Papers for

game engine 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.

Interactive world models tested for physical realism in simulations

WMEval: Evaluating Interactive World Models Grounded on Physical Simulations

Abstract: Interactive world models hold immense potential for high-stakes applications in robotics, game engines, and immersive digital twins, yet existing benchmarks primarily focus on perceptual similarity rather than the physical-causal coherence essential for real-world utility. We introduce WMEval, a comprehensive benchmark that evaluates interactive world models against Unity-based physical simulations. By leveraging Unity as a high-fidelity ground-truth oracle, we shift evaluation beyond perceptual visual assessment toward the objective state-based verification required for downstream applications. Spanning 9 diverse scenes, WMEval assesses action controllability, scene and character consistency, prompt adherence, kinematics, fluid mechanics, physical causality, and lighting. By executing matched action sequences in both the simulator and the world model, WMEval enables evaluation at both the perceptual level and the physical-causal level, using simulator-derived states as reference. Experiments on state-of-the-art models reveal significant room for improvement in dimensions that remain hidden by standard perceptual metrics but are vital for real-world deployments. Our code is available at: https://github.com/hao-ai-lab/WMEval.

Sat 24 OctComputer Vision and Pattern Recognition
The gist
Simulations that predict how things move and interact are important for robots and games but are usually judged just by how they look. The authors made a new test called WMEval that checks if these simulations also follow the real rules of physics and cause-and-effect. They used a powerful game engine called Unity to compare actions and outcomes in different virtual worlds. This helps find weaknesses that don’t show up in normal visual tests but matter for real use. Their tests show that current models still need improvement to handle real-world physics correctly.
Open → 2610.33894v1

Language model skills help smaller AI work like bigger models

D-Skill: Distilling Teacher Knowledge through Agent Skills

Abstract: Frontier language-model agents excel at complex tasks, but high inference costs make transferring their capabilities to smaller models essential. Traditional knowledge distillation achieves this through parameter updates, requiring access to the student's weights and additional training compute while encoding the transferred knowledge implicitly in the parameters. We introduce D-Skill, a framework that treats the teacher as a black box and distills its behavioral advantage into an interpretable natural-language skill by analyzing paired rollouts and identifying behavioral divergences and agreements. The resulting lessons are consolidated offline, with any compatible skill-update backend, into a skill document that is provided to the student at inference time. D-Skill constructs the skill entirely offline from fixed trajectories, without labels, further environment interaction, or weight updates after rollout collection. Across SpreadsheetBench-Verified, ALFWorld, and chess puzzles spanning multiple teacher-student pairs, D-Skill closes 75%-95% of the teacher-student gap without touching model weights. After a single offline pass over the paired traces, D-Skill outperforms one-epoch SFT baselines and remains competitive with multi-epoch SFT. Under the same model family, the resulting student also incurs 5.7x-8.3x lower inference cost per task than the teacher. Our results demonstrate that natural-language skill distillation offers a performant, interpretable, and efficient alternative to weight-based capability transfer.

Tue 20 OctArtificial Intelligence
The gist
Big language-model agents are good at complex tasks but are costly to run. The authors present D-Skill, a way to teach smaller models by capturing the behavior differences between a big and a small model in natural language 'skills' without re-training the smaller model’s parameters. This method uses past task examples from both models and creates easy-to-understand skill guides that help the smaller model perform closer to the bigger one, saving time and computing power. Their tests show that D-Skill can close most of the performance gap while making the smaller model much cheaper to run.
Open → 2610.28914v1

In situ HPC data streams directly into Unreal Engine for visualization

Bridging In-Situ Visualization to Game Engines: From ParaView Catalyst via ANARI to Unreal Engine

Abstract: In-situ high-performance computing (HPC) simulations produce massive datasets that remain difficult to stream into game engines for interactive visualization. We present an in-situ, disk-free pipeline that couples simulation data to Unreal Engine 5 through ParaView's ANARI rendering API. A modified ANARI-USD device captures Universal Scene Description (USD) scene graphs in memory at the ANARI layer and streams the engine-agnostic USD format through an embedded ZeroMQ broker to visualization clients, where JuSync, middleware with a companion Unreal Engine 5 plugin, parses the geometry as it arrives and routes it to engine rendering components at runtime, producing scenes that are camera-navigable once received. The decoupled design keeps simulation execution independent of visualization load, and clients may connect or disconnect at any time. The pipeline is demonstrated on the JURECA-DC supercomputer at Forschungszentrum Jülich, streaming Free Electron Laser (FEL) simulation data with point clouds of tens of millions of particles.

