Papers for

game developers

Papers whose findings have a practical use for this group, as judged from the abstract. Open a paper to read what it means in practice.

Reinforcement learning improves by using local state symmetries

Groupoid-Based Internal State Representations for Reinforcement Learning with Local Symmetries

Abstract: Symmetries play a central role in reducing the complexity of reinforcement learning problems, yet most existing approaches rely on fixed group actions or predefined state abstractions. Classical reinforcement learning algorithms typically assume a globally structured Markov decision process with uniformly applicable actions and transitions, an assumption that limits their ability to exploit modularity and local, context-dependent regularities present in many realistic environments. We propose a reinforcement learning framework using groupoids to capture local, state-dependent symmetries and support the dy- namic discovery of equivalence structures during interaction. The agent maintains orbit representatives together with transporters that map raw states to canonical forms, enabling learning and decision-making to be performed in a symmetry-reduced space while preserving local distinctions. Empirical results demonstrate that the proposed groupoid-based approach improves sample efficiency and convergence in dense and large-scale environments exhibiting strong partial symmetries, yielding substantial performance gains over standard Q-learning. These findings show that dynamically exploiting local symmetry provides a practical and mathematically principled route to scalable and generalisable reinforcement learning.

Fri 11 SeptMachine LearningArtificial Intelligence
The gist
Reinforcement learning helps computers learn by trying actions and seeing results, but usually assumes the rules apply everywhere the same way. This paper shows that by using a mathematical tool called groupoids, computers can recognize when parts of a problem are similar only in certain places, not everywhere. This helps the computer learn faster and better in complex situations where rules change depending on the context. The authors tested their idea and found it works better than standard methods in big, complicated environments.
Open 2609.13035v1

MGAvatar improves realistic head avatars with hybrid geometry representation

MGAvatar: Mesh-Bound Gaussians for Head Avatar Geometry and Appearance Modeling

Abstract: Accurate head modeling requires a stable yet expressive geometric representation. Existing Gaussian-based head avatars commonly rely on parametric templates (e.g., FLAME) for Gaussian initialization and deformation, but these templates lack personalized priors and struggle to represent structures such as hair and clothing. To address this issue, we propose MGAvatar, a Gaussian-mesh hybrid representation that jointly models geometry and appearance through two Gaussian-mesh binding modes. Specifically, we introduce vertex-bound Gaussians and constrain their learnable parameters, enabling progressive mesh deformation to represent complex head geometry, while a pose-dependent offset module accounts for non-rigid deformations. Once geometry is stabilized, MGAvatar switches to face-bound Gaussians for appearance modeling. To improve appearance consistency across novel poses and viewpoints, we introduce a view-conditioned neural color field that alleviates artifacts caused by independently optimized Gaussian colors. In addition, we design a Gaussian offset network to predict Gaussian offset maps in the observation space, providing greater flexibility for face-bound Gaussians to capture dynamic facial textures. Extensive experiments on multi-view and monocular videos show that MGAvatar outperforms existing methods in rendering quality, producing high-fidelity head avatars with rich texture details.

Fri 11 SeptComputer Vision and Pattern Recognition
The gist
Creating realistic 3D head models is hard because existing methods often rely on basic face shapes that miss personal details like hair or clothes. The authors developed MGAvatar, which combines a flexible mesh with Gaussian blobs to better capture detailed head shapes and appearances. They also introduced new ways to handle how the face changes with different expressions and views, making the avatars look more consistent and detailed. Tests showed MGAvatar generates higher quality and more lifelike head models than previous methods.
Open 2609.12850v1

Reinforcement learning reward systems evolve alongside policies for better results

EvoRS: On-Policy Self-Evolution of Reward Systems for Open-Ended Reinforcement Learning

Abstract: Open-ended reinforcement learning often relies on rubric-based rewards for tasks without directly verifiable answers. Yet the policy and reward system form a dynamic feedback loop: as the policy optimizes the current reward, an initially useful reward system may become unreliable due to reward hacking or reduced response discriminability. The reward system should therefore evolve rather than remain fixed during training. Existing dynamic-rubric methods adapt evaluation criteria, but reward failures can also arise from scoring mechanisms or signal composition. We introduce EvoRS, a self-evolving RL framework that evolves the reward system from on-policy experience, representing it as an executable Reward-DAG. Specifically, an agentic designer updates this system from on-policy rollouts and reward traces to maintain train-time reliability. Across writing and roleplay, EvoRS achieves the best quality under all three judges, outperforming the policy by \(2.107\) and \(4.767\) points, respectively, while reducing reward hacking and coverage failures and preserving reward informativeness. Ablations confirm that a comprehensive fixed reward system cannot remain reliable in open-ended tasks and must evolve throughout training.

Fri 11 SeptArtificial Intelligence
The gist
Sometimes in training AI agents, the rules for rewards stop working well because the agents find ways to trick the system or the rewards become unclear. This paper shows a way to let the reward system change and improve as the agent learns, making the training more reliable. The authors created EvoRS, which updates rewards based on the agent’s own experiences and helps reduce problems like cheating the reward or missing important feedback. Their tests show that evolving rewards give better performance than fixed reward systems in open-ended tasks like writing and roleplaying.
Open 2609.12459v1

Unified system generates 3D motion for humans and animals

UniMo: Unifying Human and Animal Motion Generation

Abstract: The conditional generation of 3D motion has emerged as a key research topic due to its wide applicability across robotics, AR/VR, gaming, and content creation. However, extending recent advances in text-driven human motion generation to the animal domain remains challenging due to two core limitations. First, animals exhibit highly diverse skeletal topologies, unlike the standard human structure, making unified modeling across species difficult and leading to inefficient per-species models. Second, existing animal motion datasets suffer from limited scale and annotation quality, constraining model performance. To address these challenges, we propose UniMo, a unified point cloud-based motion generation framework that bypasses topological discrepancies by converting parametric skeletons into unparametric representations, further enhanced by dynamic sampling that allocates more points to active joints. Additionally, we present UniML3D, a large-scale motion-language dataset spanning both human and animal categories, containing 145,907 motion sequences and 433,388 captions-over 102x larger than existing animal datasets. Our method achieves state-of-the-art results on UniML3D and three public benchmarks including HumanML3D, KIT-ML, and AnimalML3D, demonstrating the feasibility and effectiveness of unified human-animal motion generation. Website: https://steve-zeyu-zhang.github.io/UniMo.

