Papers for

game engine creators

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.

Memory use in 3D models shrinks by smarter color compression

Only What Was Seen: Observation-Gram Compaction of View-Dependent Appearance in 3D Gaussian Splatting

Abstract: Most of the memory of a 3D Gaussian Splatting model holds spherical-harmonic colour coefficients, yet each Gaussian is seen only from the narrow cone of directions of the training cameras. We turn this into a distortion metric that other compressors can adopt: a per-Gaussian observation Gram matrix, accumulated from viewing directions and blending weights, is the exact first-order map from coefficient changes to squared image error and needs only the model and the camera poses. Under it, degree reduction becomes a closed-form projection that generalises truncation, degree allocation a Lagrangian rate-distortion problem, and vector quantisation the matrix-weighted Lloyd algorithm, of which Compressed3D's quantiser is the scalar case. Swapped into Compressed3D with everything else unchanged, the metric raises PSNR by +0.49 dB before fine-tuning, with SSIM and LPIPS following, and at matched rate still gains +0.32 dB without a single training image. A training-free stack built on the metric alone is 15% smaller than the image-free GSICO at equal quality on Mip-NeRF 360.

Thu 24 SeptComputer Vision and Pattern Recognition
The gist
3D models that store colors often keep more information than needed, especially since each part of the model is viewed only from certain angles. The authors came up with a way to measure how changing color details affects the final image quality, based on where cameras see the model. This lets them reduce and compress color information more efficiently, improving image clarity and making models smaller, even without extra training. Their method can be applied within existing compression tools to get better results with the same data.
Open → 2609.28997v1

Open stack enables real-time interactive avatar conversations

AVTR-1: Open Stack for Real-Time Interactive Avatars

Abstract: Talking-head and dyadic models now achieve real-time inference, yet fast motion generation alone does not produce an interactive conversation. A live system must synchronize the model's output with speech from an external voice agent, schedule video frames for playback, and handle interruptions. We introduce AVTR-1, an open stack for real-time interactive avatar conversations, built around a compact 153M-parameter autoregressive flow-matching motion generator conditioned on both participants' audio. We adapt its audio encoder for streaming through self-distillation. The stack turns the model's chunk-based generation into a continuous, synchronized audio-video stream driven by an external voice agent, and we analytically derive its contribution to the user-facing latencies and validate the resulting bounds with two commercial voice agents. Further experiments demonstrate that AVTR-1 leads the compared dyadic systems on all reported visual-quality metrics and most conventional listening-motion metrics while remaining competitive in lip synchronization. Its inference runtime operates in real time on data-center and consumer GPUs. However, conventional listening metrics do not establish whether the paired speaker's speech contributes to generated motion. We therefore introduce the Reference-Based Directed Granger Gain (R-DGG), which measures the additional predictive information carried by speaker speech after accounting for listener history and speaker motion. R-DGG finds statistically supported predictive dependence for recorded listeners and all evaluated dyadic systems, but not for talking-head generators without paired audio or mismatched speaker-listener pairs. We release the model weights, renderer, and serving backend under component-specific licenses.

Sat 19 SeptComputer Vision and Pattern RecognitionArtificial IntelligenceMachine Learning
The gist
Real-time talking avatars need to sync their mouth and head movements perfectly with speech to feel interactive, not just move fast. The authors built AVTR-1, a software system that uses a compact model to generate smooth avatar motions based on both people’s voices during a conversation. They made the system stream smoothly while syncing with external speech tools and measured how well the avatars match speech and listener reactions. AVTR-1 performs better than similar systems on visual quality and runs fast enough for real-time use on common GPUs. They also created a new way to check if the speaking person’s voice actually influences the avatar’s movements.
Open → 2609.22913v1