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Research PaperResearchia:202604.05002[Computer Vision > Computer Vision]

Generative World Renderer

Zheng-Hui Huang

Abstract

Scaling generative inverse and forward rendering to real-world scenarios is bottlenecked by the limited realism and temporal coherence of existing synthetic datasets. To bridge this persistent domain gap, we introduce a large-scale, dynamic dataset curated from visually complex AAA games. Using a novel dual-screen stitched capture method, we extracted 4M continuous frames (720p/30 FPS) of synchronized RGB and five G-buffer channels across diverse scenes, visual effects, and environments, including adverse weather and motion-blur variants. This dataset uniquely advances bidirectional rendering: enabling robust in-the-wild geometry and material decomposition, and facilitating high-fidelity G-buffer-guided video generation. Furthermore, to evaluate the real-world performance of inverse rendering without ground truth, we propose a novel VLM-based assessment protocol measuring semantic, spatial, and temporal consistency. Experiments demonstrate that inverse renderers fine-tuned on our data achieve superior cross-dataset generalization and controllable generation, while our VLM evaluation strongly correlates with human judgment. Combined with our toolkit, our forward renderer enables users to edit styles of AAA games from G-buffers using text prompts.


Source: arXiv:2604.02329v1 - http://arxiv.org/abs/2604.02329v1 PDF: https://arxiv.org/pdf/2604.02329v1 Original Link: http://arxiv.org/abs/2604.02329v1

Submission:4/5/2026
Comments:0 comments
Subjects:Computer Vision; Computer Vision
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arXiv: This paper is hosted on arXiv, an open-access repository
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