Fri 11 SeptComputer Vision and Pattern RecognitionGraphics
The gist
Generating realistic 3D movements for different animals is hard because animals have different body shapes compared to humans, and data about animal movements is scarce. The authors created a new system called UniMo that represents motion using points instead of skeleton types, making it work for many species. They also made a large new dataset with many motion examples and text descriptions for both humans and animals. Their method performs well across several tests, showing it's possible to generate motions for both humans and animals in one system.
Open 2609.12342v1

Agent simulation predicts human workload before task engagement

Synthetic TLX: Forecasting Human Workload Using Agent Simulation

Abstract: Assessing human workload for technology-mediated tasks helps prevent task failure caused by poor technology design. Traditionally, workload is assessed retrospectively using the NASA Task Load Index (TLX) after humans complete a task. What if we could forecast workload before a human attempts a task using agent simulation? We introduce Synthetic TLX, a new paradigm for proactive workload estimation that predicts NASA TLX scores for a given task, unlocking novel interaction opportunities and evaluation methods. To understand its viability, we conducted three experiments comparing human and agent-generated scores to evaluate where they align and diverge. We found agent estimates align with human scores particularly when prompted with a human persona and active task simulation. However, agents and humans diverge in the sources of workload they are sensitive to. Based on our findings, we present three applications to showcase Synthetic TLX's potential and discuss the future of workload-aware human-AI interaction.

Thu 10 SeptHuman-Computer Interaction
The gist
Measuring how hard a task feels to a person usually happens after they finish it, which can be too late to improve things. This paper presents Synthetic TLX, a method that uses computer agents to predict how much effort a person will feel before starting the task. The researchers tested if these agent-generated predictions match what people actually report. They found agents give similar workload estimates when given a specific human-like role and detailed task simulation, although they focus on different causes of workload compared to humans.
Open 2609.12273v1

High-fidelity 3D human scans enable better avatar images

Revisiting Avatar-As-Image: High-Fidelity Registration is All You Need

Abstract: The representation of 3D clothed humans as standardized 2D UV texture and displacement maps over an underlying body model has long been studied. This compact representation is enticing as it enables pretrained image networks to process, generate, and edit 3D avatars, but is only useful if scans are accurately aligned and brought into correspondence via high-fidelity registration. This prerequisite has never been met, which we argue explains the limited quality of prior UV-based methods for clothed humans. Despite its significance, no public method produces high-fidelity SMPL(-X)+D registrations with UV texture from arbitrary clothed scans. We present AvaImg, a multi-stage optimization pipeline, to close this gap: it enforces body-inside-clothing constraint via signed winding numbers, made viable by a three-level efficiency cascade (~10x runtime reduced, ~95% storage saved), and recovers fine surface detail using coarse-to-fine displacement optimization. AvaImg outperforms all baselines in body fitting, shape estimation, and surface registration across six datasets, yielding textured registrations near-indistinguishable from scans (PSNR=34.48dB). For validation of AvaImg's Avatar-as-Image representation as imminently compatible with image foundation models, we auto-encode our UV maps via the frozen FLUX VAE. This achieves only 0.76mm added Chamfer error relative to scan and shows that the resulting maps lie within natural-image distributions, supporting the use of 2D generative priors for 3D avatar generation. Code, data, and Singularity containers will be at https://yuxuan-xue.com/avaimg.

Thu 10 SeptComputer Vision and Pattern Recognition
The gist
To create realistic digital avatars of clothed people, 3D body scans need to be precisely aligned to a standard body model. The authors show previous methods failed to do this well, limiting the quality of avatar images. They introduce AvaImg, a new technique that sharply improves this precise alignment and adds fine surface details. Their method produces avatar textures so close to real scans that they can be efficiently processed by existing 2D image models.
Open 2609.11722v1

Avatar motion generated naturally from speech text and path inputs

Multi-Modal Controlled Coherent Motion Generation

Abstract: It is natural for humans to walk and talk simultaneously. This paper tackles the challenge of replicating such natural behaviors in 3D avatar motion generation driven by concurrent multimodal inputs, such as a text description of a man walking alongside speech audio. Existing methods, constrained by the scarcity of aligned multimodal data, typically combine motions from individual modalities sequentially or through weighted sums. However, they often result in mismatched or unrealistic movements. To overcome these limitations, we propose MOCO, a novel diffusion-based framework capable of processing multiple simultaneous inputs, including speech audio, text descriptions, and trajectory data, to generate coherent and lifelike motions without requiring aligned multimodal data. Our key innovation lies in decoupling the motion generation process. During each denoising step, the diffusion model independently generates motions for each modality from the input noise and assembles the body parts according to predefined spatial rules. The resulting combined motion is then diffused and serves as the input noise for the subsequent denoising step. This iterative approach enables each modality to refine its contribution within the context of the overall motion, progressively harmonizing movements across modalities. Consequently, the generated motions become increasingly natural and fluid with each iteration, achieving coherent and synchronized behaviors. We evaluate our approach using a purpose-built multimodal benchmark. Experimental results demonstrate that MOCO outperforms existing baselines, advancing the field of multimodal motion generation for 3D avatars.

Thu 10 SeptComputer Vision and Pattern Recognition
The gist
People often walk and talk at the same time naturally, but making 3D avatars do this realistically is hard. The authors developed a new method that can mix different types of input—like speech sounds, text descriptions, and movement paths—to create smooth, lifelike avatar motions. Their approach builds the motion step-by-step, letting each input contribute separately before combining them in a way that looks natural. This method works well even when the inputs aren't perfectly matched, producing more realistic movements than earlier techniques.
Open 2609.11439v1

Fast real-time light rendering using gaussian mixtures

Gaussian Light Transport

Abstract: We present a novel method for computing global illumination by expressing the solution to the light transport equation as a 13D Gaussian mixture model over positions, directions, surface normals, and material properties. We show that including scene properties in the Gaussian representation drastically reduces the number of functions and speeds up evaluation. As opposed to traditional light transport methods based on Neumann series, the parameters of our model are directly estimated by minimizing the residual of the rendering equation. While both optimization and rendering require repeated evaluations of a linear combination of high-dimensional Gaussian functions, we introduce an efficient culling strategy to keep the optimization tractable and produce renderings in real time. Our representation enables to render fast, view-independent solutions to the light transport equation, achieving rendering times on the order of milliseconds, with a fraction of the memory requirements of conventional neural rendering approaches.

Thu 10 SeptGraphics
The gist
Rendering realistic lighting in computer graphics is usually slow because it models complex interactions between light and surfaces. This paper presents a new method that represents light behavior as a mix of Gaussian functions considering position, direction, surface features, and materials. This representation lets the authors estimate lighting more quickly and efficiently by directly solving the rendering equation. As a result, their method can produce fast, view-independent lighting effects using less memory than neural network approaches, enabling real-time rendering.
Open 2609.11430v1

Uncertainty dmd improves diversity in autoregressive video generation

Uncertainty DMD: Restoring Diversity in Few-Step Autoregressive Video Distillation

Abstract: Few-step distillation improves the efficiency of autoregressive (AR) video generation, but often causes diversity collapse: under the same prompt, different noise samples tend to produce highly similar videos with weakened motion dynamics. We analyze this degradation in Distribution Matching Distillation (DMD)-distilled AR video generators and find that, in the autoregressive setting, it takes the form of a structured uncertainty collapse: the mode-seeking bias of DMD maps different noise samples to nearly identical first chunks, and the deterministic AR cache then propagates this collapsed state to all subsequent chunks, turning a local loss of stochasticity at the rollout root into a global suppression of temporal variation. Based on this analysis, we propose Uncertainty DMD, a simple uncertainty-injection framework that restores stochasticity at two key stages of AR generation: a timestep perturbation for the first chunk to increase first-chunk diversity, and a stochastic cache-writing mechanism for later chunks to preserve uncertainty in autoregressive conditioning. The method requires no architectural changes and introduces only lightweight perturbation operations. The same perturbation mechanisms are used during both training and inference. Experiments show that Uncertainty DMD consistently improves diversity and motion dynamics while maintaining comparable per-sample visual quality.

