arXiv Machine Learning

HyperDrone: Simulation-to-Reality Transfer at Millions of Frames per Second

HyperDrone is a high‑performance quadrotor simulator that runs more than 20× faster than current batch simulators by combining optimized multirotor dynamics with the HyperLux ray‑tracing engine. HyperLux supports multiple graphics backends (Nvidia OptiX, Vulkan, Apple Metal, WebGPU) and can render RGB, depth, segmentation, normals, and optical flow at configurable fidelity—including reflections, realistic lighting, motion blur, anti‑aliasing, and PBR—while achieving millions of frames per second on consumer GPUs. The system was used to train a vision‑based yaw‑control policy in simulation, which was successfully transferred to a real Crazyflie quadrotor with an onboard camera.

arXiv Computer Vision
Sep 28

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

The paper introduces a 2D Gaussian Splatting pipeline that renders a dominant-eye RGB image and depth proxy, then reprojects and selectively patches the affiliated eye to reduce redundant work. By reusing alpha-blending weights and generating adaptive regions of interest, the method cuts sequential binocular rendering time by 15.5% to 28.8% and GPU memory by 6% to 11% on several datasets, with minimal quality loss. It demonstrates a practical efficiency‑quality trade‑off for static‑scene stereo rendering and suggests further evaluation on dynamic scenes and VR hardware.

By Hongfei Zhu, Ling Zhou
arXiv Computer Vision
Oct 21

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

arXiv:2610.27999v1 Announce Type: new Abstract: Moving from controllable videos to genuinely playable worlds requires persistent world state, executable game rules, and low-latency interaction. We ou...

By Jihai Zhang, Runjia Qian, Kaiqin Kong, Biao Jiang, Puyi Wang, Siru Chen, Tianle Li, Guanjie Chen, Junyi Wu, Chubin Chen, Yuanhang Li, Kaichen Huang, Haobo Zhang, Yangguang Li, Wei Yu, Guibin Chen, Yu Cheng, Yahui Zhou
arXiv AI
Sep 10

From Splats to Silicon: Rethinking Computational Efficiency of 3DGS

arXiv:2609.06157v1 Announce Type: cross Abstract: 3D Gaussian splatting (3DGS) represents scenes with explicit primitives and supports real-time novel-view synthesis, yet its system efficiency varies...

By Minnan Pei, Qiwei Dong, Yihan Zhou, Gang Li, Yuchen Zhu, Wenju Zhao, Zhongtian Long, Siting Wang, Peisong Wang, Jian Cheng
arXiv Computer Vision
Oct 5

Windfoil: Closed-Form Coverage for Real-Time and Differentiable Vector Graphics

Windfoil is a GPU-friendly algorithm that unifies rasterisation and differentiable vector graphics by evaluating the box-filtered winding number of quadratic Bézier contours in closed form. Implemented in WebGPU, it runs across diverse environments—from web browsers on consumer laptops to high-resolution print media—and supports real-time 2D rendering, high‑resolution rasterisation, and differentiable rendering. Compared to production engines like Skia and game‑oriented rasterisers such as Slug, Windfoil achieves closer fidelity to a reference coverage while maintaining comparable performance, and it outperforms DiffVG and Bézier Splatting in reconstruction quality at a fraction of the per‑step cost, scaling to tens of thousands of shapes at interactive rates.

By Matt DesLauriers
arXiv Computer Vision
Oct 7

SteadySplats: Resampling of Low-Variance Gaussians for High-Fidelity Stochastic Rendering

SteadySplats introduces a method to reduce high‑frequency noise in stochastic rendering of 3D Gaussian Splatting models. The approach combines a history‑based spatial resampling scheme for faster image convergence, temporal importance resampling for camera‑movement coherence, and a color regularizer during training to lower variance along view rays. The resulting Vulkan‑based renderer achieves a 13 dB PSNR improvement over prior stochastic methods at one sample per pixel and converges quickly to a low‑error sorted 3DGS representation.

By Felix Windisch, Thomas K\"ohler, Lukas Radl, Chris Wyman, Georgios Kopanas, Bernhard Kerbl, Markus Steinberger
arXiv Computer Vision
Sep 4

Building Pretraining Data for World Models: An Unreal Engine-Based Pipeline for Action-Conditioned Video Generation

The paper introduces a large‑scale synthetic data pipeline built on Unreal Engine to generate action‑conditioned, multi‑view video for training world models. The system operates in two stages: real‑time physics simulation records trajectories, then offline rendering produces high‑quality video. It includes a distributed production framework with task partitioning, automated filtering, and a 25‑server cluster, yielding over 2,600 hours of 1080p and 6,000 hours of 720p video from 429 levels and 40 characters.

By Haoyu Wang, Songchun Zhang, Haoran Li, Haoyang Huang, Zeyue Xue, Nan Duan