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Large language models (LLMs) are increasingly deployed as agents, expected to decompose goals, invoke tools, and verify results in dynamic environments. Realizing these capabilities requires access to agentic data-structured interaction…

人工智能 · 计算机科学 2025-10-22 Abhigya Verma , Seganrasan Subramanian , Nandhakumar Kandasamy , Naman Gupta

Aided by text-to-image and text-to-video diffusion models, existing 4D content creation pipelines utilize score distillation sampling to optimize the entire dynamic 3D scene. However, as these pipelines generate 4D content from text or…

计算机视觉与模式识别 · 计算机科学 2024-12-05 Yuyang Yin , Dejia Xu , Zhangyang Wang , Yao Zhao , Yunchao Wei

Computer System Architecture serves as a crucial bridge between software applications and the underlying hardware, encompassing components like compilers, CPUs, coprocessors, and RTL designs. Its development, from early mainframes to modern…

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…

人机交互 · 计算机科学 2022-11-01 Oliver Withington , Laurissa Tokarchuk

Automatically reconstructing BPMN models from unstructured natural-language descriptions remains challenging due to heterogeneous modeling conventions, multilingual sources, and the lack of reliable ground truth. We present a scalable,…

软件工程 · 计算机科学 2026-04-15 Ion Matei , Maksym Zhenirovskyy , Praveen Kumar Menaka Sekar , Hon Yung Wong

Automated laboratories hold the promise of accelerating scientific discovery, yet their deployment is bottlenecked by the difficulty of designing safe and executable environments. While simulator-based design offers scalability, existing 3D…

This paper presents a novel approach to procedural generation of urban maps for First Person Shooter (FPS) games. A multi-agent evolutionary system is employed to place streets, buildings and other items inside the Unity3D game engine,…

人工智能 · 计算机科学 2016-04-21 Jan Kruse , Ricardo Sosa , Andy M. Connor

The balancing process for game levels in competitive two-player contexts involves a lot of manual work and testing, particularly for non-symmetrical game levels. In this work, we frame game balancing as a procedural content generation task…

机器学习 · 计算机科学 2025-03-25 Florian Rupp , Manuel Eberhardinger , Kai Eckert

In this paper we present a technique for procedurally generating 3D maps using a set of premade meshes which snap together based on designer-specified visual constraints. The proposed approach avoids size and layout limitations, offering…

人工智能 · 计算机科学 2022-05-03 Rafael C. e Silva , Nuno Fachada , Diogo de Andrade , Nélio Códices

The rapid development of AI and LLMs has driven new methods of SDLC, in which a large portion of code, technical, and business documentation is generated automatically. However, since there is no single architectural framework that can…

软件工程 · 计算机科学 2026-04-02 Oleg Grynets , Vasyl Lyashkevych

Limited by the computational efficiency and accuracy, generating complex 3D scenes remains a challenging problem for existing generation networks. In this work, we propose DepthGAN, a novel method of generating depth maps with only semantic…

计算机视觉与模式识别 · 计算机科学 2022-03-23 Yidi Li , Yiqun Wang , Zhengda Lu , Jun Xiao

Automatically generating interactive 3D indoor scenes from natural language is crucial for virtual reality, gaming, and embodied AI. However, existing LLM-based approaches often suffer from spatial errors and collisions, in part because…

人工智能 · 计算机科学 2026-05-01 Song Tang , Kaiyong Zhao , Yuliang Li , Qingsong Yan , Penglei Sun , Junyi Zou , Qiang Wang , Xiaowen Chu

Generating high-quality physically based rendering (PBR) materials is important to achieve realistic rendering in the downstream tasks, yet it remains challenging due to the intertwined effects of materials and lighting. While existing…

计算机视觉与模式识别 · 计算机科学 2025-03-17 Xiaokang Wei , Bowen Zhang , Xianghui Yang , Yuxuan Wang , Chunchao Guo , Xi Zhao , Yan Luximon

Terrains are the main part of an electronic game. To reduce human effort on game development, procedural techniques are used to generate synthetic terrains. However rendering a terrain is not a trivial task. Their rendering techniques must…

图形学 · 计算机科学 2018-03-14 Ricardo B. D. d'Oliveira , Antonio L. Apolinário

The term Procedural Content Generation (PCG) refers to the (semi-)automatic generation of game content by algorithmic means, and its methods are becoming increasingly popular in game-oriented research and industry. A special class of these…

人工智能 · 计算机科学 2023-02-17 Vanessa Volz , Boris Naujoks , Pascal Kerschke , Tea Tusar

Balancing games, especially those with asymmetric multiplayer content, requires significant manual effort and extensive human playtesting during development. For this reason, this work focuses on generating balanced levels tailored to…

机器学习 · 计算机科学 2025-04-01 Florian Rupp , Kai Eckert

Automatic residential floorplan generation has long been a central challenge bridging architecture and computer graphics, aiming to make spatial design more efficient and accessible. While early methods based on constraint satisfaction or…

计算机视觉与模式识别 · 计算机科学 2026-04-07 Kaede Shiohara , Toshihiko Yamasaki

Recent research has been increasingly focusing on developing 3D world models that simulate complex real-world scenarios. World models have found broad applications across various domains, including embodied AI, autonomous driving,…

人工智能 · 计算机科学 2025-09-09 Yinglin Duan , Zhengxia Zou , Tongwei Gu , Wei Jia , Zhan Zhao , Luyi Xu , Xinzhu Liu , Yenan Lin , Hao Jiang , Kang Chen , Shuang Qiu

Compositional 3D scene synthesis has diverse applications across a spectrum of industries such as robotics, films, and video games, as it closely mirrors the complexity of real-world multi-object environments. Conventional works typically…

计算机视觉与模式识别 · 计算机科学 2024-08-27 Yao Wei , Martin Renqiang Min , George Vosselman , Li Erran Li , Michael Ying Yang

We present MeshLLM, a novel framework that leverages large language models (LLMs) to understand and generate text-serialized 3D meshes. Our approach addresses key limitations in existing methods, including the limited dataset scale when…