Thu 10 SeptComputer Vision and Pattern Recognition
The gist
Generating videos step-by-step with computers can become repetitive, producing similar-looking results even when starting with different random inputs. The authors found that a common technique, Distribution Matching Distillation (DMD), causes this problem by losing uncertainty early on and repeating it throughout the video. They propose a simple fix called Uncertainty DMD, which adds randomness back in at key points during both training and generation. This approach helps produce more varied and lively videos without sacrificing quality.
Open 2609.11265v1

KuaiRP role-playing models balance knowledge and general ability efficiently

KuaiRP Series Role-playing Models Technical Report

Abstract: This paper introduces the complete technical solution for the KuaiRP series of role-playing models. We aim to achieve four core objectives for a dedicated role-playing model: simplified prompt engineering, highly stable output quality, built-in domain world knowledge, and high-efficiency deployment with a small parameter size. However, effectively injecting deep domain knowledge often leads to a severe catastrophic forgetting of the model's general agent capabilities. To overcome this trade-off, we propose a multi-stage training pipeline. First, we design a standardized character template and construct an SFT data pipeline based on user behavior simulation and reverse profile filtering. Next, we utilize a rule-based composite reward function during the Reinforcement Learning (RL) phase to eliminate common degradation phenomena like length expansion and repetitive generation. Finally, to recover the general capabilities compromised during SFT and RL, we propose a novel self-distillation paradigm using Two-stage On-Policy Distillation (OPD) equipped with Cumulative-Divergence Decay (CDD). By using the domain-adapted model as the teacher and the original base model as the student, we effectively balance deep domain knowledge injection with the preservation of general agent capabilities. Experimental results demonstrate that the KuaiRP models not only match the current state-of-the-art proprietary models in role-playing fidelity within our target domains, but also successfully recover general agent capabilities, maintaining extremely low deployment costs.

Thu 10 SeptArtificial IntelligenceComputation and Language
The gist
Role-playing AI models often struggle to combine deep knowledge about specific characters with general abilities to respond well overall. The authors designed a new training process that first teaches the model using detailed character templates and rules, then uses reinforcement learning and a special technique called self-distillation to keep the model’s broad skills intact. This approach helps create smaller, stable models that act closely like real role-players while still giving good general responses. Their experiments show the models perform well without needing big computing resources.
Open 2609.11127v1

Muscle-driven simulation creates realistic sprinting without real examples

Learning Realistic Athletic Sprinting Without Demonstrations

Abstract: We present a muscle-driven simulation system for generating biomechanically accurate motion for high-speed athletic locomotion tasks that does not require motion demonstrations. Our approach integrates state-of-the-art biomechanical athlete models into a new, high-performance GPU simulator capable of running at 1000x real-time. High-throughput simulation enables large-batch reinforcement learning to train control policies that operate directly in the model's high-dimensional muscle excitation space, and are guided only by task-specific episode termination conditions and a reward that encourages maximizing speed while reducing forces needed to respect joint limits. These policies train within a few hours on a single GPU and generate "near visually realistic" motions for complete athletic activities such as a full 100-meter sprint or performing popular athletic locomotion drills like side-shuffling, backpedaling, and carioca. The generated sprinting motions also exhibit strong agreement with experimental data captured from sprinters.

Thu 10 SeptGraphics
The gist
High-speed running motions are hard to create realistically in simulations without using actual video or motion capture data. The authors built a fast computer system that uses detailed muscle models and learns to run quickly just by trying different motions and getting rewards for speed and safety. This means their system can generate realistic sprinting and athletic movements like side-stepping or backpedaling without needing to watch real athletes. The simulated running looks a lot like real runners according to data comparisons.
Open 2609.11083v1

BenchShield improves detection of reward cheating in AI agent tests

BenchShield: Formal Model-Backed Instrumentation for Reward Integrity in LLM-Agent Evaluation Infrastructure

Abstract: LM-agent benchmarks increasingly function as interactive evaluation infrastructure. Agents observe state, call tools, modify workspaces, submit artifacts, and receive rewards from outcome procedures. This interactivity makes evaluations vulnerable to reward hacking: an agent improves its measured score by exploiting the reward-relevant trajectory instead of solving the intended task. Existing defenses rely largely on task-specific patches, prompt instructions, or post-hoc detectors. They do not provide reusable evidence that a concrete run remained within its intended evaluation boundary. This paper presents BenchShield, a model-backed instrumentation layer for reward integrity in LLM-agent evaluation. BenchShield grounds detection in a finite lifecycle model of an evaluation's reward-relevant events. Within the benchmark infrastructure, two complementary analyses operate over this model. A static, phase-aware taint analysis exposes reward-hacking paths before a run. Its runtime counterpart uses infrastructure-side evidence to attribute concrete agent use and emit evidence-backed claims. We construct BenchShield Trajectories, a human-labeled corpus of 456 adjudicated trajectories from more than 31,000 public agent runs across three benchmarks. Compared with an agentic hackability scanner baseline on the same tasks and model, BenchShield improves full-chain recall from 23-94% to 77-100%, same-vector coverage from 16-56% to 43-78%, and reduces per-task cost by up to 65%. Its runtime analysis achieves 96% accuracy in detecting reward hacking from infrastructure-side evidence.

Thu 10 SeptCryptography and SecurityArtificial IntelligenceSoftware Engineering
The gist
When testing AI agents that perform tasks and earn rewards, sometimes the agents cheat by tricking the scoring system instead of doing the real task. The authors created BenchShield, a tool that watches and models the agent's actions to detect when this cheating happens. BenchShield uses both a plan-check before the test and real-time checks during it to catch cheating more accurately than previous methods. They tested it on thousands of AI runs and showed it finds cheating cases much better and with fewer errors.
Open 2609.11028v1

Contact guided retargeting preserves human object interactions on diverse characters

ReCHOIR: Contact-guided Human Object Interaction Retargeting to Diverse Characters

Abstract: We present ReCHOIR, a novel contact-guided motion retargeting method for transferring human object interaction (HOI) motions across diverse humanoid characters. Unlike prior motion retargeting methods that primarily focus on transferring human motion alone, our goal is to preserve not only the semantics of the original body movement but also consistent interaction between the character and the manipulated object, while jointly producing aligned target human and object motions. Given source HOI motion, object geometry, and contact cues extracted from the source interaction, ReCHOIR retargets an HOI sequence to target characters with different skeletal configurations while maintaining both motion semantics and contact-consistent interaction patterns. Our method builds on a Part-Aware Motion Embedding (PAME) autoencoder, which encodes full-body motion into a shared body-part-wise latent space. This representation enables generalization across heterogeneous skeletons while preserving local motion semantics beneficial for part-aware adaptation in HOI retargeting. On top of this representation, we introduce a contact-guided retargeting module and an object motion decoder for HOI retargeting. The contact-guided retargeting module treats the source object interaction as a condition for refining target character motion: object- and contact-related signals are encoded into a body-part-aligned latent representation and injected into decoding through a residual control branch, enabling stronger adaptation in interaction-relevant body regions without discarding the underlying motion prior. In parallel, the object motion decoder predicts a target object motion aligned with the refined target character motion, ensuring that the object trajectory remains consistent with how the interaction is realized by the target character.

