appearance embedding. A key advantage of RenderFormer-V2’s transformer architecture is that it is powerful enough to directly learn how to evaluate the embedded material appearance (given the view and lighting) without the need to rely on a pretrained reverse mapping from latent code to material appearance. As we are interested in encoding the appearance rather than the exact BRDF, we follow an encoding inspired by Serrano et al.’s [26] perceptual material similarity metric and embed rendered images of a sphere under the Uffizi Gallery light probe. We opt for a sphere for it simplicity and the Uffizi Gallery light probe because it is color neural and it contains a good mix of low and high frequency lighting features [4]. Practically, we employ a CNN-based auto-encoder with a 9D latent feature vector at the bottleneck. We pretrain this encoder with an L1 loss on images rendered with Blender Cycles of randomly generated materials with the Principled BRDF model [5]. Furthermore, to encourage a coherent manifold, we apply a smoothness regularization term [9], and a tanh activation to constrain the values in the embedding to [1,+1]. Figure 3 visualizes the learned latent material appearance space. While we currently use the Principled BRDF model for generating training data, this can easily be extended to include other analytical BRDF models or measured BRDFs. For efficiency, we also train an additional MLP for each analytical BRDF model (after the latent space is trained) to map its parameters directly into the latent space to bypass the need to render a sphere; for measured BRDFs we render the material and use the pretrained encoder.

Texture Embedding

To support spatially varying materials, we embed all materials in a texture. For each triangle, we first project the BRDF parameters into the learned latent space and subsequently rasterize the per-triangle texture (9 channels), local normal map (3 channels), and a displacement map (as a 1 channel height offset) in 32×32 image patches, which we subsequently encode with a pretrained VAE [35] into an 4×4 80-channel latent feature map. Finally, we compress the feature map via a single learnable linear layer to a 768-length vector and add it to the token embedding.

5.2 Voxel Embedding

To demonstrate RenderFormer-V2’s ability to handle heterogenous geometric primitives, we also encode voxels filled with a scattering medium into a separate token-type.

Rotation and Scale Embedding

For each voxel we encode the rotation matrix and scale vector that describes the voxel’s relative rotation and per-axis scale in world coordinates. Similar to the normal encoding for triangles, we employ (NeRF) positional encoding with 12 frequencies, which is subsequently expanded via a linear layer to a token-length vector.

Scattering and Absorption

As (RGB) scattering and (RGB) absorption coefficients are optical parameters of scattering media, and thus model independent, we opt to directly encode them. In addition, we also encode the anisotropy coefficient of the scattering function, yielding a 7D vector. To support spatially-varying scattering, we encode a 4×4×4 volumetric texture of the 7D scattering feature vector, and linearly project the feature vector into a token-length vector that is added to the rotation and scale embedding.

5.3 Triangular Light Source Embedding

Similar to RenderFormer, we embed triangular light sources with homogeneous diffuse emittance. In contrast to RenderFormer, we store colored RGB emittance as an explicit light source token (instead of combining it with geometry tokens) which is expanded via a separate linear layer to the token-length. Similar to the triangle primitives, we add the vertex positions and per-vertex normals embedding to the token.

5.4 Environment Lighting Embedding

We follow an environment encoding similar to DiffusionRenderer [20].

Texture Embedding

We store both an LDR (clamped to [0,1]) and (log-encoded) HDR version (normalized by the log maximum value) of the environment map at 512×256 resolution, and encode each map using a pretrained VAE [35] yielding a 64×32×16 latent feature map for each. This feature map is too large to store in a single token. Hence, we opt to split the latent feature map in 8×4 patches (of size 8×8×16) that are compressed by a linear layer into two token-length vectors; hence yielding separate LDR and HDR environment map tokens.

