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    育碧

    育碧

    Ubisoft
    企业
    73论文总数
    1,950引用总数

    育碧娱乐软件公司(Ubisoft Entertainment)是一家跨国的游戏制作、发行和代销商。作为多媒体工业的佼佼者,其广泛的业务稳步扩展,在和各老牌游戏公司合作的基础上,也在不断推出独特的产品,加强自己在国际市场上的影响力。 其中优秀的作品有《雷曼》(Rayman)、《刺客信条》系列(Assassin's Creed)、《波斯王子》(Prince of Persia)、《细胞分裂》(Tom Clancy's Splinter Cell)、《彩虹六号》系列(Tom Clancy's Rainbow Six)、《看门狗》系列(Watch_Dogs)、《全境封锁》系列(Tom clancy's The Division)er《幽灵行动》系列(Tom Clancy's Ghost Recon)《纪元》系列(Anno)等。 2018年03月21日,育碧摆脱维旺迪敌意收购,还获得腾讯5%入股 。

    论文量&引用量时间轴

    机构学者

    排序
    Sarra Habchi
    Sarra Habchi
    Inria, France / University of Lille, France
    论文:8引用:0H-index:0
    Marcandré Carbonneau
    Marcandré Carbonneau
    Dept. of Electr. Eng., Ecole de Technol. Super.;al;c;Dept. of Electr. Eng., Ecole de Technol. Super.
    论文:7引用:0H-index:0
    Daniel Holden
    Daniel Holden
    Epic Games
    论文:5引用:0H-index:0
    Mathieu Nayrolles
    Mathieu Nayrolles
    École Supérieur en Informatique Appliquée, Université du Québec à Montréal
    论文:4引用:0H-index:0
    Chedy Raïssi
    Chedy Raïssi
    INRIA;Riot Games;National Aeronautics and Space Administration
    论文:3引用:0H-index:0
    Abdallah Dib
    Abdallah Dib
    Ubisoft La Forge
    论文:3引用:0H-index:0
    Derek Nowrouzezahrai
    Derek Nowrouzezahrai
    Centre for Intelligent Machines, Department of Electrical and Computer Engineering, Faculty of Engineering, McGill University;School of Computer Science, McGill University;Québec Artificial Intelligence Institute, Mila
    论文:3引用:0H-index:0
    G. Murugesan
    G. Murugesan
    Kongu Engineering College
    论文:3引用:0H-index:0
    Ylva Ferstl
    Ylva Ferstl
    Trinity College Dublin, Dublin, Ireland
    论文:3引用:0H-index:0

    论文(73)

    年份
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    1CA2: Code-Aware Agent for Automated Game Testing
    Valliappan Chidambaram Adaikkappan, Vincent Martineau,Joshua Romoff,David Meger

    Automated game testing is important for verifying game functionality, but it remains a costly and time-consuming process. Manual testing often misses edge cases, and current automated methods struggle to provide full code coverage. Prior work has explored reinforcement learning (RL) for game testing, but without leveraging internal code signals such as the call stack. We present Code Aware Agent (CA2), which uses call stack information to learn effective testing strategies. The agent receives the current function call trace along with the game state and learns to reach specific target functions. We instrument two types of environments, 1) State-based and 2) Image-based, with support for efficient call stack extraction. Through experimental evaluation, we find that CA2 achieves consistent improvement over the non-code aware baselines, which does not leverage call stack information. Our results show that incorporating code signals like the call stack enables more effective and targeted game testing.

    2026引用:1
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    2Adaptive Quasimetric Mapping : Principled Topological Abstraction for Robust Offline Goal-Conditioned Navigation
    Anthony Kobanda, Waris Radji, Odalric-Ambrym Maillard,Rémy Portelas

    Goal-Conditioned Reinforcement Learning aims to design agents that can reach specified goals, notably from previously collected trajectories in the offline setting. In this context, graph-based approaches have been proposed to mitigate compounding value-estimation errors in long-horizon navigation tasks. However, existing approaches typically rely on dense keypoint coverage of the dataset support, resulting in computationally expensive planning. Moreover, they lack explicit mechanisms to adapt to topological changes (e.g., new obstacles), hindering deployment in live applications such as video game environments. To address these two shortcomings, we introduce Adaptive Quasimetric Mapping (AQM), an offline framework leveraging a “time-to-reach” quasimetric learned from the available data. Crucially, it builds a sparse cover of the dataset support, as a greedy approximation to a dominating set problem. At test-time, the resulting graph is carefully pruned by comparing the observed edge traversal time against a time-to-reach budget derived from the quasimetric, thus enabling zero-shot replanning. Empirically, we evaluate AQM on navigation tasks ranging from a classical to a video-game-like benchmark evaluating adaptation across tasks. We show that AQM achieves competitive performance while requiring up to 100× fewer keypoints than prior approaches, hence demonstrating the relevance of topological abstraction for goal-conditioned navigation.