Thu 10 SeptGraphics
The gist
When people move and interact with objects, their motions and how they touch those objects matter. The authors created a system called ReCHOIR that can take a recorded human movement with object use and adapt it so different virtual characters perform it naturally. Their method keeps the important body movements and the contact with the object consistent, even if the new character's body is quite different. This helps make animations where characters of different shapes can interact with objects realistically.
Open 2609.10982v1

Programmable model keeps track of game worlds for longer play

Programmable World Model

Abstract: Recent video world models generate increasingly realistic and interactive visual experiences, yet lack reliable mechanisms for maintaining persistent world state and enforcing programmable rules over extended interactions. We introduce Programmable World Model, a framework that decouples world-state evolution from visual observation generation. An agent translates natural-language instructions into executable programs that specify entity states and state-transition rules, enabling direct control over individual entities and their interactions. A lightweight engine executes these programs to update and maintain an explicit, persistent global world state, including off-screen entities and non-visual attributes. To connect world state with visual generation, we introduce state-augmented 3D oriented bounding boxes (OBBs) as an intermediate representation. This representation, together with the target camera trajectory, is deterministically compiled into pixel-aligned spatiotemporal conditioning signals for a pretrained video model serving as the generative renderer. This design allows users to create playable games with predefined mechanics, direct control over individual entities, and persistent world state throughout gameplay. We further introduce CombatStateBench, a benchmark for evaluating programmable world models. On CombatStateBench, our method achieves 94% Count Accuracy and 98% State Accuracy, substantially outperforming existing interactive video world models while supporting coherent long-horizon generation. These results demonstrate the effectiveness of separating explicit state evolution from generative rendering for building persistent, programmable worlds.

Wed 9 SeptComputer Vision and Pattern Recognition
The gist
Video world models can create cool visuals but often forget details about what’s going on in the game world, especially over long times. The authors designed a system where instructions are turned into computer programs that keep track of every object and their rules in a game world. This system keeps an explicit record of everything happening, even things off screen or not visible. Then it uses this record to help generate videos that match what’s going on in the game world. Their method works much better at keeping track of objects and states during long interactions than earlier methods.
Open 2609.10540v1

Semigroup-jepa improves physics prediction and control in varied gravity

Semigroup-JEPA: Latent Dynamics Consistency for Zero-Shot Physics Generalization

Abstract: Joint-Embedding Predictive Architecture (JEPA) world models learn a compact latent representation of the world that supports prediction and planning, but their capability to learn physics and generate physically realistic dynamics remains hitherto untested. In this work, we introduce SemiGroup-JEPA (SG-JEPA), which extends the LeWorldModel framework by supplying the parameter governing the physics to the temporal model via action-conditioning and jointly training an encoder and predictor through an autoregressive latent rollout. To evaluate the model's ability to generalize out of distribution, we design dynamical tasks under different gravitational fields that, despite obeying the same physical law, exhibit qualitatively different dynamics, ranging from floating motion in weak gravitational fields to rapid bouncing in strong ones. In contrast to DINO-WM, SG-JEPA reduces open-loop prediction error by up to 2 times on two-dimensional datasets, and increases control success rate up to 2.5 times for three-dimensional robotic datasets, for which we train independent diffusion policies. To explain this advantage, we develop a linear feature model that separates local law-conditioned error from its recursive amplification under rollout. Guided by this model, we find that back-propagating the multi-step rollout loss into the representation trains the encoder to keep the features that the predictor can carry forward, and that those are the features the dynamics depend on, so most of the gain comes from the encoder learning better features rather than from the predictor learning better dynamics. See project page at https://sg-jepa.github.io.

Wed 9 SeptMachine LearningArtificial IntelligenceComputer Vision and Pattern Recognition
The gist
Predicting how objects move under different gravity levels is challenging for AI models. The authors created Semigroup-JEPA, a model that learns to represent and predict physics more accurately across a wide range of gravity environments. It does this by training the system to keep track of meaningful features that help forecast future motion, leading to better predictions and more successful robot control tasks. Their tests show this approach cuts prediction errors and improves robotic task success rates when gravity changes.
Open 2609.10464v1

MotionCanvas generates full-body motion from diverse kinematic inputs

MotionCanvas: Learning Implicit Motion Planning from Composable Kinematic Cues

Abstract: Professional character animation requires both natural motion and precise, versatile control. For example, it is common for the creators to define the timing of a specified action, to control the motion range of the character's arm swing, and the route the character walks through, like specifying various kinematic motion cues on a ``motion canvas''. This motivates us to propose MotionCanvas, a model that supports \emph{cue-conditioned implicit motion planning} to faithfully and coherently connect all cues, dense or sparse, full or partial, into one full-body motion sequence. Specifically, MotionCanvas represents heterogeneous kinematic cues on a shared motion canvas, where position and rotation values are specified across body joints and time. A shared flow-matching model generates motion conditioned on this canvas, with optional language and input motion; cue imputation keeps the specified canvas values fixed in both training and sampling. To learn coherent completion across different cue sets, we train with a compositional cue sampler that varies when cues are applied, which positions or rotations are specified, and how they are combined. Together, these designs enable a single generator to synthesize globally coherent actions that jointly satisfy compatible heterogeneous cues. We test this planning ability with temporal, root, and body-part cues---alone and in combination---and language-guided editing. We naturally extend this evaluation to sequential generation and motion repair, since both require the same ability to organize coherent motion from kinematic cues. Across these evaluations, MotionCanvas establishes state-of-the-art results in controlled-motion quality, mixed-cue adherence, sequential generation, instruction editing, and motion repair while preserving its text-to-motion capability.

