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Jun 3

MTVCrafter: 4D Motion Tokenization for Open-World Human Image Animation

Human image animation has gained increasing attention and developed rapidly due to its broad applications in digital humans. However, existing methods rely largely on 2D-rendered pose images for motion guidance, which limits generalization and discards essential 3D information for open-world animation. To tackle this problem, we propose MTVCrafter (Motion Tokenization Video Crafter), the first framework that directly models raw 3D motion sequences (i.e., 4D motion) for human image animation. Specifically, we introduce 4DMoT (4D motion tokenizer) to quantize 3D motion sequences into 4D motion tokens. Compared to 2D-rendered pose images, 4D motion tokens offer more robust spatio-temporal cues and avoid strict pixel-level alignment between pose image and character, enabling more flexible and disentangled control. Then, we introduce MV-DiT (Motion-aware Video DiT). By designing unique motion attention with 4D positional encodings, MV-DiT can effectively leverage motion tokens as 4D compact yet expressive context for human image animation in the complex 3D world. Hence, it marks a significant step forward in this field and opens a new direction for pose-guided human video generation. Experiments show that our MTVCrafter achieves state-of-the-art results with an FID-VID of 6.98, surpassing the second-best by 65%. Powered by robust motion tokens, MTVCrafter also generalizes well to diverse open-world characters (single/multiple, full/half-body) across various styles and scenarios. Our video demos and code are on: https://github.com/DINGYANB/MTVCrafter.

RealisDance-DiT: Simple yet Strong Baseline towards Controllable Character Animation in the Wild

Controllable character animation remains a challenging problem, particularly in handling rare poses, stylized characters, character-object interactions, complex illumination, and dynamic scenes. To tackle these issues, prior work has largely focused on injecting pose and appearance guidance via elaborate bypass networks, but often struggles to generalize to open-world scenarios. In this paper, we propose a new perspective that, as long as the foundation model is powerful enough, straightforward model modifications with flexible fine-tuning strategies can largely address the above challenges, taking a step towards controllable character animation in the wild. Specifically, we introduce RealisDance-DiT, built upon the Wan-2.1 video foundation model. Our sufficient analysis reveals that the widely adopted Reference Net design is suboptimal for large-scale DiT models. Instead, we demonstrate that minimal modifications to the foundation model architecture yield a surprisingly strong baseline. We further propose the low-noise warmup and "large batches and small iterations" strategies to accelerate model convergence during fine-tuning while maximally preserving the priors of the foundation model. In addition, we introduce a new test dataset that captures diverse real-world challenges, complementing existing benchmarks such as TikTok dataset and UBC fashion video dataset, to comprehensively evaluate the proposed method. Extensive experiments show that RealisDance-DiT outperforms existing methods by a large margin.

Programmable Motion Generation for Open-Set Motion Control Tasks

Character animation in real-world scenarios necessitates a variety of constraints, such as trajectories, key-frames, interactions, etc. Existing methodologies typically treat single or a finite set of these constraint(s) as separate control tasks. They are often specialized, and the tasks they address are rarely extendable or customizable. We categorize these as solutions to the close-set motion control problem. In response to the complexity of practical motion control, we propose and attempt to solve the open-set motion control problem. This problem is characterized by an open and fully customizable set of motion control tasks. To address this, we introduce a new paradigm, programmable motion generation. In this paradigm, any given motion control task is broken down into a combination of atomic constraints. These constraints are then programmed into an error function that quantifies the degree to which a motion sequence adheres to them. We utilize a pre-trained motion generation model and optimize its latent code to minimize the error function of the generated motion. Consequently, the generated motion not only inherits the prior of the generative model but also satisfies the required constraints. Experiments show that we can generate high-quality motions when addressing a wide range of unseen tasks. These tasks encompass motion control by motion dynamics, geometric constraints, physical laws, interactions with scenes, objects or the character own body parts, etc. All of these are achieved in a unified approach, without the need for ad-hoc paired training data collection or specialized network designs. During the programming of novel tasks, we observed the emergence of new skills beyond those of the prior model. With the assistance of large language models, we also achieved automatic programming. We hope that this work will pave the way for the motion control of general AI agents.

Learning Data-Driven Vector-Quantized Degradation Model for Animation Video Super-Resolution

Existing real-world video super-resolution (VSR) methods focus on designing a general degradation pipeline for open-domain videos while ignoring data intrinsic characteristics which strongly limit their performance when applying to some specific domains (e.g. animation videos). In this paper, we thoroughly explore the characteristics of animation videos and leverage the rich priors in real-world animation data for a more practical animation VSR model. In particular, we propose a multi-scale Vector-Quantized Degradation model for animation video Super-Resolution (VQD-SR) to decompose the local details from global structures and transfer the degradation priors in real-world animation videos to a learned vector-quantized codebook for degradation modeling. A rich-content Real Animation Low-quality (RAL) video dataset is collected for extracting the priors. We further propose a data enhancement strategy for high-resolution (HR) training videos based on our observation that existing HR videos are mostly collected from the Web which contains conspicuous compression artifacts. The proposed strategy is valid to lift the upper bound of animation VSR performance, regardless of the specific VSR model. Experimental results demonstrate the superiority of the proposed VQD-SR over state-of-the-art methods, through extensive quantitative and qualitative evaluations of the latest animation video super-resolution benchmark.

Aladdin: Zero-Shot Hallucination of Stylized 3D Assets from Abstract Scene Descriptions

What constitutes the "vibe" of a particular scene? What should one find in "a busy, dirty city street", "an idyllic countryside", or "a crime scene in an abandoned living room"? The translation from abstract scene descriptions to stylized scene elements cannot be done with any generality by extant systems trained on rigid and limited indoor datasets. In this paper, we propose to leverage the knowledge captured by foundation models to accomplish this translation. We present a system that can serve as a tool to generate stylized assets for 3D scenes described by a short phrase, without the need to enumerate the objects to be found within the scene or give instructions on their appearance. Additionally, it is robust to open-world concepts in a way that traditional methods trained on limited data are not, affording more creative freedom to the 3D artist. Our system demonstrates this using a foundation model "team" composed of a large language model, a vision-language model and several image diffusion models, which communicate using an interpretable and user-editable intermediate representation, thus allowing for more versatile and controllable stylized asset generation for 3D artists. We introduce novel metrics for this task, and show through human evaluations that in 91% of the cases, our system outputs are judged more faithful to the semantics of the input scene description than the baseline, thus highlighting the potential of this approach to radically accelerate the 3D content creation process for 3D artists.

Controllable Longer Image Animation with Diffusion Models

Generating realistic animated videos from static images is an important area of research in computer vision. Methods based on physical simulation and motion prediction have achieved notable advances, but they are often limited to specific object textures and motion trajectories, failing to exhibit highly complex environments and physical dynamics. In this paper, we introduce an open-domain controllable image animation method using motion priors with video diffusion models. Our method achieves precise control over the direction and speed of motion in the movable region by extracting the motion field information from videos and learning moving trajectories and strengths. Current pretrained video generation models are typically limited to producing very short videos, typically less than 30 frames. In contrast, we propose an efficient long-duration video generation method based on noise reschedule specifically tailored for image animation tasks, facilitating the creation of videos over 100 frames in length while maintaining consistency in content scenery and motion coordination. Specifically, we decompose the denoise process into two distinct phases: the shaping of scene contours and the refining of motion details. Then we reschedule the noise to control the generated frame sequences maintaining long-distance noise correlation. We conducted extensive experiments with 10 baselines, encompassing both commercial tools and academic methodologies, which demonstrate the superiority of our method. Our project page: https://wangqiang9.github.io/Controllable.github.io/

Generative AI for Character Animation: A Comprehensive Survey of Techniques, Applications, and Future Directions

Generative AI is reshaping art, gaming, and most notably animation. Recent breakthroughs in foundation and diffusion models have reduced the time and cost of producing animated content. Characters are central animation components, involving motion, emotions, gestures, and facial expressions. The pace and breadth of advances in recent months make it difficult to maintain a coherent view of the field, motivating the need for an integrative review. Unlike earlier overviews that treat avatars, gestures, or facial animation in isolation, this survey offers a single, comprehensive perspective on all the main generative AI applications for character animation. We begin by examining the state-of-the-art in facial animation, expression rendering, image synthesis, avatar creation, gesture modeling, motion synthesis, object generation, and texture synthesis. We highlight leading research, practical deployments, commonly used datasets, and emerging trends for each area. To support newcomers, we also provide a comprehensive background section that introduces foundational models and evaluation metrics, equipping readers with the knowledge needed to enter the field. We discuss open challenges and map future research directions, providing a roadmap to advance AI-driven character-animation technologies. This survey is intended as a resource for researchers and developers entering the field of generative AI animation or adjacent fields. Resources are available at: https://github.com/llm-lab-org/Generative-AI-for-Character-Animation-Survey.

MineWorld: a Real-Time and Open-Source Interactive World Model on Minecraft

World modeling is a crucial task for enabling intelligent agents to effectively interact with humans and operate in dynamic environments. In this work, we propose MineWorld, a real-time interactive world model on Minecraft, an open-ended sandbox game which has been utilized as a common testbed for world modeling. MineWorld is driven by a visual-action autoregressive Transformer, which takes paired game scenes and corresponding actions as input, and generates consequent new scenes following the actions. Specifically, by transforming visual game scenes and actions into discrete token ids with an image tokenizer and an action tokenizer correspondingly, we consist the model input with the concatenation of the two kinds of ids interleaved. The model is then trained with next token prediction to learn rich representations of game states as well as the conditions between states and actions simultaneously. In inference, we develop a novel parallel decoding algorithm that predicts the spatial redundant tokens in each frame at the same time, letting models in different scales generate 4 to 7 frames per second and enabling real-time interactions with game players. In evaluation, we propose new metrics to assess not only visual quality but also the action following capacity when generating new scenes, which is crucial for a world model. Our comprehensive evaluation shows the efficacy of MineWorld, outperforming SoTA open-sourced diffusion based world models significantly. The code and model have been released.