Direction Embedding

While a environment map token does not have a position, each pixel in the 64×64 pixel patch does correspond to a lighting direction. To make RenderFormer-V2 aware of the exact bundle of rays that correspond to the pixels in the patch per token, we create a direction map that, for each pixel, stores the corresponding (normalized) 3D direction vector in world coordinates. This direction map is projected via a linear layer to a token-length vector and added to the environment lighting embedding.

Lighting Strength Embedding

During texture embedding we normalized the log-encoded HDR by the log maximum value. To retain this information, we expand this value to a token-length vector and add it to the final embedding.

5.5 Camera Embedding

Similar to RenderFormer, we embed the (normalized) ray directions in an 8×8 map, and project it to a token-length vector using a single linear layer. Whereas in RenderFormer the ray directions are expressed in camera coordinates, we encode them directly in world coordinates; the origin of the ray bundle is already taken care of via the uniform relative positional encoding strategy.

6 RenderFormer-V2 Architecture

While RenderFormer-V2 follows RenderFormer’s two stage design, each stage differs in how attention is computed. We first discuss the modification to the second stage (i.e., view-dependent), follow by the more significant modifications to the first stage (i.e., view-independent).

6.1 View-dependent Stage

Unlike RenderFormer’s view-dependent stage, RenderFormer-V2’s view-dependent stage operates in world coordinates (rather than camera coordinates). Moreover, we replace the full self-attention layers by SWIN windowed attention layers [21] with a window size of 8 and a shift of 4. While the computation cost changes modestly from 𝒪(T×R+R2) to 𝒪(T×R+W2) (T is the number of scene tokens (the dominating factor), R the number of ray-bundles, and W the window size), its main advantage is the ability to scale to larger resolutions more easily because the context window size is now resolution independent.

6.2 View-independent Stage

The view-independent stage is the main bottle neck when increasing the number of tokens as computation cost scales quadratically with the number of primitives. Moreover, when the sequence grows large, naive attention tends to loose focus, resulting in a loss of render fidelity. While often the dominating factor, primitive-to-primitive light transport is not solely a local phenomena; a subset of global factors such as illumination and large-scale occlusion can significantly affect light transport through the scene. Hence, we combine attention from local primitives with attention from global tokens, while mitigating focus-loss on large sequences.

Sorting & Serialization

Unlike ray-bundles, scene primitives are not regularly spaced, making it more challenging to exploit locality while retaining efficient GPU-computation. Inspired by Point Transformer v3 [36], we sort and linearize geometry tokens using Hilbert curves such that nearby (in the 1D sequence) tokens are likely close in 3D space too. This allows us to model local attention with sliding window attention [3]; we take 256 tokens before and after the target token, yielding a computational complexity independent of the number of primitives.

Attention Sinks for Rendering

To model global light transport, we adapt attention sinks [37]. The tokens in the attention sink are always included in the attention calculations. We strategically assign three different token types with rendering relevant semantics to the sink:

  1. Global Register Tokens: we add 16 register tokens [6] to the input sequence for storing storing global information.

  2. Light Source Tokens: it is likely that the light transport on most geometric primitives is directly affected by the light sources in the scene. Hence, by placing the light sources in the sink we ensure that each light source is taken in account for each primitive regardless of distance. Conceptually, the attention computation with respect to the light sources is analogous to importance sampling the light sources in path tracing.

  3. Summarization Tokens: while long range light transport is important, we argue that the precise details of distant geometry matter less. Therefore, we model long-range interactions with a coarser geometry representation. Specifically, we perform mean pooling over every 64 consecutive geometry tokens to form a summarization token that we add to the attention sink.

