作者Chenyue Cai, Anita Hu, James Lucas, Szymon Rusinkiewicz, Masha Shugrina
Using conditional image generators, texture artists can explore many single-view looks for an existing 3D shape. Despite impressive progress, state-of-the-art generative methods still struggle to generate a full object texture while closely adhering to fine scale geometric detail and single view references, leaving little room for artists guidance. Furthermore, current automatic models lack the flexibility for artist to explore multiple textures from varied sources in an interactive and controllable manner. Unlike methods trained on large 3D datasets that generate full object textures from global guidance, our work explores a local and less data-hungry approach to texture with explicit artist control. We leverage the geometric self-similarity and geometry-texture correlation existing in many natural and man-made shapes; and train a shape-specific local texture generation and completion model. This model learns from existing image model priors and a single 3D shape, and is guided by attending to a set of geometry-aware reference patches. The trained shape-specific network can transfer any novel reference to the full target object texture through patchwise inpainting. We show improved or comparable quality to strong image-conditioned texture generation baselines, suggesting local texturing as a promising research direction. Our model also enables local geometry-conditioned texture inpainting, guided by artist-selected references, and generalizes to PBR materials and unseen meshes for texture transfer. We piloted our novel texture fill capability as a Blender addon with several 3D texturing professionals who reported positive feedback on the model's controllability, practical usefulness, and creative affordances.
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Using conditional image generators, texture artists can explore many single-view looks for an existing 3D shape. Despite impressive progress, state-of-the-art generative methods still struggle to generate a full object texture while closely adhering to fine scale geometric detail and single view references, leaving little room for artists guidance. Furthermore, current automatic models lack the flexibility for artist to explore multiple textures from varied sources in an interactive and controllable manner. Unlike methods trained on large 3D datasets that generate full object textures from global guidance, our work explores a local and less data-hungry approach to texture with explicit artist control. We leverage the geometric self-similarity and geometry-texture correlation existing in many natural and man-made shapes; and train a shape-specific local texture generation and completion model. This model learns from existing image model priors and a single 3D shape, and is guided by attending to a set of geometry-aware reference patches. The trained shape-specific network can transfer any novel reference to the full target object texture through patchwise inpainting. We show improved or comparable quality to strong image-conditioned texture generation baselines, suggesting local texturing as a promising research direction. Our model also enables local geometry-conditioned texture inpainting, guided by artist-selected references, and generalizes to PBR materials and unseen meshes for texture transfer. We piloted our novel texture fill capability as a Blender addon with several 3D texturing professionals who reported positive feedback on the model's controllability, practical usefulness, and creative affordances.
Practical video editing is not only pixel generation: an editor must turn a brief, a clip pool, music metadata, and hard constraints into an executable timeline. We study this decision layer as executable video-editing planning and introduce RefineCut, which, unlike workflow systems that wrap a prompted frontier model, trains a compact open-weight planner for it. The planner edits a typed timeline through structured patches covering clip selection, trimming, ordering, transitions, and duration and music alignment; a deterministic verifier applies each patch and checks it against an explicit constraint ledger. Because editing has no single ground-truth repair, we do not imitate teachers directly: RefineCut replays every multi-teacher branch through the verifier and keeps verifier-best repairs as supervision. A second stage, RefineCut-Evo, lets the student score its own repairs with the verifier and a task rubric and trains on high-margin preference pairs, so the final $8$B planner runs in a closed verifier loop with no teacher calls at inference. On RefineCut-Bench ($3{,}578$ tasks, $7{,}971$ captioned clips, $499$ music tracks, explicit ledgers), verifier-replayed distillation lifts the planner from $0.620$ to $0.858$ on the protocol-specific Video-Editing Score and RefineCut-Evo reaches $0.924$; the gain transfers to Llama-3.1-8B and GLM-4-9B, and in the same closed loop the $8$B planner matches or exceeds its frontier teachers. Code and RefineCut-Bench are publicly released; see the Data Availability statement.
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Practical video editing is not only pixel generation: an editor must turn a brief, a clip pool, music metadata, and hard constraints into an executable timeline. We study this decision layer as executable video-editing planning and introduce RefineCut, which, unlike workflow systems that wrap a prompted frontier model, trains a compact open-weight planner for it. The planner edits a typed timeline through structured patches covering clip selection, trimming, ordering, transitions, and duration and music alignment; a deterministic verifier applies each patch and checks it against an explicit constraint ledger. Because editing has no single ground-truth repair, we do not imitate teachers directly: RefineCut replays every multi-teacher branch through the verifier and keeps verifier-best repairs as supervision. A second stage, RefineCut-Evo, lets the student score its own repairs with the verifier and a task rubric and trains on high-margin preference pairs, so the final $8$B planner runs in a closed verifier loop with no teacher calls at inference. On RefineCut-Bench ($3{,}578$ tasks, $7{,}971$ captioned clips, $499$ music tracks, explicit ledgers), verifier-replayed distillation lifts the planner from $0.620$ to $0.858$ on the protocol-specific Video-Editing Score and RefineCut-Evo reaches $0.924$; the gain transfers to Llama-3.1-8B and GLM-4-9B, and in the same closed loop the $8$B planner matches or exceeds its frontier teachers. Code and RefineCut-Bench are publicly released; see the Data Availability statement.
We present RoofDiT, a generative framework for 2D roof graph synthesis and reconstruction. Roofs are compactly described as planar graphs of junctions and structural edges, but existing methods often rely on fixed geometric rules or direct reconstruction objectives. RoofDiT instead models roof structures directly as vertex-edge graphs and learns a conditional generative prior over their geometry and connectivity. Our framework follows a two-stage design: a diffusion transformer generates roof vertices, and an edge prediction module infers the corresponding graph topology. To improve geometric fidelity, RoofDiT combines relative geometry-aware attention with footprint and aerial-image conditioning, while using an alignment regularizer to encourage common horizontal, vertical, and diagonal roof patterns. The same model supports unconditional generation, footprint-conditioned synthesis, and image-guided reconstruction by changing the conditioning signal. Experiments show improved graph generation quality over a diffusion baseline, favorable performance against a straight-skeleton prior in the footprint-conditioned setting, and the highest edge F1 among compared methods for image-guided reconstruction.
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We present RoofDiT, a generative framework for 2D roof graph synthesis and reconstruction. Roofs are compactly described as planar graphs of junctions and structural edges, but existing methods often rely on fixed geometric rules or direct reconstruction objectives. RoofDiT instead models roof structures directly as vertex-edge graphs and learns a conditional generative prior over their geometry and connectivity. Our framework follows a two-stage design: a diffusion transformer generates roof vertices, and an edge prediction module infers the corresponding graph topology. To improve geometric fidelity, RoofDiT combines relative geometry-aware attention with footprint and aerial-image conditioning, while using an alignment regularizer to encourage common horizontal, vertical, and diagonal roof patterns. The same model supports unconditional generation, footprint-conditioned synthesis, and image-guided reconstruction by changing the conditioning signal. Experiments show improved graph generation quality over a diffusion baseline, favorable performance against a straight-skeleton prior in the footprint-conditioned setting, and the highest edge F1 among compared methods for image-guided reconstruction.
World models aim to simulate how complex environments evolve under actions and events, yet existing video-based world models primarily learn dynamics from visual observations, which reveal outcomes rather than the underlying knowledge, rules, and mechanisms governing world evolution. This makes it difficult to maintain persistent consequences and support coherent, open-ended evolution. We introduce Code World Model, a framework that separates world evolution from visual realization by combining the reasoning and coding capabilities of language models with the generative priors of video models. A coding agent serves as the world brain, reasoning about events and their consequences and generating executable code to maintain persistent world state and perform rule-consistent evolution. To connect executable state with visual generation, we introduce a proxy representation that encodes frame-wise spatiotemporal constraints and is compiled into a proxy video, which conditions a video model to render high-fidelity visual observations. We further develop data pipelines for constructing aligned proxy-observation pairs from gameplay and real-world videos. After fine-tuning on paired gameplay data, MiniMax-H3 follows proxy-based spatiotemporal specifications from simple interactive worlds built by the coding agent while preserving rich visual details and dynamics. These results demonstrate the potential of combining code for persistent world evolution with video models for flexible visual realization, providing a new path toward open-ended world models.
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World models aim to simulate how complex environments evolve under actions and events, yet existing video-based world models primarily learn dynamics from visual observations, which reveal outcomes rather than the underlying knowledge, rules, and mechanisms governing world evolution. This makes it difficult to maintain persistent consequences and support coherent, open-ended evolution. We introduce Code World Model, a framework that separates world evolution from visual realization by combining the reasoning and coding capabilities of language models with the generative priors of video models. A coding agent serves as the world brain, reasoning about events and their consequences and generating executable code to maintain persistent world state and perform rule-consistent evolution. To connect executable state with visual generation, we introduce a proxy representation that encodes frame-wise spatiotemporal constraints and is compiled into a proxy video, which conditions a video model to render high-fidelity visual observations. We further develop data pipelines for constructing aligned proxy-observation pairs from gameplay and real-world videos. After fine-tuning on paired gameplay data, MiniMax-H3 follows proxy-based spatiotemporal specifications from simple interactive worlds built by the coding agent while preserving rich visual details and dynamics. These results demonstrate the potential of combining code for persistent world evolution with video models for flexible visual realization, providing a new path toward open-ended world models.
