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D23 2026: Every movie and series announced and shown at this years fan event
Mashable's Best: E-readers, robovacs, laptops, earbuds, smart home and more Look Up Say More Safety Net Creator Hub Versus Gift Ideas For Everyone On Your List Mashable Selects Switch Off Trending Now In My Bag VidCon with Mashable All Series D23 2026: Every movie and series announced and shown at this year's fan event From'X-Men' bombshells to Pixar sequels, here's what you need to know. Belen Edwards is an Entertainment Reporter at Mashable. She covers movies and TV with a focus on fantasy and science fiction, adaptations, animation, and more nerdy goodness. She is a member of the Critics Choice Association and the Television Critics Association, as well as a Tomatometer-approved critic. All products featured here are independently selected by our editors and writers. If you buy something through links on our site, Mashable may earn an affiliate commission.
Pixars Coco is finally getting a sequel with Coco 2
Mashable's Best: E-readers, robovacs, laptops, earbuds, smart home and more Look Up Say More Safety Net Creator Hub Versus Gift Ideas For Everyone On Your List Mashable Selects Switch Off Trending Now In My Bag VidCon with Mashable All Series Pixar's Coco is finally getting a sequel with Coco 2 Coco 2 will star a teenage Miguel and feature the return of Ernesto de la Cruz. Coco 2, starring a teenage Miguel and the return of Ernesto de la Cruz, is coming to theaters in 2029. One of the few hit Pixar films without a sequel is finally getting one. At its D23 fan event in Anaheim, Disney unveiled that the company is currently working on a sequel to Coco, tentatively titled Coco 2. This Tweet is currently unavailable. It might be loading or has been removed.
Fix False Transparency by Noise Guided Splatting
Opaque objects reconstructed by 3DGaussian Splatting (3DGS) often exhibit a falsely transparent surface, leading to inconsistent background and internal patterns under camera motion in interactive viewing. This issue stems from the ill-posed optimization in 3DGS. During training, background and foreground Gaussians are blended via ฮฑ-compositing and optimized solely against the input RGB images using a photometric loss. As this process lacks an explicit constraint on surface opacity, the optimization may incorrectly assign transparency to opaque regions, resulting in view-inconsistent and falsely transparent output. This issue is difficult to detect in standard evaluation settings (i.e., rendering static images), but becomes particularly evident in object-centric reconstructions under interactive viewing.
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GUI-Rise: Structured Reasoning and History Summarization for GUINavigation
While Multimodal Large Language Models (MLLMs) have advanced GUI navigation agents, current approaches face limitations in cross-domain generalization and effective history utilization. We present a reasoning-enhanced framework that systematically integrates structured reasoning, action prediction, and history summarization. The structured reasoning component generates coherent Chain-ofThought analyses combining progress estimation and decision reasoning, which inform both immediate action predictions and compact history summaries for future steps. Based on this framework, we train a GUI agent, GUI-Rise, through supervised fine-tuning on pseudo-labeled trajectories and reinforcement learning with Group Relative Policy Optimization (GRPO). This framework employs specialized rewards, including a history-aware objective, directly linking summary quality to subsequent action performance. Comprehensive evaluations on standard benchmarks demonstrate state-of-the-art results under identical training data conditions, with particularly strong performance in out-of-domain scenarios. These findings validate our framework's ability to maintain robust reasoning and generalization across diverse GUI navigation tasks. Code is available at https://leon022.github.io/GUI-Rise.
LODGE: Level-of-Detail Large-Scale Gaussian Splatting with Efficient Rendering
In this work, we present a novel level-of-detail (LOD) method for 3DGaussian Splatting that enables real-time rendering of large-scale scenes on memoryconstrained devices. Our approach introduces a hierarchical LOD representation that iteratively selects optimal subsets of Gaussians based on camera distance, thus largely reducing both rendering time and GPU memory usage. We construct each LOD level by applying a depth-aware 3D smoothing filter, followed by importancebased pruning and fine-tuning to maintain visual fidelity. To further reduce memory overhead, we partition the scene into spatial chunks and dynamically load only relevant Gaussians during rendering, employing an opacity-blending mechanism to avoid visual artifacts at chunk boundaries. Our method achieves state-of-the-art performance on both outdoor (Hierarchical 3DGS) and indoor (Zip-NeRF) datasets, delivering high-quality renderings with reduced latency and memory requirements.
Results on FAVOR Bench
Prompt Template: Generating QAPairs for Camera Motion (CM) Task You are a professional question designer focusing on temporal dynamics in videos, including camera movements, motions, activities, and interactions, rather than static content. You will receive detailed annotations about the temporal details of the entire video, with duration markers in parentheses after "camera_motion" and "motion_list". Based on these annotations, design 3 multiple-choice questions around the "Camera Motion" theme to test models' fine-grained video motion understanding, particularly: Understanding camera movement direction and focus changes in the video. Additionally, follow these question design guidelines: 1. If a video's "camera_motion" has only one element, such as "camera_motion": "static", or "camera_motion": "camera shaking (0-22)", skip this video and don't generate any content.
Towards Understanding Camera Motions in Any Video
We introduce CameraBench, a large-scale dataset and benchmark designed to assess and improve camera motion understanding. CameraBench consists of 3,000 diverse internet videos, annotated by experts through a rigorous multi-stage quality control process. One of our core contributions is a taxonomy or "language" of camera motion primitives, designed in collaboration with cinematographers. We find, for example, that some primitives like "follow" (or tracking) require understanding scene content like moving subjects. We conduct a large-scale human study to quantify human annotation performance, revealing that domain expertise and tutorial-based training can significantly enhance accuracy. For example, a novice may confuse zoom-in(a change of intrinsics) with translating forward (a change of extrinsics), but can be trained to differentiate the two. Using CameraBench, we evaluate Structure-from-Motion (SfM) and Video-Language Models (VLMs), finding that SfM models struggle to capture semantic primitives that depend on scene content, while VLMs struggle to capture geometric primitives that require precise estimation of trajectories. We then fine-tune a generative VLM on CameraBench to achieve the best of both worlds and showcase its applications, including motion-augmented captioning, video question answering, and video-text retrieval. We hope our taxonomy, benchmark, and tutorials will drive future efforts towards the ultimate goal of understanding camera motions in any video.