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Oct 21

SWE-Game: Can Coding Agents Build the Games We Want?

We introduce SWE-Game, a benchmark of 247 tasks grounded in 41 executable reference Godot games spanning 13 gameplay categories in 2D and 3D. Five task types cover development from a brief, implementation from a game design document, skeleton completion, repair of 83 injected-fault cases, and Godot-to-Unity porting. Reference materials specify the intended gameplay, while a shared instrumentation interface lets evaluator-owned drivers and probes execute actions and observe independently implemented games. Evaluation combines engine-state checks, certified reference-input replay, and agent-authored feature demonstrations to assess mechanic correctness, demonstrated playability, and behavioral restoration and preservation after repairs. Game-specific vision-language rubrics separately assess presentation. Across six models, Opus5 achieves the highest overall score in all five task types. Best overall scores remain below 60 out of 100 across the three construction tasks, with Brief-to-Game reaching 50.38. Analysis of reviewed submissions identifies requirement omissions and gameplay logic errors as predominant implementation problems. On human-labeled behaviors from 100 agent-built games, executable checks achieve 92.59% balanced accuracy, compared with 78.41% for a video-based VLM judge. Rubric-based visual scores reach a Spearman correlation of 0.829 with human ratings of 200 gameplay clips. Together, these results characterize current agent capabilities across game-development activities and support combining runtime evidence with visual assessment.

PlaySuite: A Large-Scale Benchmark for Interactive Visual Intelligence

Recent advances in multimodal foundation models yield strong performance on static perception and reasoning benchmarks, yet such evaluations largely overlook a central aspect of intelligence: acting competently in dynamic environments over extended time horizons. We introduce PlaySuite, a large-scale benchmark for evaluating interactive visual intelligence across more than 5K open-source video games curated from PyWeek and itch.io. Spanning diverse genres and engines, including Pygame, HTML5, Godot, and Unity, these independent games are largely out-of-distribution for current models, reducing the likelihood that success can be achieved by retrieving memorized walkthroughs or web-scale training artifacts. To enable scalable evaluation across heterogeneous titles, we develop a unified closed-loop interaction framework optimized for HPC clusters alongside a Video-LLM-as-a-judge protocol that maps observable gameplay milestones to standardized progress levels. We evaluate fourteen recent open models spanning vision-language models, computer-use agents, and vision-language-action models. Our results yield strong evidence of a perception-action gap: despite strong reasoning capabilities, current models struggle to make sustained progress and exhibit recurring failures in spatial grounding, action execution, and self-correction. PlaySuite provides a reproducible and extensible testbed for measuring progress from visual perception to goal-directed interaction, and a foundation for developing models that can act, adapt, and generalize in dynamic visual environments.

GameCraft-Bench: Can Agents Build Playable Games End-to-End in a Real Game Engine?

Game generation is an emerging application of coding agents, requiring models to transform natural-language specifications into playable interactive systems. Unlike traditional coding tasks, game generation takes place within a game engine, where scripts, scenes, assets, rendering, and runtime interactions must jointly produce coherent gameplay. We formalize end-to-end game generation as the problem of producing a complete game artifact that realizes a specification through observable player-game interaction in a target environment. We argue that evaluating this setting requires three desiderata: Engine Grounding, Artifact Completeness, and Interactive Verification. We propose an interaction-grounded evaluation framework that assesses executable gameplay through replayed demonstrations and rubric-guided multimodal judging. We instantiate this framework as GameCraft-Bench, a benchmark comprising 140 Godot tasks across 15 game families. Evaluations of frontier coding agents show that end-to-end game generation remains highly challenging: the strongest agent achieves only 41.46%, and most agents score below 40%. Further analysis reveals that while agents often implement recognizable mechanics, they struggle to deliver complete games with sufficient content, functional visual feedback, and coherent presentation. See https://tongxuluo.github.io/gamecraft-bench-website for demos, code, and data.

Grounding Machine Creativity in Game Design Knowledge Representations: Empirical Probing of LLM-Based Executable Synthesis of Goal Playable Patterns under Structural Constraints

Creatively translating complex gameplay ideas into executable artifacts (e.g., games as Unity projects and code) remains a central challenge in computational game creativity. Gameplay design patterns provide a structured representation for describing gameplay phenomena, enabling designers to decompose high-level ideas into entities, constraints, and rule-driven dynamics. Among them, goal patterns formalize common player-objective relationships. Goal Playable Concepts (GPCs) operationalize these abstractions as playable Unity engine implementations, supporting experiential exploration and compositional gameplay design. We frame scalable playable pattern realization as a problem of constrained executable creative synthesis: generated artifacts must satisfy Unity's syntactic and architectural requirements while preserving the semantic gameplay meanings encoded in goal patterns. This dual constraint limits scalability. Therefore, we investigate whether contemporary large language models (LLMs) can perform such synthesis under engine-level structural constraints and generate Unity code (as games) structured and conditioned by goal playable patterns. Using 26 goal pattern instantiations, we compare a direct generation baseline (natural language -> C# -> Unity) with pipelines conditioned on a human-authored Unity-specific intermediate representation (IR), across three IR configurations and two open-source models (DeepSeek-Coder-V2-Lite-Instruct and Qwen2.5-Coder-7B-Instruct). Compilation success is evaluated via automated Unity replay. We propose grounding and hygiene failure modes, identifying structural and project-level grounding as primary bottlenecks.

  • 2 authors
·
Mar 15

GameLogicBench: Evaluating Coding Agents on Runtime Game Logic with Tick-Level State Assertions

Coding agents can modify and test code across large software projects. Game development is a domain where agents must implement gameplay rules. A game can end in a valid state even after violating its rules during the run. Current game-development benchmarks replay fixed examples, score videos, or ask another model to judge the result. However, no existing benchmark checks game rules throughout execution across varied evaluator-selected scenarios while ensuring exactly reproducible verdicts. We introduce GameLogicBench, a benchmark of 72 gameplay-logic tasks in Godot projects. An automated evaluator checks each game's rules at every simulation tick. Across 403 hand-designed scenarios, seeded parameter variations produce 1,451 test cases. To ensure that the evaluator measures behavior rather than implementation choice, it must accept different correct implementations for each task while rejecting mutants, implementations with one required capability removed. The tasks span isolated mechanics, multi-system interactions, and repository-scale features. Across 20 combinations of language models and scaffolds, the best observed run solves 52.78% of tasks. Under Claude Code, all twelve models solve fewer tasks as task scope expands from isolated mechanics, through interacting systems, to repository-scale features. Agents inspect code more often and make more tool calls on repository-scale tasks than on isolated-mechanic tasks. Most unsuccessful submissions are runnable, but implement some required game behavior incorrectly. We compared versions of our benchmark evaluator built with and without validation using mutants. Without this validation, incorrect agent submissions passed. A separate analysis finds agents copying code from public repositories when network access is open. Reliable evaluation thus depends both on what the tests reject and on what external code agents can access.

