Long-horizon video generation is increasingly moving toward autoregressive rollout, where each newly generated segment becomes part of the evidence used for future prediction. Recent causal decoders, long-context training, and KV-cache mechanisms have extended feasible duration, but most inference pipelines still decide the visible past implicitly through recent windows, compressed caches, or external memory. This raises a direct question: \textbf{can the choice of which past frames or segments to show to the decoder be treated as an explicit test-time decision?} We answer this question with \textsc{ReCR}, a training-free method that formulates autoregressive video decoding as representation-guided context rewriting. At each step, \textsc{ReCR} builds a selected visible context from the generated history by using internal decoder representations to favor context units that match the global rollout state, avoid redundancy with the recent continuation, preserve temporal boundary coverage, and widen the range of spatial layouts in view. The selected units are then mapped onto a compact causal axis before decoding the next block. Across long-horizon text-to-video benchmarks, \textsc{ReCR} consistently improves multiple autoregressive backbones under matched visible-token budgets. Empirical analyses such as representation-space diagnostics and transition-count prompt switching further show that improving what remains visible is an effective path toward more stable long-video decoding.
Computer graphics is built on code. Large language model (LLM) agents can now generate graphics code and iteratively refine it through various feedback. This capability opens the door to a potentially new paradigm of computer graphics, with graphics algorithms increasingly built around agentic systems to automate progressively complex tasks. Over the past years, research on agentic graphics has expanded rapidly across a diverse range of tasks. This rapid growth makes it increasingly difficult for manual literature reviews to keep pace with new developments. At the same time, similar ideas are often described using different terminology across these tasks, further complicating efforts to develop a systematic understanding of the field. In this report, we address these challenges through two contributions. First, we introduce a unified taxonomy for characterizing agentic systems across diverse computer graphics tasks. Second, we develop an agentic literature system that can assist human researchers in analyzing existing and newly published papers at scale. Building on these contributions, we analyze emerging research trends and discuss open challenges in coordinating agents and tools across graphics tasks, designing interfaces and representations for human-agent collaboration, sustaining long-horizon planning and refinement, and reliably evaluating interactive graphics systems.