7 Training

Training Data

Similarly to RenderFormer, we generate scenes by placing 1 to 3 randomly selected objects from the ObjaVerse dataset in one of four randomly selected template scenes (a ground plane with one, two or three walls). Different from RenderFormer’s scene generation process, we assign randomly generated materials (using the Principled BRDF model [5] mapped into our material appearance latent) from the following five categories: (a) homogeneous opaque diffuse+specular material (2/9 chance; with the sum of the diffuse and specular albedo restricted to [0.9,1], and roughness log-sampled in [0.01,1]), (b) a homogeneous opaque material with metallic+roughness parameters (2/9), (c) a diffuse+specular SVBRDF randomly sampled from the MatSynth SVBRDF dataset [32] (1/9), (d) a metallic+roughness SVBRDF from MatSynth (1/9), or (e) a homogeneous transparent metallic+roughness material (3/9; with metallic sampled in [0,1], roughness log-sampled in [0.01,1], and each RGB channel of the base color sampled in [0,1]). In 2/3 of the scenes, we add one (1/2) or two (1/2) volumes with randomly chosen scattering and absorption. The camera is randomly placed and aimed at the scene with a FOV chosen between 30 and 60. Unlike RenderFormer, we allow the camera to be placed inside the scene. Up to 8 triangular light sources are randomly placed outside the scene with a random (RGB) intensity between 2,500 and 5,000 W/m2. Furthermore, for 5/6 of the scenes, we add environment lighting randomly selected from PolyHaven. To avoid color bias, we randomly swap the color channels in the environment map. Each scene is rendered offline using Blender Cycles with 4,096 samples per pixel. For efficiency, we pre-generate a training dataset of 10M randomly sampled scenes spanning resolutions 256220482 with 1k–64k primitives, totaling 70TB.

Loss Function

We employ the same loss as RenderFormer:

L1(logI)+0.05LLPIPS(clamp(logI/log2,0,1)), (1)

where the log encoding of the image I serves to avoid specular reflections dominating the L1 error, and the LPIPS loss [46] minimizes perceptual differences.

Training Process & Refinement

We employ a five-stage training regime to first focus on learning the principles of light transport, before adding scene-complexity:

  • In stage 1, we decimate the generated scenes to 1k primitives and render the scene at 256×256 resolution. To prioritize learning accurate coarse-scale transport, we employ full-attention at this stage. Furthermore, we gradually increase the complexity of the scene by first training exclusively on homogeneous materials (1 day on 32× A100 GPUs). Next we include SVBRDFs (1 additional day), followed by the inclusion of environment lighting (1 day; to focus training on the lighting effects, we mask out pixels that directly see the environment map), and finally adding volumetric objects (1 day).

  • In stage 2 we increase the primitive budget to 4k as well as the resolution to 512×512, and continue to train for 2 days on the same setup.

  • In stage 3, we keep the scene parameters the same, but switch from full-attention to our combined attention sink and windowed attention (3 days).

  • In stage 4, we increase the primitive budget to 16k (1 week).

  • Finally, in stage 5 we increase the primitive budget to 64k as well as the resolution to 2048×2048 for another 3 days of training.

Yielding a total training time of 19 days on 32× A100 GPUs. While the training cost is significant, we emphasize that once pretrained, no fine-tuning or training is needed for rendering a new scene.

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Figure 5: Additional results demonstrating RenderFormer-V2’s ability to handle displacement mapping and volumetric scattering without the need for specialized code, and two complex scenes with a large number of primitives.

8 Results

Capabilities

Figures 1 and 5 demonstrate the capabilities of RenderFormer-V2 on a wide variety of scenes. Figure 1 demonstrates that RenderFormer-V2 can render, with full global light transport, scenes containing refractive surfaces (1st) including caustics, environment lighting (2nd), volumetric scattering (3rd), and textures (4th). Figure 5 demonstrates displacement mapping (1st), volumetric scattering (2nd), and complex scenes with a large number of primitives (3rd and 4th). Prior neural rendering methods either require per-scene fine-tuning and/or cannot support all of these effects. Compared to path tracing, RenderFormer-V2 does not require specialized code to handle displacement mapping or volumetric scattering, and it can learn such effects solely by example.

