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Vuk Radovanovic

Publications and source records attributed to Vuk Radovanovic.

2 recordsLinked to original sources

CrowdDirector: Runtime Orchestration of Crowd Simulation through Natural-Language Directives

Natural language offers an intuitive way to direct a virtual crowd while a simulation is running. Handwritten rules execute efficiently but cannot respond flexibly to varied instructions, whereas asking a large language model (LLM) to control the crowd at every update introduces repeated latency, cost, and the risk of unsupported actions. We present CrowdDirector, a framework that uses an LLM only when the user adds or changes an instruction. The LLM translates the request into a structured instruction, and a scene validator checks whether the entities and actions it references exist in the current Unity scene. Accepted instructions are stored and remain continuously active as the simulation is running. At each simulation tick, a graph neural network uses the current scene state and active instruction to choose an available action and target for each agent, while Unity handles movement, interactions, and animation. The network is trained offline on simulated scenarios, with LLM guidance on how agents should respond to instructions. Our evaluations show the scene validator's feasibility decisions matched human judgements more often than the LLM's own assessment, and on a behavioural benchmark CrowdDirector follows user instructions more closely than handwritten rules while avoiding repeated LLM calls. It therefore provides a practical middle ground between fixed rules and continuous LLM control.

cs.GR↗

Physically Based Rendering in the Latent Space

Image diffusion models have shown impressive image generation capabilities but are often hard to control, in contrast to classical computer graphics pipelines such as physically based rendering. However, we observe that there is a bridge between light transport phenomena and the distribution of latent space values produced by such models. Thus, we introduce physically based rendering in the feature space learned by the variational autoencoders in generative models, enabling light transport simulation in the latent space. This allows us to leverage physically based rendering techniques to output latent maps for physically guided content generation. We propose modifications to the rendering equation, which, when paired with a differentiable renderer, can yield an optimal set of scene parameters that require only minimal refinement to accurately render into the pretrained latent space. We train our method on a single rendered image, and then demonstrate the generalization of the method to scene geometry changes, lighting changes, and camera view changes.

cs.GR↗