作者Ruoqi Hu, Chulin Zhao, Jiashuo Chang, Ramon Ruiz-Dolz, Hanhe Lin
*Chulin Zhao and Ruoqi Hu contributed equally to this work. State-of-the-art text-to-image (T2I) models exhibit pronounced and systematic defects when prompts involve intricate compositional factors such as multiple entities and multiple attributes. In this paper, we investigate how humans identify such defects. Specifically, we manually select 651 reference images from the four categories of people, hand, object, and scene that exhibit complex compositional characteristics, from which prompts emphasizing compositional factors are derived by manually editing ChatGPT-generated prompts. We then feed the prompts into three selected T2I models to generate AI images and conduct a comprehensive subjective study to identify their defects. For each image, 29 participants provide multi-label assessments specifying defect types and locations. The study yields the compositional AI-generated image defect (CO-AID) dataset, including reference images, prompts, AI-generated images, and information on defect locations and types. Experimental results show that training a deep model on CO-AID can both predict defects in AI-generated images and optimize AI image generation, demonstrating its usability and effectiveness. The database and supplementary materials are available at: https://github.com/Future-IQA/CO-AID .
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*Chulin Zhao and Ruoqi Hu contributed equally to this work. State-of-the-art text-to-image (T2I) models exhibit pronounced and systematic defects when prompts involve intricate compositional factors such as multiple entities and multiple attributes. In this paper, we investigate how humans identify such defects. Specifically, we manually select 651 reference images from the four categories of people, hand, object, and scene that exhibit complex compositional characteristics, from which prompts emphasizing compositional factors are derived by manually editing ChatGPT-generated prompts. We then feed the prompts into three selected T2I models to generate AI images and conduct a comprehensive subjective study to identify their defects. For each image, 29 participants provide multi-label assessments specifying defect types and locations. The study yields the compositional AI-generated image defect (CO-AID) dataset, including reference images, prompts, AI-generated images, and information on defect locations and types. Experimental results show that training a deep model on CO-AID can both predict defects in AI-generated images and optimize AI image generation, demonstrating its usability and effectiveness. The database and supplementary materials are available at: https://github.com/Future-IQA/CO-AID .
作者Bojia Zi, Xiaoyan Yang, Yu Zhou, Ruijie Sun, Lihan Zhang, Bin Liang, Kam-Fai Wong, Haibin Huang, Chi Zhang, Xuelong Li
Recent advances in video editing have been largely driven by large-scale instruction-based datasets. However, existing datasets still suffer from two critical limitations. First, target videos are commonly produced by automatic editing models, which may introduce visible artifacts and unreliable supervision signals. Second, most public datasets rely primarily on textual instructions, while lacking visual references that are crucial for precise, identity-preserving, and controllable editing. To address these limitations, we introduce RefVideo-6M, a large-scale reference-guided editing dataset containing 5 million video editing samples and 1 million image editing samples. To ensure reliable supervision, our dataset uses a construction pipeline that treats artifact-free real videos as editing targets and generates quality-filtered input conditions with multiple editing experts. In addition, it provides approximately 6 million visual references, covering diverse reference types and editing scenarios, thereby enabling models to learn fine-grained visual correspondence beyond text-only instructions. Based on RefVideo-6M, we further train a reference-guided video editing model, Ref-MoT, to evaluate the effectiveness and scalability of the proposed dataset. Extensive experiments demonstrate that RefVideo-6M provides substantially more reliable supervision than existing datasets and enables the training of powerful editing models with improved visual quality, controllability, and reference consistency. The open-source dataset is available at https://huggingface.co/datasets/RefVideo6M/RefVideo6M.
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Recent advances in video editing have been largely driven by large-scale instruction-based datasets. However, existing datasets still suffer from two critical limitations. First, target videos are commonly produced by automatic editing models, which may introduce visible artifacts and unreliable supervision signals. Second, most public datasets rely primarily on textual instructions, while lacking visual references that are crucial for precise, identity-preserving, and controllable editing. To address these limitations, we introduce RefVideo-6M, a large-scale reference-guided editing dataset containing 5 million video editing samples and 1 million image editing samples. To ensure reliable supervision, our dataset uses a construction pipeline that treats artifact-free real videos as editing targets and generates quality-filtered input conditions with multiple editing experts. In addition, it provides approximately 6 million visual references, covering diverse reference types and editing scenarios, thereby enabling models to learn fine-grained visual correspondence beyond text-only instructions. Based on RefVideo-6M, we further train a reference-guided video editing model, Ref-MoT, to evaluate the effectiveness and scalability of the proposed dataset. Extensive experiments demonstrate that RefVideo-6M provides substantially more reliable supervision than existing datasets and enables the training of powerful editing models with improved visual quality, controllability, and reference consistency. The open-source dataset is available at https://huggingface.co/datasets/RefVideo6M/RefVideo6M.
Generative video models now synthesize footage nearly indistinguishable from reality. Their promise as interactive tools hinges on fine-grained control of how objects and the camera move over time, yet each existing approach captures only part of this: camera-parameter methods steer the viewpoint but cannot move objects, 2D-trajectory methods act in the image plane and ignore depth and occlusion, and recent 3D methods add geometry but run only offline at a fixed length. In particular, none combines 3D-consistent control of both camera and objects with real-time, streaming generation. Here we show that camera motion, object trajectories, and depth can be unified into a single 3D point-track representation, from which one model performs joint camera and object control, depth editing, and motion transfer in a single forward pass. To learn this interface at scale, we mine in-the-wild video for 3D motion supervision, yielding OpenVidHD-Motion3D, and encode it with a lightweight Geometric Motion Head that plugs into a pretrained video diffusion model. Because this encoder is temporally separable, we distill the model into a causal streaming student that generates arbitrarily long video in four denoising steps at memory independent of length. This unified design surpasses prior camera-only, 2D, and offline-3D methods in motion-control precision while covering modalities they address only in isolation. 4DStreamCtrl runs at 20 FPS on a single high-end GPU for 480p video and stays temporally coherent over hundreds of frames, enabling, to our knowledge, interactive 4D-controllable streaming generation for the first time. More broadly, grounding generation in explicit 3D geometry with efficient causal inference points toward interactive world models with closed-loop spatiotemporal control, from controllable simulators to real-time visual imagination for embodied agents.
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Generative video models now synthesize footage nearly indistinguishable from reality. Their promise as interactive tools hinges on fine-grained control of how objects and the camera move over time, yet each existing approach captures only part of this: camera-parameter methods steer the viewpoint but cannot move objects, 2D-trajectory methods act in the image plane and ignore depth and occlusion, and recent 3D methods add geometry but run only offline at a fixed length. In particular, none combines 3D-consistent control of both camera and objects with real-time, streaming generation. Here we show that camera motion, object trajectories, and depth can be unified into a single 3D point-track representation, from which one model performs joint camera and object control, depth editing, and motion transfer in a single forward pass. To learn this interface at scale, we mine in-the-wild video for 3D motion supervision, yielding OpenVidHD-Motion3D, and encode it with a lightweight Geometric Motion Head that plugs into a pretrained video diffusion model. Because this encoder is temporally separable, we distill the model into a causal streaming student that generates arbitrarily long video in four denoising steps at memory independent of length. This unified design surpasses prior camera-only, 2D, and offline-3D methods in motion-control precision while covering modalities they address only in isolation. 4DStreamCtrl runs at 20 FPS on a single high-end GPU for 480p video and stays temporally coherent over hundreds of frames, enabling, to our knowledge, interactive 4D-controllable streaming generation for the first time. More broadly, grounding generation in explicit 3D geometry with efficient causal inference points toward interactive world models with closed-loop spatiotemporal control, from controllable simulators to real-time visual imagination for embodied agents.
作者Ekkasit Pinyoanuntapong, Ajinkya Deogade, Paul Streli, Wenjing Zhang, Joanna Materzynska, Pu Wang, Vittorio Ferrari, Jie Shen
Co-speech gesture generation has made significant progress toward realistic full-body motion from speaker audio, yet existing models lack fine-grained spatial controllability of individual joints. To address this, we introduce InteractGesture, a model-agnostic, inference-time method for spatially controllable gesture generation. InteractGesture guides target latent estimates of a diffusion sampler through a differentiable RVQ-VAE decoder, backpropagating spatial control gradients to adjust motion latents during sampling. A primary challenge in streaming co-speech generation is chunk-wise dependency: standard sequential inference freezes prior chunks, preventing spatial constraints in future chunks from adjusting preceding trajectories and causing boundary inconsistencies. To overcome this limitation, we propose Progressive Chunk Guidance, a chunk-window strategy that maintains an active set of editable chunk latents with staggered delays, enabling spatial constraints to propagate gradients backward across chunk boundaries during streaming generation. Experiments on the BEAT2 dataset show that InteractGesture improves multi-joint spatial control while preserving overall gesture quality. Furthermore, our approach supports diverse applications, including sparse joint positioning, dense joint trajectory control, and directional pointing. Our project page is available at https://exitudio.github.io/interactgesture-page .