Mon 19 OctDistributed, Parallel, and Cluster Computing
The gist
High-performance computer simulations create huge amounts of data that are hard to visualize in real time using game engines. The authors developed a way to send simulation data directly, without saving it to disk, into Unreal Engine 5 for interactive viewing. They convert simulation outputs into a common scene format and use a messaging system so the engine can show up-to-date scenes as the simulation runs. This system lets users navigate the simulation visuals smoothly while not slowing down the computation. They demonstrated this approach with simulations involving tens of millions of particles on a supercomputer.
Open → 2610.26247v1

Symbolic algorithms identify winning strategies in multiplayer games

Antichains for Concurrent Parameterized Games

Abstract: Concurrent parameterized games involve a fixed yet arbitrary number of players. They are described by finite arenas in which the edges are labeled with languages that describe the possible move combinations leading from one vertex to another (n players yield a word of length n). Previous work showed that, when edge labels are regular languages, one can decide whether a distinguished player, called Eve, has a strategy to ensure a reachability objective, against any strategy profile of her arbitrarily many opponents. This decision problem is known to be PSPACE-complete. A basic ingredient in the PSPACE-membership proof is the reduction to the exponential-size knowledge game, a 2-player game that reflects the knowledge Eve has on the number of opponents. In this paper, we provide a symbolic approach, based on antichains, to compute Eve's winning region in the knowledge game. In words, it gives the minimal knowledge Eve needs at every vertex to win the concurrent parameterized reachability game. More precisely, we propose two fixed-point algorithms that compute, as an antichain, the maximal elements of the winning region for Eve in the knowledge game. We implemented these two algorithms in C++, as well as the one initially proposed, and report on their relative performances on various benchmarks.

Thu 8 OctLogic in Computer Science
The gist
Deciding if a player can guarantee winning in complex games with many opponents is tough and can require huge computations. The authors developed new methods using a concept called 'antichains' to efficiently find the minimal information a player needs to win such games. They made two algorithms implementing this idea and tested their performance compared to existing methods. Their work helps simplify understanding strategies in multiplayer games where moves happen at the same time.
Open → 2610.11711v1

Phase shifted noise masks motion judder in low frame rate rendering

Masking Judder in Foveated Rendering with Phase-Shifted Noise

Abstract: Low framerates during rendering arise when frame time exceeds the rendering budget, or can be introduced deliberately to save computation, for example in foveated rendering, where the periphery can be rendered at a reduced spatial and temporal resolution. However, low frame rates also cause non-smooth motion, or judder, degrading perceived image quality. Judder manifests as aliasing in the spatiotemporal frequency domain; temporal filtering, such as blurring, can suppress it, but at an additional computational cost and incur a larger loss of detail. Prior work has shown that inexpensive synthesized noise can compensate for the loss of spatial detail and velocity perception caused by foveation, but its potential for restoring motion cues lost to reduced temporal resolution has not yet been explored. We show that such noise can itself restore these cues: translating a Gabor kernel reduces to a phase shift, and modulating a kernel phase creates a perception of smooth motion without having to fully rerender the noise. We derive a method that, given the on-screen angular velocity and the temporal rendering rate, selects a spatial frequency noise band such that phase shifts perceptually mask judder without introducing motion aliasing of their own. User experiments show that our technique substantially expands the range of angular velocities over which motion at reduced temporal resolution remains smooth, without objectionable degradation of image quality.

Wed 7 OctGraphics
The gist
When computers create images too slowly, the motion can look jumpy or choppy, which is called judder. This is a problem in special rendering techniques like foveated rendering, where only the center of vision is detailed to save computing power. The authors found a way to use special noise patterns that shift in phase to trick the eye into perceiving smoother motion, even when the frame rate is low. By carefully choosing the noise type based on how fast things appear to move, their method hides judder without causing other motion problems. Tests with people showed that this approach lets screens look smoother without much loss in image quality.
Open → 2610.10811v1

