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 …
arXiv cs.GR details Text2Sim, a pipeline that turns a text prompt into an editable physics simulation. Built on Genesis, it uses a planner, specialized writers, asset tools, and a critic …
Xiaoyu Xiong, Tsun-Hsuan Wang, Yi-Ling Qiao, Tao Du, Minchen Li·
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 …
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 generationai assetsdiffusion modelscomputer graphicsresearch
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 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·
siggraphcomputer graphicshistoryresearchtechnical art
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·
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 …
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 …
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 …
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 …
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·
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 …
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·
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 …
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 …
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 …
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 …
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 …
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 …
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