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Game AI, pathfinding, behavior trees, neural networks, and ML applications in game development.

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PartLLM: A Unified Multimodal Foundation for 3D Part Segmentation

arXiv cs.GR details PartLLM, a multimodal model that treats 3D part segmentation as intent-conditioned generation. For graphics and tools teams, the practical draw is one system that can handle...

Zhe Zhu, Yiheng Zhang, Peng Li, Zixing Zhao, Honghua Chen, Yaqing Zhang, Le Wan, Zhiyang Dou, Cheng Lin, Yuan Liu, Mingqiang Wei, Wenping Wang 13h ago
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VideoX-Qwen: Data-Centric Instruction-Based Video Editing

arXiv cs.GR details VideoX-Qwen, a data-centric video editing pipeline that pairs instruction data with a unified editor. The system builds 1.2 million directional edit records and reports strong...

JJiahang Li, Dingbao Shao, Xinyu Chen, Song Wu, Jiang Lin, Duo Li, Yuhang Liu, Jiaxin Hu, Shengrong Gu, Ying Tai, Zili Yi 13h ago
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Keeper | Managing Memory Budgets

GDC Festival of Gaming spotlights how Keeperโ€™s bird companion flight stayed within budget by balancing pathfinding, locomotion, and animation. The session focuses on the memory tradeoffs behind...

GDC Festival of Gaming Yesterday
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MoSAT: Human Motion Generation from Spatial Audio and Textual Description

arXiv cs.GR details MoSAT, a motion-synthesis model that uses spatial audio plus text to drive full-body animation. The team pairs it with STAM, a new dataset of motion sequences, directional sound,...

Shuyang Xu, Zhiyang Dou, Yiduo Hao, Zekun Li, Liang Pan, Jingbo Wang, Cheng Lin, Yuan Liu, Wenping Wang, Mingmin Zhao, Taku Komura Yesterday
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VISTA: Video-Injected Stylized Text-to-Animation

arXiv cs.GR details VISTA, a two-stage text-to-animation system that blends prompt-driven motion structure with style pulled from reference video. For teams building character animation tools, the...

Monseej Purkayastha, Anindita Ghosh, Philipp Slusallek Yesterday
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Physically Based Rendering in the Latent Space

arXiv cs.GR details a method that pushes physically based rendering into the latent space used by diffusion models. The approach aims to make image generation more controllable by simulating light...

Vuk Radovanovic, Vishesh Gupta, Adrien Gruson, Binh-Son Hua Monday
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S4R: Scaling for Rigid-Body Interpenetration Resolution

arXiv cs.GR details S4R, a scale-continuation method that repairs rigid-body interpenetration in large procedural scenes. It shrinks bodies to a collision-free state, then restores full size through...

Zhiyang Dou, Ang Zhao, Chen Peng, Minghao Guo, Haixu Wu, Cheng Lin, Yuan Liu, Junfeng Yao, Xiaohu Guo, Wenping Wang, Wojciech Matusik Friday
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PointGrade: Geometric Priors for Grading MoonBoard Problems

arXiv cs.GR details PointGrade, a machine-learning method that grades MoonBoard bouldering problems by sampling point clouds from pre-scanned hold meshes. By folding geometric priors into a...

Beatrice Stotz, Ningna Wang, Daria Nogina, Caroline Zhang, Jiyang Yin, Amy Huang, Ben Yang, Jace Li, Joel Salzman, Steven Feiner, Silvia Sell\'an Sep 17
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EMODY Flow: Emotion-Aware Audio-Driven Full-Body Motion Generation

EMODY Flow tackles a common failure in audio-driven character animation: emotion labels get ignored, and motion collapses toward the same result. The 35M-parameter system couples a frozen Qwen-3 Omni...

Harsh Kumar Agarwal, Xavier Alameda-Pineda, Olivier Perrotin Sep 16
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HairCS: Reconstructing Strand-Based Hair from Hair Cards

HairCS turns hair-card assets into strand-based hairstyles, aiming to keep the original silhouette while adding finer geometric detail. The pipeline also enforces production-friendly constraints like...

Zixuan Lu (University of Utah), Tongtong Wang (LIGHTSPEED), Yuefan Shen (LIGHTSPEED), Zhongtian Zheng (LIGHTSPEED), Chenfanfu Jiang (UCLA), Yin Yang (University of Utah), Kui Wu (LIGHTSPEED) Sep 16