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Paper · arXiv 2604.02329

Generative World Renderer

Zheng-Hui Huang, Zhixiang Wang, Jiaming Tan, Ruihan Yu, Yidan Zhang, Bo Zheng, Yu-Lun Liu, Yung-Yu Chuang, Kaipeng Zhang

103 upvotesApril 2, 2026arXiv 预印本
AI 摘要

A large-scale dynamic dataset derived from AAA games is introduced to improve generative inverse and forward rendering, featuring high-resolution synchronized RGB and G-buffer data alongside a novel VLM-based evaluation method that correlates well with human judgment.

G-bufferinverse renderingforward renderingVLM-based assessmentcross-dataset generalizationsemantic consistencyspatial consistencytemporal consistency

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.

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