RenderFormer-V2 employs a flexible material appearance latent space for assigning material properties to surface in the scene. Figure 4 demonstrates that, even though our latent space is trained on materials modeled with the Disney principled BRDF model [5], it can also model materials not part of the training set (e.g., in this case selected measured materials from the RGL BRDF dataset [8]). Moreover, as our latent space is based on encoding rendered images, it can easily be retrained to encompass material appearances currently not covered (e.g., anisotropic and color changing materials).

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Figure 6: Render quality degradation for increasing primitive budget.
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Figure 7: Runtime scaling versus mesh complexity.
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Figure 8: Resolution scaling on a 64k-triangle scene.
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(a) RF, 6.4K
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(b) RF, 21.8K
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(c) RF, 83.2K
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(d) Ours, 6.4K
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(e) Ours, 21.8K
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(f) Ours, 83.2K
Figure 9: Qualitative comparison of render quality of RenderFormer vs. RenderFormer-V2 for an increasing number of primitives. At 83.2K primitives, RenderFormer loses attentional focus, resulting in a darkened image.
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Figure 10: Rendering at higher resolutions also improves geometric details even for features larger than a pixel. E.g., the claws on the dragon and Lucy’s face and hands are better resolved at 2048 (right) than at 512 (left) resolution.

Comparison to RenderFormer

RenderFormer-V2 is closely related to RenderFormer [43]; both use a similar two-stage transformer-based pipeline. Compared to RenderFormer, RenderFormer-V2 achieves better accuracy when rendering scenes with a large number of triangles thanks to its sparse attention mechanism (Figure 6). Figure 9 qualitatively compares render quality for a scene with varying number of triangles; the darkening at 83.2k triangles when rendered with RenderFormer is a direct consequence of loss of attention. We used the publicly available version of RenderFormer which is trained on 4k triangles; we found that training RenderFormer for larger triangle meshes is unstable. Moreover, RenderFormer-V2 is also considerably more efficient as shown in Figure 7 and Figure 8 thanks to the render-informed sparse attention in the view-independent stage and the SWIN-attention in the view-dependent stage respectively (all timings are measured on a single NVIDIA A100). Empirically, we found that rendering time is approximately equally distributed over both stages (i.e., view-dependent vs. view-independent). For reference, we also include timings of Blender Cycles on the same scenes using 4096 adaptive samples per pixel (i.e., the same setting as used for the training images).

RenderFormer-V2 not only supports larger triangle meshes, it can also be more easily fine-tuned for higher image resolution. Figure 10 compares two scenes rendered at 512×512 and 2048×2048. An interesting observation is that despite both scenes containing the same number of triangles, that at higher resolution RenderFormer-V2 is able to more faithfully render fine detailed geometry (e.g., the dragon’s claws and Lucy’s face and hand).

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Table 1: Sparse attention ablation with or without sliding windowed attention (SW) and attention sink (AS) with inclusion of light source tokens (L) and summary tokens (S), as well as varying number of summarization ratios. For each metric, the best, second best, and third best results are highlighted.
Model Variant PSNR SSIM LPIPS HDR-FLIP
RenderFormer-V2 28.25 0.8982 0.0997 0.4200
w/o AS 27.36 0.8841 0.1247 0.4359
w/o SW 26.92 0.8715 0.1289 0.4517
AS w/o L 27.40 0.8813 0.1081 0.4250
AS w/o S 27.09 0.8754 0.1210 0.4485
AS w/o L, S 26.13 0.8474 0.1514 0.4959
More S (#seq / 32) 27.78 0.8923 0.1072 0.4231
Less S (#seq / 128) 26.48 0.8690 0.1346 0.4655
Less S (#seq / 256) 26.93 0.8663 0.1316 0.4580
Full Attention 27.91 0.8953 0.1027 0.4287
Refer to caption
(a) All components
Refer to caption
(b) w/o AS
Refer to caption
(c) w/o SW
Refer to caption
(d) AS w/o L, S
Figure 11: A qualitative comparison of the ablation variants indicates that all components are essential to achieve the highest render quality.