Tile skipper speeds up 3d gaussian splatting with adaptive pruning

TileSkipper: Region-Adaptive Tile Pruning for 3D Gaussian Splatting

Abstract: Tiled 3D Gaussian Splatting rasterizers often use one scene-wide contribution cutoff for tile enumeration, although content differs in its sensitivity to support truncation. TileSkipper selects a static per-Gaussian cutoff policy for a frozen checkpoint. Calibration renders measure candidate pair savings and an isolated-removal distortion proxy that accounts for front transmittance and background color. The method allocates cutoffs across 64 Gaussian groups and accepts policies only after complete renders on disjoint selection views. The exported policy uses one byte per Gaussian, with no parameter updates, additional kernel, or per-frame policy inference. Across 13 scenes from Mip-NeRF 360, Tanks & Temples, and Deep Blending, a fixed-policy AccuTile sweep gives dataset-macro speedups of $1.088\times$ at standard resolution and $1.238\times$ at 3840 pixels wide, with $-0.007/-0.023$ dB mean PSNR change. Six integrations with existing opacity-aware bounds yield $1.009\times$--$1.121\times$ compiler-only speedups. For four ports from $3σ$ rasterizers, we separately attribute the prior exact-bound transition and our incremental gain. Matched-quality ablations show modest gains over scene-global calibration and parity with per-Gaussian control; the standalone comparison with AdaGScale is regime-dependent.

Wed 7 OctComputer Vision and Pattern Recognition
The gist
Rendering 3D scenes using Gaussian splats often wastes time by treating all parts of the scene the same way. The authors developed TileSkipper, which picks different shortcuts for parts of the scene based on their visual importance. This approach speeds up rendering by skipping unnecessary calculations while keeping the image quality nearly the same. It works by pre-calculating where to cut off support for each Gaussian and using a small extra data amount for efficient rendering.
Open → 2610.09343v1

Control aware caching speeds up interactive video world model generation

CtrlCache: Accelerating Interactive Video World Models with Control-Aware Caching

Abstract: Interactive video world models need to generate each video chunk efficiently while responding faithfully to user controls. Many systems use chunk-wise autoregressive generation with few-step denoising, but each chunk still requires several costly denoising iterations. Training-free caching can reduce this cost, yet existing policies make reuse decisions primarily from model-internal denoising dynamics and do not explicitly account for control transitions. Actually, interactive generation explicitly exposes a signal they do not use: the controls for a chunk arrive before it is denoised, so a schedule derived from them costs no forward pass. To this end, we analyze adjacent chunks under different control regimes and find that structural similarity drops around action changes, while low-frequency structure remains more persistent than high-frequency detail. Motivated by these observations, we propose CtrlCache, a training-free control-aware caching framework that adapts computation to the current control sequence. Specifically, the action-aware scheduling and refresh policy detects action changes across and within chunks, and labels each chunk as initial, transition, turning, or steady state. At one selected interior denoising step, initial and transition chunks retain full computation, while turning and steady chunks reuse the transformer residual from the most recent fully computed step in the same chunk. To exploit the persistence of low-frequency structure during steady interaction, we further introduce a frequency-mixed history prior guidance that incorporates complementary information from the preceding clean latent without an additional DiT forward pass. Evaluated on Matrix-Game 2.0 and LingBot-World v1/v2, CtrlCache achieves 1.21x to 1.41x DiT-backbone speedups without model retraining while improving WBench Overall scores over original inference across all three models.

Tue 6 OctComputer Vision and Pattern Recognition
The gist
Interactive video world models create video clips that respond to user controls, but generating each clip can be slow because complex steps must be repeated. The authors found that by paying attention to when and how user controls change, they can reuse parts of previous computations to save time. They developed CtrlCache, a method that identifies when action changes affect video chunks and reuses earlier work accordingly, speeding up the process without needing to retrain the model. This approach also keeps important video details by mixing information from past frames, resulting in faster and better interactive video generation.
Open → 2610.08777v1

Skeletal motion compression cut to a quarter of current size

CurveCodec 2: Skeleton-agnostic animation compression with a learned entropy model

