Papers for

virtual reality 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.

Latent 3d gaussian memory enables fast spatially consistent infinite worlds

L3G-World: Real-Time Infinite World Generation with Latent 3D Gaussian Memory

Abstract: Interactive world models generate visual content conditioned on user actions, yet maintaining spatial consistency over long-horizon exploration in real time remains challenging. Existing approaches rely on either temporal context or explicit 3D memory, both of which scale poorly because memory grows with the length of the generated stream. Moreover, explicit 3D memories condition latent video generators by re-encoding RGB renderings, which precludes real-time generation. In this paper, we introduce a Latent 3D Gaussian Memory (L3G) that combines the efficiency of feed-forward reconstruction with a compact, rapidly renderable scene representation. Building on this memory, we propose L3G-World, in which a memory updater and a video diffusion transformer (DiT) alternate autoregressively to generate spatially consistent worlds. The memory updater spawns Gaussians in newly observed regions and refines existing ones, so that the memory grows with scene extent rather than stream length. Each Gaussian further stores a VAE latent feature, allowing the memory to be rendered directly into the DiT's latent space without VAE re-encoding. Experiments show that L3G-World achieves state-of-the-art generation quality and long-horizon spatial consistency, with up to $38.6\times$ fewer 3D primitives, $3.2\times$ faster memory updates, and $359\times$ faster memory rendering relative to the most efficient prior 3D-memory baseline for each metric, enabling real-time world generation at 9 FPS.

Thu 29 OctComputer Vision and Pattern Recognition
The gist
Generating virtual worlds that stay consistent as you explore them is hard, especially if you want the world to update in real time. The authors introduce a new way to remember and represent 3D scenes using special blobs called latent 3D Gaussians that grow with the world size, not how long you explore. Their method lets the system create detailed, consistent imagery quickly without needing to reprocess images repeatedly, making it fast enough for real-time use. Experiments show their approach is much faster and uses fewer resources than earlier methods.
Open → 2610.40614v1

World model predicts human and robot movement for better interaction

Ropedia W0: Scaling Loco-Manipulation World Models across Embodiments with Human Experience

Abstract: World models enable embodied agents to anticipate action consequences, yet jointly modeling locomotion and manipulation across diverse embodiments remains challenging due to heterogeneous action spaces and limited multimodal supervision. We present Ropedia W0, the first egocentric loco-manipulation world foundation model spanning humans and robots with diverse embodiments. We curate Xp-Data, comprising 10k hours of egocentric human data and 3k hours of robot data with unified multimodal annotations and systematic quality control. A unified kinematic representation encodes locomotion through camera poses and manipulation through projected skeletons, with robot skeletons combining embodiment-specific forward kinematics with extensive manual keypoint annotation and correction. We also introduce Xp-Teleop, a long-horizon loco-manipulation benchmark based on high-quality dexterous humanoid teleoperation data. Evaluations demonstrate state-of-the-art performance across five cross-embodiment benchmarks (DreamDojo, $Ψ_0$, $ω$-HOME, Xp-Teleop, and AgiBot) and on held-out human egocentric video, from zero-shot inference to few-shot and full-data post-training. Scaling human pre-training data improves performance on both human and robot evaluations. After distillation, our model supports real-time, minute-long rollouts, enabling live VR interaction. Applications in policy evaluation, model-based planning, and world-action modeling further demonstrate the model's utility for embodied decision-making.

Mon 19 OctComputer Vision and Pattern RecognitionRobotics
The gist
Predicting how people and robots move and act is hard because they move differently and there isn’t enough combined data. The authors created Ropedia W0, a model trained on lots of human and robot movement videos with detailed annotations. This model understands both walking and hand actions for different bodies and helps machines predict future movements better. It works well on various tests and can even support real-time virtual reality interactions. This could help robots and humans work together more smoothly.
Open → 2610.26855v1

Whole-body human object interactions generated in one step efficiently

MFlowHOI: Whole-Body Human-Object Interaction Generation via Part-Aware MeanFlow

Abstract: Whole-body human-object interaction (HOI) generation requires coordinating body and finger motion, object trajectories, and time-varying contacts. Existing methods typically rely on iterative diffusion or test-time optimization, resulting in high inference costs. Direct one-step generation is highly desired in downstream applications due to efficient inference. However, it is challenging because these HOI components differ substantially in structure and scale. We present MFlowHOI, an efficient one-step framework for whole-body HOI generation. A Contact-Aware Multipart RVQVAE organizes body, hand, object, and contact signals into a structured latent space, with a shared decoder preserving their global coordination. An ST-DiT then models temporal and cross-part dependencies in this space and generates a complete interaction in a single MeanFlow evaluation. Predicted object-local contact correspondences further enable geometric refinement and interaction-preserving transfer to photorealistic 3D Gaussian avatars with different body proportions. Experiments demonstrate that MFlowHOI outperforms existing base generators in motion quality and text alignment while substantially reducing inference time.