  • 12 authors
·
Sep 20

An Exploratory Case Study of LLM-Assisted Refactoring and Gameplay Feature Generation in an Endless Runner Game

Large language models (LLMs) are increasingly used to support software development, but their practical usefulness in applied game-development settings remains underexplored, especially when generated code must be integrated into an existing game software system. This paper presents an exploratory empirical case study of GPT-4o in a custom Python/Pygame endless runner. The study examines six selected development tasks: three localized refactoring tasks and three tasks involving gameplay feature generation. The resulting implementations were evaluated using software metrics, unit tests, and manual gameplay assessments. In this case study, all three selected refactoring tasks were completed successfully in functional terms, whereas only one of the three selected gameplay feature generation tasks resulted in a correctly integrated feature. The findings suggest that, in this setting, GPT-4o handled localized transformations more reliably than tasks requiring new gameplay interactions across multiple existing systems. Given the exploratory single-case design, these results are best interpreted as indicative observations rather than as generalizable evidence of category-level model performance. Overall, the paper contributes a transparent case-based account of the opportunities and limitations of LLM-assisted refactoring and gameplay feature generation in an existing game software system.

VGGT-X: When VGGT Meets Dense Novel View Synthesis

We study the problem of applying 3D Foundation Models (3DFMs) to dense Novel View Synthesis (NVS). Despite significant progress in Novel View Synthesis powered by NeRF and 3DGS, current approaches remain reliant on accurate 3D attributes (e.g., camera poses and point clouds) acquired from Structure-from-Motion (SfM), which is often slow and fragile in low-texture or low-overlap captures. Recent 3DFMs showcase orders of magnitude speedup over the traditional pipeline and great potential for online NVS. But most of the validation and conclusions are confined to sparse-view settings. Our study reveals that naively scaling 3DFMs to dense views encounters two fundamental barriers: dramatically increasing VRAM burden and imperfect outputs that degrade initialization-sensitive 3D training. To address these barriers, we introduce VGGT-X, incorporating a memory-efficient VGGT implementation that scales to 1,000+ images, an adaptive global alignment for VGGT output enhancement, and robust 3DGS training practices. Extensive experiments show that these measures substantially close the fidelity gap with COLMAP-initialized pipelines, achieving state-of-the-art results in dense COLMAP-free NVS and pose estimation. Additionally, we analyze the causes of remaining gaps with COLMAP-initialized rendering, providing insights for the future development of 3D foundation models and dense NVS. Our project page is available at https://dekuliutesla.github.io/vggt-x.github.io/

  • 5 authors
·
Sep 29, 2025 2

Visionary: The World Model Carrier Built on WebGPU-Powered Gaussian Splatting Platform

Neural rendering, particularly 3D Gaussian Splatting (3DGS), has evolved rapidly and become a key component for building world models. However, existing viewer solutions remain fragmented, heavy, or constrained by legacy pipelines, resulting in high deployment friction and limited support for dynamic content and generative models. In this work, we present Visionary, an open, web-native platform for real-time various Gaussian Splatting and meshes rendering. Built on an efficient WebGPU renderer with per-frame ONNX inference, Visionary enables dynamic neural processing while maintaining a lightweight, "click-to-run" browser experience. It introduces a standardized Gaussian Generator contract, which not only supports standard 3DGS rendering but also allows plug-and-play algorithms to generate or update Gaussians each frame. Such inference also enables us to apply feedforward generative post-processing. The platform further offers a plug in three.js library with a concise TypeScript API for seamless integration into existing web applications. Experiments show that, under identical 3DGS assets, Visionary achieves superior rendering efficiency compared to current Web viewers due to GPU-based primitive sorting. It already supports multiple variants, including MLP-based 3DGS, 4DGS, neural avatars, and style transformation or enhancement networks. By unifying inference and rendering directly in the browser, Visionary significantly lowers the barrier to reproduction, comparison, and deployment of 3DGS-family methods, serving as a unified World Model Carrier for both reconstructive and generative paradigms.

  • 24 authors
·
Dec 9, 2025 4

RSIGame: Autonomous Agentic Game Development with Recursive Self-improvement

Recent advances in large language models have made automatic game generation increasingly feasible, yet reliably improving generated games beyond a playable version remains challenging. Naive iterative refinement can easily overfit a small set of test cases, producing fragile games with unresolved bugs, missing behaviors, and poor generalization to broader player interactions. We introduce RSIGame, an autonomous agentic game development framework with recursive self-improvement. RSIGame organizes development into complementary local and global loops. Concretely, a local explore-diagnose-improve loop broadly explores the executable game, diagnoses and prioritizes discovered issues, and performs evidence-grounded revision, where an evolving checklist continually accumulates new testing and improvement guidance. A global loop tracks overall quality, preserves the best checkpoint, and detects saturation or regression over long-horizon development. Beyond test-time improvement, RSIGame further internalizes successful development experience into the generator through training. Across 140 GameCraft-Bench tasks, two game engines, and five generators, RSIGame consistently improves game quality under matched development budgets. Notably, experience internalization enables Qwen3.8-27B to reach 61.38 on Godot and 58.53 on Phaser, exceeding GPT-5.5 one-shot scores while reducing Qwen's generation tokens by 11 times.

RSIGame RSIGame
·
Sep 29 2

MagicArticulate: Make Your 3D Models Articulation-Ready

With the explosive growth of 3D content creation, there is an increasing demand for automatically converting static 3D models into articulation-ready versions that support realistic animation. Traditional approaches rely heavily on manual annotation, which is both time-consuming and labor-intensive. Moreover, the lack of large-scale benchmarks has hindered the development of learning-based solutions. In this work, we present MagicArticulate, an effective framework that automatically transforms static 3D models into articulation-ready assets. Our key contributions are threefold. First, we introduce Articulation-XL, a large-scale benchmark containing over 33k 3D models with high-quality articulation annotations, carefully curated from Objaverse-XL. Second, we propose a novel skeleton generation method that formulates the task as a sequence modeling problem, leveraging an auto-regressive transformer to naturally handle varying numbers of bones or joints within skeletons and their inherent dependencies across different 3D models. Third, we predict skinning weights using a functional diffusion process that incorporates volumetric geodesic distance priors between vertices and joints. Extensive experiments demonstrate that MagicArticulate significantly outperforms existing methods across diverse object categories, achieving high-quality articulation that enables realistic animation. Project page: https://chaoyuesong.github.io/MagicArticulate.

  • 11 authors
·
Feb 17, 2025 2

JAMER: Project-Level Code Framework Dataset and Benchmark on Professional Game Engines

Current AI-driven game development has made substantial progress in asset generation, gameplay design, and web-based game coding, yet project-level code engineering on professional game engines remains largely unexplored due to the absence of large-scale datasets and deterministic evaluation methods. We present JamSet and JamBench, the first project-level game code framework dataset and benchmark built on a professional game engine. Our key insight is that Game Jam competitions, community events where developers build complete games under tight time constraints, yield thousands of open-source projects suitable for this purpose. Building on the Godot engine's text-based format and headless execution mode, we design a deterministic verification pipeline from file integrity to runtime behavior collection, distilling 8,133 verified projects from over 240,000 repositories. Of these, 300 manually verified projects form JamBench; the rest constitute JamSet. JamBench defines theme-driven generation and code completion tasks, evaluated through a pipeline combining compilation pass rates, Structural Completeness Score (SCS), and Behavioral Alignment Score (BAS). Evaluation of 9 frontier models reveals a capability cliff as project scale increases, with runtime pass rates dropping from 80.4% on small projects to 5.7% on large ones (Task2a). Code Agents improve compilation rates yet yield no gains in runtime behavioral quality, indicating that the bottleneck lies in architectural design rather than syntactic correctness. Experiments validate JamSet as effective training data. All data and code are publicly available.

