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Sipeng Yang

Publications and source records attributed to Sipeng Yang.

6 recordsLinked to original sources

ParticleGen: A Multi-Agent System for Particle Effects Generation

Particle systems are widely used in digital entertainment to create dynamic scene elements and visual effects. However, authoring high-quality particle effects remains labor-intensive and demands specialized expertise, requiring practitioners to navigate complex procedural rules and high-dimensional parameter spaces. Recent large language models (LLMs) enable users to specify particle effects through natural language, yet reliably translating high-level creative intent into executable procedural logic and low-level parameters remains difficult. In this work, we present a multi-agent framework for the from-scratch synthesis of structured and editable particle systems from natural language descriptions. Given a text prompt, our framework first generates an initial particle configuration through a decoupled planning and parameterization pipeline, and then iteratively improves the result based on rendered feedback. To support precise and targeted adjustments, we further introduce a diagnostic mechanism that links observed visual artifacts to their underlying procedural causes. We validate our approach in Unreal Engine 5's Niagara system across a diverse set of scenarios, including elemental spells, dynamic natural phenomena, and fireworks. Quantitative and qualitative evaluations show that our method achieves high semantic fidelity and visual quality. By directly synthesizing structured particle simulation logic, our framework reduces the technical barrier to particle effect authoring and improves the efficiency of creative iteration.

cs.GR

F.A.C.U.L.: Language-Based Interaction with AI Companions in Gaming

In cooperative video games, traditional AI companions are deployed to assist players, who control them using hotkeys or command wheels to issue predefined commands such as ``attack'', ``defend'', or ``retreat''. Despite their simplicity, these methods, which lack target specificity, limit players' ability to give complex tactical instructions and hinder immersive gameplay experiences. To address this problem, we propose the FPS AI Companion who Understands Language (F.A.C.U.L.), the first real-time AI system that enables players to communicate and collaborate with AI companions using natural language. By integrating natural language processing with a confidence-based framework, F.A.C.U.L. efficiently decomposes complex commands and interprets player intent. It also employs a dynamic entity retrieval method for environmental awareness, aligning human intentions with decision-making. Unlike traditional rule-based systems, our method supports real-time language interactions, enabling players to issue complex commands such as ``clear the second floor'', ``take cover behind that tree'', or ``retreat to the river''. The system provides real-time behavioral responses and vocal feedback, ensuring seamless tactical collaboration. Using the popular FPS game \textit{Arena Breakout: Infinite} as a case study, we present comparisons demonstrating the efficacy of our approach and discuss the advantages and limitations of AI companions based on real-world user feedback.

cs.HC

Computational TIRF enables optical sectioning beyond the evanescent field for widefield fluorescence microscopy

The resolving ability of widefield fluorescence microscopy is fundamentally limited by out-of-focus background owing to its low axial resolution, particularly for densely labeled biological samples. Although total internal reflection fluorescence (TIRF) microscopy provides strong near-surface sectioning, they are intrinsically restricted to shallow imaging depths. Here we present computational TIRF (cTIRF), a deep learning-based imaging modality that generates TIRF-like sectioned images directly from conventional widefield epifluorescence measurements without any optical modification. By integrating a physics-informed forward model into network training, cTIRF achieves effective background suppression and axial resolution enhancement while maintaining consistency with the measured widefield data. We demonstrate that cTIRF recovers near-surface structures with performance comparable to experimental TIRF, and further enables both single-frame and volumetric sectioned reconstruction in densely labeled samples where conventional TIRF fails. This work establishes cTIRF as a practical and deployable alternative to hardware-based optical sectioning in fluorescence microscopy, enabled by rapid adaptation to new imaging systems with minimal calibration data.

physics.optics

No-Reference Rendered Video Quality Assessment: Dataset and Metrics

Quality assessment of videos is crucial for many computer graphics applications, including video games, virtual reality, and augmented reality, where visual performance has a significant impact on user experience. When test videos cannot be perfectly aligned with references or when references are unavailable, the significance of no-reference video quality assessment (NR-VQA) methods is undeniable. However, existing NR-VQA datasets and metrics are primarily focused on camera-captured videos; applying them directly to rendered videos would result in biased predictions, as rendered videos are more prone to temporal artifacts. To address this, we present a large rendering-oriented video dataset with subjective quality annotations, as well as a designed NR-VQA metric specific to rendered videos. The proposed dataset includes a wide range of 3D scenes and rendering settings, with quality scores annotated for various display types to better reflect real-world application scenarios. Building on this dataset, we calibrate our NR-VQA metric to assess rendered video quality by looking at both image quality and temporal stability. We compare our metric to existing NR-VQA metrics, demonstrating its superior performance on rendered videos. Finally, we demonstrate that our metric can be used to benchmark supersampling methods and assess frame generation strategies in real-time rendering.

cs.CV

Towards Realistic Example-based Modeling via 3D Gaussian Stitching

Using parts of existing models to rebuild new models, commonly termed as example-based modeling, is a classical methodology in the realm of computer graphics. Previous works mostly focus on shape composition, making them very hard to use for realistic composition of 3D objects captured from real-world scenes. This leads to combining multiple NeRFs into a single 3D scene to achieve seamless appearance blending. However, the current SeamlessNeRF method struggles to achieve interactive editing and harmonious stitching for real-world scenes due to its gradient-based strategy and grid-based representation. To this end, we present an example-based modeling method that combines multiple Gaussian fields in a point-based representation using sample-guided synthesis. Specifically, as for composition, we create a GUI to segment and transform multiple fields in real time, easily obtaining a semantically meaningful composition of models represented by 3D Gaussian Splatting (3DGS). For texture blending, due to the discrete and irregular nature of 3DGS, straightforwardly applying gradient propagation as SeamlssNeRF is not supported. Thus, a novel sampling-based cloning method is proposed to harmonize the blending while preserving the original rich texture and content. Our workflow consists of three steps: 1) real-time segmentation and transformation of a Gaussian model using a well-tailored GUI, 2) KNN analysis to identify boundary points in the intersecting area between the source and target models, and 3) two-phase optimization of the target model using sampling-based cloning and gradient constraints. Extensive experimental results validate that our approach significantly outperforms previous works in terms of realistic synthesis, demonstrating its practicality. More demos are available at https://ingra14m.github.io/gs_stitching_website.

cs.CV

Unseasonal super ionospheric plasma bubble and scintillations seeded by the 2022 Tonga Volcano Eruption related perturbations

The Hunga-Tonga volcano eruption at 04:14:45 UT on 15 January 2022 produced various waves propagating globally, disturbing the background atmosphere and ionosphere. Coinciding with the arrival of perturbation waves, several equatorial plasma bubbles (EPBs) were consecutively generated at post-sunset hours over the East/Southeast Asian region, with the largest extension to middle latitudes. These EPBs caused intense L-band amplitude scintillations at middle-to-low latitudes, with signal fading depths up to ~16 dB. Considering the very rare occurrence of EPBs during this season in East/Southeast Asian sector and the significantly modulated background ionosphere, we believe that the perturbation waves launched by the volcano eruption triggered the generation of unseasonal super EPBs. The ionospheric perturbations linked with the 2022 Tonga volcano eruption propagated coincidently through the East/Southeast Asia longitude sector near sunset, modulated the equatorial F region bottomside plasma density and acted as the seeding source for the generation of unseasonal super bubbles. Our results implicate that volcano eruption could indirectly affect the satellite communication links in the region more than ten thousand kilometers away.

physics.space-ph