Ablation

We ablate the different components of RenderFormer-V2’s sparse attention mechanism. Table 1 shows average PSNR, SSIM [34], LPIPS [46], and HDR-FLIP [2] over randomly generated scenes (using the same distribution as the training data, but with a different set of environment maps, SVBRDFs, and shapes than used for training) for different ablation variants: without sliding windowed attention, without attention sink, and leaving out lighting and/or summarization token from the attention sink – each ablation variant is trained up to stage 4 (16k primitives). Only when all components are included, we achieve the highest accuracy in rendering. Surprisingly, our sparse attention outperforms full-attention, which we attribute to the full-attention model having to distribute its attention over too many tokens (i.e., loss of focus). Figure 11 further qualitatively demonstrates the difference in quality between the different ablation variants. We refer to the supplemental material for additional results and comparisons.

Limitations

While RenderFormer-V2 addresses many shortcomings of RenderFormer, it is not without limitations. First, RenderFormer-V2 is still limited to maximum 8 light sources per scene, a constraint inherited from its training data. However, we argue that more complex lighting conditions are more efficiently modeled with the addition of an environment map. Furthermore, similar to RenderFormer, our model is trained on single frames, and it does not explicitely enforce temporal coherence. While RenderFormer-V2 supports textures/SVBRDFs, the resolution is fixed per triangle primitive (32×32). Consequently, significant texture-quality degradation can occur for large triangles. However, this can easily be resolved by subdividing triangles to impose a maximum triangle size. By supporting heterogeneous primitives and using a material appearance parameterization independent of a hard-coded BRDF model, RenderFormer-V2 can easily be extended to support new primitives. However, training is most effective when new primitives are added in the first training stage. Consequently, adding a new primitive typically requires significant retraining. Improving extensibility without requiring a full retraining is an interesting avenue for future research.

9 Conclusion

In this paper we presented RenderFormer-V2, a transformer-based neural rendering model that takes as input a sequence of primitives (i.e., textured triangles, volumetric elements, light sources, environment maps, and camera) and outputs a rendered image of the scene with full global illumination. RenderFormer-V2 employs a rendering-aware sparse-attention to resolve intra-primitive light transport which enables RenderFormer-V2 to scale better to larger scenes, both for training as well as inference. Furthermore, we employ a flexible latent material appearance space to specify surface reflectance. RenderFormer-V2 is trained end-to-end, thereby avoiding the need for specialized code to handle displacement mapping or volumetric scattering.

Acknowledgment

Chong Zeng was supported by the Stanford Graduate Fellowship. This work was partially supported by the Brown Institute for Media Innovation at Stanford University.

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RenderFormer-V2: Neural Rendering with Heterogeneous Scene Primitives

Appendix 0.A Additional Implementation Details

Table 1summarizes the key hyper-parameters of RenderFormer-V2’s two-stage transformer pipeline. Both stages share the same model dimension (768), number of attention heads (6), and Feed-Forward Network (FFN) dimension (3072). The sparse attention in the view-independent stage, consisting of a local sliding window (total size 512) combined with global attention sink tokens, is implemented using PyTorch’s flex_attention API [7]. We also employ QK-Norm [15] to stabilize the attention mechanism. The complete RenderFormer-V2 model comprises approximately 207M parameters in total.