  • 8 authors
·
Jun 17

DeepGesture: A conversational gesture synthesis system based on emotions and semantics

Along with the explosion of large language models, improvements in speech synthesis, advancements in hardware, and the evolution of computer graphics, the current bottleneck in creating digital humans lies in generating character movements that correspond naturally to text or speech inputs. In this work, we present DeepGesture, a diffusion-based gesture synthesis framework for generating expressive co-speech gestures conditioned on multimodal signals - text, speech, emotion, and seed motion. Built upon the DiffuseStyleGesture model, DeepGesture introduces novel architectural enhancements that improve semantic alignment and emotional expressiveness in generated gestures. Specifically, we integrate fast text transcriptions as semantic conditioning and implement emotion-guided classifier-free diffusion to support controllable gesture generation across affective states. To visualize results, we implement a full rendering pipeline in Unity based on BVH output from the model. Evaluation on the ZeroEGGS dataset shows that DeepGesture produces gestures with improved human-likeness and contextual appropriateness. Our system supports interpolation between emotional states and demonstrates generalization to out-of-distribution speech, including synthetic voices - marking a step forward toward fully multimodal, emotionally aware digital humans. Project page: https://deepgesture.github.io

  • 1 authors
·
Jul 3, 2025

Nova3D: Code-Native Generation of Programmable 3D Assets

Current 3D generative models mostly produce a final surface: a visually strong but largely opaque mesh. Interactive 3D worlds need more than a surface. They need named parts, an assembly hierarchy, measurable constraints, local edit handles, and joints for articulation. We present Nova3D, a system that generates 3D assets as executable Blender source code; the compiled mesh, a binary glTF (GLB), is treated as the artifact, not the asset. Because the output is a program, semantic handles exist at generation time rather than being recovered afterward by segmentation or rigging. We evaluate on Nova3D-Bench, a frozen, spec-grounded benchmark of 54 items across six domains and three difficulty levels with text and image inputs, against eleven baselines in four families (mesh-native, part-structured, code-native, and CAD) plus a same-LLM ablation. Nova3D produces an executable program and a valid artifact for 54/54 items. Every asset exposes named parts organized in a parent-child assembly tree; no mesh-native, CAD, or segmentation baseline exposes either. It satisfies 51/52 prompt-stated numeric and count constraints (best baseline: 11/52), passes 14/18 blinded local edits with locality preserved in 18/18, and articulates 59 joints across 12 assets at 98.3% geometric validity, where every baseline exposes zero native joints. Its geometry is competitive: it wins the structured domains in a pairwise shape-quality tournament and is second only to the strongest mesh-native model, while conceding texture realism to baked-PBR systems. The central result is representational: code-native generation turns a generated 3D object from an opaque surface into a programmable asset that downstream systems can inspect, measure, edit, and animate.

  • 4 authors
·
Jul 21

GAMEGO: Training Game-Dev Agents with Synthetic Trajectories Anchored in Real-World Assets

Recent advances in Large Language Models (LLMs) have demonstrated remarkable capabilities in web front-end execution, with browser-based game generation emerging as a particularly prominent frontier. While previous efforts frequently rely on complex multi-turn workflows or focus on static game evaluation benchmarks, this work targets direct end-to-end real-world game synthesis driven by coding agents. However, generating complex games directly from sparse user queries often forces coding agents to make underspecified assumptions, yielding incomplete mechanics, disconnected gameplay flows, and limited visual aesthetics. To resolve this issue, this paper presents GameGo, a scalable framework that systematically transforms brief game seeds into comprehensive Product Requirements Documents grounded in industry game-development practices. To retain core gameplay constraints without restricting design exploration, GameGo uses task-specific dynamic compression to maximize information density while preserving instruction following. Based on this pipeline, GameGoData is constructed with 55,060 development trajectories across 2D, 2.5D, and 3D games, alongside GameGoBench, a benchmark comprising 124 diverse game queries. Training GameGoCoder on GameGoData yields a model that outperforms matched baselines and is comparable to frontier models across gamedev benchmarks. All code, datasets, and models will be made publicly available.

  • 6 authors
·
Oct 1

GS-Verse: Mesh-based Gaussian Splatting for Physics-aware Interaction in Virtual Reality

As the demand for immersive 3D content grows, the need for intuitive and efficient interaction methods becomes paramount. Current techniques for physically manipulating 3D content within Virtual Reality (VR) often face significant limitations, including reliance on engineering-intensive processes and simplified geometric representations, such as tetrahedral cages, which can compromise visual fidelity and physical accuracy. In this paper, we introduce GS-Verse (Gaussian Splatting for Virtual Environment Rendering and Scene Editing), a novel method designed to overcome these challenges by directly integrating an object's mesh with a Gaussian Splatting (GS) representation. Our approach enables more precise surface approximation, leading to highly realistic deformations and interactions. By leveraging existing 3D mesh assets, GS-Verse facilitates seamless content reuse and simplifies the development workflow. Moreover, our system is designed to be physics-engine-agnostic, granting developers robust deployment flexibility. This versatile architecture delivers a highly realistic, adaptable, and intuitive approach to interactive 3D manipulation. We rigorously validate our method against the current state-of-the-art technique that couples VR with GS in a comparative user study involving 18 participants. Specifically, we demonstrate that our approach is statistically significantly better for physics-aware stretching manipulation and is also more consistent in other physics-based manipulations like twisting and shaking. Further evaluation across various interactions and scenes confirms that our method consistently delivers high and reliable performance, showing its potential as a plausible alternative to existing methods.

  • 7 authors
·
Oct 13, 2025

Articulate-Anything: Automatic Modeling of Articulated Objects via a Vision-Language Foundation Model

Interactive 3D simulated objects are crucial in AR/VR, animations, and robotics, driving immersive experiences and advanced automation. However, creating these articulated objects requires extensive human effort and expertise, limiting their broader applications. To overcome this challenge, we present Articulate-Anything, a system that automates the articulation of diverse, complex objects from many input modalities, including text, images, and videos. Articulate-Anything leverages vision-language models (VLMs) to generate code that can be compiled into an interactable digital twin for use in standard 3D simulators. Our system exploits existing 3D asset datasets via a mesh retrieval mechanism, along with an actor-critic system that iteratively proposes, evaluates, and refines solutions for articulating the objects, self-correcting errors to achieve a robust outcome. Qualitative evaluations demonstrate Articulate-Anything's capability to articulate complex and even ambiguous object affordances by leveraging rich grounded inputs. In extensive quantitative experiments on the standard PartNet-Mobility dataset, Articulate-Anything substantially outperforms prior work, increasing the success rate from 8.7-11.6% to 75% and setting a new bar for state-of-the-art performance. We further showcase the utility of our system by generating 3D assets from in-the-wild video inputs, which are then used to train robotic policies for fine-grained manipulation tasks in simulation that go beyond basic pick and place. These policies are then transferred to a real robotic system.

