Underwater image enhancement is challenged by spatially non-uniform, wavelength-dependent attenuation. Propagation distance and wavelength govern this degradation, while YCbCr separates luminance from chrominance for restoration. We propose DY-LUT, a depth-aware YCbCr lookup-table framework for real-time enhancement. A dual-branch encoder predicts image-level fusion weights and a joint pair of pixel-wise degradation indices from image and depth features. These quantities condition learnable 4D LUTs, followed by lightweight local refinement. DY-LUT preserves traditional LUT efficiency while enabling depth-conditioned, spatially adaptive restoration. With externally supplied depth, its 3.56M-parameter enhancement network achieves competitive quality on UIEB-90 and LSUI and runs $9$--$304\times$ faster than representative high-capacity baselines. Adaptive inference further maintains real-time performance ($\sim7$ ms) for 4K UIQAD images. DY-LUT also benefits downstream detection and feature matching. Ablations show that YCbCr is a more effective basis than RGB for depth-conditioned lookup, while the jointly learned indices further improve adaptive querying. These results provide a physically grounded route to efficient UIE on practical platforms.
Wout Mommen, Lars Keuninckx, Matthias Hartmann +2cs.LG cs.AI
We introduce a novel method for both partial and full optimization of the connections in deep differentiable logic gate networks (LGNs) and lookup table networks (LUTNs). Our training method utilizes a probability distribution over a set of connections per gate/lookup table (LUT) input pin, selecting the connection with highest merit, all whilst the optimal gate types or LUT-entries are learned in parallel. We show that the connection-optimized LGNs outperform standard fixed-connection LGNs on the Yin-Yang, MNIST Handwritten Digits and Fashion-MNIST benchmarks, while requiring only a fraction of the number of logic gates. We achieve 98.92% on the MNIST dataset with two layers of 8000 gates. With only one layer of 8000 gates, we obtain 98.45%, showing that our method requires almost 50 times fewer gates compared to fixed-connection LGNs. Training stability up to ten layers has been ensured by employing a high learning rate, straight-through estimators and trimming constant-output gate types. Additionally, we present a LUT neuron description that enables stable training with backpropagation, tested up to 6-layer deep networks. The model requires four times fewer trainable parameters and still achieves a higher accuracy compared to the fixed-connection LGN training algorithm. Our connection-training algorithm also works well for the LUTNs, achieving an accuracy of 98.88% for two layers of 2000 6-input LUTs.
Achieving a desirable balance between rendering quality and real-time performance is a long-standing challenge in modern game and rendering engines, particularly on resource-constrained mobile devices such as laptops, tablets, and smartphones. Existing approaches to automatic rendering parameter optimization either depend on exhaustive per-scene pre-computation that spans several days, suffer from the prohibitive inference overhead of neural networks that prevents per-frame adaptation, or lack generalizability across heterogeneous hardware and diverse scenes. In this paper, we propose \textbf{LUT-Opt}, a lightweight, general-purpose framework for adaptive per-frame rendering parameter optimization. Our method decomposes the joint optimization of rendering time and image quality into a tractable two-stage pipeline. In the offline stage, we train a pair of XGBoost regressors to predict rendering time and image quality from rendering parameters, hardware state, and scene complexity descriptors. The trained ensemble models are then distilled into compact lookup tables (LUTs) through systematic discretization and a two-phase linear search that first constrains rendering time and subsequently maximizes structural similarity (SSIM). During runtime, the pre-computed LUT is queried every frame in sub-millisecond time, enabling truly adaptive parameter selection with negligible computational overhead. We validate LUT-Opt on two representative rendering techniques -- subsurface scattering (SSS) and hybrid-pipeline ambient occlusion (AO) -- implemented within Unreal Engine 5. Extensive experiments across multiple scenes and GPU configurations demonstrate that LUT-Opt reduces subsurface scattering rendering time by approximately 40\% and ambient occlusion rendering time by roughly 70\%, while incurring only about 2\% increase in image quality error, with per-frame inference latency below 0.1\ ms.