Wed 9 SeptMultimedia
The gist
Creating realistic character movements in animation is tricky because animators want to control exact details, like arm swings or walking paths. The authors designed MotionCanvas, a tool that takes various motion clues—like joint positions, rotations, and even language instructions—and smoothly combines them to create natural and precise full-body animations. It learns from many examples with different combinations of clues to fill in missing details and produce coherent movements. This approach works well for tasks like editing animations by instructions, fixing motion glitches, and generating sequences step-by-step.
Open 2609.10457v1

SceneHI generates consistent high-resolution 3D textures with shadows

SceneHI: High-Resolution 3D-Consistent Scene Texturing with Controllable Illumination

Abstract: SceneHI is a framework that lifts high-resolution, illumination-aware priors from 2D diffusion models to perform 3D texture synthesis. It is the first to demonstrate that high-resolution textures, previously limited to 2D synthesis, can be generated directly on 3D objects without model fine-tuning or optimization. Designed for complex, multi-object environments, SceneHI uniquely combines 3D-consistency, high-resolution fidelity, and physically plausible baked shadows within a single generative pipeline. To enforce strict geometric coherence, we introduce an exact analytical pixel-to-texel mapping that aligns diffusion trajectories across multiple viewpoints. We utilize High-Resolution Latent Textures (HRLTs) as a persistent canvas for gradually denoised textures, while camera views perform the denoising steps in latent pixel space. This ensures a shared base texture that can be subsequently refined to high resolution without compromising multi-view consistency. Finally, a light-aware generative pass embeds realistic geometry-consistent shadows directly into the atlases, bridging the gap to production workflows. SceneHI achieves high visual fidelity while reducing generation time by 80% compared to existing scene-level methods.

Wed 9 SeptComputer Vision and Pattern RecognitionGraphics
The gist
Creating detailed and realistic textures on 3D objects is usually hard and slow. The paper introduces SceneHI, a method that uses advanced 2D image models to paint high-quality textures directly onto 3D scenes without extra training or long processing. It keeps textures looking correct from all angles and naturally adds shadows that match the lighting in the scene. This approach also speeds up texture creation by a large margin compared to older methods.
Open 2609.10363v1

Stable mask pruning reduces 3D Gaussian data for better view synthesis

LinearMask-GS: Stable-Mask Importance Pruning for Compact 3D Gaussian Splatting

Abstract: 3D Gaussian Splatting (3DGS) enables real-time novel view synthesis but produces millions of primitives through adaptive densification, leading to significant storage overhead. Learned-mask pruning methods such as LP-3DGS address this by assigning each Gaussian a learnable mask to identify and prune redundant primitives. However, we identify a limitation of this paradigm: the steep slope of the Gumbel-Sigmoid activation drives mask values to the extremes within the short mask-training window, before the importance ranking has stabilized, producing a sharply bimodal distribution from which that ranking can no longer be reliably recovered. We propose LinearMask-GS, which replaces Gumbel-Sigmoid with a linear increment activation that keeps mask values in a mid-confidence regime throughout mask training, producing a stable, unimodal mask distribution whose ranking tracks importance. On Mip-NeRF 360, our method achieves 3.6x and 1.6x Gaussian reductions over 3DGS and LP-3DGS, respectively, while maintaining or improving rendering quality. For outdoor scenes, it yields a 1.6x reduction (from 2.18M to 1.36M) with notable gains in PSNR (+0.38 dB), SSIM (+0.025), and LPIPS (-0.029).

Wed 9 SeptComputer Vision and Pattern Recognition
The gist
Creating 3D scenes from many small points can take up a lot of space. The authors found that current methods for trimming unnecessary points often make quick, unreliable decisions. They introduced a new way to gradually decide which points to keep, leading to fewer points without losing image quality. This makes 3D scenes smaller and faster to work with.
Open 2609.10095v1

StreetDiff improves urban street scene generation with consistent views

StreetDiff: Multi-view Street Scenes Generation via Cross-view Consistent Multi-view Stable Diffusion with Structure Prompts

Abstract: Multi-view diffusion models have shown strong performance in scenes with strong geometric priors and sparse semantics, such as indoor rooms or simple outdoor environments (e.g., fields, courtyards). However, they often fail to maintain cross-view consistency under camera rotation, especially in structurally complex urban environments. Without explicit modeling of spherical correspondence across views, existing approaches tend to produce object duplication, structural distortion, and layout inconsistency. To address this limitation, we propose StreetDiff, a multi-view diffusion framework that explicitly enforces cross-view alignment during denoising. StreetDiff introduces a Panorama--Perspective Synergy design to decouple global layout reasoning from local detail synthesis, and incorporates a Panorama Alignment Module (PAM) that establishes spherical-projection-based attention constraints across views. By injecting structured alignment constraints without modifying the diffusion backbone, our framework achieves robust cross-view coherence in challenging urban street scene generation tasks. In addition, we construct Street360, a large-scale HDR multi-view urban panorama dataset. Extensive experiments demonstrate that StreetDiff significantly improves structural consistency and visual fidelity compared to prior multi-view diffusion generation methods.

Wed 9 SeptComputer Vision and Pattern Recognition
The gist
Generating realistic images of city streets from different camera angles is hard because objects can appear duplicated or distorted when views change. The authors created StreetDiff, a new method that keeps these different views aligned by using a special way to connect panoramic and perspective images. They also built a large dataset of urban panoramic images, called Street360, to help train and test their method. This approach produces more coherent and detailed street scene images than previous techniques.
Open 2609.09890v1

InstantMimic speeds up physics learning for realistic character control

InstantMimic: A High Performance System for Learning Physics-based Skills in Seconds

Abstract: Physics-based character control is a long-standing challenge in computer graphics and robotics, requiring policies that satisfy complex dynamics while producing realistic motion. Recent Deep RL approaches, particularly imitation learning methods such as DeepMimic, have had broad impact beyond animation, influencing robotics by enabling agile and expressive behaviors. While these approaches achieve impressive results, they remain computationally inefficient to train in practice. Despite GPU-accelerated simulation, we find that end-to-end pipelines often underutilize hardware due to overheads outside the physics solver, caused by fragmented GPU kernels and CPU memory access in the critical path. We present InstantMimic, a system that addresses these inefficiencies by making the entire training loop GPU-native. Built on a GPU-native physics backend, our unified pipeline integrates simulation, environment computation, policy inference, and policy updates within a single execution flow. As a result, InstantMimic reduces training time for diverse physics-based skills to a few seconds and makes LLM-agent-driven hyperparameter search practical.

