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Research News

The latest Research coverage curated for game developers.

Diffusion Editing with Soft Mask: Pixel Level Redo of Image and Video with Adjustable Strength

arXiv cs.GR details SoftPaint, a zero-shot diffusion editing method that gives image and video tools pixel-level control with soft masks. Instead of all-or-nothing masking, it lets creators dial edit strength …

Research arXiv cs.GR · 1 day, 21 hours ago
Strike a Chord! Modal Kinetic Typography

arXiv cs.GR details a modal kinetic typography system that animates vector letters from their own vibration modes while keeping them readable. The method uses a finite-element eigenproblem plus a frozen …

Research arXiv cs.GR · 2 days, 21 hours ago
Providing Rapid Design Feedback for 3D Obstacle Course Games Using Constrained Solvability Queries

arXiv cs.GR details a design tool that can rapidly test whether 3D obstacle-course layouts are solvable under designer-set constraints. It pairs GPU-accelerated simulation with search and RL guidance, giving level …

Research arXiv cs.GR · 3 days, 21 hours ago
Excellence on Display: Recognizing the SIGGRAPH 2026 Award Winners

SIGGRAPH announced its 2026 award winners, spotlighting standout work across art, animation, emerging tech, immersive experiences, real-time graphics, and research. For developers, the list is a useful snapshot of where …

Blog SIGGRAPH · 4 days, 2 hours ago
CuACD: A Fully GPU-Resident Approximate Convex Decomposition

arXiv cs.GR details CuACD, a fully GPU-resident approximate convex decomposition pipeline that turns triangle meshes into convex parts much faster. The authors say it can cut preprocessing from tens of …

Research arXiv cs.GR · 1 week, 1 day ago
OREO: Fidelity Alignment in 3D Generation via On-the-fly Rendering-Editing Optimization

arXiv cs.GR details OREO, a 3D generation alignment method that uses on-the-fly edited renderings to push models toward more realistic assets. The system feeds refined 2D views back as pseudo-targets, …

Research arXiv cs.GR · 1 week, 1 day ago
Meet the Visionaries Taking the Stage at SIGGRAPH Asia 2026

SIGGRAPH has unveiled the keynote lineup for SIGGRAPH Asia 2026, putting Markus Gross, Ran Huang, and Andrea Vedaldi on stage. For graphics programmers and technical artists, that usually signals a …

Blog SIGGRAPH · 1 week, 2 days ago
PIONEERS Shine Their LA Spotlight on Don Greenberg at SIGGRAPH 2026

SIGGRAPH says Don Greenberg, 92, headlined the Pioneers featured talk in a hybrid session at SIGGRAPH 2026, putting a long-view spotlight on one of computer graphics' early figures. For developers, …

Blog SIGGRAPH · 1 week, 3 days ago
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 · 1 week, 3 days ago
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 …

Research arXiv cs.GR · 1 week, 4 days 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 · 2 weeks, 1 day ago
LYRIC: Language-Driven Physics-Based Character Control for Contact-Rich Whole-Body Object Interaction

arXiv cs.GR details LYRIC, a physics-based character controller that turns free-form language into contact-rich whole-body interactions. For game teams, the interesting part is the split between a task planner and …

Research arXiv cs.GR · 2 weeks, 1 day 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 · 2 weeks, 1 day 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 · 2 weeks, 2 days ago
DSD: Learning Diverse and Reusable Motor Skills via Diffusion Skill Discovery

arXiv cs.GR details DSD, a diffusion-based skill discovery method that learns a wider set of reusable humanoid motor skills. For game teams building animation or AI-driven characters, the pitch is …

Research arXiv cs.GR · 2 weeks, 2 days 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 weeks, 3 days 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 weeks, 3 days ago
PhysStream: Streaming Physics-Grounded Video Generation with Structured Scene Memory and Fine-Grained Motion Control

arXiv cs.GR details PhysStream, a video-generation model that lets creators steer physics-driven motion mid-generation instead of locking in a full control schedule up front. For game teams, the interesting bit …

Research arXiv cs.GR · 2 weeks, 3 days ago
ESG: Generating Physically Consistent Dynamic 3D Scenes from Text Descriptions

A new pipeline turns text prompts into physically consistent dynamic 3D scenes that can run in Unreal Engine. The system builds an Evolutive Scene Graph, then optimizes layout and motion …

Research arXiv cs.GR · 2 weeks, 4 days ago
Accelerating HKTex without Mesh Eigensystems: Local Unfolding and Randomized Thermal Features

A new HKTex acceleration method drops the mesh eigensystem bottleneck that has made heat-kernel texture workflows expensive to initialize. Two variants, LocalHK and ThermalRF, keep the trainer and compositing pipeline …

Research arXiv cs.GR · 2 weeks, 4 days ago
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