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Graphics Research News

The latest Graphics Research coverage curated for game developers.

GS-PI: An Optimization-Decoupled Appearance Decomposition Approach for Generating PBR Gaussian Assets

arXiv cs.GR details GS-PI, a method for turning Gaussian-splat assets into fully relightable PBR content without per-scene joint optimization. The approach separates appearance decomposition from geometry, then uses diffusion and …

Research arXiv cs.GR · 2 days, 2 hours ago
Dichoptic Foveation

A SIGGRAPH 2026 paper on dichoptic foveation suggests VR renderers can push more perceived detail without fully sharpening both eyes. The technique blurs one eye while sharpening the other, then …

Research arXiv cs.GR · 4 days, 2 hours ago
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 scalp-rooted strands and even root …

Research arXiv cs.GR · 4 days, 2 hours ago
PhysStream: Streaming Physics-Grounded Video Generation with Structured Scene Memory and Fine-Grained Motion Control

PhysStream pushes video generation toward physically meaningful control, letting creators steer motion mid-generation instead of locking in a full schedule up front. The model uses structured scene memory and sparse …

Research arXiv cs.GR · 4 days, 2 hours ago
A Sharp Conservative Offset for Marching Cubes

Marching Cubes gets a sharp conservative offset for grid-sampled 1-Lipschitz fields, with a provable threshold of √3/2·h. For signed distance functions and similar data, that means a guaranteed enclosure of …

Research arXiv cs.GR · 5 days, 2 hours ago
TopoRig: Topology-Agnostic Facial Rigging via Multi-Source Supervision

arXiv cs.GR details TopoRig, a facial rigging system that keeps a character’s original mesh topology while predicting FACS-driven deformations. For teams building custom characters, the pitch is fewer transfer artifacts …

Research arXiv cs.GR · 5 days, 2 hours ago
Transforming harmonic coefficients for 3D splat compression

A new compression method for 3D Gaussian splats targets one of the format’s biggest practical costs: color attributes. By transforming spherical harmonic coefficients before coding, the researchers report more than …

Research arXiv cs.GR · 5 days, 2 hours ago
Unified Gaussian Primitives for Scene Representation and Rendering

Researchers have introduced Unified Gaussian Primitives, a scene representation and rendering approach aimed at consolidating how complex content is stored and drawn. Published in ACM Transactions on Graphics, the work …

Research ACM Graphics · 5 days, 19 hours ago
DealMaTe: Multi-Dimensional Material Transfer via Diffusion Transformer

DealMaTe proposes a diffusion-transformer approach for multi-dimensional material transfer, aiming to move more than just color or texture between assets. Published in ACM Transactions on Graphics, the work points toward …

Research ACM Graphics · 6 days, 2 hours ago
Hologram Representation via Quadratic Phase Gaussian Splatting

Researchers have proposed CVQPG, a hologram representation that swaps the usual 2D Gaussian basis in splatting-style pipelines for quadratic phase functions. In tests, it improved reconstruction quality by 0.19 dB …

Research arXiv cs.GR · 1 week, 2 days ago
Compact Neural Appearance Models for Efficient Gaussian Splatting

A new Gaussian splatting pipeline swaps bulky spherical harmonics for compact neural appearance codes, cutting per-primitive appearance storage from 192 bytes to 28. The result is a 1.3× faster optimization …

Research arXiv cs.GR · 1 week, 6 days ago
TileGS: Tile-Local Depth Binning for Gaussian Splatting Rasterization

TileGS is a new tile-local depth binning approach for 3D Gaussian Splatting that cuts raster traversal work without changing output quality. On a 9-scene benchmark, the No-GW variant sped up …

Research arXiv cs.GR · 2 weeks, 2 days ago
Reparametrizing 3D Gaussian Splatting for Real-Time Palette-based Color and Luminance Editing

A new 3D Gaussian Splatting editing method lets artists recolor scenes in real time with palette-based controls and separate luminance adjustment. The technique reparameterizes pretrained 3DGS instead of retraining from …

Research arXiv cs.GR · 2 weeks, 2 days ago
P-CORE: Self-Supervised Surface Consistency for Point-Based Neural Editing

A new self-supervised method called P-CORE aims to make point-based neural editing survive large non-rigid deformations without ground-truth views of the edited shape. It enforces surface consistency before and after …

Research arXiv cs.GR · 2 weeks, 2 days ago
LightBridge: Feed-Forward Generative Relighting for 3D Gaussian Splatting

LightBridge aims to make relighting 3D Gaussian Splatting assets a one-pass process instead of a per-scene optimization job. The system uses a feed-forward generative pipeline plus a new relighting dataset …

Research arXiv cs.GR · 2 weeks, 3 days ago
Inverse Rendering for Modeling with Line Primitives

Researchers have introduced an inverse rendering method that reconstructs fuzzy geometry with explicit line segments instead of volumetric primitives. The approach targets hair, fur, fibers, and textiles, aiming for real-time-friendly …

Research arXiv cs.GR · 2 weeks, 4 days ago
As-Rigid-As-Possible Deformation of Gaussian Radiance Fields

Researchers have introduced an interactive way to deform 3D Gaussian Splatting scenes while keeping the rendered result consistent with the edited shape. The method targets a long-standing problem in 3DGS …

Research arXiv cs.GR · 2 weeks, 5 days ago
mmIR: Frequency-Space Inverse Rendering for 3D Millimeter-Wave Radar ADC Synthesis

mmIR tackles a core radar bottleneck for simulation-heavy development: there still isn’t much high-resolution 3D millimeter-wave data to train or validate against. The system fits a physics-based forward model to …

Research arXiv cs.GR · 2 weeks, 5 days ago
ABCD: Alpha-Composited Block Coordinate Descent: Constant-VRAM Training for Large Radiance Fields

A new training method for 3D Gaussian Splatting cuts peak VRAM to a fixed budget by training radiance fields block by block. ABCD pre-renders frozen regions into RGBA composites, letting …

Research arXiv cs.GR · 2 weeks, 6 days ago
Reference-free Human-Object Interaction Editing

A new image-editing framework, InteractEdit, tackles human-object interaction changes without needing a reference image. It aims to preserve subject and object identity while swapping the interaction itself, a harder problem …

Research arXiv cs.GR · 3 weeks, 5 days ago
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