Papers for

game engine programmers

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.

Adaptive patch-wise denoising speeds up video diffusion models

ForcingBooster: Adaptive Patch-wise Denoising for Fast Autoregressive Video Diffusion

Abstract: Autoregressive video diffusion models have become a leading approach to real-time interactive video generation and video world modeling. However, existing methods typically allocate computation uniformly across space when generating the next video chunk, updating all patches with the same denoising schedule and number of function evaluations. This ignores the spatial heterogeneity of video content: static, simple, or recurring regions are often easier to denoise, while other regions require further refinement or additional context. A uniform budget thus leads to redundant computation on easy patches, whereas reducing the fixed step count can leave difficult patches insufficiently refined. We introduce \methodname{}, a general framework that dynamically allocates denoising steps to individual patches: easy patches stop early to improve efficiency, while difficult patches receive more refinement steps. This design accelerates generation with negligible quality degradation. Our method is compatible with most existing few-step autoregressive diffusion models, requiring only a lightweight routing module with modest training. Experiments demonstrate that \methodname{} reduces the total number of denoising steps applied across video patches by about 50\% while maintaining visual quality comparable to the four-step baseline.

Thu 8 OctComputer Vision and Pattern Recognition
The gist
Making videos with AI can take a lot of computer work because every part of the video is treated the same, even if some parts are simpler to create. The authors present a way for the AI to work faster by focusing more on the tricky parts and less on the easy parts. This saves about half the computer steps needed without making the video look worse. Their method can work with many existing AI video generators and only needs a small extra component trained alongside.
Open → 2610.12625v1

Efficient 3D Gaussian splatting improves real time scene rendering quality

EffGS: Efficient and High-Fidelity Gaussian Splatting

Abstract: 3D Gaussian Splatting (3DGS) enables real-time novel view synthesis, but existing general-purpose acceleration methods suffer severe rendering quality degradation when extended to more complex, large-scale scenes. To address this issue, we propose EffGS, a more general acceleration framework that improves training and rendering efficiency while maintaining reconstruction quality comparable to or better than vanilla 3DGS across bounded and large-scale scenes. EffGS combines frequency-aware guidance, localized density control, and adaptive primitive scale modulation. First, an importance scoring mechanism combines pixel-wise reconstruction errors with a difference-of-Gaussians mask scheduled over training to provide stage-dependent spatial guidance. Second, localized densification and pruning restricts density modifications to Gaussians with valid projected footprints in the sampled views. Third, learnable per-Gaussian scale modulation adjusts effective primitive extent during optimization while retaining the Compact Box rasterization rule. Extensive experiments on bounded and large-scale scene datasets demonstrate a favorable balance between reconstruction quality, training time, and primitive count. Component ablations and matched-primitive-budget comparisons further support the effectiveness of the framework.

Wed 30 SeptComputer Vision and Pattern Recognition
The gist
Rendering 3D scenes quickly and in high detail is important for things like virtual reality or video games. The existing method called 3D Gaussian Splatting can do this in real time but struggles with big, complex scenes without losing quality. The authors propose EffGS, which speeds up training and rendering by smarter ways of focusing detail where it matters and adjusting the size of visual primitives. This approach keeps the rendered scenes looking good even for large-scale environments while being more efficient.
Open → 2609.39553v1

Binocular rendering sped up by reusing and patching a main image

From Mono to Stereo: Accelerating Binocular Gaussian Splatting via Reprojection and Selective Patching