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Co-speech gesture generation has made significant progress toward realistic full-body motion from speaker audio, yet existing models lack fine-grained spatial controllability of individual joints. To address this, we introduce InteractGesture, a model-agnostic, inference-time method for spatially controllable gesture generation. InteractGesture guides target latent estimates of a diffusion sampler through a differentiable RVQ-VAE decoder, backpropagating spatial control gradients to adjust motion latents during sampling. A primary challenge in streaming co-speech generation is chunk-wise dependency: standard sequential inference freezes prior chunks, preventing spatial constraints in future chunks from adjusting preceding trajectories and causing boundary inconsistencies. To overcome this limitation, we propose Progressive Chunk Guidance, a chunk-window strategy that maintains an active set of editable chunk latents with staggered delays, enabling spatial constraints to propagate gradients backward across chunk boundaries during streaming generation. Experiments on the BEAT2 dataset show that InteractGesture improves multi-joint spatial control while preserving overall gesture quality. Furthermore, our approach supports diverse applications, including sparse joint positioning, dense joint trajectory control, and directional pointing. Our project page is available at https://exitudio.github.io/interactgesture-page .
作者Sungyeob Yoo, Seeyeon Kim, Joonyong Park, Seunghee Han, Joo-Young Kim
Recent advances in generative AI have significantly increased the demand for high-resolution image and video generation, positioning diffusion models as a core technology. Among them, Diffusion Transformers (DiTs) have emerged as the state-of-the-art (SOTA) models due to their scalability and output quality. However, self-attention in DiTs incurs significant computational overhead, leading to excessively long latency as the complexity grows with the fourth power of the output resolution. While prior works have attempted to mitigate this cost using sparsity and quantization techniques, they fall short of effectively reducing the computational cost in high-resolution DiTs. In this paper, we present APT, a software-hardware co-designed accelerator for high-resolution DiTs. APT leverages attention probabilities as a unified importance metric to jointly optimize computation through fine-grained pruning and adaptive precision scaling. At the algorithm level, we propose Attention Probability-guided Adaptive Dual Thresholding (APDT), which dynamically performs element selection and precision assignment using dual thresholds. To ensure compatibility with memory-efficient FlashAttention, we introduce Timestep-Aware FlashAttention (TAFA), which predicts attention probabilities across timesteps by exploiting temporal similarity. At the architecture level, we co-design a specialized accelerator that efficiently supports irregular sparsity and dual-precision execution, featuring dynamic mask management, address translation, dual-precision compute units, and a tile-based dataflow. Finally, we evaluate APT on SOTA DiT models, including PixArt-$α$, Stable Diffusion 3, and FLUX. APT achieves up to 8.16$\times$ speedup and 14.98$\times$ higher energy efficiency over NVIDIA A100, and up to 3.01$\times$ speedup and 2.04$\times$ higher energy efficiency over EXION, a SOTA diffusion model accelerator.
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Recent advances in generative AI have significantly increased the demand for high-resolution image and video generation, positioning diffusion models as a core technology. Among them, Diffusion Transformers (DiTs) have emerged as the state-of-the-art (SOTA) models due to their scalability and output quality. However, self-attention in DiTs incurs significant computational overhead, leading to excessively long latency as the complexity grows with the fourth power of the output resolution. While prior works have attempted to mitigate this cost using sparsity and quantization techniques, they fall short of effectively reducing the computational cost in high-resolution DiTs. In this paper, we present APT, a software-hardware co-designed accelerator for high-resolution DiTs. APT leverages attention probabilities as a unified importance metric to jointly optimize computation through fine-grained pruning and adaptive precision scaling. At the algorithm level, we propose Attention Probability-guided Adaptive Dual Thresholding (APDT), which dynamically performs element selection and precision assignment using dual thresholds. To ensure compatibility with memory-efficient FlashAttention, we introduce Timestep-Aware FlashAttention (TAFA), which predicts attention probabilities across timesteps by exploiting temporal similarity. At the architecture level, we co-design a specialized accelerator that efficiently supports irregular sparsity and dual-precision execution, featuring dynamic mask management, address translation, dual-precision compute units, and a tile-based dataflow. Finally, we evaluate APT on SOTA DiT models, including PixArt-$α$, Stable Diffusion 3, and FLUX. APT achieves up to 8.16$\times$ speedup and 14.98$\times$ higher energy efficiency over NVIDIA A100, and up to 3.01$\times$ speedup and 2.04$\times$ higher energy efficiency over EXION, a SOTA diffusion model accelerator.
作者Yuncheng Guo, Zhanqiu Zhang, Yiwen Guo, Weijia Li
Modern video games combine first-person perception, rapid visual changes, persistent world state, and heterogeneous native controls. Existing game agents map visual and task context directly to actions but lack explicit world dynamics modeling, whereas interactive game world models predict visual futures from supplied actions but do not serve as task policies. World-Action Models (WAMs) unify these objectives, but remain largely unexplored under the dynamics and open-ended interaction of video games. We introduce GameWAM, to our knowledge the first WAM for native closed-loop gameplay and GUI control. GameWAM jointly generates future visual observations and executable keyboard-mouse trajectories through parallel visual and action generative processes with block-causal conditioning and flow matching. To support joint world-action learning, we construct synchronized gameplay and GUI trajectories. To handle heterogeneous native control, GameWAM predicts a gameplay/GUI mode at each action step and generates actions with mode-specific prediction distributions and continuous-action normalization. For long-horizon interaction, block-cycle control predicts beyond the committed horizon, executes only a short action prefix, and replans from new observations, while fine-grained within-cycle context and hierarchical cross-cycle history preserve temporal continuity. Experiments demonstrate competitive task success with fewer executed native actions than the compared agents. We further uncover Low-Frequency Action Source Imprinting (LASI), in which low-frequency components of the sampled action source systematically steer coarse generated camera motion under fixed conditioning, revealing a source-sensitivity failure mode in generative control. Project page is available at https://yunncheng.github.io/GameWAM/.
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Modern video games combine first-person perception, rapid visual changes, persistent world state, and heterogeneous native controls. Existing game agents map visual and task context directly to actions but lack explicit world dynamics modeling, whereas interactive game world models predict visual futures from supplied actions but do not serve as task policies. World-Action Models (WAMs) unify these objectives, but remain largely unexplored under the dynamics and open-ended interaction of video games. We introduce GameWAM, to our knowledge the first WAM for native closed-loop gameplay and GUI control. GameWAM jointly generates future visual observations and executable keyboard-mouse trajectories through parallel visual and action generative processes with block-causal conditioning and flow matching. To support joint world-action learning, we construct synchronized gameplay and GUI trajectories. To handle heterogeneous native control, GameWAM predicts a gameplay/GUI mode at each action step and generates actions with mode-specific prediction distributions and continuous-action normalization. For long-horizon interaction, block-cycle control predicts beyond the committed horizon, executes only a short action prefix, and replans from new observations, while fine-grained within-cycle context and hierarchical cross-cycle history preserve temporal continuity. Experiments demonstrate competitive task success with fewer executed native actions than the compared agents. We further uncover Low-Frequency Action Source Imprinting (LASI), in which low-frequency components of the sampled action source systematically steer coarse generated camera motion under fixed conditioning, revealing a source-sensitivity failure mode in generative control. Project page is available at https://yunncheng.github.io/GameWAM/.
A latent world model trains its decoder on latents anchored to observations, then deploys it on the model's own free-running rollout, hundreds of steps past the last observation. Rollout-Decoded Reconstruction (RDR) closes this gap with a single loss term that free-runs the model during training exactly as evaluation will, decodes every rollout latent, and penalizes reconstruction error against ground truth. The term adds no parameters, costs training-time compute only, and reduces to the standard objective at weight zero, so every comparison in this paper is a one-flag A/B. On the chaotic Kuramoto-Sivashinsky equation, RDR raises valid prediction time (the time to first crossing of normalized error 0.5) from $3.87 \pm 0.23$ to $6.97 \pm 0.42$ time units at an identical 193,568 parameters, a $1.80\times$ improvement confirmed on seeds never used in selection and holding in 10 of 10 preregistered configurations at ratios of 1.71-2.50$\times$. The results come from a single system; a sweep in which the advantage grows with latent width is descriptive, and control experiments on two classic tasks are preliminary.
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A latent world model trains its decoder on latents anchored to observations, then deploys it on the model's own free-running rollout, hundreds of steps past the last observation. Rollout-Decoded Reconstruction (RDR) closes this gap with a single loss term that free-runs the model during training exactly as evaluation will, decodes every rollout latent, and penalizes reconstruction error against ground truth. The term adds no parameters, costs training-time compute only, and reduces to the standard objective at weight zero, so every comparison in this paper is a one-flag A/B. On the chaotic Kuramoto-Sivashinsky equation, RDR raises valid prediction time (the time to first crossing of normalized error 0.5) from $3.87 \pm 0.23$ to $6.97 \pm 0.42$ time units at an identical 193,568 parameters, a $1.80\times$ improvement confirmed on seeds never used in selection and holding in 10 of 10 preregistered configurations at ratios of 1.71-2.50$\times$. The results come from a single system; a sweep in which the advantage grows with latent width is descriptive, and control experiments on two classic tasks are preliminary.
作者Mayank Singh, Michele Stoppa, Alvise Memo, Rui Yu, Harsha Kalli, Srimanth Gunturi, Muhammad Ahmed Riaz, Behrooz Shahsavari, Waleed Abdulla, David E. Jacobs
High-fidelity image-to-3D generation requires a 3D representation that captures both geometry and appearance. To support relighting and integration into standard rendering pipelines, the representation should include physically based rendering (PBR) modalities such as albedo, metallic-roughness, and surface normals. We propose Luce, a 3D representation that unifies geometry and PBR materials within a voxelized multimodal Gaussian cloud, using dedicated Gaussian primitives for each modality. A variational autoencoder compresses this representation into a unified material-aware latent space. A rectified-flow transformer generates this latent from a single image, conditioned on multi-layer features from a pretrained image encoder that preserve both semantic context and fine spatial detail. The latent then decodes into relightable PBR Gaussians and an optional textured mesh with a tangent-space normal map. On Toys4K, Luce achieves state-of-the-art single-image-to-3D generation, improving FID by 28% over the strongest baseline. We further introduce a benchmark of AI-generated images, on which Luce improves the CLIP image-alignment score over the best baseline (0.8519 vs. 0.8299). Luce generates relightable, geometrically accurate, and materially faithful assets that preserve fine details such as text, logos, and inscriptions.
