Papers for
video game studios
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.
Streaming human motion reacts in real time to spatial audio cues
Sonic-AMG: Streaming Human Motion Generation from Spatial Audio
Abstract: Modeling human reactions to spatial audio requires understanding both what is heard and where it comes from. Prior work generates motion offline from complete acoustic and spatial input sequences. Humans, however, react to sounds without knowing what they will hear next. We present Sonic-AMG, to our knowledge the first framework for streaming human motion generation from spatial audio. The model encodes acoustic content and body-relative source geometry as separate tokens. Conditioned on these tokens, a causal transformer with a flow head generates continuous motion latents, from which a causal decoder reconstructs motion segments. Standard teacher-forced training derives motion histories and body-relative source locations from ground-truth motion, whereas streaming inference relies on generated motion for both, resulting in a training-inference mismatch. To reduce this history discrepancy, we introduce rehearsal training, which combines full-sequence teacher-forced supervision with supervised prediction along short autoregressive self-rollouts. To keep spatial conditioning consistent with generated motion, we propose spatial feedback, which recomputes body-relative source locations from generated root poses during both rehearsal training and inference. On SAM, Sonic-AMG achieves state-of-the-art FID and R-precision. It further supports real-time online generation of coherent reactions across sound events and source locations. Project page: https://jingchengni.com/sonic-amg/.
OctMesh improves lossless 3D mesh compression using octree structures
OctMesh: A Unified Octree-Hierarchical Framework for Lossless Triangle Mesh Compression
Abstract: Lossless triangle mesh compression must preserve both vertex positions and connectivity. Octrees support learned point cloud geometry coding and progressive refinement, but extending them to meshes requires a compatible connectivity representation. Unlike the eight occupancy decisions of a voxel, a parent edge can develop into varied child connections, making edge refinement difficult to model with a compact prediction prior. We propose OctMesh, a learned framework that codes geometry and connectivity on a shared octree hierarchy. Its key observation is that octree pooling produces parents with either one child or two to eight children. Child edges are then grouped by their endpoint parents' types and whether the endpoints share a parent. Each candidate group contains children from just one parent or two connected parents. The resulting four categories define small, fixed-shape prediction tasks: connections uniquely determined by the parent graph are inherited without bits, while three neural predictors estimate probabilities for the remaining candidates. These probabilities guide arithmetic coding of the actual edge symbols. Binarized predictions of within-parent connections provide context for predicting connections between different parents. A graph-aware parent feature extractor combines local geometry, parent connectivity and global shape. The connectivity models use dedicated weights at coarse levels and share weights at fine levels. Residual edges and a finest-level face-selection payload complete the reconstruction. On 256 frames from eight MPEG V-DMC test sequences, OctMesh losslessly recovers the finest-level vertex-coordinate, edge and unoriented face sets at an average of 7.033 bits per face, 12.8% below V-Mesh. The same hierarchical representation supports nine levels of progressive vertex-and-edge refinement.
3D Gaussian splatting compression method cuts files by 30 times
TSGL: Teacher-Student Graph Learning for 3DGS Compression
Abstract: 3D Gaussian Splatting (3DGS) is a popular representation for novel view synthesis. However, 3DGS contains millions of Gaussian primitives, each with rich attributes, resulting in large file sizes. We propose a novel 3DGS compression method based on Teacher-Student Graph Learning (TSGL) that operates directly on a trained model, without 3DGS retraining or access to training images. Specifically, for each block of Gaussian primitives, using decoded positions and DC spherical harmonic (SH) coefficients as predictors, we learn a signal-dependent geometry graph G encoding the pairwise similarities between neighbouring Gaussians via a teacher-student model. Given G, we perform Graph Fourier Transform (GFT) on the remaining attributes, so that signal energies are predominantly projected into the low-frequency coefficients for compact representation. On three standard benchmarks, the method reaches 27x to 33x compression with less than 0.6 dB of PSNR loss, improving on recent post-training compression methods in both size and rendering quality.
Avatar visual quality can mislead intent recognition accuracy
When Visual Quality Misleads: Intent Recognition under Rendered Avatar Distortions
Abstract: Avatar-streaming systems are commonly evaluated with image and video quality assessment (IQA/VQA) metrics, implicitly treating visual fidelity as a proxy for communicative success. We test this assumption through a controlled behavioral study of rendered 3D avatars across a pristine condition and fourteen geometric, photometric, temporal, and combined distortions. Fifty-nine participants contributed 2,688 judgments of perceived action, response confidence, and visual quality. We identify Misleading Quality in this dataset as distorted renderings that retain above-average perceived quality but yield below-average action-recognition accuracy. We also derive an Intent Quality Score (IQS) combining recognition correctness and confidence as the behavioral target for objective metrics. Among 126 distorted content--condition cells, 31 (24.6%) exhibited Misleading Quality; temporal and geometric distortions showed the highest rates, at 50.0% and 31.1%, respectively. The results reveal a quality--accuracy dissociation where distortion families affect appearance and communication differently. Across 24 direct-scoring IQA/VQA metrics and three supervised feature-regression baselines, alignment with IQS remained limited; at $λ=0.5$, the best leave-one-content-out baseline reached PLCC $=0.4435$. Under this controlled protocol, visual fidelity alone is insufficient for avatar communication, motivating intent-aware quality assessment and streaming objectives.
3D Gaussian splatting simplified for faster and smaller rendering
CVT-GS: Learning to Simplify 3D Gaussian Splatting with Centroidal Voronoi Tessellation
Abstract: While 3D Gaussian Splatting (3DGS) has emerged as a powerful representation for real-time novel view synthesis, rendering high-fidelity scenes often relies on a massive number of Gaussian primitives, incurring substantial storage and computational overhead. Existing simplification techniques are largely intrusive, requiring training-time pruning, architectural modifications, or computationally expensive per-scene fine-tuning. These drawbacks limit their deployment on off-the-shelf pretrained models. In this paper, we propose CVT-GS, a novel optimization-free post-hoc simplification framework that directly compresses trained 3DGS scenes without sacrificing visual fidelity. Our approach first constructs spatially coherent cells over Gaussian centers via a geometry-aware Centroidal Voronoi Tessellation (CVT). Subsequently, a lightweight neural cell merger predicts the geometry and appearance of a single, highly representative Gaussian primitive for each cell under differentiable rendering supervision. By formulating simplification as a rendering-aware many-to-one merging process rather than naive primitive pruning, CVT-GS outputs a standard 3DGS scene that is seamlessly compatible with existing renderers. Experiments on various datasets demonstrate the superiority of our method. Notably, when achieving a 100-fold reduction in Gaussian points, our method operates 12 times faster than state-of-the-art methods while improving the PSNR by 1.3 dB.