HoloTime: Taming Video Diffusion Models for Panoramic 4D Scene Generation

The rapid advancement of diffusion models holds the promise of revolutionizing the application of VR and AR technologies, which typically require scene-level 4D assets for user experience. Nonetheless, existing diffusion models predominantly concentrate on modeling static 3D scenes or object-level dynamics, constraining their capacity to provide truly immersive experiences. To address this issue, we propose HoloTime, a framework that integrates video diffusion models to generate panoramic videos from a single prompt or reference image, along with a 360-degree 4D scene reconstruction method that seamlessly transforms the generated panoramic video into 4D assets, enabling a fully immersive 4D experience for users. Specifically, to tame video diffusion models for generating high-fidelity panoramic videos, we introduce the 360World dataset, the first comprehensive collection of panoramic videos suitable for downstream 4D scene reconstruction tasks. With this curated dataset, we propose Panoramic Animator, a two-stage image-to-video diffusion model that can convert panoramic images into high-quality panoramic videos. Following this, we present Panoramic Space-Time Reconstruction, which leverages a space-time depth estimation method to transform the generated panoramic videos into 4D point clouds, enabling the optimization of a holistic 4D Gaussian Splatting representation to reconstruct spatially and temporally consistent 4D scenes. To validate the efficacy of our method, we conducted a comparative analysis with existing approaches, revealing its superiority in both panoramic video generation and 4D scene reconstruction. This demonstrates our method's capability to create more engaging and realistic immersive environments, thereby enhancing user experiences in VR and AR applications.

VFX Creator: Animated Visual Effect Generation with Controllable Diffusion Transformer

Crafting magic and illusions is one of the most thrilling aspects of filmmaking, with visual effects (VFX) serving as the powerhouse behind unforgettable cinematic experiences. While recent advances in generative artificial intelligence have driven progress in generic image and video synthesis, the domain of controllable VFX generation remains relatively underexplored. In this work, we propose a novel paradigm for animated VFX generation as image animation, where dynamic effects are generated from user-friendly textual descriptions and static reference images. Our work makes two primary contributions: (i) Open-VFX, the first high-quality VFX video dataset spanning 15 diverse effect categories, annotated with textual descriptions, instance segmentation masks for spatial conditioning, and start-end timestamps for temporal control. (ii) VFX Creator, a simple yet effective controllable VFX generation framework based on a Video Diffusion Transformer. The model incorporates a spatial and temporal controllable LoRA adapter, requiring minimal training videos. Specifically, a plug-and-play mask control module enables instance-level spatial manipulation, while tokenized start-end motion timestamps embedded in the diffusion process, alongside the text encoder, allow precise temporal control over effect timing and pace. Extensive experiments on the Open-VFX test set demonstrate the superiority of the proposed system in generating realistic and dynamic effects, achieving state-of-the-art performance and generalization ability in both spatial and temporal controllability. Furthermore, we introduce a specialized metric to evaluate the precision of temporal control. By bridging traditional VFX techniques with generative approaches, VFX Creator unlocks new possibilities for efficient and high-quality video effect generation, making advanced VFX accessible to a broader audience.

4K4DGen: Panoramic 4D Generation at 4K Resolution

The blooming of virtual reality and augmented reality (VR/AR) technologies has driven an increasing demand for the creation of high-quality, immersive, and dynamic environments. However, existing generative techniques either focus solely on dynamic objects or perform outpainting from a single perspective image, failing to meet the needs of VR/AR applications. In this work, we tackle the challenging task of elevating a single panorama to an immersive 4D experience. For the first time, we demonstrate the capability to generate omnidirectional dynamic scenes with 360-degree views at 4K resolution, thereby providing an immersive user experience. Our method introduces a pipeline that facilitates natural scene animations and optimizes a set of 4D Gaussians using efficient splatting techniques for real-time exploration. To overcome the lack of scene-scale annotated 4D data and models, especially in panoramic formats, we propose a novel Panoramic Denoiser that adapts generic 2D diffusion priors to animate consistently in 360-degree images, transforming them into panoramic videos with dynamic scenes at targeted regions. Subsequently, we elevate the panoramic video into a 4D immersive environment while preserving spatial and temporal consistency. By transferring prior knowledge from 2D models in the perspective domain to the panoramic domain and the 4D lifting with spatial appearance and geometry regularization, we achieve high-quality Panorama-to-4D generation at a resolution of (4096 times 2048) for the first time. See the project website at https://4k4dgen.github.io.

Animate-X: Universal Character Image Animation with Enhanced Motion Representation

Character image animation, which generates high-quality videos from a reference image and target pose sequence, has seen significant progress in recent years. However, most existing methods only apply to human figures, which usually do not generalize well on anthropomorphic characters commonly used in industries like gaming and entertainment. Our in-depth analysis suggests to attribute this limitation to their insufficient modeling of motion, which is unable to comprehend the movement pattern of the driving video, thus imposing a pose sequence rigidly onto the target character. To this end, this paper proposes Animate-X, a universal animation framework based on LDM for various character types (collectively named X), including anthropomorphic characters. To enhance motion representation, we introduce the Pose Indicator, which captures comprehensive motion pattern from the driving video through both implicit and explicit manner. The former leverages CLIP visual features of a driving video to extract its gist of motion, like the overall movement pattern and temporal relations among motions, while the latter strengthens the generalization of LDM by simulating possible inputs in advance that may arise during inference. Moreover, we introduce a new Animated Anthropomorphic Benchmark (A^2Bench) to evaluate the performance of Animate-X on universal and widely applicable animation images. Extensive experiments demonstrate the superiority and effectiveness of Animate-X compared to state-of-the-art methods.

Simulating Fluids in Real-World Still Images

In this work, we tackle the problem of real-world fluid animation from a still image. The key of our system is a surface-based layered representation deriving from video decomposition, where the scene is decoupled into a surface fluid layer and an impervious background layer with corresponding transparencies to characterize the composition of the two layers. The animated video can be produced by warping only the surface fluid layer according to the estimation of fluid motions and recombining it with the background. In addition, we introduce surface-only fluid simulation, a 2.5D fluid calculation version, as a replacement for motion estimation. Specifically, we leverage the triangular mesh based on a monocular depth estimator to represent the fluid surface layer and simulate the motion in the physics-based framework with the inspiration of the classic theory of the hybrid Lagrangian-Eulerian method, along with a learnable network so as to adapt to complex real-world image textures. We demonstrate the effectiveness of the proposed system through comparison with existing methods in both standard objective metrics and subjective ranking scores. Extensive experiments not only indicate our method's competitive performance for common fluid scenes but also better robustness and reasonability under complex transparent fluid scenarios. Moreover, as the proposed surface-based layer representation and surface-only fluid simulation naturally disentangle the scene, interactive editing such as adding objects to the river and texture replacing could be easily achieved with realistic results.

Anim-Director: A Large Multimodal Model Powered Agent for Controllable Animation Video Generation

Traditional animation generation methods depend on training generative models with human-labelled data, entailing a sophisticated multi-stage pipeline that demands substantial human effort and incurs high training costs. Due to limited prompting plans, these methods typically produce brief, information-poor, and context-incoherent animations. To overcome these limitations and automate the animation process, we pioneer the introduction of large multimodal models (LMMs) as the core processor to build an autonomous animation-making agent, named Anim-Director. This agent mainly harnesses the advanced understanding and reasoning capabilities of LMMs and generative AI tools to create animated videos from concise narratives or simple instructions. Specifically, it operates in three main stages: Firstly, the Anim-Director generates a coherent storyline from user inputs, followed by a detailed director's script that encompasses settings of character profiles and interior/exterior descriptions, and context-coherent scene descriptions that include appearing characters, interiors or exteriors, and scene events. Secondly, we employ LMMs with the image generation tool to produce visual images of settings and scenes. These images are designed to maintain visual consistency across different scenes using a visual-language prompting method that combines scene descriptions and images of the appearing character and setting. Thirdly, scene images serve as the foundation for producing animated videos, with LMMs generating prompts to guide this process. The whole process is notably autonomous without manual intervention, as the LMMs interact seamlessly with generative tools to generate prompts, evaluate visual quality, and select the best one to optimize the final output.

MaskedMimic: Unified Physics-Based Character Control Through Masked Motion Inpainting

Crafting a single, versatile physics-based controller that can breathe life into interactive characters across a wide spectrum of scenarios represents an exciting frontier in character animation. An ideal controller should support diverse control modalities, such as sparse target keyframes, text instructions, and scene information. While previous works have proposed physically simulated, scene-aware control models, these systems have predominantly focused on developing controllers that each specializes in a narrow set of tasks and control modalities. This work presents MaskedMimic, a novel approach that formulates physics-based character control as a general motion inpainting problem. Our key insight is to train a single unified model to synthesize motions from partial (masked) motion descriptions, such as masked keyframes, objects, text descriptions, or any combination thereof. This is achieved by leveraging motion tracking data and designing a scalable training method that can effectively utilize diverse motion descriptions to produce coherent animations. Through this process, our approach learns a physics-based controller that provides an intuitive control interface without requiring tedious reward engineering for all behaviors of interest. The resulting controller supports a wide range of control modalities and enables seamless transitions between disparate tasks. By unifying character control through motion inpainting, MaskedMimic creates versatile virtual characters. These characters can dynamically adapt to complex scenes and compose diverse motions on demand, enabling more interactive and immersive experiences.