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High-fidelity image-to-3D generation requires a 3D representation that captures both geometry and appearance. To support relighting and integration into standard rendering pipelines, the representation should include physically based rendering (PBR) modalities such as albedo, metallic-roughness, and surface normals. We propose Luce, a 3D representation that unifies geometry and PBR materials within a voxelized multimodal Gaussian cloud, using dedicated Gaussian primitives for each modality. A variational autoencoder compresses this representation into a unified material-aware latent space. A rectified-flow transformer generates this latent from a single image, conditioned on multi-layer features from a pretrained image encoder that preserve both semantic context and fine spatial detail. The latent then decodes into relightable PBR Gaussians and an optional textured mesh with a tangent-space normal map. On Toys4K, Luce achieves state-of-the-art single-image-to-3D generation, improving FID by 28% over the strongest baseline. We further introduce a benchmark of AI-generated images, on which Luce improves the CLIP image-alignment score over the best baseline (0.8519 vs. 0.8299). Luce generates relightable, geometrically accurate, and materially faithful assets that preserve fine details such as text, logos, and inscriptions.
Action-conditioned world models are increasingly used as learned simulators for policy evaluation and improvement, yet their effectiveness rests on an unverified assumption: generated futures faithfully reflect arbitrary valid actions. Existing benchmarks are typically confined to expert demonstrations, leaving off-expert action following inadequately evaluated. To address this gap, we introduce WorldEcho, which probes action following over a broader action distribution using visual integrity and SE(3) trajectory alignment. Our diagnosis shows that current world models reasonably execute expert actions but struggle with diverse off-expert trajectories, either ignoring the commanded actions or producing visually invalid rollouts. We further propose WorldSync, which strengthens action following along three complementary axes: distributional coverage, representational grounding, and intervention-effect alignment. It broadens the training distribution over action consequences, grounds intermediate video representations in action-induced robot dynamics through an Action-Forcing Expert, and aligns predicted changes under action interventions with the corresponding changes in ground-truth futures. Experiments on RoboTwin benchmarks and real-robot tasks show that WorldSync improves WorldEcho metrics and serves as a more reliable simulator for iterative policy improvement, enabling policies to achieve higher success rates.
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Action-conditioned world models are increasingly used as learned simulators for policy evaluation and improvement, yet their effectiveness rests on an unverified assumption: generated futures faithfully reflect arbitrary valid actions. Existing benchmarks are typically confined to expert demonstrations, leaving off-expert action following inadequately evaluated. To address this gap, we introduce WorldEcho, which probes action following over a broader action distribution using visual integrity and SE(3) trajectory alignment. Our diagnosis shows that current world models reasonably execute expert actions but struggle with diverse off-expert trajectories, either ignoring the commanded actions or producing visually invalid rollouts. We further propose WorldSync, which strengthens action following along three complementary axes: distributional coverage, representational grounding, and intervention-effect alignment. It broadens the training distribution over action consequences, grounds intermediate video representations in action-induced robot dynamics through an Action-Forcing Expert, and aligns predicted changes under action interventions with the corresponding changes in ground-truth futures. Experiments on RoboTwin benchmarks and real-robot tasks show that WorldSync improves WorldEcho metrics and serves as a more reliable simulator for iterative policy improvement, enabling policies to achieve higher success rates.
作者Siyi Xie, Xuanke Shi, Jinsheng Quan, Haoran Tang, Zukai Chen, Lei Yang, Quan Wang
Visual demonstrations provide a natural interface for specifying image transformations that are difficult to describe exhaustively with text. However, existing visual in-context learning (VICL) methods primarily focus on appearance-level relation transfer and provide limited support for physically grounded transformations, whose outcomes depend on material properties, geometry, object interactions, and environmental conditions. Given a source--target exemplar pair and a query image, physically grounded VICL requires a model to infer the demonstrated transformation, adapt its effects to the query-specific scene context, and preserve rule-irrelevant content. We introduce PhysVICL-74, comprising 74 physically grounded transformation rules and 5,240 source--target image pairs that form nearly 75K training and evaluation contexts. Its benchmark split separately evaluates novel-instance transfer and unseen-rule generalization. We further propose TransPhy, a framework that decomposes physically grounded VICL into physical-rule induction and transition-aligned rendering. TransPhy first predicts the demonstrated rule and an explicit query-specific target-state description, and then synthesizes the target image through token-wise mixture-of-experts adaptation, with expert routing guided by localized transition cues. Experiments show that TransPhy improves physical-rule adherence, query consistency, and unseen-rule generalization over existing visual in-context editing methods.
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Visual demonstrations provide a natural interface for specifying image transformations that are difficult to describe exhaustively with text. However, existing visual in-context learning (VICL) methods primarily focus on appearance-level relation transfer and provide limited support for physically grounded transformations, whose outcomes depend on material properties, geometry, object interactions, and environmental conditions. Given a source--target exemplar pair and a query image, physically grounded VICL requires a model to infer the demonstrated transformation, adapt its effects to the query-specific scene context, and preserve rule-irrelevant content. We introduce PhysVICL-74, comprising 74 physically grounded transformation rules and 5,240 source--target image pairs that form nearly 75K training and evaluation contexts. Its benchmark split separately evaluates novel-instance transfer and unseen-rule generalization. We further propose TransPhy, a framework that decomposes physically grounded VICL into physical-rule induction and transition-aligned rendering. TransPhy first predicts the demonstrated rule and an explicit query-specific target-state description, and then synthesizes the target image through token-wise mixture-of-experts adaptation, with expert routing guided by localized transition cues. Experiments show that TransPhy improves physical-rule adherence, query consistency, and unseen-rule generalization over existing visual in-context editing methods.
3D geometry editing is a critical yet labor-intensive part of the graphics pipeline, requiring artists to translate creative intent into precise operations in complex professional software. Large language models (LLMs) have shown promise for script-based 3D creation, but script generation is less suited to perception-driven editing of arbitrary existing meshes, where execution must remain visually grounded and untouched regions should be preserved. We present a visual-centric, training-free multi-agent system that edits existing 3D meshes directly in Blender by emulating the iterative workflow of human artists. Rather than generating scripts or regenerating geometry, our system operates through the Blender GUI: multimodal LLM agents observe the viewport, reason about the current mesh state, and execute localized edits through simulated user interactions. Experiments on a curated benchmark provide initial evidence that this agentic approach can follow natural language instructions, perform representative localized mesh edits, and preserve the overall identity of the input asset. Our results highlight a complementary regime for language-driven 3D editing: direct in-place modification of existing meshes within the native 3D editing workflow. We view this work as an exploratory step toward visual-centric agentic geometry editing in professional graphics software.
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3D geometry editing is a critical yet labor-intensive part of the graphics pipeline, requiring artists to translate creative intent into precise operations in complex professional software. Large language models (LLMs) have shown promise for script-based 3D creation, but script generation is less suited to perception-driven editing of arbitrary existing meshes, where execution must remain visually grounded and untouched regions should be preserved. We present a visual-centric, training-free multi-agent system that edits existing 3D meshes directly in Blender by emulating the iterative workflow of human artists. Rather than generating scripts or regenerating geometry, our system operates through the Blender GUI: multimodal LLM agents observe the viewport, reason about the current mesh state, and execute localized edits through simulated user interactions. Experiments on a curated benchmark provide initial evidence that this agentic approach can follow natural language instructions, perform representative localized mesh edits, and preserve the overall identity of the input asset. Our results highlight a complementary regime for language-driven 3D editing: direct in-place modification of existing meshes within the native 3D editing workflow. We view this work as an exploratory step toward visual-centric agentic geometry editing in professional graphics software.
作者Zefan Tian, Yuteng Ye, Yiheng Zhang, Yuhang Yang, Xueqiang Lv, Shizhou Zhang, Le Liu, Di Xu
Single-image 3D scene reconstruction must complete partially observed objects and place them coherently in a shared observation-aligned scene frame. Object-level generative priors offer strong completion ability, but their centered, scale-normalized outputs are typically expressed in an object frame, creating a fundamental representation gap between object generation and scene reconstruction. We introduce SceneReGen, a generative reconstruction framework that reinterprets scene reconstruction as the generation and assembly of complete object assets in a shared observation-aligned scene frame. SceneReGen addresses the generation-reconstruction gap through selective pose factorization: each object's observed orientation is encoded directly in the generated mesh, while translation and scale are estimated from instance-level and global scene evidence. Given a scene image and instance masks, a geometry encoder extracts dense cues; learnable shape queries condition a pretrained DiT-based 3D generator to produce complete meshes in their observed orientations, while position queries fuse object and scene features to assemble them in the shared frame. On the 3D-FUTURE evaluation subset, SceneReGen achieves the best scene-level CD, scene-level F-Score, and 3D bounding-box IoU among the evaluated methods, ties the best object-level CD, and ranks second in object-level F-Score. Qualitative outputs in autonomous-driving and embodied-AI scenes further illustrate the potential of asset-centric reconstruction beyond indoor furniture.