Mon 12 OctComputer Vision and Pattern Recognition
The gist
Making realistic animations of how people use their whole body and hands to interact with objects is hard and usually takes a lot of computer time. The authors propose a new method called MFlowHOI that can create these animations all at once in a much faster way. They organize the different parts like body, hands, objects, and where they touch into a special space to keep everything coordinated. Their approach reduces the time needed and produces better motion and matching with text descriptions than older methods.
Open → 2610.16252v1

Beatdance creates 3d dances perfectly timed to music beats

BeatDance: Generating Beat-Consistent 3D Dance with Hierarchical Spatial-Temporal Modeling

Abstract: Generating realistic 3D dance from music is a challenging task that requires accurate synchronization with musical rhythms while capturing the spatial complexity of human motion. Although existing methods can generate physically plausible dance motions, they often struggle to achieve precise alignment with music, such as the beat. To address this limitation, we propose a novel diffusion-based framework, BeatDance, with two components: 1) We present a Hierarchical Decoupled Attention (HDA) module, which first disentangles the learning of human pose and temporal dynamics. A hierarchical structure is then employed to capture both short-term and long-term dependencies, thereby enhancing spatial-temporal modeling. 2) We adopt cycle-consistent learning by introducing an auxiliary dance-to-music module. During training, discrepancies between the reconstructed and original music induce a stronger loss signal, effectively encouraging the consistency property between the music and dance motion. Extensive experimental results demonstrate that our proposed approach outperforms recent competitive methods on two benchmark datasets.

Tue 29 SeptComputer Vision and Pattern Recognition
The gist
Making 3D dance movements that match music beats is tough because the motions must look natural and perfectly synced with the rhythm. The authors designed a new approach called BeatDance that breaks down the dance motion into parts and learns how they change over time more effectively. They also added a way to check that the dance fits the music by trying to rebuild the music from the dance moves, helping the model learn better alignment. Tests show this method creates dance motions that align with music beats better than recent techniques.
Open → 2609.37400v1

Motionspaceflow improves text-driven human motion generation and control

MotionSpaceFlow: Representation-Aware Flow Matching in Direct Motion Space

Abstract: Recent advances in diffusion and flow models have substantially improved text-driven human motion generation. Yet most methods generate in low-dimensional, temporally downsampled latent spaces learned primarily for reconstruction, a bottleneck that can limit generation quality and preclude direct manipulation of individual frames and joints. We introduce MotionSpaceFlow (MSFlow), a representation-aware flow-matching framework that predicts clean motion directly in continuous motion space without a learned encoder or decoder. To account for the anisotropic structure of direct motion representations, we propose representation-aware noise scaling and show how the initial Gaussian source scale governs the covariance of intermediate probability-path marginals. We further introduce a Representation-Aware Multimodal Diffusion Transformer (RA-MMDiT), which jointly updates token-level language and full-resolution motion features through joint attention while adapting temporal information flow to the motion representation: causal attention for incremental features defined by frame-to-frame changes, and bidirectional attention for global features such as absolute joint coordinates. Across different datasets and motion representations, MSFlow achieves state-of-the-art text-to-motion performance. Its global representation variant additionally enables zero-shot, inference-time control over any joint or frame through projection sampling without control-conditioned training, delivering leading motion quality with exact constraint satisfaction.

Mon 28 SeptComputer Vision and Pattern Recognition
The gist
Generating realistic human motion from text can be tricky because current methods often rely on simplified spaces that limit detail and direct control. The authors introduce MotionSpaceFlow, a technique that creates detailed human motions directly in the full motion space without needing to compress or reconstruct data. Their approach also adapts noise and attention mechanisms based on the type of motion information, allowing better quality and control. This method lets users adjust specific joints or frames on the fly, even if the system wasn’t trained for that exact control.
Open → 2609.34190v1

WorldAgent builds and checks complex 3D worlds from language prompts

WorldAgent: Verification-Guided Agentic Physical World Construction

Abstract: Constructing complex physical worlds from language requires coordinating extensive 3D environments, detailed structures and objects at different spatial scales, and interacting physical processes under both stated goals and implicit physical constraints. We present WorldAgent, an agentic framework for verification-guided physical world construction from a single natural-language prompt, without iterative user debugging. A world construction layer expands the prompt into a structured world specification and uses physical knowledge to build scenes and run numerical simulations. After every step, a verification layer inspects scene geometry and simulation states alongside rendered views. Failed checks guide automatic revisions to the specification and re-execution of the affected steps. Accepted worlds pass the required checks and remain editable for further inspection and resimulation. We introduce AgenticSimBench, on which WorldAgent achieves the best scores among the evaluated agent-based methods on five of seven metrics. In a 26-participant user study, it receives the highest mean ratings across all four criteria.