DreamFace: Progressive Generation of Animatable 3D Faces under Text Guidance

Emerging Metaverse applications demand accessible, accurate, and easy-to-use tools for 3D digital human creations in order to depict different cultures and societies as if in the physical world. Recent large-scale vision-language advances pave the way to for novices to conveniently customize 3D content. However, the generated CG-friendly assets still cannot represent the desired facial traits for human characteristics. In this paper, we present DreamFace, a progressive scheme to generate personalized 3D faces under text guidance. It enables layman users to naturally customize 3D facial assets that are compatible with CG pipelines, with desired shapes, textures, and fine-grained animation capabilities. From a text input to describe the facial traits, we first introduce a coarse-to-fine scheme to generate the neutral facial geometry with a unified topology. We employ a selection strategy in the CLIP embedding space, and subsequently optimize both the details displacements and normals using Score Distillation Sampling from generic Latent Diffusion Model. Then, for neutral appearance generation, we introduce a dual-path mechanism, which combines the generic LDM with a novel texture LDM to ensure both the diversity and textural specification in the UV space. We also employ a two-stage optimization to perform SDS in both the latent and image spaces to significantly provides compact priors for fine-grained synthesis. Our generated neutral assets naturally support blendshapes-based facial animations. We further improve the animation ability with personalized deformation characteristics by learning the universal expression prior using the cross-identity hypernetwork. Notably, DreamFace can generate of realistic 3D facial assets with physically-based rendering quality and rich animation ability from video footage, even for fashion icons or exotic characters in cartoons and fiction movies.

DrawingSpinUp: 3D Animation from Single Character Drawings

Animating various character drawings is an engaging visual content creation task. Given a single character drawing, existing animation methods are limited to flat 2D motions and thus lack 3D effects. An alternative solution is to reconstruct a 3D model from a character drawing as a proxy and then retarget 3D motion data onto it. However, the existing image-to-3D methods could not work well for amateur character drawings in terms of appearance and geometry. We observe the contour lines, commonly existing in character drawings, would introduce significant ambiguity in texture synthesis due to their view-dependence. Additionally, thin regions represented by single-line contours are difficult to reconstruct (e.g., slim limbs of a stick figure) due to their delicate structures. To address these issues, we propose a novel system, DrawingSpinUp, to produce plausible 3D animations and breathe life into character drawings, allowing them to freely spin up, leap, and even perform a hip-hop dance. For appearance improvement, we adopt a removal-then-restoration strategy to first remove the view-dependent contour lines and then render them back after retargeting the reconstructed character. For geometry refinement, we develop a skeleton-based thinning deformation algorithm to refine the slim structures represented by the single-line contours. The experimental evaluations and a perceptual user study show that our proposed method outperforms the existing 2D and 3D animation methods and generates high-quality 3D animations from a single character drawing. Please refer to our project page (https://lordliang.github.io/DrawingSpinUp) for the code and generated animations.

Follow-Your-Pose v2: Multiple-Condition Guided Character Image Animation for Stable Pose Control

Pose-controllable character video generation is in high demand with extensive applications for fields such as automatic advertising and content creation on social media platforms. While existing character image animation methods using pose sequences and reference images have shown promising performance, they tend to struggle with incoherent animation in complex scenarios, such as multiple character animation and body occlusion. Additionally, current methods request large-scale high-quality videos with stable backgrounds and temporal consistency as training datasets, otherwise, their performance will greatly deteriorate. These two issues hinder the practical utilization of character image animation tools. In this paper, we propose a practical and robust framework Follow-Your-Pose v2, which can be trained on noisy open-sourced videos readily available on the internet. Multi-condition guiders are designed to address the challenges of background stability, body occlusion in multi-character generation, and consistency of character appearance. Moreover, to fill the gap of fair evaluation of multi-character pose animation, we propose a new benchmark comprising approximately 4,000 frames. Extensive experiments demonstrate that our approach outperforms state-of-the-art methods by a margin of over 35\% across 2 datasets and on 7 metrics. Meanwhile, qualitative assessments reveal a significant improvement in the quality of generated video, particularly in scenarios involving complex backgrounds and body occlusion of multi-character, suggesting the superiority of our approach.

Scene4U: Hierarchical Layered 3D Scene Reconstruction from Single Panoramic Image for Your Immerse Exploration

The reconstruction of immersive and realistic 3D scenes holds significant practical importance in various fields of computer vision and computer graphics. Typically, immersive and realistic scenes should be free from obstructions by dynamic objects, maintain global texture consistency, and allow for unrestricted exploration. The current mainstream methods for image-driven scene construction involves iteratively refining the initial image using a moving virtual camera to generate the scene. However, previous methods struggle with visual discontinuities due to global texture inconsistencies under varying camera poses, and they frequently exhibit scene voids caused by foreground-background occlusions. To this end, we propose a novel layered 3D scene reconstruction framework from panoramic image, named Scene4U. Specifically, Scene4U integrates an open-vocabulary segmentation model with a large language model to decompose a real panorama into multiple layers. Then, we employs a layered repair module based on diffusion model to restore occluded regions using visual cues and depth information, generating a hierarchical representation of the scene. The multi-layer panorama is then initialized as a 3D Gaussian Splatting representation, followed by layered optimization, which ultimately produces an immersive 3D scene with semantic and structural consistency that supports free exploration. Scene4U outperforms state-of-the-art method, improving by 24.24% in LPIPS and 24.40% in BRISQUE, while also achieving the fastest training speed. Additionally, to demonstrate the robustness of Scene4U and allow users to experience immersive scenes from various landmarks, we build WorldVista3D dataset for 3D scene reconstruction, which contains panoramic images of globally renowned sites. The implementation code and dataset will be released at https://github.com/LongHZ140516/Scene4U .

LayerPano3D: Layered 3D Panorama for Hyper-Immersive Scene Generation

3D immersive scene generation is a challenging yet critical task in computer vision and graphics. A desired virtual 3D scene should 1) exhibit omnidirectional view consistency, and 2) allow for free exploration in complex scene hierarchies. Existing methods either rely on successive scene expansion via inpainting or employ panorama representation to represent large FOV scene environments. However, the generated scene suffers from semantic drift during expansion and is unable to handle occlusion among scene hierarchies. To tackle these challenges, we introduce LayerPano3D, a novel framework for full-view, explorable panoramic 3D scene generation from a single text prompt. Our key insight is to decompose a reference 2D panorama into multiple layers at different depth levels, where each layer reveals the unseen space from the reference views via diffusion prior. LayerPano3D comprises multiple dedicated designs: 1) we introduce a novel text-guided anchor view synthesis pipeline for high-quality, consistent panorama generation. 2) We pioneer the Layered 3D Panorama as underlying representation to manage complex scene hierarchies and lift it into 3D Gaussians to splat detailed 360-degree omnidirectional scenes with unconstrained viewing paths. Extensive experiments demonstrate that our framework generates state-of-the-art 3D panoramic scene in both full view consistency and immersive exploratory experience. We believe that LayerPano3D holds promise for advancing 3D panoramic scene creation with numerous applications.

AnimeGamer: Infinite Anime Life Simulation with Next Game State Prediction

Recent advancements in image and video synthesis have opened up new promise in generative games. One particularly intriguing application is transforming characters from anime films into interactive, playable entities. This allows players to immerse themselves in the dynamic anime world as their favorite characters for life simulation through language instructions. Such games are defined as infinite game since they eliminate predetermined boundaries and fixed gameplay rules, where players can interact with the game world through open-ended language and experience ever-evolving storylines and environments. Recently, a pioneering approach for infinite anime life simulation employs large language models (LLMs) to translate multi-turn text dialogues into language instructions for image generation. However, it neglects historical visual context, leading to inconsistent gameplay. Furthermore, it only generates static images, failing to incorporate the dynamics necessary for an engaging gaming experience. In this work, we propose AnimeGamer, which is built upon Multimodal Large Language Models (MLLMs) to generate each game state, including dynamic animation shots that depict character movements and updates to character states, as illustrated in Figure 1. We introduce novel action-aware multimodal representations to represent animation shots, which can be decoded into high-quality video clips using a video diffusion model. By taking historical animation shot representations as context and predicting subsequent representations, AnimeGamer can generate games with contextual consistency and satisfactory dynamics. Extensive evaluations using both automated metrics and human evaluations demonstrate that AnimeGamer outperforms existing methods in various aspects of the gaming experience. Codes and checkpoints are available at https://github.com/TencentARC/AnimeGamer.

Odyssey: Empowering Agents with Open-World Skills

Recent studies have delved into constructing generalist agents for open-world embodied environments like Minecraft. Despite the encouraging results, existing efforts mainly focus on solving basic programmatic tasks, e.g., material collection and tool-crafting following the Minecraft tech-tree, treating the ObtainDiamond task as the ultimate goal. This limitation stems from the narrowly defined set of actions available to agents, requiring them to learn effective long-horizon strategies from scratch. Consequently, discovering diverse gameplay opportunities in the open world becomes challenging. In this work, we introduce ODYSSEY, a new framework that empowers Large Language Model (LLM)-based agents with open-world skills to explore the vast Minecraft world. ODYSSEY comprises three key parts: (1) An interactive agent with an open-world skill library that consists of 40 primitive skills and 183 compositional skills. (2) A fine-tuned LLaMA-3 model trained on a large question-answering dataset with 390k+ instruction entries derived from the Minecraft Wiki. (3) A new open-world benchmark includes thousands of long-term planning tasks, tens of dynamic-immediate planning tasks, and one autonomous exploration task. Extensive experiments demonstrate that the proposed ODYSSEY framework can effectively evaluate the planning and exploration capabilities of agents. All datasets, model weights, and code are publicly available to motivate future research on more advanced autonomous agent solutions.