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Single-image 3D scene reconstruction must complete partially observed objects and place them coherently in a shared observation-aligned scene frame. Object-level generative priors offer strong completion ability, but their centered, scale-normalized outputs are typically expressed in an object frame, creating a fundamental representation gap between object generation and scene reconstruction. We introduce SceneReGen, a generative reconstruction framework that reinterprets scene reconstruction as the generation and assembly of complete object assets in a shared observation-aligned scene frame. SceneReGen addresses the generation-reconstruction gap through selective pose factorization: each object's observed orientation is encoded directly in the generated mesh, while translation and scale are estimated from instance-level and global scene evidence. Given a scene image and instance masks, a geometry encoder extracts dense cues; learnable shape queries condition a pretrained DiT-based 3D generator to produce complete meshes in their observed orientations, while position queries fuse object and scene features to assemble them in the shared frame. On the 3D-FUTURE evaluation subset, SceneReGen achieves the best scene-level CD, scene-level F-Score, and 3D bounding-box IoU among the evaluated methods, ties the best object-level CD, and ranks second in object-level F-Score. Qualitative outputs in autonomous-driving and embodied-AI scenes further illustrate the potential of asset-centric reconstruction beyond indoor furniture.
作者Zhi Cao, Howard Ji, Kevin Zhang, Kuangzhi Ge, Li Fei-Fei, Jiajun Wu, Huang Huang
Robot actions are inherently embodiment-specific and only weakly aligned with image-space visual changes, limiting their effectiveness as conditioning signals for robot world models. In contrast, visual tracks provide an embodiment-agnostic representation of how task-relevant points move through a scene, offering dense image-space guidance for accurate and spatially precise future video prediction. Building on this observation, we propose TrAct, a world-model-based robot decision-making framework that uses visual tracks as an intermediate interface between control and prediction. TrAct consists of three components: a Vision-Language-Action-and-Track model (VLAT) that jointly predicts candidate actions and corresponding visual tracks from the current observation and language instruction; a track-conditioned world model (TWM) that predicts future visual outcomes conditioned on the proposed tracks; and a vision-language reward model (VLAC) that scores the predicted outcomes. At inference time, VLAT generates candidate action-track pairs, TWM rolls out their visual consequences, and VLAC selects the track whose predicted outcome best satisfies the instruction; the action paired with the selected track is then executed by the robot. Experiments on the proposed LIBERO-INTEGRAL benchmark and real-world Franka manipulation show that TrAct improves success rates from 27% to 55% in simulation and from 49% to 76% on real-world tasks compared with the strong VLA baseline $π_{0.5}$. Furthermore, TWM consistently improves video prediction quality over the action-conditioned world model (AWM). These results demonstrate that visual tracks provide an effective shared interface between robot control and visual prediction, enabling more accurate world modeling and stronger robot generalization.
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Robot actions are inherently embodiment-specific and only weakly aligned with image-space visual changes, limiting their effectiveness as conditioning signals for robot world models. In contrast, visual tracks provide an embodiment-agnostic representation of how task-relevant points move through a scene, offering dense image-space guidance for accurate and spatially precise future video prediction. Building on this observation, we propose TrAct, a world-model-based robot decision-making framework that uses visual tracks as an intermediate interface between control and prediction. TrAct consists of three components: a Vision-Language-Action-and-Track model (VLAT) that jointly predicts candidate actions and corresponding visual tracks from the current observation and language instruction; a track-conditioned world model (TWM) that predicts future visual outcomes conditioned on the proposed tracks; and a vision-language reward model (VLAC) that scores the predicted outcomes. At inference time, VLAT generates candidate action-track pairs, TWM rolls out their visual consequences, and VLAC selects the track whose predicted outcome best satisfies the instruction; the action paired with the selected track is then executed by the robot. Experiments on the proposed LIBERO-INTEGRAL benchmark and real-world Franka manipulation show that TrAct improves success rates from 27% to 55% in simulation and from 49% to 76% on real-world tasks compared with the strong VLA baseline $π_{0.5}$. Furthermore, TWM consistently improves video prediction quality over the action-conditioned world model (AWM). These results demonstrate that visual tracks provide an effective shared interface between robot control and visual prediction, enabling more accurate world modeling and stronger robot generalization.
作者Shaoan Zhao, Fang Zhao, Xueqiang Guo, Xinpei Su, Huanlin Gao, Qiang Hui, Ting Lu, Fuyuan Shi, Chao Tan, Bikun Yang, Kai Wang, Shiguo Lian
Modern text-to-image (T2I) models often have similar total scores but different strengths, making practical selection difficult. Fine-grained benchmarks decompose prompts into questions, yet often return them to prompt scores and fixed categories, weakening attribution and ignoring complexity. Related requirements are also scored separately or as one total, obscuring basic versus compositional failure. We present QC-T2I-Bench, a question-centric framework that converts open prompts into attributed atomic questions and organizes their dependencies with Davidsonian Scene Graphs (DSGs). We use hierarchy-constrained question aggregation to exclude downstream questions after a prerequisite fails and to prevent simple and complex prompts from receiving the same total weight. We then use the DSG structure to measure joint success within prompts and compare repeated entities across prompts, separating basic realization failures from failures under additional requirements. We evaluate multiple open-source T2I models on English and Chinese prompts. The resulting question-level evidence supports reliable ranking and fine-grained diagnosis: joint completion falls from 80.7% for components with two capabilities to 37.2% for those with seven or more. Finally, we reuse the same records for training-free routing; our cost-aware router matches ERNIE's 89.51-point estimate with 21.3% less GPU-s/MP.
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Modern text-to-image (T2I) models often have similar total scores but different strengths, making practical selection difficult. Fine-grained benchmarks decompose prompts into questions, yet often return them to prompt scores and fixed categories, weakening attribution and ignoring complexity. Related requirements are also scored separately or as one total, obscuring basic versus compositional failure. We present QC-T2I-Bench, a question-centric framework that converts open prompts into attributed atomic questions and organizes their dependencies with Davidsonian Scene Graphs (DSGs). We use hierarchy-constrained question aggregation to exclude downstream questions after a prerequisite fails and to prevent simple and complex prompts from receiving the same total weight. We then use the DSG structure to measure joint success within prompts and compare repeated entities across prompts, separating basic realization failures from failures under additional requirements. We evaluate multiple open-source T2I models on English and Chinese prompts. The resulting question-level evidence supports reliable ranking and fine-grained diagnosis: joint completion falls from 80.7% for components with two capabilities to 37.2% for those with seven or more. Finally, we reuse the same records for training-free routing; our cost-aware router matches ERNIE's 89.51-point estimate with 21.3% less GPU-s/MP.
On social media, we often encounter short-form video ads that employ cinematic editing techniques to evoke an emotional response. While AI tools are beginning to generate such cinematic ads automatically, we lack a fine-grained framework for evaluating these ads. In this paper, we first characterize social media video ad formats and identify cinematic ads as a recurring format in our corpus. We then analyze the duration, shot structure, audio and text elements, and editing techniques of cinematic ads to inform a two-stage generation pipeline in which an LLM first generates a shot plan and a video generation model renders the video. Using this pipeline, we generated 70 cinematic ads for 35 real brands and recruited professional video editors to critique their editing choices. From their critiques, we derive six dimensions of editing quality: narrative progression, audiovisual coordination and sound design, visual composition and graphics, shot-to-shot continuity, message and brand coherence, and temporal rhythm and pacing. We discuss how these dimensions can guide editing-aware generation, human evaluation, and automated evaluation of AI-generated cinematic ads.
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On social media, we often encounter short-form video ads that employ cinematic editing techniques to evoke an emotional response. While AI tools are beginning to generate such cinematic ads automatically, we lack a fine-grained framework for evaluating these ads. In this paper, we first characterize social media video ad formats and identify cinematic ads as a recurring format in our corpus. We then analyze the duration, shot structure, audio and text elements, and editing techniques of cinematic ads to inform a two-stage generation pipeline in which an LLM first generates a shot plan and a video generation model renders the video. Using this pipeline, we generated 70 cinematic ads for 35 real brands and recruited professional video editors to critique their editing choices. From their critiques, we derive six dimensions of editing quality: narrative progression, audiovisual coordination and sound design, visual composition and graphics, shot-to-shot continuity, message and brand coherence, and temporal rhythm and pacing. We discuss how these dimensions can guide editing-aware generation, human evaluation, and automated evaluation of AI-generated cinematic ads.
作者Sonali Godavarthy, Matthias Neuwirth-Trapp, Tim-Felix Faasch, Maarten Bieshaar, Michael Moeller, Kristof Van Laerhoven, Danda Pani Paudel
Imaging factor disentanglement in text-to-image generation aims to independently control image acquisition properties such as types of camera lenses, sensor types, viewpoints, and domains to enable combinatorial generalization. This should let the model synthesize novel factor combinations unobserved in the training data, such as pairing a fisheye lens with an event sensor never observed in training data. Recent work, MULTI, introduced learnable, factor-specific embeddings to disentangle imaging factors, along with the Factor Alignment Accuracy (FAA) metric to evaluate disentanglement quality. We identify and address two independent limitations. First, MULTI's pixel-level reconstruction objective supervises the model only on observed imaging factor combinations, providing no direct training signal for novel combinations. We therefore propose X-MULTI, which uses a pretrained vision-language model (VLM) to supervise novel factor combinations synthesized during training. Second, we show the FAA metric exhibits severe cross-factor correlation leakage, misrepresenting true disentanglement quality. We therefore propose Improved-FAA (I-FAA), which employs factor-specific augmentation strategies to break these correlations and enables more rigorous evaluation. Experiments demonstrate that X-MULTI achieves improved factor alignment on novel combinations compared to MULTI. Moreover, we show that correlation leakage in FAA distorts the evaluation of true factor disentanglement and I-FAA reduces this leakage and therefore provides a more robust assessment of factor alignment.
