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The recent advancement of generative foundational models has ushered in a new era of image generation in the realm of natural images, revolutionizing art design, entertainment, environment simulation, and beyond. Despite producing…
Video world models have shown immense promise for interactive simulation and entertainment, but current systems still struggle with two important aspects of interactivity: user control over the environment for reproducible, editable…
Motion blur is commonly used in game cinematics to achieve photorealism by modelling the behaviour of the camera shutter and simulating its effect associated with the relative motion of scene objects. A common real-time post-process…
Emergency training and planning provide structured curricula, rule-based action items, and interdisciplinary collaborative entities to imitate and teach real-life tasks. This rule-based structure enables the curricula to be transferred into…
Terrain adaptation is an essential capability for a ground robot to effectively traverse unstructured off-road terrain in real-world field environments such as forests. However, the expected robot behaviors generated by terrain adaptation…
Real-time rendering for video games has become increasingly challenging due to the need for higher resolutions, framerates and photorealism. Supersampling has emerged as an effective solution to address this challenge. Our work introduces a…
Satellite imagery is regarded as a great opportunity for citizen-based monitoring of activities of interest. Relevant imagery may however not be available at sufficiently high resolution, quality, or cadence -- let alone be uniformly…
As academic interest in procedural content generation (PCG) for games has increased, so has the need for methodologies for comparing and contrasting the output spaces of alternative PCG systems. In this paper we introduce and evaluate a…
Synthesizing realistic Martian landscape videos is crucial for mission rehearsal and robotic simulation. However, this task poses unique challenges due to the scarcity of high-quality Martian data and the significant domain gap between…
Rendering photo-realistic novel-view images of complex scenes has been a long-standing challenge in computer graphics. In recent years, great research progress has been made on enhancing rendering quality and accelerating rendering speed in…
We introduce Proceduray, an engine for real-time ray tracing of procedural geometry. Its motivation is the current lack of mid-level abstraction tools for scenes with primitives involving intersection shaders. Those scenes impose strict…
Procedural terrain generation plays a vital role in creating virtual landscapes for games, simulations, and various applications. The WaveFunctionCollapse (WFC) algorithm has proven effective in generating content by learning patterns from…
While Multimodal Large Language Models have achieved human-like performance on many visual and textual reasoning tasks, their proficiency in fine-grained spatial understanding, such as route tracing on maps remains limited. Unlike humans,…
In recent years, Procedural Level Generation via Machine Learning (PLGML) techniques have been applied to generate game levels with machine learning. These approaches rely on human-annotated representations of game levels. Creating…
Machine learning for procedural content generation has recently become an active area of research. Levels vary in both form and function and are mostly unrelated to each other across games. This has made it difficult to assemble suitably…
This work proposes an automatic real time lighting technique for procedurally generated isometric maps. The scenario is generated from a string seed and the proposed lighting system estimates the geometrical shape of the 2D objects as if…
Computer Vision problems deal with the semantic extraction of information from camera images. Especially for field crop images, the underlying problems are hard to label and even harder to learn, and the availability of high-quality…
Recent advances in large language models (LLMs) enable compelling story generation, but connecting narrative text to playable visual environments remains an open challenge in procedural content generation (PCG). We present a lightweight…
We address the problem of game level repair, which consists of taking a designed but non-functional game level and making it functional. This might consist of ensuring the completeness of the level, reachability of objects, or other…
Text-to-level generation aims to translate natural language descriptions into structured game levels, enabling intuitive control over procedural content generation. While prior text-to-level generators are typically limited to a single game…