GameGen-X: Interactive Open-world Game Video Generation

We introduce GameGen-X, the first diffusion transformer model specifically designed for both generating and interactively controlling open-world game videos. This model facilitates high-quality, open-domain generation by simulating an extensive array of game engine features, such as innovative characters, dynamic environments, complex actions, and diverse events. Additionally, it provides interactive controllability, predicting and altering future content based on the current clip, thus allowing for gameplay simulation. To realize this vision, we first collected and built an Open-World Video Game Dataset from scratch. It is the first and largest dataset for open-world game video generation and control, which comprises over a million diverse gameplay video clips sampling from over 150 games with informative captions from GPT-4o. GameGen-X undergoes a two-stage training process, consisting of foundation model pre-training and instruction tuning. Firstly, the model was pre-trained via text-to-video generation and video continuation, endowing it with the capability for long-sequence, high-quality open-domain game video generation. Further, to achieve interactive controllability, we designed InstructNet to incorporate game-related multi-modal control signal experts. This allows the model to adjust latent representations based on user inputs, unifying character interaction and scene content control for the first time in video generation. During instruction tuning, only the InstructNet is updated while the pre-trained foundation model is frozen, enabling the integration of interactive controllability without loss of diversity and quality of generated video content.

Animate3D: Animating Any 3D Model with Multi-view Video Diffusion

Recent advances in 4D generation mainly focus on generating 4D content by distilling pre-trained text or single-view image-conditioned models. It is inconvenient for them to take advantage of various off-the-shelf 3D assets with multi-view attributes, and their results suffer from spatiotemporal inconsistency owing to the inherent ambiguity in the supervision signals. In this work, we present Animate3D, a novel framework for animating any static 3D model. The core idea is two-fold: 1) We propose a novel multi-view video diffusion model (MV-VDM) conditioned on multi-view renderings of the static 3D object, which is trained on our presented large-scale multi-view video dataset (MV-Video). 2) Based on MV-VDM, we introduce a framework combining reconstruction and 4D Score Distillation Sampling (4D-SDS) to leverage the multi-view video diffusion priors for animating 3D objects. Specifically, for MV-VDM, we design a new spatiotemporal attention module to enhance spatial and temporal consistency by integrating 3D and video diffusion models. Additionally, we leverage the static 3D model's multi-view renderings as conditions to preserve its identity. For animating 3D models, an effective two-stage pipeline is proposed: we first reconstruct motions directly from generated multi-view videos, followed by the introduced 4D-SDS to refine both appearance and motion. Qualitative and quantitative experiments demonstrate that Animate3D significantly outperforms previous approaches. Data, code, and models will be open-released.

Autonomous Character-Scene Interaction Synthesis from Text Instruction

Synthesizing human motions in 3D environments, particularly those with complex activities such as locomotion, hand-reaching, and human-object interaction, presents substantial demands for user-defined waypoints and stage transitions. These requirements pose challenges for current models, leading to a notable gap in automating the animation of characters from simple human inputs. This paper addresses this challenge by introducing a comprehensive framework for synthesizing multi-stage scene-aware interaction motions directly from a single text instruction and goal location. Our approach employs an auto-regressive diffusion model to synthesize the next motion segment, along with an autonomous scheduler predicting the transition for each action stage. To ensure that the synthesized motions are seamlessly integrated within the environment, we propose a scene representation that considers the local perception both at the start and the goal location. We further enhance the coherence of the generated motion by integrating frame embeddings with language input. Additionally, to support model training, we present a comprehensive motion-captured dataset comprising 16 hours of motion sequences in 120 indoor scenes covering 40 types of motions, each annotated with precise language descriptions. Experimental results demonstrate the efficacy of our method in generating high-quality, multi-stage motions closely aligned with environmental and textual conditions.

MIMO: Controllable Character Video Synthesis with Spatial Decomposed Modeling

Character video synthesis aims to produce realistic videos of animatable characters within lifelike scenes. As a fundamental problem in the computer vision and graphics community, 3D works typically require multi-view captures for per-case training, which severely limits their applicability of modeling arbitrary characters in a short time. Recent 2D methods break this limitation via pre-trained diffusion models, but they struggle for pose generality and scene interaction. To this end, we propose MIMO, a novel framework which can not only synthesize character videos with controllable attributes (i.e., character, motion and scene) provided by simple user inputs, but also simultaneously achieve advanced scalability to arbitrary characters, generality to novel 3D motions, and applicability to interactive real-world scenes in a unified framework. The core idea is to encode the 2D video to compact spatial codes, considering the inherent 3D nature of video occurrence. Concretely, we lift the 2D frame pixels into 3D using monocular depth estimators, and decompose the video clip to three spatial components (i.e., main human, underlying scene, and floating occlusion) in hierarchical layers based on the 3D depth. These components are further encoded to canonical identity code, structured motion code and full scene code, which are utilized as control signals of synthesis process. The design of spatial decomposed modeling enables flexible user control, complex motion expression, as well as 3D-aware synthesis for scene interactions. Experimental results demonstrate effectiveness and robustness of the proposed method.

GameFactory: Creating New Games with Generative Interactive Videos

Generative game engines have the potential to revolutionize game development by autonomously creating new content and reducing manual workload. However, existing video-based game generation methods fail to address the critical challenge of scene generalization, limiting their applicability to existing games with fixed styles and scenes. In this paper, we present GameFactory, a framework focused on exploring scene generalization in game video generation. To enable the creation of entirely new and diverse games, we leverage pre-trained video diffusion models trained on open-domain video data. To bridge the domain gap between open-domain priors and small-scale game dataset, we propose a multi-phase training strategy that decouples game style learning from action control, preserving open-domain generalization while achieving action controllability. Using Minecraft as our data source, we release GF-Minecraft, a high-quality and diversity action-annotated video dataset for research. Furthermore, we extend our framework to enable autoregressive action-controllable game video generation, allowing the production of unlimited-length interactive game videos. Experimental results demonstrate that GameFactory effectively generates open-domain, diverse, and action-controllable game videos, representing a significant step forward in AI-driven game generation. Our dataset and project page are publicly available at https://vvictoryuki.github.io/gamefactory/.

DepthCrafter: Generating Consistent Long Depth Sequences for Open-world Videos

Despite significant advancements in monocular depth estimation for static images, estimating video depth in the open world remains challenging, since open-world videos are extremely diverse in content, motion, camera movement, and length. We present DepthCrafter, an innovative method for generating temporally consistent long depth sequences with intricate details for open-world videos, without requiring any supplementary information such as camera poses or optical flow. DepthCrafter achieves generalization ability to open-world videos by training a video-to-depth model from a pre-trained image-to-video diffusion model, through our meticulously designed three-stage training strategy with the compiled paired video-depth datasets. Our training approach enables the model to generate depth sequences with variable lengths at one time, up to 110 frames, and harvest both precise depth details and rich content diversity from realistic and synthetic datasets. We also propose an inference strategy that processes extremely long videos through segment-wise estimation and seamless stitching. Comprehensive evaluations on multiple datasets reveal that DepthCrafter achieves state-of-the-art performance in open-world video depth estimation under zero-shot settings. Furthermore, DepthCrafter facilitates various downstream applications, including depth-based visual effects and conditional video generation.

TapMo: Shape-aware Motion Generation of Skeleton-free Characters

Previous motion generation methods are limited to the pre-rigged 3D human model, hindering their applications in the animation of various non-rigged characters. In this work, we present TapMo, a Text-driven Animation Pipeline for synthesizing Motion in a broad spectrum of skeleton-free 3D characters. The pivotal innovation in TapMo is its use of shape deformation-aware features as a condition to guide the diffusion model, thereby enabling the generation of mesh-specific motions for various characters. Specifically, TapMo comprises two main components - Mesh Handle Predictor and Shape-aware Diffusion Module. Mesh Handle Predictor predicts the skinning weights and clusters mesh vertices into adaptive handles for deformation control, which eliminates the need for traditional skeletal rigging. Shape-aware Motion Diffusion synthesizes motion with mesh-specific adaptations. This module employs text-guided motions and mesh features extracted during the first stage, preserving the geometric integrity of the animations by accounting for the character's shape and deformation. Trained in a weakly-supervised manner, TapMo can accommodate a multitude of non-human meshes, both with and without associated text motions. We demonstrate the effectiveness and generalizability of TapMo through rigorous qualitative and quantitative experiments. Our results reveal that TapMo consistently outperforms existing auto-animation methods, delivering superior-quality animations for both seen or unseen heterogeneous 3D characters.

Open-World Skill Discovery from Unsegmented Demonstrations

Learning skills in open-world environments is essential for developing agents capable of handling a variety of tasks by combining basic skills. Online demonstration videos are typically long but unsegmented, making them difficult to segment and label with skill identifiers. Unlike existing methods that rely on sequence sampling or human labeling, we have developed a self-supervised learning-based approach to segment these long videos into a series of semantic-aware and skill-consistent segments. Drawing inspiration from human cognitive event segmentation theory, we introduce Skill Boundary Detection (SBD), an annotation-free temporal video segmentation algorithm. SBD detects skill boundaries in a video by leveraging prediction errors from a pretrained unconditional action-prediction model. This approach is based on the assumption that a significant increase in prediction error indicates a shift in the skill being executed. We evaluated our method in Minecraft, a rich open-world simulator with extensive gameplay videos available online. Our SBD-generated segments improved the average performance of conditioned policies by 63.7% and 52.1% on short-term atomic skill tasks, and their corresponding hierarchical agents by 11.3% and 20.8% on long-horizon tasks. Our method can leverage the diverse YouTube videos to train instruction-following agents. The project page can be found in https://craftjarvis.github.io/SkillDiscovery.

