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96 results

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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 …

Zander Majercik, Sharon Zhang, William Wang, Tejan Karmali, Fangjun Zhou, Yucheng Yuan, Jean-Pe\"ic Chou, Maneesh Agrawala, Kayvon Fatahalian ·
research level-design ai simulation reinforcement-learning +1
News

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 …

Ruoxi Shi, Xinyue Wei, Fanbo Xiang, Zexiang Xu, Hao Su ·
graphics physics collision-detection cuda tooling +1
News

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, …

Zhiyuan Ma, Wenbo Hu, Wang Zhao, Pengfei Wang, Ying Shan, Lei Zhang ·
3d generation ai assets diffusion models computer graphics research
News

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 …

SIGGRAPH Asia ·
siggraph asia conference keynote graphics ai +1
News

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, …

ACM SIGGRAPH ·
siggraph computer graphics history research technical art
News

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 …

JJiahang Li, Dingbao Shao, Xinyu Chen, Song Wu, Jiang Lin, Duo Li, Yuhang Liu, Jiaxin Hu, Shengrong Gu, Ying Tai, Zili Yi ·
ai video editing graphics cinematics research
News

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 …

Shuyang Xu, Zhiyang Dou, Yiduo Hao, Zekun Li, Liang Pan, Jingbo Wang, Cheng Lin, Yuan Liu, Wenping Wang, Mingmin Zhao, Taku Komura ·
animation motion synthesis spatial audio ai research +1
News

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 …

Ruchao Bao, Wenzheng Wu, Chucheng Xiang, Zhongyuan Liu, Yuan Liu, Jinxin Dong, Ligang Liu, Ziqi Wang ·
research graphics transformers procedural-content asset-pipeline
News

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 …

Zeyu Han, Zichong Meng, Julian Tanke, Minami Matsumoto, Sergey Bashkirov, Yingruo Fan, Selim Engin, Dongseok Shim, Takashi Shibuya, Yuki Mitsufuji, Huaizu Jiang ·
animation physics character-control ai research +1
News

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 …

Beatrice Stotz, Ningna Wang, Daria Nogina, Caroline Zhang, Jiyang Yin, Amy Huang, Ben Yang, Jace Li, Joel Salzman, Steven Feiner, Silvia Sell\'an ·
ai graphics 3d-data point-clouds research +1
News

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 …

Diego Royo, Mar\'ia Pe\~na, Forrest B. Peterson, Andreas Velten, Julio Marco, Diego Gutierrez ·
graphics computer-vision computational-imaging non-line-of-sight siggraph-asia +1
News

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 …

David Bizzozero ·
graphics real-time simulation-history research strategy
News

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 …

Chuhao Chen, Peter Wonka, Chaoyang Wang, Chen Wang, Qiao Feng, Sergey Tulyakov, Lingjie Liu ·
generative-ai video-generation physics-simulation motion-control research +1
News

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 …

Xintong Fang, Zhiyuan Fang, Rengan Xie, Xuhong Zhang, Guoyuan An, Zeran Liu, Jingyan Zhang, Jiarui Guo, Yuchi Huo ·
ai unreal simulation scene-generation research
News

Closed-Form Convolution for physically-accurate defocus in Gaussian Splatting

A new SIGGRAPH-era rendering technique brings physically accurate defocus to Gaussian splatting through closed-form convolution. For teams using splats in real-time pipelines, that means cleaner depth-of-field behavior without relying on …

Weichen DaiKangcheng MaWanzeng Kong ·
graphics gaussian-splatting depth-of-field research

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