  • 10 authors
·
Oct 3, 2024

SceneCode: Executable World Programs for Editable Indoor Scenes with Articulated Objects

Indoor scene synthesis underpins embodied AI, robotic manipulation, and simulation-based policy evaluation, where a useful scene must specify not only what the environment looks like, but also how its objects are structured. Existing pipelines, however, typically represent generated content as static meshes and inherit articulation only from curated asset libraries, which limits object-level controllability and prevents new interactable assets from being produced on demand. We address this gap by formulating physically interactable indoor scene synthesis as programmatic world generation, and present SceneCode, a framework that compiles a natural language prompt into an executable, code-driven indoor world rather than a collection of opaque meshes. A room-level agentic backbone first turns the prompt into a structured house layout and emits per-object AssetRequests through a planner--designer--critic loop. Each request is then routed to one of five code-generation strategies and converted into a synthesized part-wise Blender Python programs that are validated through an execution-guided repair-and-refine loop. The resulting programs are compiled into simulation-ready assets, and exported as SDF for physics simulation. A persistent scene-state registry links object requests, executable programs, rendered geometry, and simulation assets, turning scene assembly into a traceable and locally editable world-building process. We evaluate SceneCode across scene-level synthesis, object-level asset quality, human judgment, and downstream robot interaction. Results show that executable world programs improve prompt-faithful indoor scene generation and produce assets with cleaner mesh structure, and simulator-loadable articulation metadata. Project page: https://scene-code.github.io/.

  • 7 authors
·
May 18

OpenGCUA: Toward a Fully Open Stack for Generalist Computer Use

Computer use has reached a turning point: the focus is expanding from GUI-only interaction to systems that complete tasks on users' computers through visual and programmatic interfaces. We define a generalist computer-use agent (GCUA) as a system in which the model chooses how to observe, act, and organize its work across visual and programmatic interfaces. Yet frontier implementations, such as GPT-6 Astra's computer-use system, remain largely closed, limiting systematic study of their design. We introduce Open Generalist CUA (OpenGCUA), an ongoing project to develop and open the full stack for GCUAs with the community. This report presents the first release of OpenGCUA. Code execution is a key feature of our agent design: it lets intermediate results determine subsequent operations and enables models to apply their existing programming capabilities directly to computer interaction. We also propose harness-to-model decision transfer, moving selected observations and task-state decisions from fixed harness rules to the model. On OSWorld-v2, our full configuration improves task scores across all eight evaluated models, including GPT-6 Astra and Claude Opus 5, raising mean partial score by +19.6 points and reducing reported steps per task by an average of 53.0% relative to batched GUI-only execution. We release our implementation and prompts, evaluation trajectories from all eight models, and preliminary versions of a real-device harness and a cross-device SDK. The harness addresses real-device challenges not fully captured by benchmarks, while the SDK provides a common programming interface across computers, mobiles and browsers. Across four real macOS tasks under our real-device harness, selected Qwen3.8-Max runs use 19.4 times as many reported reasoning tokens as GPT-6 Astra, highlighting substantial differences between models in real-device execution efficiency.

Tongyi-MAI Tongyi-MAI
·
Oct 14 4

Pano3DComposer: Feed-Forward Compositional 3D Scene Generation from Single Panoramic Image

Current compositional image-to-3D scene generation approaches construct 3D scenes by time-consuming iterative layout optimization or inflexible joint object-layout generation. Moreover, most methods rely on limited field-of-view perspective images, hindering the creation of complete 360-degree environments. To address these limitations, we design Pano3DComposer, an efficient feed-forward framework for panoramic images. To decouple object generation from layout estimation, we propose a plug-and-play Object-World Transformation Predictor. This module converts the 3D objects generated by off-the-shelf image-to-3D models from local to world coordinates. To achieve this, we adapt the VGGT architecture to Alignment-VGGT by using target object crop, multi-view object renderings and camera parameters to predict the transformation. The predictor is trained using pseudo-geometric supervision to address the shape discrepancy between generated and ground-truth objects. For input images from unseen domains, we further introduce a Coarse-to-Fine (C2F) alignment mechanism for Pano3DComposer that iteratively refines geometric consistency with feedback of scene rendering. Our method achieves superior geometric accuracy for image/text-to-3D tasks on synthetic and real-world datasets. It can generate a high-fidelity 3D scene in approximately 20 seconds on an RTX 4090 GPU. Project page: https://qiuzidian.github.io/pano3dcomposer-page/.

  • 2 authors
·
Mar 5

Omni-IO Skills: Harnessing Your Agent Omni-Native

General-purpose agents can plan, reason, and act over long horizons, yet their production capabilities remain fragmented across text, images, audio, video, documents, 3D assets, and code. Extending a foundation model to additional modalities ties capability growth to costly model updates, while assembling specialist models and tools leaves unresolved how procedures, dependencies, intermediate assets, and cross-turn revisions should be coordinated. We present Omni-IO Skills, a plug-and-play Agent Harness that makes existing agents omni-native through hierarchical Skills, a standardized multimodal execution interface, dependency-aware orchestration, and a persistent Asset Registry. Multi-asset workflows are represented as Declare Execution Graphs, which schedule independent operations concurrently and register successful outputs for downstream and cross-turn reuse across replaceable execution backends. Its 27 Skills cover 38 representative tasks spanning seven artifact modalities and four capability families: understanding, generation, reasoning, and retrieval. On UniM-90, the harness raises the input-support rates of GPT-5.6 Sol and Claude Sonnet 5 from 40.00% and 38.89% to 100%, while increasing relative Semantic--Quality Coupled Score from 26.99 to 74.94 and from 27.82 to 77.78, respectively; Strict Structure Score reaches 100.00 and 99.78. These results establish harness-level capability composition as a practical route to broad, evolvable Omni systems without changing the host agent's reasoning core.

Meshy T2: Fast Native Mesh Generation with Flow Matching

Polygonal meshes are the standard surface representation of modern 3D pipelines, and generating high-quality meshes with artist-style topology is essential for film, gaming, and interactive 3D applications. Mainstream approaches serialize a mesh into a token sequence and decode it autoregressively, which is slow at inference and sensitive to error accumulation, making them impractical for interactive asset creation. We present Meshy T2, a fast native mesh generation framework built on flow matching. At its core is a vertex-set mesh VAE that encodes a mesh into one continuous latent token per vertex and decodes vertices, edge connectivity, and face winding order in a single pass, preserving high-precision geometry and artist-authored topology without vertex quantization or welding. Generation proceeds as a coarse-to-fine cascade of two flow-matching models: an image-conditioned voxel flow first sketches the overall shape as a coarse occupancy scaffold, and a mesh flow then populates the scaffold with per-vertex latent tokens, conditioned on the image, the scaffold, and a requested vertex budget. This design delivers three practical capabilities: interactive generation speed through parallel flow-based synthesis; effective face-count control through the requested vertex budget; and native support for multi-part assets, whose components emerge directly from the generated connectivity. In our experiments, Meshy T2 achieves state-of-the-art geometric fidelity and completes end-to-end image-to-mesh generation within a median of 6 seconds, over an order of magnitude faster than autoregressive baselines. Code and weights will be available at https://github.com/meshy-dev/meshy-t2.

meshy-ai-team Meshy
·
Jul 27 1

GPTNT: Benchmarking Real-Time Collaboration Between Multimodal Agents on Keep Talking And Nobody Explodes

Multimodal models are increasingly deployed to solve tasks collaboratively with humans or other artificial agents. Existing benchmarks show that these models possess many of the required component capabilities, but the conditions that coincide in collaboration, including time pressure, information asymmetry, and imperfect communication, are usually studied in isolation. We introduce GPTNT, a benchmark built on the cooperative video game Keep Talking and Nobody Explodes, in which two agents must coordinate to defuse procedurally generated bomb puzzles against a live countdown. One agent can see and manipulate the bomb but does not have the defusal instructions; the other has the instructions but cannot see or manipulate the bomb. Neither agent can succeed alone: success requires effective and efficient communication. Unlike turn-based proxies, GPTNT requires agents to act asynchronously and communicate in real time. GPTNT is designed to separate collaboration from reliance on memorized solutions: the instruction manual, the partner, or both can be withheld to isolate what a model derives in the moment from what it already knows. We show that GPTNT poses a substantial challenge for state-of-the-art systems: none of the closed- or open-source models we test defuses a single bomb in real time, a bar that human players clear. Through controlled experiments, we identify critical weaknesses in state tracking, efficient action under time pressure, ambiguity handling, and error recovery. We release GPTNT as a benchmark for collaborative performance that current evaluations leave unmeasured. Because it runs on the real game, GPTNT benefits from procedural generation and inherits a living modding community, allowing the benchmark to evolve as models improve rather than being solved once and retired.

