LiveLight is presented, the first diffusion-based framework for real-time streaming video relighting with interactive 3D lighting control, which achieves state-of-the-art relighting quality while running at real-time speed, and will publicly release its models, training data, and synthetic data generator.
Abstract
We present LiveLight, the first diffusion-based framework for real-time streaming video relighting with interactive 3D lighting control. Achieving this is non-trivial, as it requires overcoming three critical challenges: effectively injecting dynamic 3D lighting into a diffusion model, maintaining high-fidelity generation under an extremely low NFE (Number of Function Evaluations) budget for real-time speed, and facilitating continuous streaming for interactive control. To address these pain points, we propose three key designs. First, for accurate lighting injection, we propose a lightweight adapter that feeds Multi-Plane Light Irradiance (MPLI) conditions-depth-aware irradiance maps encoding 3D lighting geometry-directly into the diffusion backbone. Second, to prevent rendering quality degradation at low NFEs towards real-time distillation, we introduce a geometry-guided feedback branch. This training-time constraint leverages a frozen geometry estimator to enforce depth- and normal-consistent relighting, ensuring geometrically plausible shading without adding inference overhead. Finally, to enable streaming interaction, we develop a progressive rolling-window strategy that maintains a denoising ladder of latent chunks at varying noise levels. By propagating intermediate states, this strategy guarantees temporal coherence and supports arbitrarily long video relighting with per-frame reference refresh. Extensive experiments on real-world and synthetic benchmarks demonstrate that LiveLight achieves state-of-the-art relighting quality while running at real-time speed, significantly outperforming offline baselines in temporal stability, lighting controllability, and user preference. To foster real-time interactive relighting research, we will publicly release our models, training data, and synthetic data generator.
Current 4D generation paradigms are often bottlenecked by a sequential decoupling design: video is generated first, followed by 3D reconstruction, leading to high interaction latency. This limits applications in interactive real-time scenarios. To this end, we propose \textbf{Streaming4D}, a tightly coupled synchronous pipeline that integrates block-wise autoregressive video generation with incremental 3D reconstruction. Unlike traditional frame-by-frame emission and delayed geometry recovery, Streaming4D generates temporal video blocks and immediately triggers reconstruction for each completed block, enabling parallel execution between synthesis and geometric updates. This approach allows the world representation to evolve online with the video stream, reducing feedback latency while preserving geometric fidelity. We instantiate \textbf{Streaming4D} using a Self-Forcing-style autoregressive generator and an incremental reconstruction backend. Experiments show consistent runtime improvements across resolutions on a single RTX 4090 (1.24$\times$ speedup), while maintaining high-quality 4D geometry and multi-view consistency.
Xiao-Yan Liu, Jia-Xin Liu, Kang Li et al.· 0 citations
This work presents LiveAnimate, to their knowledge the first animation system to combine real-time streaming with stable long-form generation at billion scale, built on a 14B-parameter video Diffusion Transformer (DiT).
Yuxuan Zhang, H. Xiong, Yubo Huang et al.· 0 citations
We present FlashRender, a few-step generative rendering framework that retakes a source video along a target camera trajectory in seconds. We identify sampling-step-dependent camera control as a prominent manifestation of discretization error in existing multi-step generative rendering models and show that resolving this inconsistency substantially lowers denoising trajectory curvature, facilitating subsequent step distillation. To this end, we introduce Representation Transformation and Alignment (RETA), which aligns hidden source-video representations with target-video features from a frozen visual geometry model. This directly encodes the geometric transformation within the source-video stream, enabling sampling-step-consistent camera control. We then fine-tune the model with the MeanFlow objective on the lower-curvature denoising trajectory induced by RETA, allowing the model to more effectively address discretization error. Finally, we apply on-policy flow map distillation to correct self-rollout errors under fixed few-step sampling. Extensive experiments show that RETA, MeanFlow, and on-policy flow map distillation play complementary roles in few-step generative rendering. Together, they enable our approach to match multi-step baselines in video quality and geometric consistency at 25x lower sampling cost while achieving superior camera controllability, even under out-of-distribution target camera trajectories.
Byeongjun Park, Byung-Hoon Kim, Hyungjin Chung· 0 citations
Struct-GStream is proposed, which can achieve efficient FVV streaming using structured 3D Gaussians (3DGs) and introduces dynamic anchor points to generate structured 3DGs to construct basic scenes and model approximate scene movements based on the assumption of local rigidity in object motion.
Han Jiao, Jiakai Sun, Lei Zhao et al.· 0 citations
LiveVVT is introduced, a rolling streaming diffusion framework that preserves bounded bidirectional modeling within causal recurrent generation, and a progressive distillation framework integrating bidirectional VVT learning, teacher-trajectory regression for causal few-step adaptation, and Collaborative Matching Distillation, which couples teacher-distribution matching with rolling flow matching on real videos to align optimization with recurrent inference.
Yushe Cao, Shikun Feng, Ru-Xiang Duan et al.· 0 citations
Reconstructing high-fidelity, animatable, and relightable 3D hand avatars from a single RGB image is a challenging yet critical task for immersive VR/AR applications. State-of-the-art hand reconstruction methods achieve impressive reconstruction and relighting results, but they mostly leverage dense observations, such as multi-view images or monocular video sequences and rely on per-scene optimization. Moreover, it is difficult for these methods to generate plausible appearance in occluded regions. In contrast, existing single-view hand reconstruction methods typically struggle to disentangle global illumination, resulting in textures with baked-in shading artifacts. To address these challenges, we propose FLASHand, the first feed-forward relightable and animatable 3D hand reconstruction model from a single RGB image. Our method bridges the gap between efficiency and fidelity, enabling instant creation of personalized hand avatars with disentangled appearance that can be rendered under novel lighting and poses. To ensure plausible geometry generation and achieve high-fidelity animation and relighting, we introduce a mesh-based disentangled 2D Gaussian splatting hand representation. We leverage the NIMBLE parametric prior to define a canonical attribute space, and define geometry and appearance attributes explicitly. We then propose the Feed-forward Hand Attributes Generator (FHAG) to predict these attributes from a single image. By leveraging a cross attention module to fuse canonical geometric information with input image features, FHAG effectively lifts pixel-level visual cues into the 3D hand canonical space, directly generating spatially-aligned geometry and appearance attributes. This allows us to bypass iterative optimization and instantly reconstruct a high-fidelity hand avatar from a single RGB image. Extensive experiments on both synthetic and in-the-wild datasets demonstrate that FLASHand achieves state-of-the-art performance in novel view synthesis and supports real-time animation and relighting. Code and data are available at https://github.com/IGLICT/FLASHand.
Ling-Xiao Zhang, Lin Gao, Wei-Hong He et al.· International Conference on...· 0 citations
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