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Table 1: Architectural details of RenderFormer-V2’s two-stage transformer pipeline.
View-indep. View-dep.
Layers 12 6
Model Dimension 768 768
Attention Heads 6 6
Attention Type Sparse Self-Attn. Cross-Attn. + Swin Self-Attn.
FFN Dimension 3072 3072
FFN Activation SwiGLU
Normalization RMSNorm
RenderFormer-V2 Reference Diff (×5) FLIP Metrics
Refer to caption Refer to caption Refer to caption Refer to caption #Tokens: 4481
PSNR: 26.50
SSIM: 0.9481
LPIPS: 0.0485
FLIP: 0.1189
Refer to caption Refer to caption Refer to caption Refer to caption #Tokens: 3009
PSNR: 22.24
SSIM: 0.9265
LPIPS: 0.0398
FLIP: 0.1773
Refer to caption Refer to caption Refer to caption Refer to caption #Tokens: 490
PSNR: 36.51
SSIM: 0.9861
LPIPS: 0.0373
FLIP: 0.0825
Refer to caption Refer to caption Refer to caption Refer to caption #Tokens: 17653
PSNR: 30.99
SSIM: 0.9653
LPIPS: 0.0320
FLIP: 0.1168
Figure 1: Scenes from the main submission rendered with RenderFormer-V2 and compared to path-traced reference images.
RenderFormer-V2 Reference Diff (×5) FLIP Metrics
Refer to caption Refer to caption Refer to caption Refer to caption #Tokens: 5633
PSNR: 30.97
SSIM: 0.9297
LPIPS: 0.0319
FLIP: 0.1845
Refer to caption Refer to caption Refer to caption Refer to caption #Tokens: 36353
PSNR: 27.05
SSIM: 0.9633
LPIPS: 0.0648
FLIP: 0.1605
Refer to caption Refer to caption Refer to caption Refer to caption #Tokens: 29276
PSNR: 24.34
SSIM: 0.9171
LPIPS: 0.0712
FLIP: 0.1992
Refer to caption Refer to caption Refer to caption Refer to caption #Tokens: 3993
PSNR: 26.41
SSIM: 0.9243
LPIPS: 0.0474
FLIP: 0.1031
Figure 2: Scenes from the main submission rendered with RenderFormer-V2 and compared to path-traced reference images.

Appendix 0.B Qualitative and Quantitative Comparison

Figure 1and 2 show qualitative comparisons for all the scenes from the main submission with respect to reference Blender Cycles path-traced renderings. For each scene we also show a difference image (scaled 5× to better show the differences) and a FLIP error image [2]. In addition, we list the total number of tokens per scene, and the PSNR, SSIM, LPIPS and FLIP errors.

  1. Transparent Torus: (Figure 1, 1st row) the differences are mainly visible on high curvature areas of the refractive torus, as well as in the intensity of the caustic on the ground plane.

  2. Environment Lit Spheres: (2nd row) the differences are mainly due to differences at high-frequency edges in the image at texture / environment map pixel edges. Furthermore, we can also observe a slight overall brightness difference.

  3. Smoky Bunny: (3rd row) Due to differences in how anti-aliasing is handled (Blender Cycles uses adaptive filtering), larger differences are visible at high frequency edges in the rendered images.

  4. Three Teapot Scene: (4th row) Similar to the previous scene, differences are mainly concentrated at high frequency edges in the image. Another area of difference is the inter-reflection below the painting; RenderFormer-V2 assumes the back of the painting is also textured and reflected onto the wall.

  5. Displacement Mapped Cornell Cube: (Figure 2, 1st row). Again most differences are in high-frequency areas, due to (1) differences in filtering, and (2) RenderFormer-V2 sometimes misses small details.

  6. Spaceship in Smoke: (2nd row) The main differences are due to minor inaccuracies in reflected directions (i.e., shifted or missing highlights).

  7. Dinner Scene: (3rd row) Again, the main differences are at high frequency edges in the rendering, as well as slightly more blurred shadows.

  8. Cube Pile Scene: (4th row) Similar as in prior scenes; the main differences are at high frequency edges.

Appendix 0.C Comparisons with RenderFormer

RenderFormer-V2 shares some architectural similarities with RenderFormer [43]. To better assess the differences and improvements, we perform an in-depth comparison.