  • 6 authors
·
Jun 25

Sketch2Scene: Automatic Generation of Interactive 3D Game Scenes from User's Casual Sketches

3D Content Generation is at the heart of many computer graphics applications, including video gaming, film-making, virtual and augmented reality, etc. This paper proposes a novel deep-learning based approach for automatically generating interactive and playable 3D game scenes, all from the user's casual prompts such as a hand-drawn sketch. Sketch-based input offers a natural, and convenient way to convey the user's design intention in the content creation process. To circumvent the data-deficient challenge in learning (i.e. the lack of large training data of 3D scenes), our method leverages a pre-trained 2D denoising diffusion model to generate a 2D image of the scene as the conceptual guidance. In this process, we adopt the isometric projection mode to factor out unknown camera poses while obtaining the scene layout. From the generated isometric image, we use a pre-trained image understanding method to segment the image into meaningful parts, such as off-ground objects, trees, and buildings, and extract the 2D scene layout. These segments and layouts are subsequently fed into a procedural content generation (PCG) engine, such as a 3D video game engine like Unity or Unreal, to create the 3D scene. The resulting 3D scene can be seamlessly integrated into a game development environment and is readily playable. Extensive tests demonstrate that our method can efficiently generate high-quality and interactive 3D game scenes with layouts that closely follow the user's intention.

  • 8 authors
·
Aug 8, 2024 2

InstantSfM: Fully Sparse and Parallel Structure-from-Motion

Structure-from-Motion (SfM), a method that recovers camera poses and scene geometry from uncalibrated images, is a central component in robotic reconstruction and simulation. Despite the state-of-the-art performance of traditional SfM methods such as COLMAP and its follow-up work, GLOMAP, naive CPU-specialized implementations of bundle adjustment (BA) or global positioning (GP) introduce significant computational overhead when handling large-scale scenarios, leading to a trade-off between accuracy and speed in SfM. Moreover, the blessing of efficient C++-based implementations in COLMAP and GLOMAP comes with the curse of limited flexibility, as they lack support for various external optimization options. On the other hand, while deep learning based SfM pipelines like VGGSfM and VGGT enable feed-forward 3D reconstruction, they are unable to scale to thousands of input views at once as GPU memory consumption increases sharply as the number of input views grows. In this paper, we unleash the full potential of GPU parallel computation to accelerate each critical stage of the standard SfM pipeline. Building upon recent advances in sparse-aware bundle adjustment optimization, our design extends these techniques to accelerate both BA and GP within a unified global SfM framework. Through extensive experiments on datasets of varying scales (e.g. 5000 images where VGGSfM and VGGT run out of memory), our method demonstrates up to about 40 times speedup over COLMAP while achieving consistently comparable or even improved reconstruction accuracy. Our project page can be found at https://cre185.github.io/InstantSfM/.

  • 8 authors
·
Oct 15, 2025

GASP: Gaussian Splatting for Physic-Based Simulations

Physics simulation is paramount for modeling and utilizing 3D scenes in various real-world applications. However, integrating with state-of-the-art 3D scene rendering techniques such as Gaussian Splatting (GS) remains challenging. Existing models use additional meshing mechanisms, including triangle or tetrahedron meshing, marching cubes, or cage meshes. Alternatively, we can modify the physics-grounded Newtonian dynamics to align with 3D Gaussian components. Current models take the first-order approximation of a deformation map, which locally approximates the dynamics by linear transformations. In contrast, our GS for Physics-Based Simulations (GASP) pipeline uses parametrized flat Gaussian distributions. Consequently, the problem of modeling Gaussian components using the physics engine is reduced to working with 3D points. In our work, we present additional rules for manipulating Gaussians, demonstrating how to adapt the pipeline to incorporate meshes, control Gaussian sizes during simulations, and enhance simulation efficiency. This is achieved through the Gaussian grouping strategy, which implements hierarchical structuring and enables simulations to be performed exclusively on selected Gaussians. The resulting solution can be integrated into any physics engine that can be treated as a black box. As demonstrated in our studies, the proposed pipeline exhibits superior performance on a diverse range of benchmark datasets designed for 3D object rendering. The project webpage, which includes additional visualizations, can be found at https://waczjoan.github.io/GASP.

  • 6 authors
·
Sep 9, 2024

Sketch2Arti: Sketch-based Articulation Modeling of CAD Objects

Articulation modeling aims to infer movable parts and their motion parameters for a 3D object, enabling interactive animation, simulation, and shape editing. In this paper, we present Sketch2Arti, the first sketch-based articulation modeling system for CAD objects. Our key observation is that designers naturally communicate articulation intent through lightweight sketches (e.g., arrows and strokes) that indicate how parts should move, yet translating such sketches into articulated 3D models remains largely manual. Sketch2Arti bridges this gap by enabling users to specify articulation through simple 2D sketches drawn from a chosen viewpoint. Given a CAD model and user sketches, our approach automatically discovers the corresponding movable parts and predicts their motion parameters, allowing iterative modeling of multiple articulations on complex objects with fine-grained control. Importantly, Sketch2Arti is trained in a category-agnostic manner without requiring object category information, leading to strong generalization to diverse objects beyond existing articulation datasets. Moreover, for shell models lacking interior structures, Sketch2Arti supports controllable internal completion guided by user sketches, generating plausible internal components consistent with the existing geometry and predicted motion constraints. Comprehensive experiments and user evaluations demonstrate the effectiveness, controllability, and generalization of Sketch2Arti. The code, dataset, and the prototype system are at https://arlo-yang.github.io/Sketch2Arti.

  • 5 authors
·
Jun 7

DreamArt: Generating Interactable Articulated Objects from a Single Image

Generating articulated objects, such as laptops and microwaves, is a crucial yet challenging task with extensive applications in Embodied AI and AR/VR. Current image-to-3D methods primarily focus on surface geometry and texture, neglecting part decomposition and articulation modeling. Meanwhile, neural reconstruction approaches (e.g., NeRF or Gaussian Splatting) rely on dense multi-view or interaction data, limiting their scalability. In this paper, we introduce DreamArt, a novel framework for generating high-fidelity, interactable articulated assets from single-view images. DreamArt employs a three-stage pipeline: firstly, it reconstructs part-segmented and complete 3D object meshes through a combination of image-to-3D generation, mask-prompted 3D segmentation, and part amodal completion. Second, we fine-tune a video diffusion model to capture part-level articulation priors, leveraging movable part masks as prompt and amodal images to mitigate ambiguities caused by occlusion. Finally, DreamArt optimizes the articulation motion, represented by a dual quaternion, and conducts global texture refinement and repainting to ensure coherent, high-quality textures across all parts. Experimental results demonstrate that DreamArt effectively generates high-quality articulated objects, possessing accurate part shape, high appearance fidelity, and plausible articulation, thereby providing a scalable solution for articulated asset generation. Our project page is available at https://dream-art-0.github.io/DreamArt/.

