Abstract
SolarRenderer adapts a frozen video backbone with lightweight LoRAs to render realistic videos from diverse structural inputs in four steps or real-time streaming, using frame-aligned training data.
Game engines and coding agents can specify the layout, motion, and camera of a scene, yet turning such coarse structure into realistic video requires a renderer that follows the structure and completes the appearance it leaves open. Existing renderers are tied to the representation of one engine, need tens of denoising steps or a costly distillation of their own, and learn from conditions that are not aligned with their target videos. We present SolarRenderer, a structure-conditioned video renderer that adapts a frozen MiniMax-H3 33B backbone with two lightweight LoRAs. Structural videos enter the native reference pathway of the backbone at the positions of the frames they describe, without a type identifier and described only in plain text, so that a single control LoRA follows arbitrary structural representations. Starting from a pretrained four-step LoRA, structure-guided distribution matching renders in four steps, 12.3 times faster than 50-step sampling, while preserving the learned control. A block-causal variant extends the same design to streaming and renders 768p video in real time. To train the model, we build a frame-aligned corpus of 136K clips from game engines, simulators, and YouTube videos. Experiments on an in-distribution test set and a generalization benchmark of 16 structural representations show that SolarRenderer achieves state-of-the-art results across both, and generalizes to 11 unseen representations, including pose skeletons, drawings, and point clouds.
Community
SolarRenderer turns any engine's untextured structure pass into a finished, styled video, guided by a reference first frame. The model is built on MiniMax-H3, with a control LoRA and a few-step distilled LoRA.
π― Precise structure. The output follows the input's geometry, motion and timing frame by frame. Every object stays where the engine put it, and the render keeps time with the game. On our held-out benchmark it ranks first on structure (Elo 1313 against nine other methods).
βΎοΈ Endlessly general. It takes any game, character or scene: Blender, three.js browser games, game engines, even a phone filming a screen. It renders in whatever look the first frame sets, with no per-game training.
β‘ Real-time and endless. The block-causal student renders 4 steps per chunk. It produces a 17-frame chunk every 0.70 s at 24 fps, about 1.1 s behind its input. With a KV cache it keeps going as long as the input does. Pick up the controller and play.
π Paper: https://arxiv.org/abs/2610.28630
π Project page (live demos): https://enderfga.cn/SolarRenderer/
π» Code: https://github.com/Enderfga/SolarRenderer
π€ Weights Β· Data Β· Benchmark: https://huggingface.co/collections/Enderfga/solarrenderer
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