SpaRP: Fast 3D Object Reconstruction and Pose Estimation from Sparse Views

Open-world 3D generation has recently attracted considerable attention. While many single-image-to-3D methods have yielded visually appealing outcomes, they often lack sufficient controllability and tend to produce hallucinated regions that may not align with users' expectations. In this paper, we explore an important scenario in which the input consists of one or a few unposed 2D images of a single object, with little or no overlap. We propose a novel method, SpaRP, to reconstruct a 3D textured mesh and estimate the relative camera poses for these sparse-view images. SpaRP distills knowledge from 2D diffusion models and finetunes them to implicitly deduce the 3D spatial relationships between the sparse views. The diffusion model is trained to jointly predict surrogate representations for camera poses and multi-view images of the object under known poses, integrating all information from the input sparse views. These predictions are then leveraged to accomplish 3D reconstruction and pose estimation, and the reconstructed 3D model can be used to further refine the camera poses of input views. Through extensive experiments on three datasets, we demonstrate that our method not only significantly outperforms baseline methods in terms of 3D reconstruction quality and pose prediction accuracy but also exhibits strong efficiency. It requires only about 20 seconds to produce a textured mesh and camera poses for the input views. Project page: https://chaoxu.xyz/sparp.

OpenFly: A Versatile Toolchain and Large-scale Benchmark for Aerial Vision-Language Navigation

Vision-Language Navigation (VLN) aims to guide agents through an environment by leveraging both language instructions and visual cues, playing a pivotal role in embodied AI. Indoor VLN has been extensively studied, whereas outdoor aerial VLN remains underexplored. The potential reason is that outdoor aerial view encompasses vast areas, making data collection more challenging, which results in a lack of benchmarks. To address this problem, we propose OpenFly, a platform comprising a versatile toolchain and large-scale benchmark for aerial VLN. Firstly, we develop a highly automated toolchain for data collection, enabling automatic point cloud acquisition, scene semantic segmentation, flight trajectory creation, and instruction generation. Secondly, based on the toolchain, we construct a large-scale aerial VLN dataset with 100k trajectories, covering diverse heights and lengths across 18 scenes. The corresponding visual data are generated using various rendering engines and advanced techniques, including Unreal Engine, GTA V, Google Earth, and 3D Gaussian Splatting (3D GS). All data exhibit high visual quality. Particularly, 3D GS supports real-to-sim rendering, further enhancing the realism of the dataset. Thirdly, we propose OpenFly-Agent, a keyframe-aware VLN model, which takes language instructions, current observations, and historical keyframes as input, and outputs flight actions directly. Extensive analyses and experiments are conducted, showcasing the superiority of our OpenFly platform and OpenFly-Agent. The toolchain, dataset, and codes will be open-sourced.

HumanVid: Demystifying Training Data for Camera-controllable Human Image Animation

Human image animation involves generating videos from a character photo, allowing user control and unlocking potential for video and movie production. While recent approaches yield impressive results using high-quality training data, the inaccessibility of these datasets hampers fair and transparent benchmarking. Moreover, these approaches prioritize 2D human motion and overlook the significance of camera motions in videos, leading to limited control and unstable video generation.To demystify the training data, we present HumanVid, the first large-scale high-quality dataset tailored for human image animation, which combines crafted real-world and synthetic data. For the real-world data, we compile a vast collection of copyright-free real-world videos from the internet. Through a carefully designed rule-based filtering strategy, we ensure the inclusion of high-quality videos, resulting in a collection of 20K human-centric videos in 1080P resolution. Human and camera motion annotation is accomplished using a 2D pose estimator and a SLAM-based method. For the synthetic data, we gather 2,300 copyright-free 3D avatar assets to augment existing available 3D assets. Notably, we introduce a rule-based camera trajectory generation method, enabling the synthetic pipeline to incorporate diverse and precise camera motion annotation, which can rarely be found in real-world data. To verify the effectiveness of HumanVid, we establish a baseline model named CamAnimate, short for Camera-controllable Human Animation, that considers both human and camera motions as conditions. Through extensive experimentation, we demonstrate that such simple baseline training on our HumanVid achieves state-of-the-art performance in controlling both human pose and camera motions, setting a new benchmark. Code and data will be publicly available at https://github.com/zhenzhiwang/HumanVid/.

JARVIS-1: Open-World Multi-task Agents with Memory-Augmented Multimodal Language Models

Achieving human-like planning and control with multimodal observations in an open world is a key milestone for more functional generalist agents. Existing approaches can handle certain long-horizon tasks in an open world. However, they still struggle when the number of open-world tasks could potentially be infinite and lack the capability to progressively enhance task completion as game time progresses. We introduce JARVIS-1, an open-world agent that can perceive multimodal input (visual observations and human instructions), generate sophisticated plans, and perform embodied control, all within the popular yet challenging open-world Minecraft universe. Specifically, we develop JARVIS-1 on top of pre-trained multimodal language models, which map visual observations and textual instructions to plans. The plans will be ultimately dispatched to the goal-conditioned controllers. We outfit JARVIS-1 with a multimodal memory, which facilitates planning using both pre-trained knowledge and its actual game survival experiences. In our experiments, JARVIS-1 exhibits nearly perfect performances across over 200 varying tasks from the Minecraft Universe Benchmark, ranging from entry to intermediate levels. JARVIS-1 has achieved a completion rate of 12.5% in the long-horizon diamond pickaxe task. This represents a significant increase up to 5 times compared to previous records. Furthermore, we show that JARVIS-1 is able to self-improve following a life-long learning paradigm thanks to multimodal memory, sparking a more general intelligence and improved autonomy. The project page is available at https://craftjarvis-jarvis1.github.io.

AAMDM: Accelerated Auto-regressive Motion Diffusion Model

Interactive motion synthesis is essential in creating immersive experiences in entertainment applications, such as video games and virtual reality. However, generating animations that are both high-quality and contextually responsive remains a challenge. Traditional techniques in the game industry can produce high-fidelity animations but suffer from high computational costs and poor scalability. Trained neural network models alleviate the memory and speed issues, yet fall short on generating diverse motions. Diffusion models offer diverse motion synthesis with low memory usage, but require expensive reverse diffusion processes. This paper introduces the Accelerated Auto-regressive Motion Diffusion Model (AAMDM), a novel motion synthesis framework designed to achieve quality, diversity, and efficiency all together. AAMDM integrates Denoising Diffusion GANs as a fast Generation Module, and an Auto-regressive Diffusion Model as a Polishing Module. Furthermore, AAMDM operates in a lower-dimensional embedded space rather than the full-dimensional pose space, which reduces the training complexity as well as further improves the performance. We show that AAMDM outperforms existing methods in motion quality, diversity, and runtime efficiency, through comprehensive quantitative analyses and visual comparisons. We also demonstrate the effectiveness of each algorithmic component through ablation studies.

TADA! Text to Animatable Digital Avatars

We introduce TADA, a simple-yet-effective approach that takes textual descriptions and produces expressive 3D avatars with high-quality geometry and lifelike textures, that can be animated and rendered with traditional graphics pipelines. Existing text-based character generation methods are limited in terms of geometry and texture quality, and cannot be realistically animated due to inconsistent alignment between the geometry and the texture, particularly in the face region. To overcome these limitations, TADA leverages the synergy of a 2D diffusion model and an animatable parametric body model. Specifically, we derive an optimizable high-resolution body model from SMPL-X with 3D displacements and a texture map, and use hierarchical rendering with score distillation sampling (SDS) to create high-quality, detailed, holistic 3D avatars from text. To ensure alignment between the geometry and texture, we render normals and RGB images of the generated character and exploit their latent embeddings in the SDS training process. We further introduce various expression parameters to deform the generated character during training, ensuring that the semantics of our generated character remain consistent with the original SMPL-X model, resulting in an animatable character. Comprehensive evaluations demonstrate that TADA significantly surpasses existing approaches on both qualitative and quantitative measures. TADA enables creation of large-scale digital character assets that are ready for animation and rendering, while also being easily editable through natural language. The code will be public for research purposes.

AniClipart: Clipart Animation with Text-to-Video Priors

Clipart, a pre-made graphic art form, offers a convenient and efficient way of illustrating visual content. Traditional workflows to convert static clipart images into motion sequences are laborious and time-consuming, involving numerous intricate steps like rigging, key animation and in-betweening. Recent advancements in text-to-video generation hold great potential in resolving this problem. Nevertheless, direct application of text-to-video generation models often struggles to retain the visual identity of clipart images or generate cartoon-style motions, resulting in unsatisfactory animation outcomes. In this paper, we introduce AniClipart, a system that transforms static clipart images into high-quality motion sequences guided by text-to-video priors. To generate cartoon-style and smooth motion, we first define B\'{e}zier curves over keypoints of the clipart image as a form of motion regularization. We then align the motion trajectories of the keypoints with the provided text prompt by optimizing the Video Score Distillation Sampling (VSDS) loss, which encodes adequate knowledge of natural motion within a pretrained text-to-video diffusion model. With a differentiable As-Rigid-As-Possible shape deformation algorithm, our method can be end-to-end optimized while maintaining deformation rigidity. Experimental results show that the proposed AniClipart consistently outperforms existing image-to-video generation models, in terms of text-video alignment, visual identity preservation, and motion consistency. Furthermore, we showcase the versatility of AniClipart by adapting it to generate a broader array of animation formats, such as layered animation, which allows topological changes.

