Skip to content
Preprint

ParticleGen: A Multi-Agent System for Particle Effects Generation

Aug 2026 · 1 citation · 29 references
Computer Science

TL;DR

This work presents a multi-agent framework for the from-scratch synthesis of structured and editable particle systems from natural language descriptions that reduces the technical barrier to particle effect authoring and improves the efficiency of creative iteration.

Abstract

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.

View source

Similar papers

#artificial intelligence Preprint Sep 2026

PhysMAS: Physics-Grounded Multi-Agent Synthesis of Compositional 4D Gaussians

Efficient, fully automatic, and physically plausible 4D Gaussian synthesis is an important goal for dynamic scene generation. Recent physics-based methods couple 3D Gaussians with the Material Point Method (MPM) to generate physically driven motion, but extending this paradigm to heterogeneous multi-part objects and in...

Jiang Qin, Chun-Ji Lv, Yang-Guang Wei et al. · 0 citations
Preprint Aug 2026

4DSynth: Controllable Procedural World Synthesis for Dynamic Embodied Simulation

Embodied agents need environments that are visually diverse, physically interactive, and changing over time. Procedural simulators can generate large interactive scene collections, and recent 4D generators produce compelling visual dynamics. Combining these properties in one environment, however, still demands extensiv...

Ze-Hao Qi, Hao-Chen Luo, Jia-Wang Bian et al. · 0 citations
Preprint Aug 2026

aDSL: Agentic 3D Creation via Joint Agent-Program Design

An Agent-centric Domain-Specific Language (aDSL) and a role-specialized multi-agent system to close the gap between programmatic interfaces and reasoning strengths of LLMs, which favor semantic structure and spatial relations over fragile numeric choices.

Rui-Huan Wang, Si-Tong Wei, Jia-Qi He et al. · 0 citations
Sep 2026

Particle Transformer: A Physics-Informed Transformer for Real-Time Fluid-Structure Interaction Simulation.

Recently, the use of data-driven approaches to accelerate physical simulation has emerged as a prominent research frontier. However, existing methodologies often grapple with limitations such as constrained generalization capabilities, a lack of physical consistency, and performance that falls significantly short of re...

Qi-Tong Wu, Bo Li, Shi-Guang Liu · 0 citations

We use cookies to run the site and, with your consent, for analytics and to show ads. See our Cookie Policy.