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# Neural Rendering

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  1. arXiv

    Gaussian splats skip the rasterizer: GaussianRenderFormer renders directly, reaching 38.08 dB on unseen objects

    GaussianRenderFormer replaces the hand-written rasterizer in 3D Gaussian splatting with a transformer: one token per Gaussian, and a view-dependent decoder that turns small patches of camera rays into pixels. Trained on 26,820 Objaverse objects, it reaches 38.08 dB PSNR on 300 unseen objects against renders of the full splat, while rasterizing the same pruned input reaches 44.02 dB; diagnostics point to a view-decoder bottleneck, though under-training is not ruled out.

  2. arXiv

    Agents stop learning from scratch: code worlds plus a real-time neural renderer build shelter by round 4

    AgentGarten splits an environment in two: a simulator or game engine keeps persistent state and executes programmable interaction rules, while a shared neural renderer turns the geometry conditions the engine exports into the observations an agent sees, in real time. The renderer comes from adapting a pretrained video model to geometry conditions, converting it to block-causal generation, and distilling it with Adversarial Forcing, generating observations above 35 frames per second on one H100. In hide-and-seek, pretrained agents that perceive only rendered frames built shelter with panels by round 4 and crossed walls with a ramp by round 10, and four further worlds improved over four rounds.

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