  • 9 authors
·
Jul 8, 2025

Automatic Generation of High-Performance RL Environments

Translating complex reinforcement learning (RL) environments into high-performance implementations has traditionally required months of specialized engineering. We present a reusable recipe - a generic prompt template, hierarchical verification, and iterative agent-assisted repair - that produces semantically equivalent high-performance environments for <$10 in compute cost. We demonstrate three distinct workflows across five environments. Direct translation (no prior performance implementation exists): EmuRust (1.5x PPO speedup via Rust parallelism for a Game Boy emulator) and PokeJAX, the first GPU-parallel Pokemon battle simulator (500M SPS random action, 15.2M SPS PPO; 22,320x over the TypeScript reference). Translation verified against existing performance implementations: throughput parity with MJX (1.04x) and 5x over Brax at matched GPU batch sizes (HalfCheetah JAX); 42x PPO (Puffer Pong). New environment creation: TCGJax, the first deployable JAX Pokemon TCG engine (717K SPS random action, 153K SPS PPO; 6.6x over the Python reference), synthesized from a web-extracted specification. At 200M parameters, the environment overhead drops below 4% of training time. Hierarchical verification (property, interaction, and rollout tests) confirms semantic equivalence for all five environments; cross-backend policy transfer confirms zero sim-to-sim gap for all five environments. TCGJax, synthesized from a private reference absent from public repositories, serves as a contamination control for agent pretraining data concerns. The paper contains sufficient detail - including representative prompts, verification methodology, and complete results - that a coding agent could reproduce the translations directly from the manuscript.

3DIS: Depth-Driven Decoupled Instance Synthesis for Text-to-Image Generation

The increasing demand for controllable outputs in text-to-image generation has spurred advancements in multi-instance generation (MIG), allowing users to define both instance layouts and attributes. However, unlike image-conditional generation methods such as ControlNet, MIG techniques have not been widely adopted in state-of-the-art models like SD2 and SDXL, primarily due to the challenge of building robust renderers that simultaneously handle instance positioning and attribute rendering. In this paper, we introduce Depth-Driven Decoupled Instance Synthesis (3DIS), a novel framework that decouples the MIG process into two stages: (i) generating a coarse scene depth map for accurate instance positioning and scene composition, and (ii) rendering fine-grained attributes using pre-trained ControlNet on any foundational model, without additional training. Our 3DIS framework integrates a custom adapter into LDM3D for precise depth-based layouts and employs a finetuning-free method for enhanced instance-level attribute rendering. Extensive experiments on COCO-Position and COCO-MIG benchmarks demonstrate that 3DIS significantly outperforms existing methods in both layout precision and attribute rendering. Notably, 3DIS offers seamless compatibility with diverse foundational models, providing a robust, adaptable solution for advanced multi-instance generation. The code is available at: https://github.com/limuloo/3DIS.

  • 4 authors
·
Oct 16, 2024

Meganeura: Portable GPU Training and Inference through Vulkan and Metal

Training and deployed inference often cross export, conversion, and platform-specific runtime boundaries. Meganeura asks whether one compact native compiler can span both phases on consumer GPUs. Its typed static graph, automatic differentiation, optimizer, checkpoint, memory planner, and runtime lower specialized programs through Vulkan and Metal. We compare five matched workloads with PyTorch on NVIDIA and AMD discrete GPUs, an AMD APU, Apple silicon, and an Intel iGPU. The protocol separates strict f32 from validated fast paths and gates forward and backward independently. Forty-eight of 50 device-workload-mode cells pass both gates; the other two share one unresolved backward-reference disagreement on a newly supported APU. In strict f32, Meganeura wins 12 of 20 GPU-referenced minimal-latency cells and has a median valid training gap of 1.8x. On the discrete AMD GPU, four of five inference workloads are within 1.10x of compiled ROCm PyTorch and three training workloads are faster. Under accelerated contracts, the worst training gap is 4.6x. Compilation takes 0.1-2.4 seconds versus 6-96 seconds for torch.compile on supported GPU paths; the stripped binary is 13 MiB. Dispatch profiles localize the largest gaps to convolution derivatives and attention backward. A physical Android XR case study transfers a Meganeura-trained decoder into an Adreno/OpenXR application sharing the graphics queue. The results show that general consumer graphics APIs can support a compact shared train-to-deploy stack at useful, sometimes vendor-competitive performance. The measured gaps point to kernel coverage, scheduling, and arithmetic policy rather than an identified API limitation.

  • 1 authors
·
Aug 2

DragMesh: Interactive 3D Generation Made Easy

While generative models have excelled at creating static 3D content, the pursuit of systems that understand how objects move and respond to interactions remains a fundamental challenge. Current methods for articulated motion lie at a crossroads: they are either physically consistent but too slow for real-time use, or generative but violate basic kinematic constraints. We present DragMesh, a robust framework for real-time interactive 3D articulation built around a lightweight motion generation core. Our core contribution is a novel decoupled kinematic reasoning and motion generation framework. First, we infer the latent joint parameters by decoupling semantic intent reasoning (which determines the joint type) from geometric regression (which determines the axis and origin using our Kinematics Prediction Network (KPP-Net)). Second, to leverage the compact, continuous, and singularity-free properties of dual quaternions for representing rigid body motion, we develop a novel Dual Quaternion VAE (DQ-VAE). This DQ-VAE receives these predicted priors, along with the original user drag, to generate a complete, plausible motion trajectory. To ensure strict adherence to kinematics, we inject the joint priors at every layer of the DQ-VAE's non-autoregressive Transformer decoder using FiLM (Feature-wise Linear Modulation) conditioning. This persistent, multi-scale guidance is complemented by a numerically-stable cross-product loss to guarantee axis alignment. This decoupled design allows DragMesh to achieve real-time performance and enables plausible, generative articulation on novel objects without retraining, offering a practical step toward generative 3D intelligence. Code: https://github.com/AIGeeksGroup/DragMesh. Website: https://aigeeksgroup.github.io/DragMesh.

PekingUniversity Peking University
·
Dec 6, 2025 2

ArtLLM: Generating Articulated Assets via 3D LLM

Creating interactive digital environments for gaming, robotics, and simulation relies on articulated 3D objects whose functionality emerges from their part geometry and kinematic structure. However, existing approaches remain fundamentally limited: optimization-based reconstruction methods require slow, per-object joint fitting and typically handle only simple, single-joint objects, while retrieval-based methods assemble parts from a fixed library, leading to repetitive geometry and poor generalization. To address these challenges, we introduce ArtLLM, a novel framework for generating high-quality articulated assets directly from complete 3D meshes. At its core is a 3D multimodal large language model trained on a large-scale articulation dataset curated from both existing articulation datasets and procedurally generated objects. Unlike prior work, ArtLLM autoregressively predicts a variable number of parts and joints, inferring their kinematic structure in a unified manner from the object's point cloud. This articulation-aware layout then conditions a 3D generative model to synthesize high-fidelity part geometries. Experiments on the PartNet-Mobility dataset show that ArtLLM significantly outperforms state-of-the-art methods in both part layout accuracy and joint prediction, while generalizing robustly to real-world objects. Finally, we demonstrate its utility in constructing digital twins, highlighting its potential for scalable robot learning.

