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Cinematics News

The latest Cinematics coverage curated for game developers.

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 results against …

Research arXiv cs.GR · 3 days, 19 hours ago
KeyID: Decoupled Drafting and Keyframe Editing for Identity-Preserving Video Generation

KeyID tackles identity-preserving video generation by splitting motion synthesis from identity injection, cutting the usual tug-of-war between prompt fidelity and subject consistency. The training-free pipeline drafts an identity-agnostic sequence first, …

Research arXiv cs.GR · 1 month, 1 week ago
Halo: Campaign Evolved brings the legendary franchise into a new era with UE5

Halo is getting a full campaign remake in Unreal Engine 5, with modernized visuals, refined controls, and updated cinematics. Halo: Campaign Evolved aims to preserve the original Combat Evolved campaign …

Official Unreal Engine · 1 month, 3 weeks ago
SIGGRAPH Spotlight: Episode 106 – In Conversation With the SIGGRAPH 2026 Electronic Theater Award-Winning Directors

SIGGRAPH 2026’s Electronic Theater award-winning directors are stepping into the spotlight to talk craft, from storytelling choices to animation technique. For teams shipping cinematic-heavy games, it’s a useful look at …

Blog SIGGRAPH · 2 months, 1 week ago
Creative Freedom vs. Production Reality: Adam Holmes on the Future of Previsualization

Previsualization is shifting from a cinematic planning tool into a real-time production system that helps teams lock creative intent earlier. Adam Holmes frames it as a way to balance director …

Blog SIGGRAPH · 2 months, 2 weeks ago
Gaussian Splatting in Virtual Production — How We Put a Human-Sized Can Into a Childhood Bedroom

Gaussian splatting is moving beyond static capture and into virtual production workflows. DOSENMUTTER used Unreal Engine to turn a childhood bedroom into a giant-scale film set, including a human-sized can, …

Blog SIGGRAPH · 2 months, 2 weeks ago
Vertigo Vertigo: Reconstructing a Cinematic Ideal through its Predictive AI Double

A paper shows a large video diffusion model can reconstruct Hitchcock’s Vertigo scene-for-scene from just 2.78% of the original frames. For game teams, the interesting part is how much cinematic …

Research arXiv cs.GR · 2 months, 3 weeks ago
HorizonRelight: Relighting Long-horizon Videos Consistently via Diffusion Transformers

The interesting bit here is not just better video relighting, but a way to keep it stable across long clips instead of breaking at chunk boundaries. HorizonRelight treats the problem …

Research arXiv cs.GR · 2 months, 3 weeks ago
June’s Epic learning content: MetaHumans, Mesh Terrain, and more

Epic’s June learning drop is mostly practical content: a UE template for live broadcast workflows, phone-based cinematic dialogue capture, and mesh terrain tips. For teams using Unreal, it’s the kind …

Official Unreal Engine · 3 months ago
May’s Epic learning content: Environments, lighting, and more

Epic’s May learning drop is mostly practical content for UE5 teams working on visuals. The standout pieces are cinematic environment workflows, Substrate translucent glass setup, and a neat trick for …

Official Unreal Engine · 3 months, 4 weeks ago
BodyReLux: Temporally Consistent Full-Body Video Relighting

A new video relighting system can keep full-body human performances temporally stable while changing lighting, which is the hard part most relighting demos still struggle with. BodyReLux is trained on …

Research arXiv cs.GR · 4 months ago
HL-OutPaint: Coarse-to-Fine Video Outpainting for High-Resolution Long-Range Videos

For teams shipping wide-aspect or long-form video, this paper tackles a real pain point: outpainting that stays coherent over large spatial expansion and long sequences. HL-OutPaint uses a two-stage coarse-to-fine …

Research arXiv cs.GR · 4 months, 1 week ago