Sun 27 SeptArtificial IntelligenceComputer Vision and Pattern Recognition
The gist
Creating detailed 3D physical worlds from just a short language description is very hard because it involves many objects, their arrangement, and how they interact physically. The authors present WorldAgent, a system that automatically builds these worlds step-by-step, checks if everything makes sense physically, and fixes problems without needing the user to intervene repeatedly. The system also allows users to later inspect and adjust the created worlds. Their tests show WorldAgent performs better than similar systems on many measures and users prefer it overall.
Open → 2609.33208v1

Animatable and relightable human avatars created from images

ARS-Avatar: Animatable and Relightable Surfel Avatars with Learnable Ambient Occlusion

Abstract: Creating animatable and relightable human avatars from multi-view images remains challenging, as pose-dependent deformation, materials, and light visibility are intrinsically coupled in images. In this paper, we present ARS-Avatar, a novel method using surfel representation for high-quality, animatable, and relightable human avatars from multi-view images captured under unknown illumination. We first extract deformation priors from the template mesh and leverage as additional details beyond driving poses to facilitate faithful estimation of surfel attributes and reconstruction of animatable avatar. To support relighting, the deferred shading is employed to estimate BRDF materials. We further introduce a differentiable screen-space ambient occlusion formulation that enables gradient-based optimization of body-part specific occlusion radii through finite differences, providing an efficient approximation of light visibility that can be jointly optimized with the avatar. Extensive experiments demonstrate that ARS-Avatar achieves high-fidelity appearance reconstruction and physically-based material estimation, while enabling realistic animation and relighting under novel poses and illuminations.

Wed 23 SeptGraphics
The gist
Creating realistic digital human avatars that can move and respond to light like real people is difficult because movements, materials, and lighting affect how the avatar looks. This paper presents a new way called ARS-Avatar that builds detailed 3D avatars from photos taken from many angles, even without knowing the lighting conditions. The method uses a special 3D representation and learns how different parts of the body should deform and appear under different lighting. Their approach also estimates how shadows and light interact with the avatar, making animations and lighting changes look more realistic.
Open → 2609.27600v1

MixiMotion generates human motions from text in one fast step

MixiMotion: One-Step Text-to-Motion Generation via Asymmetric Set Distillation

Abstract: Iterative text-to-motion generation delivers high-quality and semantically aligned motions but requires multiple network evaluations, resulting in substantial inference latency. We present \textbf{MixiMotion}, a strict one-step text-to-motion generation framework based on offline set distillation. Instead of distilling a single teacher trajectory for each text prompt, MixiMotion constructs an offline bank of multiple teacher motions and aligns teacher and student sample sets through \textbf{asymmetric bidirectional matching}. The teacher-to-student direction promotes coverage of diverse teacher-supported motions, while the student-to-teacher direction suppresses unsupported generations. We further introduce differentiable decoded-space kinematic supervision to complement normalized representation matching with constraints in the decoded motion space. At inference, MixiMotion generates a complete motion sequence with a single network evaluation, without teacher queries, iterative sampling, or candidate ranking. On ViMoGen, MixiMotion achieves a semantic alignment score of $0.835$, outperforming the evaluated one-step baselines and approaching the $0.858$ score of its 50-step HY-Motion-1.0-Lite teacher. In blinded human evaluation, MixiMotion obtains an overall rating of $4.33$, compared with $4.50$ for the teacher, while outperforming the evaluated one-/few-step baselines. Meanwhile, generation latency is reduced from $829.58$\,ms to $9.30$\,ms, corresponding to an $89.2\times$ speedup. These results demonstrate an effective quality--efficiency trade-off for strict one-step text-to-motion generation.

Sat 19 SeptComputer Vision and Pattern RecognitionMultimedia
The gist
Creating animations of people moving based on written descriptions usually takes many steps and a lot of computing time. The paper introduces MixiMotion, a technique that can produce entire motion sequences from text with just one quick pass through a computer model. The method learns from many example motions and smartly matches these with generated ones to cover variety while avoiding errors. This approach achieves good quality nearly matching slower, multi-step methods but is around 89 times faster, making it useful for real-time applications.
Open → 2609.23010v1

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