    2026ICML 2026(2026)引用:1
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    3FaceSnap: Real-Time Personalized Lightstage Facial Performance Capture
    Rukhshanda Hussain, Noé Artru, Emeline Got, Luiz Gustavo Hafemann, Alexandre Messier, Brandon Dearlove,Rafael M. O. Cruz,Abdallah Dib,Eric Granger

    Lightstage facial capture produces production-quality digital humans, but it is resource and labor-intensive. Multi-camera setups, hours of computation, and massive data storage create bottlenecks that hinder iterative workflows. This paper introduces FaceSnap, an end-to-end framework that streamlines capture via a two-stage approach. First, a one-time multi-view optimization from a range-of-motion sequence builds a personalized model encoding both geometry and expression-dependent appearance. This model then enables high-fidelity real-time facial performance capture from a single monocular lightstage camera, with no further multi-view capture required. FaceSnap jointly estimates geometry and dynamic 4K texture at 83 fps. The 4K texture is produced by a novel personalized residual upscaler that recovers subject-specific high-frequency detail, which generic upscalers fail to capture. FaceSnap achieves geometric accuracy competitive with full per-frame multi-view optimization while outperforming feed-forward methods trained on production-quality 3D data, all from a single camera view. Finally, we introduce Multi4D, a public benchmark for evaluating 4D facial reconstruction methods in lightstage environments, enabling topology-invariant geometric comparison across methods.

    2026
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    4KM-Speaker: Keypoint-Based Style Control for High-Quality Speech-Driven 3D Facial Animation and Dialogue Localization
    Arthur Josi, Emeline Got,Abdallah Dib, Luiz Gustavo Hafemann,Rafael M. O. Cruz

    Speech-driven 3D facial animation methods face significant challenges in simultaneously achieving high-fidelity motion and precise artistic control at production quality. Existing controllable models typically learn global style control by relying on large-scale, low-quality in-the-wild datasets that compromise overall animation realism. Furthermore, these frameworks often lack the fine-grained temporal precision required for demanding tasks such as dialogue localization (e.g., dubbing), where matching specific facial expressions is as critical as lip synchronization. We present KM-Speaker (Keypoint-Matching Speaker), a novel keypoint-conditioned flow-based generative framework that provides both global style guidance and frame-level temporal control from reference performances. We propose a disentanglement strategy that separates audio-driven lip motion from keypoint-driven upper-face dynamics, together with a global style context preservation mechanism to ensure coherent full-face expressiveness. KM-Speaker advances example-based 3D facial animation by achieving high-fidelity motion and flexible controllability in a data-constrained setting, consistently outperforming state-of-the-art methods in lip-sync accuracy, style adherence, and expressive temporal control.

    2026
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    5A Hybrid Neural-Microfacet BRDF Model for Real-Time Rendering
    Louis De Oliveira, Anastasia Karpova, Georges Nader, Antoine Houdard, Pierre Mezieres, Damien Rioux-Lavoie,Romain Pacanowski

    Over the past decade, microfacet-based BRDF models have formed the foundation of real-time rendering pipelines. Despite their widespread use, they often fail to reproduce subtle appearance effects arising from complex light-surface interactions, which have led to the emergence of specialized physics-based models for specific optical phenomena (e.g., diffraction, iridescence, multilayers). Although more accurate, these models lose versatility and lack performance for real-time rendering. Recently introduced, neural models have demonstrated their ability to approximate BRDF reference data coming from measurements, simulations, or even complex shading networks. However, most current neural models require relatively large networks, making them costly for real-time rendering. In this paper, we introduce a hybrid model that combines a GGX-type microfacet model and a neural model to leverage the best features of both representations. The neural component corrects the appearance approximated by the microfacet component, allowing much smaller network than in existing neural models. We show that, at identical memory cost, our model approximates measurements better than state-of-the-art neural models for a low evaluation overhead compared to a microfacet-based model. Furthermore, our hybrid model remains easily editable by artists and benefits from an important sampling scheme, making it attractive for both offline and real-time rendering.

    2026Eurographics Symposium on Rendering(2026)
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    合作机构(64)

    Concordia University合作论文 3
    McGill University合作论文 3
    皇后大学 (加拿大)合作论文 2
    麻省理工学院合作论文 2
    法国国立计算机科学及自动化研究院合作论文 2
    Unity Technologies合作论文 2
    蒙特利尔理工学院合作论文 2
    Kongu Engineering College合作论文 2
    卢森堡大学合作论文 2
    魁北克大学合作论文 2

    机构统计