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 …
JJiahang Li, Dingbao Shao, Xinyu Chen, Song Wu, Jiang Lin, Duo Li, Yuhang Liu, Jiaxin Hu, Shengrong Gu, Ying Tai, Zili Yi·
Learn how animation and cinematics can become part of gameplay in horror games by teaching mechanics, creating vulnerability, controlling tension, communicating danger, and influencing player behavior. Animation and cinematics are …
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, …
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 …
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 …
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 …
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, …
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 …
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 …
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 …
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 …
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 …
Li Ma, Mingming He, Xueming Yu, David M. George, Ahmet Levent Ta\c{s}el, Paul Debevec, Julien Philip·
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 …
Jeongeun Park, Janghyeok Han, Geonung Kim, Hyun-Seung Lee, Kyuha Choi, Youngseok Han, Sunghyun Cho·
With your permission, GameDev.net uses analytics cookies to understand how people use the platform.
You can accept analytics or continue with necessary cookies only.
Learn more