Wed 9 SeptGraphicsRobotics
The gist
Making computer characters move realistically using physical rules takes a lot of computing time, slowing down how quickly these skills can be learned. The authors found that existing methods waste computing power, especially when using both CPUs and GPUs inefficiently. They created InstantMimic, a tool that runs the whole learning process entirely on the GPU, cutting training time to just a few seconds. This makes it easier and faster to teach characters complicated physical skills and allows for quick experimentation with settings.
Open 2609.09821v1

Animatable 3D animals created from a single image with fur detail

AnimalLift: Reconstructing Animatable 3D Animals from a Single Image by Learning Canonical Shape, Texture, and Fur Maps

Abstract: Reconstructing a fully animatable 3D animal from a single image remains challenging because animation-ready assets require not only plausible geometry, but also a unified topology, editable appearance, and fur representations compatible with deformation and simulation. Existing image-to-3D approaches often rely on implicit or loosely structured representations that are difficult to rig or edit, while parametric animal models support animation but cannot capture detailed texture and fur appearance. We present AnimalLift, a framework for reconstructing structured, animation-compatible 3D animal assets with explicit fur from a single image. Our method lifts an input image into a shared canonical space with a consistent topology and UV parameterization across the dataset, enabling joint prediction of canonical geometry, texture, and fur in a unified feed-forward architecture. A key component of our representation is a UV-aligned fur map that encodes strand geometry in a surface-aligned canonical domain, allowing explicit fur reconstruction compatible with mesh deformation and fur simulation. To train the model, we introduce a procedural data generation pipeline that provides large-scale supervision with aligned geometry, texture, and fur across diverse animal species and appearances. Experiments on synthetic and real-world datasets demonstrate strong reconstruction quality and generalization across animal categories. Beyond reconstruction, our structured representation directly supports downstream applications including animation, pose transfer, fur editing, and simulation-compatible rendering.

Tue 8 SeptComputer Vision and Pattern Recognition
The gist
Turning a single photo of an animal into a fully poseable 3D model is hard, especially if you want the model to move naturally and have editable fur. The authors present AnimalLift, a new method that builds detailed 3D animal shapes with consistent structure, textures, and fur all aligned to a common template. They created a large set of simulated training data to teach their system to do this for many kinds of animals. Their method not only reconstructs animals well but also supports easy animation, changes to fur, and realistic rendering.
Open 2609.09513v1

Valerant builds 3D game maps automatically from single images

Valerant: An Automatic Navigable Game Map Generator via Action-Conditioned World Model Exploration

Abstract: World Action Models (WAMs) couple predictive world modeling with action generation, allowing anticipated future states to guide agent behavior. Although WAMs are rapidly advancing embodied AI, general-purpose counterparts remain largely unexplored in games. Existing game-oriented approaches often combine action-conditioned world models with external policies and reward functions to realize WAM-like decision-making, yet they operate mainly in 2D visual observation space and do not instantiate persistent 3D geometry. Extending this paradigm to 3D games introduces a distinct challenge. In autonomous driving and robotics, the physical environment exists independently of the model, providing a persistent 3D world in which selected actions can be executed. Games have no such external substrate; the virtual world itself must be instantiated. Most playable games require a persistent and navigable space, while 3D games additionally require explicit geometry that supports movement and interaction. Action-conditioned video rollouts provide visual observations but not this spatial representation. We present \textsc{Valerant}, a training-free framework that transforms a pretrained action-conditioned world model into a WAM for exploring and constructing 3D game maps. By coupling predictive visual rollouts with SLAM-based spatial reconstruction and exploration-driven action selection, \textsc{Valerant} progressively transforms a single image into a persistent 3D game map. This framework extends WAM-based interaction beyond 2D visual simulation and offers a new approach to reducing manual effort in 3D game-map creation.

Tue 8 SeptArtificial Intelligence
The gist
Making 3D maps for video games usually requires a lot of manual work. The authors introduce Valerant, a system that can create these maps automatically by exploring virtual worlds using a model that predicts future game states based on actions. Valerant starts from just one image and uses both visual predictions and spatial mapping techniques to build a persistent 3D game map. This approach helps reduce the manual effort needed to design game environments.
Open 2609.09418v1

PlayTrain enables fast training on JavaScript-generated video games

PlayTrain: An Efficient Reinforcement Learning Framework for LLM-Generated Adaptable JavaScript Games

Abstract: While many video-game environments (VGEs) have played crucial roles in advancing reinforcement learning (RL), developing novel VGEs or modifying existing ones to support new features, has been a laborious process requiring extensive hand-coding. Here we present PlayTrain, an RL framework that combines the abilities of large language models (LLMs) to robustly generate JavaScript (JS) games from a minimal human prompt, and an efficient pipeline that can run any JS game in a standard 'gym' environment. Not only are recent LLMs particularly good at writing JS code, but the JS format also allows users to easily play generated VGEs, while PlayTrain enables us to train RL agents on the exact same games. We demonstrate multiple use cases of PlayTrain, including cloning well-known Atari and ProcGen games in simple JS, where PlayTrain trains pixel-based agents end-to-end at over 1M agent-decisions per second on a single GPU node; and creating modified versions thereof (e.g., that support novel test sets, procedural generation logics, or game dynamics). Through PlayTrain, we reimagine RL VGE development: all we need is a single JS file, generated and modified through an LLM. We discuss promising future RL research directions that PlayTrain unlocks.

Tue 8 SeptMachine Learning
The gist
Training AI agents to learn video games usually requires a lot of hand-coded work to build or change game environments. The authors created PlayTrain, which uses large language models to automatically write simple JavaScript games from short instructions and runs them in a standard setup for training AI. This approach speeds up the process and allows AI to be trained on new or modified games efficiently. It also supports creating variations of games to test different learning challenges.
Open 2609.09059v1

Fire3D creates interactive 3D scenes from images fast

FIRE3D: Feed-forward Interactive 3D Scene Reconstruction Within A Minute

Abstract: We present FIRE3D, a unified framework that takes a single RGB image or casual RGB video and transforms it into simulation-ready 3D scene assets for games and interactive applications in under a minute. At the core of FIRE3D is a feed-forward, end-to-end network that predicts a compositional scene representation from posed RGB-D observations estimated from the RGB capture, including the 6-DoF pose, bounding box, mesh, and texture for every object. By modeling the scene as a collection of discrete entities, FIRE3D produces amodally complete and simulation-ready environments where objects are physically decoupled and ready for interaction. Our framework requires no test-time optimization, runs orders of magnitude faster than prior interaction-ready methods, and provides object-level completeness beyond existing feed-forward 3D approaches. We demonstrate competitive or state-of-the-art results across pose accuracy, geometry completeness, and texture quality across various datasets while being orders of magnitudes faster. Project page: https://xiahongchi.github.io/Fire3D/

Tue 8 SeptComputer Vision and Pattern RecognitionRobotics
The gist
Turning pictures or casual videos into 3D scenes that can be used in games and apps usually takes a long time and a lot of work. The researchers developed Fire3D, a system that quickly makes 3D models of scenes and separates objects for interaction, all in under a minute. It estimates object positions, sizes, shapes, and textures directly from images without slow adjustments afterward. This method is much faster than previous ones and produces detailed, ready-to-use 3D scenes.
Open 2609.08848v1

Reachability-aware goal selection improves exploration in reinforcement learning

SUN: Reaching for Novelty in Reinforcement Learning

Abstract: Exploration in reinforcement learning (RL) remains a fundamental challenge. Recent goal-conditioned RL strategies (which select goals to encourage broader state coverage) have shown promising results, but none scores a goal by novelty and reachability jointly: the two signals are traded off by hand, applied in sequence, or one is neglected outright. In this paper, we introduce a reachability-aware goal-selection framework that explicitly integrates these two aspects, and that can be seamlessly incorporated into any off-policy RL algorithm. To this aim, we propose SUccessor-to-Novelty (SUN), an indicator derived from successor value functions to identify goals that are both novel and reachable. We prove that SUN recovers count-based bonuses in the limit, bounds short-horizon hitting probabilities, and provably rejects unreachable goals. We further present an adaptive goal-selection strategy that leverages these properties, and an accurate yet lightweight pseudocount to avoid the overhead of classic methods. We back up all our claims with thorough benchmarks: SUN consistently outperforms state-of-the-art methods in standard and novel environments with unreachable or hard-to-reach states, irreversible transitions, obstacles, mazes, and unbounded spaces.