0.C.1 Architecture

Figure 3 contrasts the RenderFormer architecture with RenderFormer-V2’s architecture. The key differences are:

  1. Input Tokens. RenderFormer encodes all primitives (including light sources) in a homogeneous triangle token. RenderFormer-V2 supports heterogeneous tokens, each with its own encoding procedure, supporting a wide range of primitives ranging from triangles, volume elements, and environment maps. In addition, RenderFormer-V2 adds support for spatially varying materials (with displacement mapping) and uses a BRDF-model-agnostic material specification.

  2. View-independent Attention. Whereas RenderFormer utilizes a full (dense) self-attention, RenderFormer-V2 uses a sliding windowed attention combined with attention sinks. The sinks have rendering-aware semantics and include: global registers, light sources, and summarization tokens to model long-range light transport.

  3. View-dependent Attention. RenderFormer uses full self-attention between all ray-bundle tokens. This is costly and it is unlikely that pixels far away in the image will be meaningfully related to nearby pixels. Therefore, RenderFormer-V2 uses SWIN attention instead.

By extending the supported token types and by adopting a novel sparse attention architecture, RenderFormer-V2 enables more accurate rendering of more complex scenes with richer visual effects.

Refer to caption
Figure 3: RenderFormer-V2 and RenderFormer Model Architecture.

0.C.2 Qualitative Comparison

Figure 4 qualitatively compares three scenes rendered with RenderFormer-V2 vs. RenderFormer vs. a path-tracer reference rendering (difference images are scaled 5× to better highlight discrepancies). In all cases, we observe that RenderFormer-V2 more accurately renders fine geometrical details such as the corrugated structures and the narrow gaps between cuboids in the first row, as well as the high-frequency geometric patterns in the second and third rows. The difference images further show that RenderFormer-V2 yields smaller rendering errors overall.

Ours Diff (×5) RenderFormer Diff (×5) Reference
Refer to caption Refer to caption Refer to caption Refer to caption Refer to caption
Refer to caption Refer to caption Refer to caption Refer to caption Refer to caption
Refer to caption Refer to caption Refer to caption Refer to caption Refer to caption
Figure 4: Visual comparison of RenderFormer-V2 and RenderFormer against a path-traced reference. Difference maps (scaled by ×5) are shown to highlight rendering errors.
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Table 2: Comparison of high-resolution render accuracy between RenderFormer and RenderFormer-V2 (with and without high-resolution fine-tuning). The metrics are computed on renderings at 2048×2048 resolution.
Model PSNR SSIM LPIPS FLIP
RenderFormer 26.2423 0.9473 0.0886 0.1332
RenderFormer-V2 28.0810 0.9648 0.0503 0.1172
RenderFormer-V2 (finetuned) 30.7304 0.9742 0.0244 0.0952
Reference RenderFormer RenderFormer-V2 RF2 (fine-tuned)
512 Refer to caption Refer to caption Refer to caption Refer to caption
Refer to caption Refer to caption Refer to caption
1024 Refer to caption Refer to caption Refer to caption Refer to caption
Refer to caption Refer to caption Refer to caption
2048 Refer to caption Refer to caption Refer to caption Refer to caption
Refer to caption Refer to caption Refer to caption
Figure 5: Resolution scaling comparison of RenderFormer vs RenderFormer-V2 (with and without high-resolution fine-tuning).

0.C.3 Resolution Scalability

Thanks to the locality of the SWIN attention in the view-dependent stage, RenderFormer-V2 exhibits better scalability with respect to changes in render-resolution. We validate this quantitatively (Table 2) and qualitatively (Figure 5) by comparing the accuracy of RenderFormer vs. RenderFormer-V2 vs. a resolution fine-tune of RenderFormer-V2. RenderFormer shows noticeably higher errors when rendering at higher resolutions (1024 and 2048). Moreover, fine-tuning RenderFormer-V2 at 2048 resolution further improves RenderFormer-V2 ​​’s ability to recover fine details under high-resolution settings.