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Imaging factor disentanglement in text-to-image generation aims to independently control image acquisition properties such as types of camera lenses, sensor types, viewpoints, and domains to enable combinatorial generalization. This should let the model synthesize novel factor combinations unobserved in the training data, such as pairing a fisheye lens with an event sensor never observed in training data. Recent work, MULTI, introduced learnable, factor-specific embeddings to disentangle imaging factors, along with the Factor Alignment Accuracy (FAA) metric to evaluate disentanglement quality. We identify and address two independent limitations. First, MULTI's pixel-level reconstruction objective supervises the model only on observed imaging factor combinations, providing no direct training signal for novel combinations. We therefore propose X-MULTI, which uses a pretrained vision-language model (VLM) to supervise novel factor combinations synthesized during training. Second, we show the FAA metric exhibits severe cross-factor correlation leakage, misrepresenting true disentanglement quality. We therefore propose Improved-FAA (I-FAA), which employs factor-specific augmentation strategies to break these correlations and enables more rigorous evaluation. Experiments demonstrate that X-MULTI achieves improved factor alignment on novel combinations compared to MULTI. Moreover, we show that correlation leakage in FAA distorts the evaluation of true factor disentanglement and I-FAA reduces this leakage and therefore provides a more robust assessment of factor alignment.
作者Linhan Wang, Zijian An, Mingyuan Zhang, Chen Dai, Yi Xu, Can Cui, Zichong Yang, Yinlin Chen, Lifeng Zhou, Chang-Tien Lu
Video generative models provide rich physical priors for robot learning, yet existing world-action models (WAMs) face a fundamental trade-off: synchronous video generation at control rate is latency-prohibitive, while abandoning test-time visual imagination sacrifices task success. We show that visual imagination achieves both real-time inference and superior success rates when generated asynchronously off the critical path and consumed directly in latent space. We introduce GlanceWAM, which decouples imagination from control within a single video DiT: an asynchronous proposer glances ahead on a slow clock to imagine a single lookahead frame seconds into the future in the background, while an action head decodes action chunks at control rate (48 ms) purely in latent space without blocking. Enabled by a non-interfering attention mask that isolates video representations and staleness-robust horizon training that accommodates asynchronous lookahead aging, GlanceWAM breaks the speed-success dilemma. Trained purely on demonstrations, it attains 72.2% on the 24-task RoboCasa kitchen benchmark (surpassing synchronous Cosmos Policy at 67.1% and imagination-free co-training at 64.4%) and 99.0% on LIBERO, executing at 48 ms per chunk on an NVIDIA A100 GPU (24x faster than synchronous baselines). Code is available at https://github.com/linhanwang/GlanceWAM.
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Video generative models provide rich physical priors for robot learning, yet existing world-action models (WAMs) face a fundamental trade-off: synchronous video generation at control rate is latency-prohibitive, while abandoning test-time visual imagination sacrifices task success. We show that visual imagination achieves both real-time inference and superior success rates when generated asynchronously off the critical path and consumed directly in latent space. We introduce GlanceWAM, which decouples imagination from control within a single video DiT: an asynchronous proposer glances ahead on a slow clock to imagine a single lookahead frame seconds into the future in the background, while an action head decodes action chunks at control rate (48 ms) purely in latent space without blocking. Enabled by a non-interfering attention mask that isolates video representations and staleness-robust horizon training that accommodates asynchronous lookahead aging, GlanceWAM breaks the speed-success dilemma. Trained purely on demonstrations, it attains 72.2% on the 24-task RoboCasa kitchen benchmark (surpassing synchronous Cosmos Policy at 67.1% and imagination-free co-training at 64.4%) and 99.0% on LIBERO, executing at 48 ms per chunk on an NVIDIA A100 GPU (24x faster than synchronous baselines). Code is available at https://github.com/linhanwang/GlanceWAM.
Latent world models are inherently strong encoders that transform image pixel to latent embedding, yet existing world models still rely on online trajectory optimization for action planning: for every state-goal pair, an iterative optimizer is run from scratch to search for optimal action sequences, treating the world model as a black-box simulator. This approach pays the full iterative optimization cost anew at every replanning step and reuses no planning experience across queries. In this work, we ask whether planning itself can be amortized once a latent world model has been learned. We present LeFlow, which learns a reusable latent trajectory prior operating directly in the latent dynamics space from the world model. LeFlow recasts planning as conditional latent trajectory generation: a rectified-flow model imagines a future latent path between the current and goal embeddings, an inverse dynamics decoder turns latent transitions into action chunks, and the frozen world model verifies each candidate by autoregressive rollout. Across four major goal-conditioned pixel-control benchmarks, LeFlow replaces iterative action-space optimization with amortized latent planning and fixed-budget rollout selection, achieving consistent success-rate gains with an order-of-magnitude reduction in planning time. Our results argue that latent world models should support not only prediction but reusable planning priors. Our code is available at https://github.com/hsiangwei0903/LeFlow.
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Latent world models are inherently strong encoders that transform image pixel to latent embedding, yet existing world models still rely on online trajectory optimization for action planning: for every state-goal pair, an iterative optimizer is run from scratch to search for optimal action sequences, treating the world model as a black-box simulator. This approach pays the full iterative optimization cost anew at every replanning step and reuses no planning experience across queries. In this work, we ask whether planning itself can be amortized once a latent world model has been learned. We present LeFlow, which learns a reusable latent trajectory prior operating directly in the latent dynamics space from the world model. LeFlow recasts planning as conditional latent trajectory generation: a rectified-flow model imagines a future latent path between the current and goal embeddings, an inverse dynamics decoder turns latent transitions into action chunks, and the frozen world model verifies each candidate by autoregressive rollout. Across four major goal-conditioned pixel-control benchmarks, LeFlow replaces iterative action-space optimization with amortized latent planning and fixed-budget rollout selection, achieving consistent success-rate gains with an order-of-magnitude reduction in planning time. Our results argue that latent world models should support not only prediction but reusable planning priors. Our code is available at https://github.com/hsiangwei0903/LeFlow.
Video games provide a scalable source of training data for video world models, offering diverse environments, complex interactions, and abundant in-the-wild gameplay videos. However, raw gameplay footage entangles the game world with screen-space interfaces, introducing game-specific biases and irrelevant dynamics that hinder world-model training. To address this problem, we introduce GameUI-Taxonomy and G2WEngine, a full-stack framework that formalizes gameplay UI grounding and removal. G2WEngine automatically extracts reusable UI assets from real gameplay videos and synthesizes temporally coherent UI overlays on clean footage. Using this engine, we construct Game2World, comprising 96K synthetic paired videos with precise reconstruction targets and 1,079 in-the-wild clips from 303 games for realistic evaluation. Its asset library contains 5,132 verified UI elements across 21 taxonomy categories, collected from 1,010 representative gameplay frames. Based on Game2World, we propose GameCleaner, a mask-free gameplay UI removal model that combines multimodal semantic understanding with video editing capabilities. Unlike mask-based methods, GameCleaner directly identifies and removes diverse HUD elements while preserving the underlying scene content and temporal dynamics. In a controlled pilot, world models trained on UI-free gameplay improve overall VideoReward by 6.83% over those trained on UI-overlaid data. On UI-removal evaluation, GameCleaner achieves an average AAR of 95.36 on synthetic videos, outperforming the strongest temporal mask baseline by 57.3%, and obtains the best in-the-wild AAR of 80.05 with 99.8 background preservation. These results demonstrate the scalable potential of transforming Internet gameplay videos into high-quality world-model training data. Code, dataset, and model will be available at https://github.com/Dongping-Chen/Game2World.
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Video games provide a scalable source of training data for video world models, offering diverse environments, complex interactions, and abundant in-the-wild gameplay videos. However, raw gameplay footage entangles the game world with screen-space interfaces, introducing game-specific biases and irrelevant dynamics that hinder world-model training. To address this problem, we introduce GameUI-Taxonomy and G2WEngine, a full-stack framework that formalizes gameplay UI grounding and removal. G2WEngine automatically extracts reusable UI assets from real gameplay videos and synthesizes temporally coherent UI overlays on clean footage. Using this engine, we construct Game2World, comprising 96K synthetic paired videos with precise reconstruction targets and 1,079 in-the-wild clips from 303 games for realistic evaluation. Its asset library contains 5,132 verified UI elements across 21 taxonomy categories, collected from 1,010 representative gameplay frames. Based on Game2World, we propose GameCleaner, a mask-free gameplay UI removal model that combines multimodal semantic understanding with video editing capabilities. Unlike mask-based methods, GameCleaner directly identifies and removes diverse HUD elements while preserving the underlying scene content and temporal dynamics. In a controlled pilot, world models trained on UI-free gameplay improve overall VideoReward by 6.83% over those trained on UI-overlaid data. On UI-removal evaluation, GameCleaner achieves an average AAR of 95.36 on synthetic videos, outperforming the strongest temporal mask baseline by 57.3%, and obtains the best in-the-wild AAR of 80.05 with 99.8 background preservation. These results demonstrate the scalable potential of transforming Internet gameplay videos into high-quality world-model training data. Code, dataset, and model will be available at https://github.com/Dongping-Chen/Game2World.