Abstract: Skeletal motion is stored as every joint's transform at every frame, yet most of it is implied by the body rather than by what the motion is about. Compression is one way to ask what a motion must still say once the body is known, and a production codec must answer it for any skeleton with a stated error bound. Our earlier codec, CurveCodec, matched the mean error of ACL, the production library of modern game engines, with a learned prior over sparse anchors, but not ACL's worst case, and it counted its payload as floats rather than bits. Here we ask where the redundancy of skeletal motion lies and which part of a codec a learned model should take over. Measurements give three answers. At production precision the largest saving comes from predicting each quantized curve from its own past, the second from choosing per joint, in closed loop through the hierarchy, which samples not to code. On the gaps such an encoder leaves, a nearest-neighbour oracle over millions of training samples is no better than linear interpolation, and no learned in-betweener we tried paid for itself. What a network does learn is the distribution of the residuals the codec must send. CurveCodec 2 codes every sub-track as a curve in the log map, quantized in closed loop and thinned to rate-distortion-selected keys, with residuals entropy-coded under a small learned model whose integer inference is bit-exact across platforms. Two contracts are verified on every decoded clip: ACL's own worst case per joint within a stated tolerance, or ACL's mean error per clip. On a held-out test side of 4,472 clips from 33 datasets, CurveCodec 2 needs 0.37x ACL's bytes at ACL's default precision of 0.01 cm under the worst-case contract and 0.22x at 0.1 cm under the mean contract, decodes on one CPU core, and transfers without retraining to a species absent from training. Project page: https://rubbly.cn/publications/curvecodec/

Sat 3 OctGraphicsArtificial IntelligenceRobotics
The gist
Storing animated movements for digital skeletons usually takes a lot of space since each bone's position is saved for every frame. The authors explore where this data can be compressed without losing important motion details. They find most savings come from predicting motion from its past and smartly deciding which data points to save. Their new tool, CurveCodec 2, uses a learned model to further compress the leftover errors, cutting stored data size drastically while keeping errors low and stable. It works well across different skeleton types without needing retraining.
Open → 2610.04211v1

Programmable world model benchmark tests video model rule following

ROWBench: Do Video Models Render What the Program Specifies?

Abstract: Programmable world models separate executable dynamics from visual generation, offering a promising foundation for next-generation game engines. However, their visual adherence to explicit rules and interactions remains insufficiently evaluated. Existing benchmarks assess visual quality, controllability, and instruction or physical adherence, but rarely test fidelity to fine-grained, program-specified world events. We introduce PROWBench, comprising 170 programmatically constructed episodes and 600 proxy videos covering diverse scenes and interactions. PROWBench logs entity states and timestamped events, including those outside the camera's field of view, as replayable world records, from which it renders synchronized views and proxy representations. This enables generated videos to be checked against the observable consequences of program execution. An extensible framework constructs scenes, controls behaviors, and can render each camera view in different representations, such as coarse 3D, and bounding boxes. The benchmark covers first- and third-person perspectives, with synchronized multi-view observations available for a subset of episodes. Grounded in these records, PROWBench evaluates entity control, long-horizon memory, and, with two VLM-based metrics, Logic-Render Alignment and Interaction Success Rate, adherence to the prescribed timeline and the visual realization of timestamped engine-recorded events.

Thu 1 OctComputer Vision and Pattern Recognition
The gist
It is hard to tell if video-based AI models truly understand and follow all the details of a programmed world. The authors created PROWBench, a set of many short videos with detailed records of what should happen in the scene. This lets them check if a video model’s outputs really match the program’s rules and events, even ones outside the camera view. They also built tools to generate and view these scenes from different perspectives and measure how well models follow instructions and display interactions.
Open → 2610.02205v1

Neural denoiser speeds up noise removal in new 3d gaussian rendering

Ultra-fast Neural Inference for Stochastic Gaussian Splatting Denoising

Abstract: Stochastic rendering eliminates the sorting and alpha blending process in Gaussian splatting, at the cost of introducing spatial noise. Formulating temporal denoising over the pixel stream shared by view-consistent stochastic splatting renderers, we propose a temporal neural denoiser validated on stochastic 2D Gaussian Splatting rendering, combining dual-path exponential moving average accumulation, per-pixel learned trust prediction for history validation, a fixed anisotropic spatial filter and a variance-gated composition with stabilization. The denoiser suppresses the noise, achieving temporally stable, visually compelling outputs during free camera navigation, all while retaining the sort-free, blend-free rasterization performance. The combined pipeline retains a PSNR gap to sorted alpha-blending renderers, but the denoiser's overhead stays below the time saved by removing sorting and blending.

