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Technical Art News

The latest Technical Art coverage curated for game developers.

Articulate That Object Part (ATOP): 3D Part Articulation from Text and via Motion Personalization

ATOP is a new 3D part-articulation method that lets creators drive object motion from text and personalize it with motion examples. For game teams, that points to faster iteration on …

Research ACM Graphics · 4 days, 5 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 · 4 days, 12 hours ago
Efficient Offset Mesh Generation with Preserved Features and Boundaries

Researchers have published a new offset-mesh generation method that preserves sharp features and boundaries while staying efficient enough for practical geometry workflows. The work targets a long-standing pain point in …

Research ACM Graphics · 4 days, 12 hours ago
UniMate: One Unified Model to Animate Diverse Skeletons

UniMate aims to remove a major bottleneck in character animation: motion generation for arbitrary rigs. The model takes a rigged 3D asset and a text prompt, then produces articulated motion …

Research arXiv cs.GR · 1 week, 4 days ago
No Pixel Left Behind: Filling Gaps in Anime Colorization

Anime colorization still burns time on tiny missed gaps, and a new tool called GapFill targets that pain point directly. Tested with 13 professional colorists, it improved gap-filling performance and …

Research arXiv cs.GR · 2 weeks, 2 days ago
Figures as Programs: Recursive Generation of Editable Scientific Figures

A new multi-agent system called FigTree turns scientific figure creation into recursive SVG program construction, aiming to make diagrams editable instead of locked raster images. It breaks a figure into …

Research arXiv cs.GR · 2 weeks, 2 days ago
Domain-Varying 2D Green' s Functions for Cage-based Deformation

A new cage-based deformation method, Domain-Varying Green Coordinates, reframes 2D shape editing around the Green’s function domain itself. The approach unifies harmonic and Green coordinates and lets artists tune deformation …

Research arXiv cs.GR · 2 weeks, 3 days ago
What Will This Copper Look Like Later? Forecasting Surface Appearance and Rendering It as a PBR Material

A new copper-oxidation pipeline forecasts how a fixed surface will look 10 accelerated units ahead, then turns that prediction into PBR maps for albedo, normal, roughness, and metallic. The practical …

Research arXiv cs.GR · 2 weeks, 4 days ago
Procedura: Agentic 3D Modeling with Procedural Control

Procedura turns text prompts into editable 3D assemblies instead of opaque meshes, aiming squarely at hard-surface modeling. The system uses an LLM to write parametric programs with named parts, typed …

Research arXiv cs.GR · 3 weeks ago
A Three-Parameter Binary Subdivision Scheme for Shape-Controlled Curve Design

A new 9-point binary subdivision scheme adds three independent control parameters for shape-controlled curve design. Built from weighted refinement rules inspired by 7-point Lagrange and B-spline schemes, it gives developers …

Research arXiv cs.GR · 3 weeks, 2 days ago
ExMesh++: From Multi-View Images to Relightable UV-PBR Mesh Assets via Topology-Adaptive Reconstruction and Decomposition

ExMesh++ turns multi-view photos into editable UV-PBR mesh assets, aiming to skip the usual mesh extraction and texture-baking detour. The staged pipeline adapts topology with vertex split/merge operations, then locks …

Research arXiv cs.GR · 3 weeks, 2 days ago
ViSculpt: Visual-Centric Agentic Geometry Editing

A new Blender-focused geometry editor uses multimodal agents to modify existing meshes in place instead of regenerating them from scratch. ViSculpt watches the viewport, reasons about the current asset, and …

Research arXiv cs.GR · 3 weeks, 2 days ago
Erratum: A Precision Controlled Surface-Surface Intersection Algorithm for NURBS

ACM Graphics has published an erratum for a precision-controlled surface-surface intersection algorithm for NURBS, a niche but important topic for high-end geometry work. For teams building CAD-like tools, procedural modeling, …

Research ACM Graphics · 3 weeks, 3 days ago
Erratum: A Robust and Efficient Intersection Algorithm for NURBS Surfaces: Handling Small Loops and Tangent Intersections

A correction has been issued for a 2026 ACM Transactions on Graphics paper on NURBS surface intersection, specifically the version covering small loops and tangent intersections. For graphics teams working …

Research ACM Graphics · 3 weeks, 3 days ago
Erratum: Fiber-level Woven Fabric Capture from a Single Microscopic Image

A correction has been issued for the 2026 TOG paper on fiber-level woven fabric capture from a single microscopic image. For graphics teams working on materials, the practical takeaway is …

Research ACM Graphics · 3 weeks, 3 days ago
Interactive Stroke-based Neural SDF Sculpting

Interactive stroke-based sculpting is coming to neural SDF workflows, giving graphics teams a ZBrush-like way to edit implicit surfaces without converting to meshes. The method uses tubular stroke neighborhoods and …

Research arXiv cs.GR · 4 weeks, 1 day ago
AnyTalk: Speech Animation for Arbitrary Characters Leveraging a Video Generation Model

A new speech-animation pipeline, AnyTalk, can generate lip-synced 3D talking characters without character-specific animation data. It adapts a video diffusion model to a target mesh, then lifts the generated talking-head …

Research arXiv cs.GR · 1 month ago
Deep Analog: Open-Set Film Emulation with Reference-Conditioned 3D LUTs

A new film-emulation pipeline predicts a 3D LUT from a single reference frame, aiming to match unseen analog looks without paired training data. It also sidesteps the usual LUT-bank collapse …

Research arXiv cs.GR · 1 month ago
CodeDev Group launches dev studio Full Spectrum Interactive

CodeDev Group has launched Full Spectrum Interactive, a UK studio aimed at small-to-AA projects and co-development work. The team is led by industry veterans and will tap CodeDev’s engineering, design, …

News GamesIndustry.biz · 1 month ago
Gaussian Sculpting: End-to-End Controllable Surface Reconstruction via Field Optimization

A new reconstruction pipeline called Gaussian Sculpting aims to fix a long-standing weakness in 3D Gaussian Splatting: messy geometry. By tying Gaussians to an evolving differentiable surface, it uses them …

Research arXiv cs.GR · 1 month ago
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