作者Guangzheng Hu, Ziyue Jiang, Weixu Qiao, Lixin Zhang, Jianye Kang, Yuru Wu, Rong Bao, Niantong Li, Wei Wang, Ziyi Cheng, Xinfa Zhu, HangRui Hu, Ting He, Bing Zhao, Lin Qu, Hu Wei, Jin Xu
Multimodal understanding models that can jointly judge text-to-image (T2I), text-to-video (T2V) and text-to-speech (TTS) generation are increasingly used as "OmniJudges" for evaluation and automatic annotation. How reliably they understand what they score remains unclear, since existing benchmarks and training data tend to overemphasize positive examples and to conflate distinct failure modes, so a judge may score well without recognizing failures while its capability gaps stay hidden. Motivated by this, we introduce D3-Omni, a balanced and decoupled benchmark for diagnosing fine-grained multimodal understanding, covering 53 orthogonal binary dimensions (17/22/14) and 10,671 samples (3,526/1,998/5,147) across the three tasks. Rather than re-generating outputs, which may leak information across dimensions, we fix verified fully positive seeds and derive negatives through controlled prompt rewriting and atomic, dimension-isolating perturbations. The resulting D3 design is Dual-balanced, which helps alleviate negative-sample scarcity and per-dimension label imbalance; Decoupled, so that each error is attributable to a single capability; and Dynamic, steering construction toward under-represented regions of the label distribution as generative models improve.The suite reaches near 1:1 per-dimension parity and a uniform distribution over all total-score levels. Under this balanced view, even strong OmniJudges tend to struggle on modality-related dimensions, to confirm satisfied requirements far more reliably than they detect violated ones, and to treat nominally distinct attributes as largely a single decision, suggesting that aggregate accuracy may hide systematic blind spots that a balanced and decoupled lens can help expose and, in turn, address.
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Multimodal understanding models that can jointly judge text-to-image (T2I), text-to-video (T2V) and text-to-speech (TTS) generation are increasingly used as "OmniJudges" for evaluation and automatic annotation. How reliably they understand what they score remains unclear, since existing benchmarks and training data tend to overemphasize positive examples and to conflate distinct failure modes, so a judge may score well without recognizing failures while its capability gaps stay hidden. Motivated by this, we introduce D3-Omni, a balanced and decoupled benchmark for diagnosing fine-grained multimodal understanding, covering 53 orthogonal binary dimensions (17/22/14) and 10,671 samples (3,526/1,998/5,147) across the three tasks. Rather than re-generating outputs, which may leak information across dimensions, we fix verified fully positive seeds and derive negatives through controlled prompt rewriting and atomic, dimension-isolating perturbations. The resulting D3 design is Dual-balanced, which helps alleviate negative-sample scarcity and per-dimension label imbalance; Decoupled, so that each error is attributable to a single capability; and Dynamic, steering construction toward under-represented regions of the label distribution as generative models improve.The suite reaches near 1:1 per-dimension parity and a uniform distribution over all total-score levels. Under this balanced view, even strong OmniJudges tend to struggle on modality-related dimensions, to confirm satisfied requirements far more reliably than they detect violated ones, and to treat nominally distinct attributes as largely a single decision, suggesting that aggregate accuracy may hide systematic blind spots that a balanced and decoupled lens can help expose and, in turn, address.
作者Hugo Latourelle-Vigeant, Sinho Chewi, Aram-Alexandre Pooladian, John Sous, Theodor Misiakiewicz
Modern score-based generative models have achieved remarkable empirical success in high-dimensional tasks such as image, audio, and video synthesis. These models reduce distribution learning to a sequence of regression problems that, if solved exactly on finite data, would ultimately reproduce the training samples. Their ability to generalize must therefore arise from the implicit or explicit regularization during training. In this work, we develop a generative counterpart to the theory of benign overfitting and algorithmic regularization for overparameterized neural networks in the supervised lazy-training regime. We study denoising score matching in a vector-valued reproducing kernel Hilbert space with an inner-product kernel. In the proportional high-dimensional regime $n\asymp d$, we derive exact risk trajectories under gradient flow training. These trajectories exhibit three phases governed by qualitatively distinct estimators: a spectral estimator that generalizes, a pure-noise score with localized peaks that interpolate the training objective, and an empirical Bayes estimator that memorizes the data. We then analyze how these estimators combine along the reverse-time SDE and characterize the distribution of the resulting samples. The analysis reveals familiar mechanisms from supervised learning, including kernel linearization and self-induced regularization from the nonlinear part of the kernel, but also reveals a distinct phenomenology specific to generative modeling.
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Modern score-based generative models have achieved remarkable empirical success in high-dimensional tasks such as image, audio, and video synthesis. These models reduce distribution learning to a sequence of regression problems that, if solved exactly on finite data, would ultimately reproduce the training samples. Their ability to generalize must therefore arise from the implicit or explicit regularization during training. In this work, we develop a generative counterpart to the theory of benign overfitting and algorithmic regularization for overparameterized neural networks in the supervised lazy-training regime. We study denoising score matching in a vector-valued reproducing kernel Hilbert space with an inner-product kernel. In the proportional high-dimensional regime $n\asymp d$, we derive exact risk trajectories under gradient flow training. These trajectories exhibit three phases governed by qualitatively distinct estimators: a spectral estimator that generalizes, a pure-noise score with localized peaks that interpolate the training objective, and an empirical Bayes estimator that memorizes the data. We then analyze how these estimators combine along the reverse-time SDE and characterize the distribution of the resulting samples. The analysis reveals familiar mechanisms from supervised learning, including kernel linearization and self-induced regularization from the nonlinear part of the kernel, but also reveals a distinct phenomenology specific to generative modeling.
While large language models (LLMs) possess vast zero-shot procedural knowledge, their tendency to produce homogenized logic often obscures the unique, idiosyncratic execution processes of individual human creators. In this paper, we investigate the computational discovery of procedural personas from unstructured data. To achieve this, we introduce ViralRecipesTrans, a new dataset of procedurally aligned execution flow graphs extracted from popular culinary video transcripts and explicitly mapped to specific creators. We formulate procedural stylometry as a graph learning and process discovery task, revealing a fundamental duality: while traditional lexical classifiers overfit via semantic leakage, discrete topological metrics successfully capture the rigid physical constraints of a creator's workflow. Building upon this characterization, we extend our framework into a novel generative task--predicting a creator's exact structural execution graph for unseen dishes. We expose a fundamental dichotomy in style generation between global macro-planning and local structural execution. Our results demonstrate that few-shot LLMs dominate semantic assignment but suffer from persistent macro-planning deficits, whereas our structured two-stage model achieves superior topological control via rigid Markovian priors. Together, an ensemble approach to procedural generation combines the strengths from both sides, dynamically synthesizing global semantic reasoning with localized topological footprints to automate the discovery and generation of personalized workflows.
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While large language models (LLMs) possess vast zero-shot procedural knowledge, their tendency to produce homogenized logic often obscures the unique, idiosyncratic execution processes of individual human creators. In this paper, we investigate the computational discovery of procedural personas from unstructured data. To achieve this, we introduce ViralRecipesTrans, a new dataset of procedurally aligned execution flow graphs extracted from popular culinary video transcripts and explicitly mapped to specific creators. We formulate procedural stylometry as a graph learning and process discovery task, revealing a fundamental duality: while traditional lexical classifiers overfit via semantic leakage, discrete topological metrics successfully capture the rigid physical constraints of a creator's workflow. Building upon this characterization, we extend our framework into a novel generative task--predicting a creator's exact structural execution graph for unseen dishes. We expose a fundamental dichotomy in style generation between global macro-planning and local structural execution. Our results demonstrate that few-shot LLMs dominate semantic assignment but suffer from persistent macro-planning deficits, whereas our structured two-stage model achieves superior topological control via rigid Markovian priors. Together, an ensemble approach to procedural generation combines the strengths from both sides, dynamically synthesizing global semantic reasoning with localized topological footprints to automate the discovery and generation of personalized workflows.
作者Xiaoda Yang, Yuxiang Liu, Kaiwen Zheng, Yuan Liu, Yibo Lai, Shengpeng Ji, Kai Jiang, Jianfei Chen, Xiaobin Hu, Shuicheng Yan, Jintao Zhang, Jun Zhu, Zhou Zhao
Joint text-to-video-audio generation produces synchronized visual and acoustic content, but the long sampling trajectories and heterogeneous multimodal computation of large models make inference prohibitively expensive. We present TurboT2VA, a distillation and inference framework for accelerating a 19B-parameter joint video-audio model. Large-scale T2VA distillation is challenged by modality-imbalanced optimization, the difficulty of continuous-time consistency training at scale, and the quality--diversity trade-off. TurboT2VA addresses these issues with per-modality normalization and a progressive curriculum comprising discrete consistency warm-up, continuous consistency refinement, and joint consistency--distribution matching. The curriculum first establishes a stable, diverse generation trajectory and only then introduces distribution-level refinement. On LTX-2, four-step distillation reduces generator latency from 50.52s to 2.51s at the standard evaluation resolution of 512$\times$768, achieving a 20.1$\times$ speedup while maintaining strong visual quality, audio fidelity, diversity, and video-audio synchronization. We further develop an architecture-aware inference stack that combines guarded W8A8 and fused operators, padded-text compaction, and modality-aware sparse attention while preserving dense cross-modal and text-conditioning paths. Under the high-resolution deployment setting at 1024$\times$1792, the complete stack reduces generator latency from 318.74s to 5.83s on one NVIDIA H20, achieving a 54.67$\times$ generator-only speedup. Inference code and generation demos are available at https://github.com/thu-ml/TurboDiffusion/tree/main/turbot2va.