Creative Agents: Empowering Agents with Imagination for Creative Tasks

We study building embodied agents for open-ended creative tasks. While existing methods build instruction-following agents that can perform diverse open-ended tasks, none of them demonstrates creativity -- the ability to give novel and diverse task solutions implicit in the language instructions. This limitation comes from their inability to convert abstract language instructions into concrete task goals in the environment and perform long-horizon planning for such complicated goals. Given the observation that humans perform creative tasks with the help of imagination, we propose a class of solutions for creative agents, where the controller is enhanced with an imaginator that generates detailed imaginations of task outcomes conditioned on language instructions. We introduce several approaches to implementing the components of creative agents. We implement the imaginator with either a large language model for textual imagination or a diffusion model for visual imagination. The controller can either be a behavior-cloning policy learned from data or a pre-trained foundation model generating executable codes in the environment. We benchmark creative tasks with the challenging open-world game Minecraft, where the agents are asked to create diverse buildings given free-form language instructions. In addition, we propose novel evaluation metrics for open-ended creative tasks utilizing GPT-4V, which holds many advantages over existing metrics. We perform a detailed experimental analysis of creative agents, showing that creative agents are the first AI agents accomplishing diverse building creation in the survival mode of Minecraft. Our benchmark and models are open-source for future research on creative agents (https://github.com/PKU-RL/Creative-Agents).

JARVIS-VLA: Post-Training Large-Scale Vision Language Models to Play Visual Games with Keyboards and Mouse

Recently, action-based decision-making in open-world environments has gained significant attention. Visual Language Action (VLA) models, pretrained on large-scale web datasets, have shown promise in decision-making tasks. However, previous work has primarily focused on action post-training, often neglecting enhancements to the foundational model itself. In response, we introduce a novel approach, Act from Visual Language Post-Training, which refines Visual Language Models (VLMs) through visual and linguistic guidance in a self-supervised manner. This enhancement improves the models' capabilities in world knowledge, visual recognition, and spatial grounding in open-world environments. Following the above post-training paradigms, we obtain the first VLA models in Minecraft that can follow human instructions on over 1k different atomic tasks, including crafting, smelting, cooking, mining, and killing. Our experiments demonstrate that post-training on non-trajectory tasks leads to a significant 40% improvement over the best agent baseline on a diverse set of atomic tasks. Furthermore, we demonstrate that our approach surpasses traditional imitation learning-based policies in Minecraft, achieving state-of-the-art performance. We have open-sourced the code, models, and datasets to foster further research. The project page can be found in https://craftjarvis.github.io/JarvisVLA.

AvatarGO: Zero-shot 4D Human-Object Interaction Generation and Animation

Recent advancements in diffusion models have led to significant improvements in the generation and animation of 4D full-body human-object interactions (HOI). Nevertheless, existing methods primarily focus on SMPL-based motion generation, which is limited by the scarcity of realistic large-scale interaction data. This constraint affects their ability to create everyday HOI scenes. This paper addresses this challenge using a zero-shot approach with a pre-trained diffusion model. Despite this potential, achieving our goals is difficult due to the diffusion model's lack of understanding of ''where'' and ''how'' objects interact with the human body. To tackle these issues, we introduce AvatarGO, a novel framework designed to generate animatable 4D HOI scenes directly from textual inputs. Specifically, 1) for the ''where'' challenge, we propose LLM-guided contact retargeting, which employs Lang-SAM to identify the contact body part from text prompts, ensuring precise representation of human-object spatial relations. 2) For the ''how'' challenge, we introduce correspondence-aware motion optimization that constructs motion fields for both human and object models using the linear blend skinning function from SMPL-X. Our framework not only generates coherent compositional motions, but also exhibits greater robustness in handling penetration issues. Extensive experiments with existing methods validate AvatarGO's superior generation and animation capabilities on a variety of human-object pairs and diverse poses. As the first attempt to synthesize 4D avatars with object interactions, we hope AvatarGO could open new doors for human-centric 4D content creation.

DynamicScaler: Seamless and Scalable Video Generation for Panoramic Scenes

The increasing demand for immersive AR/VR applications and spatial intelligence has heightened the need to generate high-quality scene-level and 360{\deg} panoramic video. However, most video diffusion models are constrained by limited resolution and aspect ratio, which restricts their applicability to scene-level dynamic content synthesis. In this work, we propose the DynamicScaler, addressing these challenges by enabling spatially scalable and panoramic dynamic scene synthesis that preserves coherence across panoramic scenes of arbitrary size. Specifically, we introduce a Offset Shifting Denoiser, facilitating efficient, synchronous, and coherent denoising panoramic dynamic scenes via a diffusion model with fixed resolution through a seamless rotating Window, which ensures seamless boundary transitions and consistency across the entire panoramic space, accommodating varying resolutions and aspect ratios. Additionally, we employ a Global Motion Guidance mechanism to ensure both local detail fidelity and global motion continuity. Extensive experiments demonstrate our method achieves superior content and motion quality in panoramic scene-level video generation, offering a training-free, efficient, and scalable solution for immersive dynamic scene creation with constant VRAM consumption regardless of the output video resolution. Our project page is available at https://dynamic-scaler.pages.dev/.

Physics-based Motion Retargeting from Sparse Inputs

Avatars are important to create interactive and immersive experiences in virtual worlds. One challenge in animating these characters to mimic a user's motion is that commercial AR/VR products consist only of a headset and controllers, providing very limited sensor data of the user's pose. Another challenge is that an avatar might have a different skeleton structure than a human and the mapping between them is unclear. In this work we address both of these challenges. We introduce a method to retarget motions in real-time from sparse human sensor data to characters of various morphologies. Our method uses reinforcement learning to train a policy to control characters in a physics simulator. We only require human motion capture data for training, without relying on artist-generated animations for each avatar. This allows us to use large motion capture datasets to train general policies that can track unseen users from real and sparse data in real-time. We demonstrate the feasibility of our approach on three characters with different skeleton structure: a dinosaur, a mouse-like creature and a human. We show that the avatar poses often match the user surprisingly well, despite having no sensor information of the lower body available. We discuss and ablate the important components in our framework, specifically the kinematic retargeting step, the imitation, contact and action reward as well as our asymmetric actor-critic observations. We further explore the robustness of our method in a variety of settings including unbalancing, dancing and sports motions.

SCENIC: Scene-aware Semantic Navigation with Instruction-guided Control

Synthesizing natural human motion that adapts to complex environments while allowing creative control remains a fundamental challenge in motion synthesis. Existing models often fall short, either by assuming flat terrain or lacking the ability to control motion semantics through text. To address these limitations, we introduce SCENIC, a diffusion model designed to generate human motion that adapts to dynamic terrains within virtual scenes while enabling semantic control through natural language. The key technical challenge lies in simultaneously reasoning about complex scene geometry while maintaining text control. This requires understanding both high-level navigation goals and fine-grained environmental constraints. The model must ensure physical plausibility and precise navigation across varied terrain, while also preserving user-specified text control, such as ``carefully stepping over obstacles" or ``walking upstairs like a zombie." Our solution introduces a hierarchical scene reasoning approach. At its core is a novel scene-dependent, goal-centric canonicalization that handles high-level goal constraint, and is complemented by an ego-centric distance field that captures local geometric details. This dual representation enables our model to generate physically plausible motion across diverse 3D scenes. By implementing frame-wise text alignment, our system achieves seamless transitions between different motion styles while maintaining scene constraints. Experiments demonstrate our novel diffusion model generates arbitrarily long human motions that both adapt to complex scenes with varying terrain surfaces and respond to textual prompts. Additionally, we show SCENIC can generalize to four real-scene datasets. Our code, dataset, and models will be released at https://virtualhumans.mpi-inf.mpg.de/scenic/.

Unbounded: A Generative Infinite Game of Character Life Simulation

We introduce the concept of a generative infinite game, a video game that transcends the traditional boundaries of finite, hard-coded systems by using generative models. Inspired by James P. Carse's distinction between finite and infinite games, we leverage recent advances in generative AI to create Unbounded: a game of character life simulation that is fully encapsulated in generative models. Specifically, Unbounded draws inspiration from sandbox life simulations and allows you to interact with your autonomous virtual character in a virtual world by feeding, playing with and guiding it - with open-ended mechanics generated by an LLM, some of which can be emergent. In order to develop Unbounded, we propose technical innovations in both the LLM and visual generation domains. Specifically, we present: (1) a specialized, distilled large language model (LLM) that dynamically generates game mechanics, narratives, and character interactions in real-time, and (2) a new dynamic regional image prompt Adapter (IP-Adapter) for vision models that ensures consistent yet flexible visual generation of a character across multiple environments. We evaluate our system through both qualitative and quantitative analysis, showing significant improvements in character life simulation, user instruction following, narrative coherence, and visual consistency for both characters and the environments compared to traditional related approaches.