Tue 22 SeptComputer Vision and Pattern RecognitionGraphics
The gist
Rendering 3D images using Gaussian splatting can be slow because it requires sorting and blending many visual elements. The authors found a way to skip these slow steps by allowing some noise in the image and then using a special neural network to quickly clean up the noise over time. This method produces stable and clear images even when the viewpoint changes, while still running faster overall. Their approach keeps the final image quality close to the slower method, but with better performance.
Open → 2609.25604v1

Transformer combines multiple camera views for better 3D human pose estimates

STA-TFM: Spatio-Temporal Aggregation Across Views TransForMer for Pose Estimation

Abstract: Monocular 3D human pose estimation (HPE) remains challenging due to depth ambiguity, occlu- sions, and the need for temporal consistency. While multi-view methods provide superior accuracy over monocular approaches, they often require complex setups. We introduce STA-TFM, a transformer-based architecture that combines spatial and temporal information for multi-view pose estimation. The approach leverages DSTformer, a monocular feature extractor, to capture long-range pose dependencies within each view. A fusion transformer then aggregates information across views to produce coherent 3D estimates. To address training data scarcity, we use a data generation pipeline that transforms any existing 3D pose dataset into multi-view setups with controllable parameters. Experiments on various datasets demonstrate that STA-TFM outperforms existing camera-parameter-free multi-view methods. STA-TFM achieves 50.9% and 49.5% reductions in mean per joint position error (MPJPE) and mean per joint velocity error (MPJVE) on the DHP19 dataset. Furthermore, it achieves 6.7% and 7.7% respective reductions on HAA4D, and a 15.2% MPJPE reduction on TotalCapture. STA-TFM handles noisy and missing 2D inputs, supporting potential deployment in healthcare monitoring, athletic assessment, and immersive technologies. Code, training checkpoints, and data are available at https://zenodo.org/records/22832620.

Mon 21 SeptComputer Vision and Pattern Recognition
The gist
Estimating 3D human poses from a single camera is hard because the camera can only see from one angle, making it tricky to understand depth and handle blocked views. The authors created a new method called STA-TFM that uses a transformer model to combine information over time from several cameras to make more accurate 3D pose estimates. They also developed a way to create training data with different camera setups to help the model learn. Their method works better than other approaches that don’t rely on camera settings and handles missing or noisy input well.
Open → 2609.24482v1

Render implicit surfaces as volumes for efficient light scattering

Gaussian Process Implicit Surfaces as Participating Media: Realization-Free Rendering from Level-Crossing Statistics

Abstract: We present a theory of light scattering that connects Gaussian Process Implicit Surfaces (GPISes) and participating media in both directions. Applying the Kac--Rice level-crossing formula under a local-conditioning approximation yields a complete anisotropic radiative transfer equation (RTE) directly from pointwise GPIS statistics. A shared projected area couples extinction and scattering, ensuring geometric consistency between the GPIS and its volumetric representation. The framework spans rough surfaces, porous and non-height-field geometries, and participating media. From the same statistical structure, we derive full-sphere Beckmann and GGX normal distribution functions supporting in-plane and out-of-plane anisotropy. These families provably recover SGGX, Beckmann, and GGX as special cases and admit exact visible-normal importance sampling. We also derive analytic masking--shadowing functions and single-scattering surface models for specular microsurfaces, with extensions to multiple scattering. In the height-field limit, we prove that the local-conditioning approximation reduces to Smith's independence assumption. Our realization-free approach improves rendering efficiency over realization-based methods and can be implemented within a standard volume renderer. In the inverse direction, we characterize families of GPISes corresponding to compatible RTE parameters and develop practical lifts for heterogeneous density fields. Existing volumetric assets thereby become renderable as GPISes, while trained radiance-field reconstructions yield surface geometry and shading normals without mesh extraction and provide a density-based representation of geometric uncertainty.

Sun 13 SeptGraphics
The gist
Many computer graphics techniques struggle to show how light bounces on shapes that are defined by fuzzy or complex surfaces. The authors found a way to treat these shapes like cloudy or porous materials, making the way light behaves easier to predict and simulate. They connected mathematical models of surfaces (called Gaussian Process Implicit Surfaces) with how light moves through and bounces inside materials. This approach improves rendering speed and helps turn different kinds of 3D data, including uncertain shapes, into more realistic images without needing to build complicated surface models first.
Open → 2609.14695v1