Abstract: Binocular rendering requires two nearby views of the same scene and therefore repeats substantial visibility and shading work. We present a 2D Gaussian Splatting (2DGS) pipeline that fully renders a dominant-eye RGB image and an alpha-weighted depth proxy, reprojects that image to the affiliated eye, and repairs uncovered pixels. Small interior gaps are interpolated, whereas larger disoccluded regions are identified as regions of interest (ROIs) and selectively re-rendered. The depth proxy reuses the alpha-blending weights computed during dominant-eye rasterization, avoiding a separate depth-rendering pass. An adaptive ROI generator localizes the required updates using reprojected image boundaries and optional connected center-hole detection. On DTU, Tanks and Temples, and MipNeRF-360, the method reduces the measured time of a sequential two-pass binocular reference by 15.5\% to 28.8\% and peak GPU memory by 6\% to 11\%. The corresponding affiliated-eye quality degradation is at most 1.3 dB PSNR, 0.02 SSIM, and 0.02 LPIPS, representing a measurable trade-off that requires application-specific perceptual validation. These results establish a practical efficiency-quality trade-off for controlled static-scene stereo rendering and motivate future evaluation under continuous motion and on physical VR hardware.

Fri 25 SeptComputer Vision and Pattern Recognition
The gist
Rendering two slightly different eye views of the same scene usually takes almost twice as long because each view is drawn separately. The authors propose a way to first fully render one eye’s view with special images called 2D Gaussian splats, then reuse and adjust that image to create the other eye’s view by filling in only missing parts. This approach saves time and memory while only slightly lowering the second eye’s image quality, which might be acceptable depending on how the images are used.
Open → 2609.30741v1

Selective neural networks improve 3D Gaussian splatting images

Is Gaussian Splatting Becoming Neural Again? A Taxonomy and Controlled Study of Learned Parameterization

Abstract: Three-dimensional Gaussian Splatting (3DGS) combines explicit primitives with efficient rasterization, yet recent systems increasingly use neural networks to generate or share Gaussian parameters. We characterize this trend along five axes: attribute decoding, spatial sharing, view-conditioned decoding, topology generation, and amortized inference. An analysis of 19 representative methods shows that these choices address different limitations and cannot be reduced to a binary neural label. We also isolate three forms of neural parameterization in a controlled mip-NeRF 360 study. Sharing appearance and opacity improves reconstruction quality, while decoding geometric structure offers no further gain. The evidence favors selective neuralization: shared functions help when they capture reusable correlations without sacrificing the local geometric freedom of explicit splats.

Fri 11 SeptArtificial Intelligence
The gist
Creating 3D images using tiny Gaussian blobs is fast but has limits. The authors looked at how adding neural networks to control these blobs helps improve picture quality. They found that sharing certain features like appearance and opacity through neural networks makes the image better. However, using neural networks to control the shape or position of these blobs doesn’t add benefit. This shows that mixing simple shapes with selective neural control works best.
Open → 2609.12395v1

Adaptive control improves interaction limits in ai agents with fewer tokens

Elastic Horizon: Discovering the Effective Interaction Frontier in Agentic Reinforcement Learning

Abstract: Scaling the interaction horizon-the maximum number of environment interactions per episode-improves LLM agents on long-horizon tasks, and curriculum-based methods that progressively expand the horizon outperform fixed-horizon alternatives. However, existing schedules are open-loop: they monotonically increase the horizon until a manually specified maximum, with no mechanism to detect when further expansion stops helping. We propose the effective interaction frontier hypothesis: a dynamic boundary beyond which additional interactions yield diminishing returns while cost grows linearly. We then introduce Elastic Horizon, a closed-loop controller that tracks this boundary via the 90th percentile of successful trajectory lengths. On AppWorld and BFCL, fixed-horizon sweeps reveal clear saturation plateaus; Elastic Horizon stabilizes the horizon inside the saturation band from both under- and over-capacity initializations, attains the best success rates across 7B and 14B backbones, and saves up to 25% of per-step trajectory tokens. Our work shifts the paradigm from how to scale interaction horizons to when to stop scaling.

Mon 7 SeptArtificial Intelligence
The gist
The paper looks at how AI agents that learn by interacting with environments can perform better by adjusting the number of interactions they have during a task. Instead of just increasing interactions up to a fixed maximum, the authors propose a method called Elastic Horizon that adapts the interaction length based on how much improvement is still happening. They find that beyond a certain point, more interactions don't help much but cost more, so their method stops increasing when it detects this. This leads to better success rates and saves computational resources.
Open → 2609.07247v1