#01Oct 22, 2026
cs.CV
AnyGameRenderer: Entity-Consistent Generative Rendering Across Games and an Entity-Level Benchmark
Ruicong Liu, Liangyang Ouyang, Fengbo Lan and 2 more
AI coding agents can now build small playable games in minutes, but the results usually look like programmer art: gray blockouts, colored geometric primitives, and flat semantic blobs. We present AnyGameRenderer, a video-to-video generative renderer that turns such footage into high-quality visuals with characters, motion detail, and effects. Throughout, it keeps the layout, camera, and every entity's position and timing intact. Our AnyGameRenderer generalizes across a wide range of genres that agents build, such as tower defense, auto-battlers, top-down survivors, turn-based battles, kart racing, and crowd runners. AnyGameRenderer takes plain video as its game-state input, with no complex representations such as engine G-buffers, per-object class labels, or low-poly proxies. Gray blockouts, colored primitives, semantic maps, and wireframes all work as input. It also preserves entity correspondence: group counts stay correct, and entities appear and disappear on the right frame. We implement AnyGameRenderer by LoRA fine-tuning MiniMax-H3 ref2va, a 33B reference-video-conditioned video generation model. Training uses $\sim$10k paired clips from three sources: (i) multi-stream rendering data from 38 agent-made games exported from GEAR, an AI game-creation tool; (ii) two-stream rendering data from Unreal Engine, with programmatically controlled crowds, count changes, and entity scales; and (iii) real gameplay recordings, with pairs reconstructed via 3D-box detection. To evaluate the entity correspondence, we propose an entity-level benchmark of 59 held-out cases with 753 entities, scored against ground-truth boxes. Compared with the base model, AnyGameRenderer better preserves entity correspondence: temporal match rises from 50.9\% to 62.9\%, missed count changes fall from 34.7\% to 21.3\%, and fewer entities are hallucinated or left unrendered.
#02Oct 22, 2026
cs.CV
BrickWright: Agentic Creation of Physically Feasible Brick Builds
Ava Pun, Kevin Dai, Sally Chen and 7 more
Frontier coding agents are becoming increasingly adept at 3D modeling. Yet, they still face challenges when building objects meant to be assembled in the physical world, often creating invalid assemblies with floating, colliding, or disconnected parts. We argue that providing agents with tools for assembling builds and verifying their physical feasibility is sufficient for them to produce physically valid assemblies that still adhere to input prompts. Focusing on the domain of LEGO brick builds, we present BrickWright, a framework for generating physically feasible brick builds from text or image prompts using pre-trained agents, where a build is physically feasible if it uses only real parts, has no colliding or floating parts, and forms a connected structure if possible. BrickWright guides agents to create builds by writing code with BrickLayer, a Python toolkit with two main components: an ergonomic brick assembly API that halves inference cost compared to working in raw LDraw, and a validator that provides feedback on physical feasibility. Whereas baseline agents achieve physical validity rates ranging from only 9% (GPT-6 Luna) to 69% (GPT-6 Astra), BrickWright-guided agents achieve 100% validity on a sample of 512 prompts, while improving prompt adherence for lightweight agents and maintaining it for stronger agents. Additionally, they outperform specialized models on the text-to-brick task. Code is available on our project page: https://avalovelace1.github.io/brickwright/
#03Oct 22, 2026
cs.CV
A Task-Centric Survey of Long-Document Visual Question Answering: Taxonomy, Evolution, and Future Directions
Yufei Tong, Guanjie Cheng, Tianle Wu and 5 more
Visual document understanding is essential for acquiring knowledge from visually rich documents and is attracting growing research interest. Existing surveys emphasize architectures or technical approaches, with limited attention to how task bottlenecks shape technical choices and research priorities. We present a task-centric survey that decomposes long-document visual question answering (VQA) into four components: document parsing, evidence organization and retrieval, generator organization and learning, and evaluation. For each, we develop a fine-grained taxonomy and trace motivations, technical responses, and cross-component connections. We focus on explicit retrieval while covering direct reading. Our temporal analysis traces expanding priorities from multimodal content understanding to sufficient, high-fidelity evidence acquisition and sustained evidence management. We outline future directions in evidence sufficiency, verifiable and correctable understanding, and budget-aware coordination, with an outlook on continual document understanding.
#04Oct 22, 2026
cs.CV
AgentVQA: A Unified Benchmark for Agentic Visual Understanding
Advait Gupta, Sachin Konan, Tom Yin and 2 more
Vision-language models (VLMs) can perform a broad range of tasks across diverse settings, yet their performance in agentic contexts remains poorly understood. Although online evaluations in simulators and real-world environments are essential for measuring interactive agent performance, they are costly and challenging to scale. Complementary offline VQA benchmarks can enable faster and more reliable comparisons across agentic domains, yet existing benchmarks remain limited and fragmented. To address this gap, we introduce AgentVQA, an offline benchmark for evaluating VLMs on realistic agentic scenarios across five agent domains: Web Agents, Robotics, Egocentric Videos, Games, and Spatial Planning. We build AgentVQA by manually selecting 1000 challenging, real-world agent examples from 23 source datasets and adapting them for reliable offline evaluation. The resulting benchmark preserves realistic scenarios from interactive environments across diverse domains, and its model rankings track those from corresponding online evaluations. Across the 22 evaluated models, the best achieves only 58.5% accuracy. Our cross-domain analysis shows that errors are driven primarily by failures to ground and maintain accurate representations of the current and evolving visual state, including localizing relevant UI elements, interpreting motion, tracking state changes over time, and inferring 3D spatial relationships, rather than by task misinterpretation or downstream logical reasoning.
#05Oct 22, 2026
eess.IV
Self-Supervised Multibeam Sonar Restoration via Coherent Forward Modeling
Zixin Wang, James Hopgood, Mike Davies
Multibeam imaging sonar produces intensity images degraded by coherent speckle and system-induced blur, while clean reflectivity targets are rarely available. Existing despeckling methods often rely on simplified intensity-domain noise models, synthetic clean targets, or blind-spot self-supervision, and typically do not jointly model deblurring and speckle suppression. We propose a physics-consistent self-supervised framework for joint despeckling and deblurring of multibeam imaging sonar. A stochastic coherent image-formation model yields a conditional-mean forward operator that relates latent scene reflectivity to expected intensity through the squared magnitude of the system point spread function. We then use registered multi-frame sonar sequences to train without clean ground truth images, showing that, under an idealized inter-frame conditional-mean condition, the expected paired loss equals the corresponding forward-prediction loss up to a network-independent constant. To stabilize the ill-conditioned inverse problem, we further adapt robust equivariant imaging using stochastic coherent simulation and introduce a paired forward prediction error metric for ground-truth-free evaluation. Experiments on two real multibeam sonar datasets demonstrate a favourable balance between forward-prediction agreement, homogeneous-region speckle suppression, and preservation of visible structural boundaries compared with representative baselines.