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Joint text-to-video-audio generation produces synchronized visual and acoustic content, but the long sampling trajectories and heterogeneous multimodal computation of large models make inference prohibitively expensive. We present TurboT2VA, a distillation and inference framework for accelerating a 19B-parameter joint video-audio model. Large-scale T2VA distillation is challenged by modality-imbalanced optimization, the difficulty of continuous-time consistency training at scale, and the quality--diversity trade-off. TurboT2VA addresses these issues with per-modality normalization and a progressive curriculum comprising discrete consistency warm-up, continuous consistency refinement, and joint consistency--distribution matching. The curriculum first establishes a stable, diverse generation trajectory and only then introduces distribution-level refinement. On LTX-2, four-step distillation reduces generator latency from 50.52s to 2.51s at the standard evaluation resolution of 512$\times$768, achieving a 20.1$\times$ speedup while maintaining strong visual quality, audio fidelity, diversity, and video-audio synchronization. We further develop an architecture-aware inference stack that combines guarded W8A8 and fused operators, padded-text compaction, and modality-aware sparse attention while preserving dense cross-modal and text-conditioning paths. Under the high-resolution deployment setting at 1024$\times$1792, the complete stack reduces generator latency from 318.74s to 5.83s on one NVIDIA H20, achieving a 54.67$\times$ generator-only speedup. Inference code and generation demos are available at https://github.com/thu-ml/TurboDiffusion/tree/main/turbot2va.
作者Feiyu Shen, Fenglong Xie, Junjie Li, Kun Xie, Lei Xie, Xu Tang, Xuelong Geng, Yan Jia, Yao Hu, Yichen Han, Yichen Wu, Ziqi Dai, Junjie Chen, Kai Huang, Manzhen Wei, Yixuan Li
A unified audio model must recognize and understand linguistic, paralinguistic, and environmental information while supporting speech synthesis and editing. A key challenge is representation: understanding favors compact features suited to long-context modeling, whereas speech generation requires reconstructible features that preserve fine-grained acoustic detail. We introduce FireRedAudio, a general-purpose audio language model with a shared 9B-parameter LLM. To the best of our knowledge, it is the first publicly disclosed unified audio-language model to provide separate continuous input representations for understanding and generation within a single trainable autoregressive LLM. Audio to be recognized or analyzed is processed by a dedicated Audio Encoder, while speech inputs for generation use a RedAE-based pathway. The LLM directly generates text or conditions a flow-matching DiT to produce continuous acoustic latents. Through progressive multitask training, FireRedAudio supports ASR and audio understanding, with the latter extending to recordings of up to one hour, as well as zero-shot TTS, Instruct TTS, and semantic and acoustic speech editing. Its structured organization of long-form audio achieves second-level timestamp accuracy. Across comprehensive evaluations, FireRedAudio achieves competitive or leading performance in audio understanding and multilingual ASR, strong content accuracy and speaker preservation in zero-shot TTS, leading instruction following in Instruct TTS, and substantial improvements over Ming-UniAudio-Edit in both semantic and acoustic speech editing. These results demonstrate the viability of decoupled continuous input representations for unifying audio understanding and continuous-latent speech generation in a model of moderate scale. Our code is available at https://github.com/FireRedTeam/FireRedAudio.
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A unified audio model must recognize and understand linguistic, paralinguistic, and environmental information while supporting speech synthesis and editing. A key challenge is representation: understanding favors compact features suited to long-context modeling, whereas speech generation requires reconstructible features that preserve fine-grained acoustic detail. We introduce FireRedAudio, a general-purpose audio language model with a shared 9B-parameter LLM. To the best of our knowledge, it is the first publicly disclosed unified audio-language model to provide separate continuous input representations for understanding and generation within a single trainable autoregressive LLM. Audio to be recognized or analyzed is processed by a dedicated Audio Encoder, while speech inputs for generation use a RedAE-based pathway. The LLM directly generates text or conditions a flow-matching DiT to produce continuous acoustic latents. Through progressive multitask training, FireRedAudio supports ASR and audio understanding, with the latter extending to recordings of up to one hour, as well as zero-shot TTS, Instruct TTS, and semantic and acoustic speech editing. Its structured organization of long-form audio achieves second-level timestamp accuracy. Across comprehensive evaluations, FireRedAudio achieves competitive or leading performance in audio understanding and multilingual ASR, strong content accuracy and speaker preservation in zero-shot TTS, leading instruction following in Instruct TTS, and substantial improvements over Ming-UniAudio-Edit in both semantic and acoustic speech editing. These results demonstrate the viability of decoupled continuous input representations for unifying audio understanding and continuous-latent speech generation in a model of moderate scale. Our code is available at https://github.com/FireRedTeam/FireRedAudio.
AI-generated personas are being increasingly used for support, training and simulations. While generative AI models possess abilities to generate affect-aware responses, their embodiment into visual personas is an active area of investigation. Naturalistic exchanges require understanding of the conversational partners' turn completions, whether the agent should respond or keep listening and rely on non-verbal cues aligned with one's emotional states. Seamless human-AI conversation in a multimodal setting requires all modalities being generated to act in coordination. We present AffAdapt, a seamless interaction design framework for AI-personas, which coordinates streaming speech recognition, proactive turn-management, persona-grounded response generation, a persistent emotional state, and synchronized embodied output into a single interaction loop. We demonstrate the architecture in the context of practicing sensitive, high-stakes conversations, and report an initial case study showing fluid turn management and adaptive, persona-consistent behavior, alongside open challenges in interruption handling, open-ended dialogue, and multimodal affective alignment. AffAdapt's interaction loop is a generalizable pattern for coordinating timing, identity, and affect in real-time AI personas - applicable to training, coaching, education, and simulation contexts wherever believable, responsive interaction matters.
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AI-generated personas are being increasingly used for support, training and simulations. While generative AI models possess abilities to generate affect-aware responses, their embodiment into visual personas is an active area of investigation. Naturalistic exchanges require understanding of the conversational partners' turn completions, whether the agent should respond or keep listening and rely on non-verbal cues aligned with one's emotional states. Seamless human-AI conversation in a multimodal setting requires all modalities being generated to act in coordination. We present AffAdapt, a seamless interaction design framework for AI-personas, which coordinates streaming speech recognition, proactive turn-management, persona-grounded response generation, a persistent emotional state, and synchronized embodied output into a single interaction loop. We demonstrate the architecture in the context of practicing sensitive, high-stakes conversations, and report an initial case study showing fluid turn management and adaptive, persona-consistent behavior, alongside open challenges in interruption handling, open-ended dialogue, and multimodal affective alignment. AffAdapt's interaction loop is a generalizable pattern for coordinating timing, identity, and affect in real-time AI personas - applicable to training, coaching, education, and simulation contexts wherever believable, responsive interaction matters.
A rapidly growing range of sequential data tasks, such as identifying trend reversals in financial markets, auto-segmenting video and audio recordings, detecting changes in movement direction from motion sensors cannot be fully addressed without detection of distributional shifts in time-ordered data. We consider a sequential change-point detection problem where the conditional density switches at an unknown time, yet neither the pre- nor post-change distribution admits a closed-form. Classical likelihood-ratio statistics are inapplicable in this settings. A conditional diffusion model, trained on pre-change-point data with a frozen context encoder, defines a deterministic bijection via the probability flow ODE. Pre-change observations are mapped onto standard Gaussian latent variables. Post-change observations, processed through the same frozen map, deviate from this reference. We employ the Maximum Mean Discrepancy as the test statistic, derive closed-form expressions for its components under the Gaussian null, and establish its asymptotic distribution as a degenerate U-statistic. Afterwards we apply an online detection procedure of Shiryaev--Roberts to the resulting statistic with exact threshold calibration. The method detects arbitrary distributional shifts, including covariance rotations and higher-order structural breaks, without parametric assumptions on either regime.
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A rapidly growing range of sequential data tasks, such as identifying trend reversals in financial markets, auto-segmenting video and audio recordings, detecting changes in movement direction from motion sensors cannot be fully addressed without detection of distributional shifts in time-ordered data. We consider a sequential change-point detection problem where the conditional density switches at an unknown time, yet neither the pre- nor post-change distribution admits a closed-form. Classical likelihood-ratio statistics are inapplicable in this settings. A conditional diffusion model, trained on pre-change-point data with a frozen context encoder, defines a deterministic bijection via the probability flow ODE. Pre-change observations are mapped onto standard Gaussian latent variables. Post-change observations, processed through the same frozen map, deviate from this reference. We employ the Maximum Mean Discrepancy as the test statistic, derive closed-form expressions for its components under the Gaussian null, and establish its asymptotic distribution as a degenerate U-statistic. Afterwards we apply an online detection procedure of Shiryaev--Roberts to the resulting statistic with exact threshold calibration. The method detects arbitrary distributional shifts, including covariance rotations and higher-order structural breaks, without parametric assumptions on either regime.