Tue 8 SeptMachine LearningArtificial IntelligenceRobotics
The gist
Exploration is a big challenge in teaching computers to learn by trying new things. The authors found a better way to help computers pick goals that are both new and possible to reach. They created a method called SUN that mixes ideas about how reachable and how novel a goal is, so the computer explores smarter. SUN also avoids picking goals that can’t be reached and works well even in tricky situations like mazes or obstacles. Tests show SUN works better than previous methods in many different scenarios.
Open 2609.08642v1

Feedback enriched environments improve training for long task AI agents

Environments as Scaffold: Enriching Feedback to Bootstrap Self-Evolving Agents in Long-Horizon Tasks

Abstract: Large Language Models demonstrate remarkable proficiency in static reasoning, yet training them as autonomous agents through Reinforcement Learning (RL) for long-horizon tasks is often hindered by severe reward sparsity. While conventional \textit{agent-side warming} up via supervised fine-tuning (SFT) can alleviate this, it is frequently limited by data scarcity and constrained exploration. To address this, we propose a paradigm shift to \textit{environment-side adaptation} by constructing \textbf{F}eedback-\textbf{E}nriched \textbf{E}nvironments (\textbf{FEEs}). Through a pilot study, we establish a feedback design strategy that reformulates environments by transitioning from action guidance to observation enrichment during the later stages of both intra-episode exploration and inter-episode evolution. Large-scale experiments on SciWorld and BFCL benchmarks using various Qwen3 model scales and RL algorithms such as GRPO, GSPO, and DAPO demonstrate that FEEs consistently yield performance improvements over standard settings. Furthermore, our analysis reveals that training with FEEs \textbf{(1)} stabilizes training dynamics by reducing entropy volatility, \textbf{(2)} facilitates proactive state-space exploration in difficult tasks, \textbf{(3) }ensures the internalization of environmental guidance into policy weights rather than acting as a mere inference-time prior, and \textbf{(4) }identifies intra-group feedback consistency as a critical boundary for stable optimization.

Tue 8 SeptMachine LearningArtificial IntelligenceComputation and Language
The gist
Long, complex tasks are hard for AI agents to learn because they often get little helpful feedback during training. To fix this, the authors suggest changing the training environment to give richer feedback, helping agents learn better and faster. They tested this idea on science and coding tasks and found it made training more stable and encouraged smarter exploration. The feedback helps the AI internalize useful hints, improving performance over time.
Open 2609.08404v1

Improved AI method generates human motion from text with faster and better accuracy

ReMoMask-2: Latent Retrieval-Augmented Masked Motion Generation

Abstract: Text-to-motion (T2M) generation maps natural language to human joint movements, aiding gaming, VR, and robotics. Retrieval-Augmented Text-to-Motion (RAG-T2M) improves generation on complex descriptions by conditioning on retrieved motion-text pairs. However, existing RAG-T2M models face two challenges: coarse-grained retrieval and fusion mechanisms overlook the hierarchical, spatial-temporal topology of human motion, and a representation gap exists because retrieved evidence resides in a semantic space separate from the generator's latents. To address the first, we present ReMoMask, a structure-aware RAG framework coupling Hierarchical Bidirectional Momentum (HBM) contrastive learning to align global and part-level features with text; Semantic Spatial-Temporal Attention (SSTA) for topology-aware fusion; and Topology Structured Masking (TSM) to force robust part-level grounding via adaptive masking. To address the second, we introduce ReMoMask-2, which rebuilds the retrieval database directly within the generator's pre-quantization latent space and aligns text queries via a distilled lightweight projector, allowing the generator to directly consume the retrieved motion's semantic content. Extensive experiments on HumanML3D, KIT-ML, and SnapMoGen demonstrate our retriever achieves state-of-the-art accuracy, while ReMoMask-2 attains the lowest FID on KIT-ML and SnapMoGen; notably, its single mask-transformer stage surpasses ReMoMask's full two-stage pipeline and delivers the fastest inference.

Tue 8 SeptComputer Vision and Pattern Recognition
The gist
Turning written descriptions into realistic human movements can help with games and robots, but it’s hard to get detailed motions from complex text. The authors developed a new method to better match language with specific body movements by structuring the motion data more carefully and integrating the retrieved examples directly where the generator understands them. Their improved system produces more accurate and faster results in tests compared to earlier methods. This makes it easier to create natural movements from words in applications like virtual reality and animation.
Open 2609.08365v1

Actionsplice enables instant action updates in video world models

ActionSplice: In-Flight Action Editing for Interactive World Models

Abstract: Chunk-autoregressive video world models typically condition each generated chunk on one action. An action received during sampling must therefore wait for the next chunk, condition future solver evaluations on a state produced under the previous action, or trigger rollback that repeats completed evaluations. We introduce ActionSplice, an inference framework that formulates this problem as Counterfactual State Transport (CST). A lightweight corrector transports the interrupted backbone-native representation toward the matched state induced by the revised action at the same solver step. The world model and sampler remain frozen, and sampling resumes without replaying completed evaluations. The retargeting variant $\mathrm{CST}*{R}$ updates the entire active chunk, while the temporal-splicing variant $\mathrm{CST}*{T}$ preserves a temporal prefix and updates only the suffix. Across minWM-Wan Action2V and HY-WM1.5, $\mathrm{CST}*{R}$ reduces rollback-relative LPIPS by 61.5% and 75.9% relative to direct condition swapping. $\mathrm{CST}*{T}$ reduces suffix LPIPS by 56.1% and 77.5%, respectively, while providing $2.73\times$ and $1.69\times$ pixel-ready speedups over waiting. Under the HY-WorldPlay protocol, $\mathrm{CST}_{R}$ obtains a PSNR of 25.66 dB, an SSIM of 0.6902, and an LPIPS of 0.1337 against the original rollout.