Story-to-Motion: Synthesizing Infinite and Controllable Character Animation from Long Text

Generating natural human motion from a story has the potential to transform the landscape of animation, gaming, and film industries. A new and challenging task, Story-to-Motion, arises when characters are required to move to various locations and perform specific motions based on a long text description. This task demands a fusion of low-level control (trajectories) and high-level control (motion semantics). Previous works in character control and text-to-motion have addressed related aspects, yet a comprehensive solution remains elusive: character control methods do not handle text description, whereas text-to-motion methods lack position constraints and often produce unstable motions. In light of these limitations, we propose a novel system that generates controllable, infinitely long motions and trajectories aligned with the input text. (1) We leverage contemporary Large Language Models to act as a text-driven motion scheduler to extract a series of (text, position, duration) pairs from long text. (2) We develop a text-driven motion retrieval scheme that incorporates motion matching with motion semantic and trajectory constraints. (3) We design a progressive mask transformer that addresses common artifacts in the transition motion such as unnatural pose and foot sliding. Beyond its pioneering role as the first comprehensive solution for Story-to-Motion, our system undergoes evaluation across three distinct sub-tasks: trajectory following, temporal action composition, and motion blending, where it outperforms previous state-of-the-art motion synthesis methods across the board. Homepage: https://story2motion.github.io/.

CLNeRF: Continual Learning Meets NeRF

Novel view synthesis aims to render unseen views given a set of calibrated images. In practical applications, the coverage, appearance or geometry of the scene may change over time, with new images continuously being captured. Efficiently incorporating such continuous change is an open challenge. Standard NeRF benchmarks only involve scene coverage expansion. To study other practical scene changes, we propose a new dataset, World Across Time (WAT), consisting of scenes that change in appearance and geometry over time. We also propose a simple yet effective method, CLNeRF, which introduces continual learning (CL) to Neural Radiance Fields (NeRFs). CLNeRF combines generative replay and the Instant Neural Graphics Primitives (NGP) architecture to effectively prevent catastrophic forgetting and efficiently update the model when new data arrives. We also add trainable appearance and geometry embeddings to NGP, allowing a single compact model to handle complex scene changes. Without the need to store historical images, CLNeRF trained sequentially over multiple scans of a changing scene performs on-par with the upper bound model trained on all scans at once. Compared to other CL baselines CLNeRF performs much better across standard benchmarks and WAT. The source code, and the WAT dataset are available at https://github.com/IntelLabs/CLNeRF. Video presentation is available at: https://youtu.be/nLRt6OoDGq0?si=8yD6k-8MMBJInQPs

MoCha: Towards Movie-Grade Talking Character Synthesis

Recent advancements in video generation have achieved impressive motion realism, yet they often overlook character-driven storytelling, a crucial task for automated film, animation generation. We introduce Talking Characters, a more realistic task to generate talking character animations directly from speech and text. Unlike talking head, Talking Characters aims at generating the full portrait of one or more characters beyond the facial region. In this paper, we propose MoCha, the first of its kind to generate talking characters. To ensure precise synchronization between video and speech, we propose a speech-video window attention mechanism that effectively aligns speech and video tokens. To address the scarcity of large-scale speech-labeled video datasets, we introduce a joint training strategy that leverages both speech-labeled and text-labeled video data, significantly improving generalization across diverse character actions. We also design structured prompt templates with character tags, enabling, for the first time, multi-character conversation with turn-based dialogue-allowing AI-generated characters to engage in context-aware conversations with cinematic coherence. Extensive qualitative and quantitative evaluations, including human preference studies and benchmark comparisons, demonstrate that MoCha sets a new standard for AI-generated cinematic storytelling, achieving superior realism, expressiveness, controllability and generalization.

You See it, You Got it: Learning 3D Creation on Pose-Free Videos at Scale

Recent 3D generation models typically rely on limited-scale 3D `gold-labels' or 2D diffusion priors for 3D content creation. However, their performance is upper-bounded by constrained 3D priors due to the lack of scalable learning paradigms. In this work, we present See3D, a visual-conditional multi-view diffusion model trained on large-scale Internet videos for open-world 3D creation. The model aims to Get 3D knowledge by solely Seeing the visual contents from the vast and rapidly growing video data -- You See it, You Got it. To achieve this, we first scale up the training data using a proposed data curation pipeline that automatically filters out multi-view inconsistencies and insufficient observations from source videos. This results in a high-quality, richly diverse, large-scale dataset of multi-view images, termed WebVi3D, containing 320M frames from 16M video clips. Nevertheless, learning generic 3D priors from videos without explicit 3D geometry or camera pose annotations is nontrivial, and annotating poses for web-scale videos is prohibitively expensive. To eliminate the need for pose conditions, we introduce an innovative visual-condition - a purely 2D-inductive visual signal generated by adding time-dependent noise to the masked video data. Finally, we introduce a novel visual-conditional 3D generation framework by integrating See3D into a warping-based pipeline for high-fidelity 3D generation. Our numerical and visual comparisons on single and sparse reconstruction benchmarks show that See3D, trained on cost-effective and scalable video data, achieves notable zero-shot and open-world generation capabilities, markedly outperforming models trained on costly and constrained 3D datasets. Please refer to our project page at: https://vision.baai.ac.cn/see3d

En3D: An Enhanced Generative Model for Sculpting 3D Humans from 2D Synthetic Data

We present En3D, an enhanced generative scheme for sculpting high-quality 3D human avatars. Unlike previous works that rely on scarce 3D datasets or limited 2D collections with imbalanced viewing angles and imprecise pose priors, our approach aims to develop a zero-shot 3D generative scheme capable of producing visually realistic, geometrically accurate and content-wise diverse 3D humans without relying on pre-existing 3D or 2D assets. To address this challenge, we introduce a meticulously crafted workflow that implements accurate physical modeling to learn the enhanced 3D generative model from synthetic 2D data. During inference, we integrate optimization modules to bridge the gap between realistic appearances and coarse 3D shapes. Specifically, En3D comprises three modules: a 3D generator that accurately models generalizable 3D humans with realistic appearance from synthesized balanced, diverse, and structured human images; a geometry sculptor that enhances shape quality using multi-view normal constraints for intricate human anatomy; and a texturing module that disentangles explicit texture maps with fidelity and editability, leveraging semantical UV partitioning and a differentiable rasterizer. Experimental results show that our approach significantly outperforms prior works in terms of image quality, geometry accuracy and content diversity. We also showcase the applicability of our generated avatars for animation and editing, as well as the scalability of our approach for content-style free adaptation.

DreamCinema: Cinematic Transfer with Free Camera and 3D Character

We are living in a flourishing era of digital media, where everyone has the potential to become a personal filmmaker. Current research on cinematic transfer empowers filmmakers to reproduce and manipulate the visual elements (e.g., cinematography and character behaviors) from classic shots. However, characters in the reimagined films still rely on manual crafting, which involves significant technical complexity and high costs, making it unattainable for ordinary users. Furthermore, their estimated cinematography lacks smoothness due to inadequate capturing of inter-frame motion and modeling of physical trajectories. Fortunately, the remarkable success of 2D and 3D AIGC has opened up the possibility of efficiently generating characters tailored to users' needs, diversifying cinematography. In this paper, we propose DreamCinema, a novel cinematic transfer framework that pioneers generative AI into the film production paradigm, aiming at facilitating user-friendly film creation. Specifically, we first extract cinematic elements (i.e., human and camera pose) and optimize the camera trajectory. Then, we apply a character generator to efficiently create 3D high-quality characters with a human structure prior. Finally, we develop a structure-guided motion transfer strategy to incorporate generated characters into film creation and transfer it via 3D graphics engines smoothly. Extensive experiments demonstrate the effectiveness of our method for creating high-quality films with free camera and 3D characters.

TaleCrafter: Interactive Story Visualization with Multiple Characters

Accurate Story visualization requires several necessary elements, such as identity consistency across frames, the alignment between plain text and visual content, and a reasonable layout of objects in images. Most previous works endeavor to meet these requirements by fitting a text-to-image (T2I) model on a set of videos in the same style and with the same characters, e.g., the FlintstonesSV dataset. However, the learned T2I models typically struggle to adapt to new characters, scenes, and styles, and often lack the flexibility to revise the layout of the synthesized images. This paper proposes a system for generic interactive story visualization, capable of handling multiple novel characters and supporting the editing of layout and local structure. It is developed by leveraging the prior knowledge of large language and T2I models, trained on massive corpora. The system comprises four interconnected components: story-to-prompt generation (S2P), text-to-layout generation (T2L), controllable text-to-image generation (C-T2I), and image-to-video animation (I2V). First, the S2P module converts concise story information into detailed prompts required for subsequent stages. Next, T2L generates diverse and reasonable layouts based on the prompts, offering users the ability to adjust and refine the layout to their preference. The core component, C-T2I, enables the creation of images guided by layouts, sketches, and actor-specific identifiers to maintain consistency and detail across visualizations. Finally, I2V enriches the visualization process by animating the generated images. Extensive experiments and a user study are conducted to validate the effectiveness and flexibility of interactive editing of the proposed system.

Multi-Track Timeline Control for Text-Driven 3D Human Motion Generation

Recent advances in generative modeling have led to promising progress on synthesizing 3D human motion from text, with methods that can generate character animations from short prompts and specified durations. However, using a single text prompt as input lacks the fine-grained control needed by animators, such as composing multiple actions and defining precise durations for parts of the motion. To address this, we introduce the new problem of timeline control for text-driven motion synthesis, which provides an intuitive, yet fine-grained, input interface for users. Instead of a single prompt, users can specify a multi-track timeline of multiple prompts organized in temporal intervals that may overlap. This enables specifying the exact timings of each action and composing multiple actions in sequence or at overlapping intervals. To generate composite animations from a multi-track timeline, we propose a new test-time denoising method. This method can be integrated with any pre-trained motion diffusion model to synthesize realistic motions that accurately reflect the timeline. At every step of denoising, our method processes each timeline interval (text prompt) individually, subsequently aggregating the predictions with consideration for the specific body parts engaged in each action. Experimental comparisons and ablations validate that our method produces realistic motions that respect the semantics and timing of given text prompts. Our code and models are publicly available at https://mathis.petrovich.fr/stmc.

