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Open Source

SEED is committed to advancing game technology and contributing to the broader research community.

By providing open-source software, SEED enables researchers and developers to access cutting-edge tools and innovations. This initiative reflects SEED's dedication to giving back to the community, fostering collaboration, and driving progress in game development and interactive experiences.

Discover how SEED's contributions are shaping the future of gaming and technology.

AVA Capture

AVA Capture is a distributed system to control and record several cameras from a central UI. 

AVA Capture

Constant-Time Stateless Shuffling and Grouping

Source code to accompany the related SEED blog post about using format-preserving encryption to shuffle items, or group them together in arbitrary group sizes.

Constant Time Stateless

Dem Bones

An implementation of Smooth Skinning Decomposition with Rigid Bones, an automated algorithm to extract the linear blend skinning with bone transformations from a set of example meshes. 

Dem Bones

Filter-Adapted Spatiotemporal Sampling for Real-Time Rendering

FastNoise generates noise textures optimized towards specific spatial and temporal filters, with specific per-pixel data types.

FastNoise

GATA: Multi-Theme Generative Adversarial Terrain Amplification

Source code supporting the paper "Multi-Theme Generative Adversarial Terrain Amplification" from SIGGRAPH Asia 2019.

GATA

GENEA Challenge

Data, code, and results from the GENEA Challenge, a benchmark for data-driven automatic co-speech gesture generation. Contributions to the code from SEED.

GENEA

Machine Learning for Game Devs

Code repository for the related three-part SEED blog series that covers neural networks, weights & biases, and training learning systems.

ML for Game Devs

Project PICA PICA Assets

Assets used during the creation of Project PICA PICA, a real-time ray tracing experiment featuring self-learning agents.

Project PICA PICA

Rig Inversion by Training a Differentiable Rig Function

An example of using the technique described in the paper "Rig Inversion by Training a Differentiable Rig Function" from SIGGRAPH Asia 2022.

Rig Inversion

Towards Interactive Training of Non-Player Characters in Video Games

Two examples of Markov Ensemble as discussed in the paper "Towards Interactive Training of Non-Player Characters in Video Games" from the 2019 ICML Workshop on Human in the Loop Learning.

Training NPCs