Tue 8 SeptComputer Vision and Pattern RecognitionMachine Learning
The gist
When making video models that predict future scenes based on actions, updating an action partway through is tricky and often slow. The authors introduce ActionSplice, a method that lets these models quickly adjust to new actions without redoing all the previous work. It uses a lightweight corrector to shift the model’s state to match the new action and allows smooth continuation. This approach improves accuracy and speeds up video prediction when actions change during generation.
Open 2609.08230v1

Multi agent simulations maintain diversity with prospect state modeling

Scaling Multi-Agent Systems with Prospect-State Propagation

Abstract: Current LLM-based multi-agent systems (MAS) periodically compress intermediate states to reduce inference-time token consumption, thereby attempting to incorporate more agents. However, naive scaling strategies face challenges. For example, in economic simulations, large-scale MAS typically discard semantically rich economic states, i.e., agent behavioral trajectories, which are key drivers of macroeconomic fluctuations. In this paper, we reveal a phenomenon in which agent heterogeneity gradually decreases during simulation, and propose Prospect-State Propagation for Multi-Agent Systems (PspMAS). Inspired by prospect theory, PspMAS decouples each agent's micro state into a compact Prospect State and an expressive Semantic State. The former records psychological traces through a lightweight, parallelizable propagator and continuously injects heterogeneity into the system. The latter leverages the strong perception, reasoning, planning, and decision-making abilities of LLMs. These two components work complementarily, providing a scalable LLM-based multi-agent simulation solution.

Mon 7 SeptMultiagent SystemsComputers and Society
The gist
Large groups of AI agents sometimes lose their unique behaviors over time, making simulations less realistic. The authors noticed this problem in economic simulations and created a new way to keep agents different from each other. They split each agent’s state into two parts: a simple part that keeps track of psychological differences, and a complex part handled by language models. This method helps keep the system diverse and scalable without losing important details.
Open 2609.08033v1

Flexible human motion created from language and style examples

Flexible Motion Generation from Language and Style References

Abstract: We introduce FlexMoGen, a novel framework for flexible human motion synthesis conditioned on both natural language descriptions and motion style references. Text prompts are effective at defining semantic content, but they are often limited in capturing fine-grained style details such as timing, limb articulation, and expressive dynamics. A style example clip supplements the text by conveying these nuanced motion characteristics directly, enabling the model to preserve high-level intent while reproducing the desired stylistic traits. Given a text prompt and a style example clip, FlexMoGen generates high-quality motions that preserve semantic content while faithfully reflecting the target style, offering users greater control over the animation generation process. Unlike prior methods that rely on discrete style labels and do not generalize to long or multi-style generation, FlexMoGen learns a variational style encoder without style supervision and supports long, time-varying, multi-style synthesis. Our framework jointly pre-trains the style encoder and a text-to-motion latent diffusion model within a unified architecture, modulating motion style through a lightweight adaptation module. It integrates an efficient relative positional encoding scheme and is trained on both stylized and non-stylized datasets, enabling strong generalization to unseen text-style combinations. Experiments show that FlexMoGen achieves the best balance between content fidelity and style reflection.

Mon 7 SeptComputer Vision and Pattern RecognitionGraphicsMachine Learning
The gist
It’s hard to make computer animations that not only follow a story or text but also look the way you want in terms of style, like how fast or expressive the movements are. The authors created FlexMoGen, a system that uses both written descriptions and example video clips to make animations that match the story and the style exactly. Unlike other methods, this system can mix different styles over time and doesn’t need style categories to work. It was trained to handle lots of different combinations and can create smooth, long animations that keep the meaning and the look the user wants.
Open 2609.08032v1

Physics grounded system synthesizes dynamic multi part object scenes

PhysMAS: Physics-Grounded Multi-Agent Synthesis of Compositional 4D Gaussians

Abstract: Efficient, fully automatic, and physically plausible 4D Gaussian synthesis is an important goal for dynamic scene generation. Recent physics-based methods couple 3D Gaussians with the Material Point Method (MPM) to generate physically driven motion, but extending this paradigm to heterogeneous multi-part objects and interacting multi-object scenes remains challenging. Object-level physical assignment collapses distinct parts into a single material state, while one-shot predictions from large language models, vision-language models, or agents neither reliably bind different materials to identified parts nor verify that the resulting MPM configuration is executable. Score Distillation Sampling (SDS)-based parameter optimization, meanwhile, requires repeated per-scene score evaluations and gradient backpropagation, incurring lengthy optimization and potentially yielding suboptimal or unstable solutions. We therefore present PhysMAS, a physics-grounded multi-agent framework. From a motion prompt and four scene views, an Object-Part Scene Agent establishes persistent identities and calls a Material Reasoning Agent for part-wise profiles. It invokes solver-aware skills to bind these identities and profiles to per-particle MPM fields and execute all objects in a shared domain; the framework then screens candidate forward-simulation results. This supports heterogeneous multi-part and interacting multi-object scenes without per-scene diffusion-score backpropagation. Extensive experiments demonstrate that, compared with recent physics-based 4D Gaussian baselines that rely on SDS, PhysMAS achieves better semantic alignment and perceived physical plausibility while requiring less runtime.

Mon 7 SeptArtificial Intelligence
The gist
Creating believable animations of moving objects made of many parts is hard, especially when those parts interact physically. The authors present PhysMAS, a system that uses multiple agents to understand and assign physical materials to different parts in a scene, ensuring realistic motion according to physics. Unlike previous approaches, PhysMAS avoids slow optimizations and handles scenes with multiple objects interacting naturally. This leads to more physically plausible and semantically accurate dynamic scenes faster.
Open 2609.07174v1

Image based 3D objects generated more accurately with frequency based method

Single Image to Textured 3D Object Generation in Frequency Domain: From Theory to Pipeline

Abstract: Single-view 3D reconstruction, also known as image-to-3D, is a persistently challenging task due to the extreme lack of information. Recently, diffusion models pre-trained on large-scale datasets served as 2D priors are used to solve the ill-posed task but suffer from color deviation and view inconsistency, which can be curbed by using diffusion models fine-tuned with 3D annotated data served as 3D priors. However, 3D priors lack high-frequency details, which cannot be solved by direct complementation with 2D priors in spatial domain for introducing erroneous low-frequency 2D prior guidance. In this paper, we revisit the characteristics of different diffusion priors from the frequency perspective. Based on our observations, we theoretically present a unified framework of hybrid optimization using multiple diffusion priors in frequency domain. Under this framework, we further propose Morpheus3D, a pipeline of 3D object generation from any single unposed image in the wild. Morpheus3D enhances 3D prior with high-pass image-prompt 2D prior guidance to reconstruct high-quality 3D objects while effectively suppressing view inconsistency, low-frequency color deviation, and high-frequency lacking problems. Both quantitative and qualitative experiments on the public and our collected datasets with complex textures show that our method exhibits significant improvements in generation quality.

Mon 7 SeptComputer Vision and Pattern Recognition
The gist
Turning a single photo into a detailed 3D model is very hard because one image has limited information. The authors looked at how existing AI tools handle details and colors differently in various parts of the image's frequency spectrum. They designed a new approach that mixes 2D and 3D AI models more cleverly by focusing on different frequency parts, which helps create 3D objects with better details and consistent colors from just one unposed image. Their new pipeline, Morpheus3D, shows better results on various textured objects than earlier methods.
Open 2609.07085v1