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Graphics News

The latest Graphics coverage curated for game developers.

Babylon.js 9.27.1 Released

Babylon.js 9.27.1 adds a normalized occlusion query visibility API and broadens frame graph geometry rendering to cover Gaussian splats, sprites, and particles. The patch also fixes several WebGPU/WGSL and Gaussian …

Tech Babylon.js (GitHub Releases) · 2 hours, 45 minutes ago
DELUGE: Decomposed Entropy-coded Live Unstructured Geometry Exchange for Real-time Particle Streaming

arXiv cs.GR details DELUGE, a particle-streaming compression scheme aimed at real-time VR and AR collaboration. It targets fluid, smoke, and granular sims with sub-frame latency, and the authors say it …

Research arXiv cs.GR · 12 hours, 43 minutes ago
Printing the Underdetermined: Materializing Multi-solutionness in Figurative Paintings

arXiv cs.GR details a pipeline that turns figurative paintings into multiple plausible 3D interpretations instead of forcing one reconstruction. It samples camera-orbit videos, rebuilds them with 3D Gaussian Splatting, then …

Research arXiv cs.GR · 12 hours, 43 minutes ago
An Elementary Expression for Multiple Scattering in Homogeneous Microflake Media

arXiv cs.GR details a new diffuse-like BRDF that evaluates and importance-samples in closed form while accounting for all scattering orders under Smith shadowing. For rendering teams, the practical draw is …

Research arXiv cs.GR · 12 hours, 43 minutes ago
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 shallow convex QP …

Research arXiv cs.GR · 12 hours, 43 minutes ago
PART: Learning 3D Part Assembly and Retrieval with Transformers

arXiv cs.GR details PART, a transformer-based system that can retrieve 3D parts from a library and assemble them into a target shape. The approach tackles variable part counts and 6-DoF …

Research arXiv cs.GR · 12 hours, 43 minutes ago
SplashSplat: Reconstructing Splashing Liquids from Real-World Multi-View Videos

arXiv cs.GR details SplashSplat, a new method for reconstructing splashing liquids from real multi-view video. The team pairs a 20-scene benchmark with seven synchronized 4K cameras at 60 fps and …

Research arXiv cs.GR · 12 hours, 43 minutes ago
How tetrahedral cages significantly reduce BVH memory usage

AMD GPUOpen details a tetrahedral cage technique that cuts BVH memory and update costs for large dynamic scenes. The demo ray traces 25,000 independently animated plants at 60+ FPS, showing …

Official AMD GPUOpen · 1 day, 3 hours ago
PixiJS v8.21.0 Released

PixiJS v8.21.0 lands as a feature-heavy update with a few migration points for engine users. The biggest behavior change is mirrored matrix decomposition now returning real rotation plus negative scale, …

Tech PixiJS (GitHub Releases) · 1 day, 9 hours ago
Human-aware Design Generation: Adding 3D Humans into Graphic Designs

arXiv cs.GR details a model that inserts 3D humans into partial graphic designs, aiming to make layouts feel more deliberate and visually coherent. The system predicts pose, framing, and placement …

Research arXiv cs.GR · 1 day, 12 hours ago
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 sequence-based predictor, the model …

Research arXiv cs.GR · 1 day, 12 hours ago
CARA: Collision-Aware Resolution Adaptation for Multiresolution Hash Encoding Based Image Fitting

arXiv cs.GR details CARA, a hash-encoding tweak that cuts collision waste in multiresolution image fitting. The method adapts per-level resolution and adds an invertible pixel-shuffle to spread spatial load more …

Research arXiv cs.GR · 1 day, 12 hours ago
MoQSplat: Adaptive Progressive Streaming of 3D Gaussian Splatting via MoQ

arXiv cs.GR details MoQSplat, a streaming approach for 3D Gaussian Splatting that targets gigabyte-scale scene delivery over QUIC. It splits scenes into spatial Tracks and progressive Subgroups, aiming to cut …

Research arXiv cs.GR · 1 day, 12 hours ago
Cascaded Non-Line-of-Sight Imaging

Researchers have pushed non-line-of-sight imaging beyond the usual three-bounce assumption, using higher-order light paths to reconstruct hidden objects around one or even two corners. The technique combines ultrafast laser scanning …

Research arXiv cs.GR · 2 days, 12 hours ago
3D Field Data Reduction with Adaptive Sample-Based Gaussian-Encoded Reconstruction

A new Gaussian-encoding method can compress 3D field data across structured grids, meshes, and particles under one fixed budget. The approach claims up to 4.8 dB better PSNR while using …

Research arXiv cs.GR · 2 days, 12 hours ago
Non-uniform B-spline optimization method for generating swept surfaces

A new non-uniform B-spline optimization method targets swept-surface generation with fewer control points and tighter error bounds. For CAD and content pipelines that rely on clean parametric surfaces, the practical …

Research arXiv cs.GR · 2 days, 12 hours ago
Delayed-Light Rendering for Superluminal Objects

A new real-time rendering method handles superluminal motion by solving for delayed-light images directly from recorded simulation history. It can produce multiple simultaneous views, pair creation and annihilation flashes, and …

Research arXiv cs.GR · 2 days, 12 hours ago
Dev snapshot: Godot 4.8 dev 6

Godot 4.8 dev 6 lands sooner than usual after macOS startup crashes and Android Play Store upload failures were fixed. The snapshot also adds screen-space contact shadows for directional lights, …

Official Godot Engine · 2 days, 20 hours ago
Optimizing CPU-side Rendering Code

Godot has been tightening CPU-side renderer code, and one Polygon2D case showed why that matters: a scene with only about 20 animated characters was spending 15.7 ms in Polygon2D::_notification() and …

Official Godot Engine · 2 days, 23 hours ago
Gaussian Process Implicit Surfaces as Participating Media: Realization-Free Rendering from Level-Crossing Statistics

Researchers have linked Gaussian Process Implicit Surfaces to participating media, deriving a rendering model that works from level-crossing statistics instead of explicit surface realizations. The result promises more efficient rendering …

Research arXiv cs.GR · 3 days, 12 hours ago
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