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Table 3: Comparison between RenderFormer-V2 (ours) and RenderFormer across different triangle counts. For each triangle count and each metric, the better result is highlighted in bold.
Tri Count Model PSNR SSIM LPIPS FLIP
4K RenderFormer-V2 33.84 0.9776 0.0198 0.1025
RenderFormer 34.51 0.9823 0.0244 0.0838
8K RenderFormer-V2 33.00 0.9682 0.0305 0.1230
RenderFormer 32.89 0.9708 0.0358 0.1079
16K RenderFormer-V2 29.96 0.9457 0.0502 0.1932
RenderFormer 29.36 0.9418 0.0604 0.1555
32K RenderFormer-V2 28.07 0.9205 0.0729 0.2387
RenderFormer 24.17 0.8451 0.1500 0.3080
64K RenderFormer-V2 26.79 0.9020 0.0873 0.2609
RenderFormer 18.72 0.6651 0.3070 0.5313
128K RenderFormer-V2 25.82 0.8847 0.0999 0.3220
RenderFormer 15.88 0.4604 0.4772 0.7466

0.C.4 Full Detailed Metrics

Finally, for completeness, in Table 3 we show the full rendering quality comparison with RenderFormer which was summarized in the main submission in the error plot (Fig. 6).

Refer to caption Refer to caption Refer to caption Refer to caption
Refer to caption Refer to caption Refer to caption Refer to caption
Figure 6: The 8 test scenes from RenderFormer [43] rendered with RenderFormer-V2.
Refer to caption Refer to caption Refer to caption
Figure 7: Additional room scenes rendered with RenderFormer-V2.

Appendix 0.D Additional Results

Figure 6 shows 8 scenes used by Zeng et al. [43] to demonstrate the capabilities of RenderFormer, which RenderFormer-V2 can also handle without issues.

Finally, we show additional complex room scenes in Figure 7 with fine geometrical details, complex light transport, and textures.

We refer to the supplementary video for additional results demonstrating RenderFormer-V2’s capabilities as well as its stability to changes in scene and camera parameters.

Pred Reference Diff (×5) FLIP Metrics
Refer to caption Refer to caption Refer to caption Refer to caption PSNR: 29.07
SSIM: 0.9285
LPIPS: 0.04980
FLIP: 0.2044
Refer to caption Refer to caption Refer to caption Refer to caption PSNR: 30.92
SSIM: 0.9353
LPIPS: 0.04512
FLIP: 0.1125
Refer to caption Refer to caption Refer to caption Refer to caption PSNR: 34.99
SSIM: 0.9506
LPIPS: 0.06065
FLIP: 0.1719
Refer to caption Refer to caption Refer to caption Refer to caption PSNR: 28.92
SSIM: 0.8827
LPIPS: 0.1240
FLIP: 0.2515
Figure 8: A variety of procedurally generated ablation scenes rendered with RenderFormer-V2 and compared to path-traced reference images. We also report PSNR, SSIM, LPIPS, and FLIP errors.

Appendix 0.E Ablation Test Scenes

Figure 8 shows example scenes from our test set used for the ablation studies. These procedurally generated scenes contain diverse textures, a variety of test objects, large scene token counts, as well as volumetric effects, area lighting, and environment lighting.

Appendix 0.F Limitations

Figure 9 illustrates the limitations of RenderFormer-V2 in rendering high-resolution textures on large triangles. Since each triangle is associated with a fixed-resolution texture embedding (32×32), the effective texture resolution becomes low when the triangle covers a large surface area. By subdividing the mesh to increase the number of triangles and thus reduce triangle size, the texture quality can be significantly improved.

Reference No Subdiv. 2×
Refer to caption Refer to caption Refer to caption
4× 8× 16×
Refer to caption Refer to caption Refer to caption
Figure 9: Limitations: large textured triangle can result in loss of texture sharpness. Increasing triangle subdivision level improves texture quality, with finer details and fewer texture artifacts at higher subdivision levels.

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