ArtiMo: Agent-Driven Articulated Mesh Animation

Animating articulated 3D meshes via text requires satisfying strict kinematic constraints, modeling causal interactions between parts, and achieving instruction fidelity. Due to the absence of task-specific training data and explicit articulation supervision, existing data-driven mesh animation methods are largely inapplicable to this setting. To address this, we propose ArtiMo, a novel agent-driven framework for text-guided articulated mesh animation. Operating in a zero-shot manner, ArtiMo develops an agentic pipeline powered by Large Language and Vision-Language Models (LLMs/VLMs) to orchestrate motion generation. By synergizing the explicit kinematic constraints of URDF with the agent's reasoning and planning capabilities, it effectively produces causally coherent part motions and interactions without requiring model fine-tuning. To ensure motion correctness, the agent additionally utilizes a visual self-improvement mechanism: generated animations are rendered into compact keyframes and motion cues, enabling the VLM to iteratively diagnose and correct errors. Furthermore, we contribute a new benchmark dataset spanning 21 articulated object categories, featuring high-quality motion annotations enriched with causal relationships. Extensive experiments demonstrate that ArtiMo significantly outperforms baselines, particularly on complex, causally driven motions. The project page is available at https://zou-2004.github.io/ArtiMo/.

  • 7 authors
·
Aug 20

Orchestrated Reality: From Role-Play to Living, Playable Game Worlds -- LLM-Driven World Simulation as a Parameterized-Action POMDP

Many games rely on storytelling combined with systems that track levelling, NPC behaviour, and consequence simulation; bridging tightly-authored narrative with deeply-simulated worlds -- most acute in sandbox and open-world settings -- has been prohibitively expensive. LLM-driven worlds open a new path: a single harness can coordinate numerical state, narrative voice, storytelling pacing, and rule logic together. Realising this requires the LLM system to sustain a persistent world (who is where, what has just happened, what is currently true), which today's deployed systems do not: the narrative voice asserts state in free prose without any validated representation, so a fully autonomous game engine remains infeasible. We treat this as an architectural choice, not a limitation of language models, and report work in progress on a framework -- orchestrated reality -- that makes the world a canonical object owned by a singleton orchestration agent analogous to the tabletop-RPG Game Master (GM). We formalise an LLM-driven game world for a human player as a Parameterized-Action POMDP: state is a tree of canonical JSON entities, actions decompose as a=(k, x_k) (a discrete intent kind plus structured JSON parameters), the agent observes only a narrative projection o=O(s) of state, and the transition kernel F is an LLM-driven Plan-Diff-Validate-Apply (PDVA) pipeline that commits schema-validated, content-hashed JSON deltas. We give the formal model, a JSON-state example, a worked single-turn example, and a catalogue of 15 illustrative incidents drawn from a real deployment showing the framework in action. Empirical validation through a planned human player study -- together with multi-NPC concurrent agency and deployment as an RL environment -- is situated as future work.

  • 3 authors
·
Jun 13

SkVM: Compiling Skills for Efficient Execution Everywhere

LLM agents increasingly adopt skills as a reusable unit of composition. While skills are shared across diverse agent platforms, current systems treat them as raw context, causing the same skill to behave inconsistently for different agents. This fragility undermines skill portability and execution efficiency. To address this challenge, we analyze 118,000 skills and draw inspiration from traditional compiler design. We treat skills as code and LLMs as heterogeneous processors. To make portability actionable, we decompose a skill's requirements into a set of primitive capabilities, and measure how well each model-harness pair supports them. Based on these capability profiles, we propose SkVM, a compilation and runtime system designed for portable and efficient skill execution. At compile time, SkVM performs capability-based compilation, environment binding, and concurrency extraction. At runtime, SkVM applies JIT code solidification and adaptive recompilation for performance optimization. We evaluate SkVM across eight LLMs of varying scales and three agent harnesses, covering SkillsBench and representative skill tasks. Results demonstrate that SkVM significantly improves task completion rates across different models and environments while reducing token consumption by up to 40%. In terms of performance, SkVM achieves up to 3.2x speedup with enhanced parallelism, and 19-50x latency reduction through code solidification.

SketchMetaFace: A Learning-based Sketching Interface for High-fidelity 3D Character Face Modeling

Modeling 3D avatars benefits various application scenarios such as AR/VR, gaming, and filming. Character faces contribute significant diversity and vividity as a vital component of avatars. However, building 3D character face models usually requires a heavy workload with commercial tools, even for experienced artists. Various existing sketch-based tools fail to support amateurs in modeling diverse facial shapes and rich geometric details. In this paper, we present SketchMetaFace - a sketching system targeting amateur users to model high-fidelity 3D faces in minutes. We carefully design both the user interface and the underlying algorithm. First, curvature-aware strokes are adopted to better support the controllability of carving facial details. Second, considering the key problem of mapping a 2D sketch map to a 3D model, we develop a novel learning-based method termed "Implicit and Depth Guided Mesh Modeling" (IDGMM). It fuses the advantages of mesh, implicit, and depth representations to achieve high-quality results with high efficiency. In addition, to further support usability, we present a coarse-to-fine 2D sketching interface design and a data-driven stroke suggestion tool. User studies demonstrate the superiority of our system over existing modeling tools in terms of the ease to use and visual quality of results. Experimental analyses also show that IDGMM reaches a better trade-off between accuracy and efficiency. SketchMetaFace are available at https://zhongjinluo.github.io/SketchMetaFace/.

  • 6 authors
·
Jul 3, 2023 2

UniMGS: Unifying Mesh and 3D Gaussian Splatting with Single-Pass Rasterization and Proxy-Based Deformation

Joint rendering and deformation of mesh and 3D Gaussian Splatting (3DGS) have significant value as both representa tions offer complementary advantages for graphics applica tions. However, due to differences in representation and ren dering pipelines, existing studies render meshes and 3DGS separately, making it difficult to accurately handle occlusions and transparency. Moreover, the deformed 3DGS still suffers from visual artifacts due to the sensitivity to the topology quality of the proxy mesh. These issues pose serious obsta cles to the joint use of 3DGS and meshes, making it diffi cult to adapt 3DGS to conventional mesh-oriented graphics pipelines. We propose UniMGS, the first unified framework for rasterizing mesh and 3DGS in a single-pass anti-aliased manner, with a novel binding strategy for 3DGS deformation based on proxy mesh. Our key insight is to blend the col ors of both triangle and Gaussian fragments by anti-aliased α-blending in a single pass, achieving visually coherent re sults with precise handling of occlusion and transparency. To improve the visual appearance of the deformed 3DGS, our Gaussian-centric binding strategy employs a proxy mesh and spatially associates Gaussians with the mesh faces, signifi cantly reducing rendering artifacts. With these two compo nents, UniMGS enables the visualization and manipulation of 3D objects represented by mesh or 3DGS within a unified framework, opening up new possibilities in embodied AI, vir tual reality, and gaming. We will release our source code to facilitate future research.

  • 10 authors
·
Jan 26

Matrix-Game 4.0: Harnessing Video Models for Real-Time Playable Game Worlds

Moving from controllable videos to genuinely playable worlds requires persistent world state, executable game rules, and low-latency interaction. We outline a roadmap for the next generation of Matrix-Game that separates game execution from visual generation through an executable game harness, and introduce Matrix-Game 4.0 as the first system built on this design. A lightweight game engine maintains world state and executes interaction rules, a multimodal coding agent translates player ideas into game code and dynamic scene captions, and a renderer based on autoregressive video model transforms engine-rendered low-poly proxies into detailed visuals, conditioned on dynamic captions and memory references. This framework provides continuous guidance for visual generation and enables natural-language creation and modification of scenes and gameplay. Our renderer is trained on aligned low-poly and high-fidelity video pairs and distilled into a causal generator that generates in four-frame chunks with one or two denoising steps. Together with targeted inference optimizations, Matrix-Game 4.0 enables 480p, 60 FPS gameplay on a single NVIDIA RTX5090 with a key-press-to-display latency of 112ms. Single-step generation achieves 83FPS steady-state throughput with 18.2GiB of peak GPU memory usage. With fixed prompts, steady-state throughput also reaches 67FPS on an RTX5080 and 58FPS on an RTX5070Ti. We demonstrate customizable shooter and driving games with engine-enforced mechanics, and release code, model weights, and low-poly game assets to support research and creation of playable game worlds.

  • 18 authors
·
Oct 19 1

UnityMAS-O: A General RL Optimization Framework for LLM-Based Multi-Agent Systems

LLM-based multi-agent systems decompose complex tasks into interacting roles, but most remain manually orchestrated by prompts, tools, and control rules, while agents are rarely optimized through a unified reinforcement learning interface. Existing RL post-training frameworks mainly target single-policy optimization and lack abstractions for user-defined multi-agent workflows, structured interaction, role-specific credit assignment, and configurable parameter sharing. We present UnityMAS-O, a general RL optimization framework for LLM-based multi-agent systems. UnityMAS-O treats the complete workflow as the optimization unit, rather than a single response or policy trajectory. It represents workflows through four first-class objects: logical agent roles, graph trajectories, user-defined rewards, and agent--model mappings. This decouples logical agents from physical model parameters, supporting full sharing, full separation, and partial sharing, with rewards assigned at role, turn, and trajectory levels. UnityMAS-O extends verl with a Ray-based star-topology runtime. A central controller executes workflows, invokes tools, records structured trajectories, and assembles rewards; model-local worker groups handle rollout, buffering, advantage computation, and distributed PPO-style updates. Users can define agents, workflows, model mappings, and rewards without rewriting the optimization infrastructure. We instantiate UnityMAS-O on retrieval-augmented QA, iterative agentic search, and reflective code generation. Across Natural Questions, HotpotQA, and held-out code tasks, multi-agent RL improves manually specified workflows after optimization, with especially large gains for smaller models and strict code all-passed metrics. These results show that UnityMAS-O can serve as a reusable substrate for converting diverse LLM-based multi-agent workflows into trainable multi-agent RL systems.

  • 17 authors
·
May 25

MAGIC: Transition-Aware Generation of Navigable Multi-Scene Game Worlds with Large Language Models

Multi-scene navigation (clearing an objective in one bounded space and then crossing a portal into the next) is a defining feature of contemporary 3D games, but authoring it is laborious: every portal must have consistent endpoints on both sides, each interior must remain navigable once it is furnished, and the resulting connectivity must be kept consistent across many files. Recent large language model (LLM) and multimodal LLM (MLLM) scene generators have made single-interior synthesis dramatically cheaper, yet they produce one scene at a time and cannot, by naive repetition, yield a connected multi-scene world. We identify three obstacles that single-scene methods leave unsolved: cross-scene consistency, in-scene navigability, and the evaluation of whether a transition actually works. We present MAGIC, a prompt-to-project system that addresses all three. MAGIC is a four-stage pipeline that turns a single natural-language prompt into a runnable multi-scene game project: it plans a shared transition-aware intermediate representation, specifies each scene while enforcing portal reachability with a flood-fill validator, generates the scenes together with their transition scripts, and combines them into one project. Because existing single-scene fidelity metrics never execute a transition, we further introduce a transition-focused evaluation agent that runs each transition in play. On a new benchmark of 100 multi-scene cases, MAGIC produces an executable project for every case and reaches 0.99 precision, 0.95 recall, and 0.96 F1 on end-to-end transition identification; stage by stage, it recovers more ground-truth portals and yields markedly more navigable layouts than an LLM baseline and Holodeck. Our code is available at https://github.com/sereneee1201/MAGIC/.

3D-GPT: Procedural 3D Modeling with Large Language Models

In the pursuit of efficient automated content creation, procedural generation, leveraging modifiable parameters and rule-based systems, emerges as a promising approach. Nonetheless, it could be a demanding endeavor, given its intricate nature necessitating a deep understanding of rules, algorithms, and parameters. To reduce workload, we introduce 3D-GPT, a framework utilizing large language models~(LLMs) for instruction-driven 3D modeling. 3D-GPT positions LLMs as proficient problem solvers, dissecting the procedural 3D modeling tasks into accessible segments and appointing the apt agent for each task. 3D-GPT integrates three core agents: the task dispatch agent, the conceptualization agent, and the modeling agent. They collaboratively achieve two objectives. First, it enhances concise initial scene descriptions, evolving them into detailed forms while dynamically adapting the text based on subsequent instructions. Second, it integrates procedural generation, extracting parameter values from enriched text to effortlessly interface with 3D software for asset creation. Our empirical investigations confirm that 3D-GPT not only interprets and executes instructions, delivering reliable results but also collaborates effectively with human designers. Furthermore, it seamlessly integrates with Blender, unlocking expanded manipulation possibilities. Our work highlights the potential of LLMs in 3D modeling, offering a basic framework for future advancements in scene generation and animation.

  • 6 authors
·
Oct 19, 2023 2

3DIS-FLUX: simple and efficient multi-instance generation with DiT rendering

The growing demand for controllable outputs in text-to-image generation has driven significant advancements in multi-instance generation (MIG), enabling users to define both instance layouts and attributes. Currently, the state-of-the-art methods in MIG are primarily adapter-based. However, these methods necessitate retraining a new adapter each time a more advanced model is released, resulting in significant resource consumption. A methodology named Depth-Driven Decoupled Instance Synthesis (3DIS) has been introduced, which decouples MIG into two distinct phases: 1) depth-based scene construction and 2) detail rendering with widely pre-trained depth control models. The 3DIS method requires adapter training solely during the scene construction phase, while enabling various models to perform training-free detail rendering. Initially, 3DIS focused on rendering techniques utilizing U-Net architectures such as SD1.5, SD2, and SDXL, without exploring the potential of recent DiT-based models like FLUX. In this paper, we present 3DIS-FLUX, an extension of the 3DIS framework that integrates the FLUX model for enhanced rendering capabilities. Specifically, we employ the FLUX.1-Depth-dev model for depth map controlled image generation and introduce a detail renderer that manipulates the Attention Mask in FLUX's Joint Attention mechanism based on layout information. This approach allows for the precise rendering of fine-grained attributes of each instance. Our experimental results indicate that 3DIS-FLUX, leveraging the FLUX model, outperforms the original 3DIS method, which utilized SD2 and SDXL, and surpasses current state-of-the-art adapter-based methods in terms of both performance and image quality. Project Page: https://limuloo.github.io/3DIS/.

  • 4 authors
·
Jan 9, 2025 2