AnimateZero: Video Diffusion Models are Zero-Shot Image Animators

Large-scale text-to-video (T2V) diffusion models have great progress in recent years in terms of visual quality, motion and temporal consistency. However, the generation process is still a black box, where all attributes (e.g., appearance, motion) are learned and generated jointly without precise control ability other than rough text descriptions. Inspired by image animation which decouples the video as one specific appearance with the corresponding motion, we propose AnimateZero to unveil the pre-trained text-to-video diffusion model, i.e., AnimateDiff, and provide more precise appearance and motion control abilities for it. For appearance control, we borrow intermediate latents and their features from the text-to-image (T2I) generation for ensuring the generated first frame is equal to the given generated image. For temporal control, we replace the global temporal attention of the original T2V model with our proposed positional-corrected window attention to ensure other frames align with the first frame well. Empowered by the proposed methods, AnimateZero can successfully control the generating progress without further training. As a zero-shot image animator for given images, AnimateZero also enables multiple new applications, including interactive video generation and real image animation. The detailed experiments demonstrate the effectiveness of the proposed method in both T2V and related applications.

Motion Avatar: Generate Human and Animal Avatars with Arbitrary Motion

In recent years, there has been significant interest in creating 3D avatars and motions, driven by their diverse applications in areas like film-making, video games, AR/VR, and human-robot interaction. However, current efforts primarily concentrate on either generating the 3D avatar mesh alone or producing motion sequences, with integrating these two aspects proving to be a persistent challenge. Additionally, while avatar and motion generation predominantly target humans, extending these techniques to animals remains a significant challenge due to inadequate training data and methods. To bridge these gaps, our paper presents three key contributions. Firstly, we proposed a novel agent-based approach named Motion Avatar, which allows for the automatic generation of high-quality customizable human and animal avatars with motions through text queries. The method significantly advanced the progress in dynamic 3D character generation. Secondly, we introduced a LLM planner that coordinates both motion and avatar generation, which transforms a discriminative planning into a customizable Q&A fashion. Lastly, we presented an animal motion dataset named Zoo-300K, comprising approximately 300,000 text-motion pairs across 65 animal categories and its building pipeline ZooGen, which serves as a valuable resource for the community. See project website https://steve-zeyu-zhang.github.io/MotionAvatar/

Zero-1-to-A: Zero-Shot One Image to Animatable Head Avatars Using Video Diffusion

Animatable head avatar generation typically requires extensive data for training. To reduce the data requirements, a natural solution is to leverage existing data-free static avatar generation methods, such as pre-trained diffusion models with score distillation sampling (SDS), which align avatars with pseudo ground-truth outputs from the diffusion model. However, directly distilling 4D avatars from video diffusion often leads to over-smooth results due to spatial and temporal inconsistencies in the generated video. To address this issue, we propose Zero-1-to-A, a robust method that synthesizes a spatial and temporal consistency dataset for 4D avatar reconstruction using the video diffusion model. Specifically, Zero-1-to-A iteratively constructs video datasets and optimizes animatable avatars in a progressive manner, ensuring that avatar quality increases smoothly and consistently throughout the learning process. This progressive learning involves two stages: (1) Spatial Consistency Learning fixes expressions and learns from front-to-side views, and (2) Temporal Consistency Learning fixes views and learns from relaxed to exaggerated expressions, generating 4D avatars in a simple-to-complex manner. Extensive experiments demonstrate that Zero-1-to-A improves fidelity, animation quality, and rendering speed compared to existing diffusion-based methods, providing a solution for lifelike avatar creation. Code is publicly available at: https://github.com/ZhenglinZhou/Zero-1-to-A.

OmniZoomer: Learning to Move and Zoom in on Sphere at High-Resolution

Omnidirectional images (ODIs) have become increasingly popular, as their large field-of-view (FoV) can offer viewers the chance to freely choose the view directions in immersive environments such as virtual reality. The M\"obius transformation is typically employed to further provide the opportunity for movement and zoom on ODIs, but applying it to the image level often results in blurry effect and aliasing problem. In this paper, we propose a novel deep learning-based approach, called OmniZoomer, to incorporate the M\"obius transformation into the network for movement and zoom on ODIs. By learning various transformed feature maps under different conditions, the network is enhanced to handle the increasing edge curvatures, which alleviates the blurry effect. Moreover, to address the aliasing problem, we propose two key components. Firstly, to compensate for the lack of pixels for describing curves, we enhance the feature maps in the high-resolution (HR) space and calculate the transformed index map with a spatial index generation module. Secondly, considering that ODIs are inherently represented in the spherical space, we propose a spherical resampling module that combines the index map and HR feature maps to transform the feature maps for better spherical correlation. The transformed feature maps are decoded to output a zoomed ODI. Experiments show that our method can produce HR and high-quality ODIs with the flexibility to move and zoom in to the object of interest. Project page is available at http://vlislab22.github.io/OmniZoomer/.

MotionCanvas: Cinematic Shot Design with Controllable Image-to-Video Generation

This paper presents a method that allows users to design cinematic video shots in the context of image-to-video generation. Shot design, a critical aspect of filmmaking, involves meticulously planning both camera movements and object motions in a scene. However, enabling intuitive shot design in modern image-to-video generation systems presents two main challenges: first, effectively capturing user intentions on the motion design, where both camera movements and scene-space object motions must be specified jointly; and second, representing motion information that can be effectively utilized by a video diffusion model to synthesize the image animations. To address these challenges, we introduce MotionCanvas, a method that integrates user-driven controls into image-to-video (I2V) generation models, allowing users to control both object and camera motions in a scene-aware manner. By connecting insights from classical computer graphics and contemporary video generation techniques, we demonstrate the ability to achieve 3D-aware motion control in I2V synthesis without requiring costly 3D-related training data. MotionCanvas enables users to intuitively depict scene-space motion intentions, and translates them into spatiotemporal motion-conditioning signals for video diffusion models. We demonstrate the effectiveness of our method on a wide range of real-world image content and shot-design scenarios, highlighting its potential to enhance the creative workflows in digital content creation and adapt to various image and video editing applications.

Dynamic Typography: Bringing Words to Life

Text animation serves as an expressive medium, transforming static communication into dynamic experiences by infusing words with motion to evoke emotions, emphasize meanings, and construct compelling narratives. Crafting animations that are semantically aware poses significant challenges, demanding expertise in graphic design and animation. We present an automated text animation scheme, termed "Dynamic Typography", which combines two challenging tasks. It deforms letters to convey semantic meaning and infuses them with vibrant movements based on user prompts. Our technique harnesses vector graphics representations and an end-to-end optimization-based framework. This framework employs neural displacement fields to convert letters into base shapes and applies per-frame motion, encouraging coherence with the intended textual concept. Shape preservation techniques and perceptual loss regularization are employed to maintain legibility and structural integrity throughout the animation process. We demonstrate the generalizability of our approach across various text-to-video models and highlight the superiority of our end-to-end methodology over baseline methods, which might comprise separate tasks. Through quantitative and qualitative evaluations, we demonstrate the effectiveness of our framework in generating coherent text animations that faithfully interpret user prompts while maintaining readability. Our code is available at: https://animate-your-word.github.io/demo/.

MonoHuman: Animatable Human Neural Field from Monocular Video

Animating virtual avatars with free-view control is crucial for various applications like virtual reality and digital entertainment. Previous studies have attempted to utilize the representation power of the neural radiance field (NeRF) to reconstruct the human body from monocular videos. Recent works propose to graft a deformation network into the NeRF to further model the dynamics of the human neural field for animating vivid human motions. However, such pipelines either rely on pose-dependent representations or fall short of motion coherency due to frame-independent optimization, making it difficult to generalize to unseen pose sequences realistically. In this paper, we propose a novel framework MonoHuman, which robustly renders view-consistent and high-fidelity avatars under arbitrary novel poses. Our key insight is to model the deformation field with bi-directional constraints and explicitly leverage the off-the-peg keyframe information to reason the feature correlations for coherent results. Specifically, we first propose a Shared Bidirectional Deformation module, which creates a pose-independent generalizable deformation field by disentangling backward and forward deformation correspondences into shared skeletal motion weight and separate non-rigid motions. Then, we devise a Forward Correspondence Search module, which queries the correspondence feature of keyframes to guide the rendering network. The rendered results are thus multi-view consistent with high fidelity, even under challenging novel pose settings. Extensive experiments demonstrate the superiority of our proposed MonoHuman over state-of-the-art methods.

FlexiClip: Locality-Preserving Free-Form Character Animation

Animating clipart images with seamless motion while maintaining visual fidelity and temporal coherence presents significant challenges. Existing methods, such as AniClipart, effectively model spatial deformations but often fail to ensure smooth temporal transitions, resulting in artifacts like abrupt motions and geometric distortions. Similarly, text-to-video (T2V) and image-to-video (I2V) models struggle to handle clipart due to the mismatch in statistical properties between natural video and clipart styles. This paper introduces FlexiClip, a novel approach designed to overcome these limitations by addressing the intertwined challenges of temporal consistency and geometric integrity. FlexiClip extends traditional B\'ezier curve-based trajectory modeling with key innovations: temporal Jacobians to correct motion dynamics incrementally, continuous-time modeling via probability flow ODEs (pfODEs) to mitigate temporal noise, and a flow matching loss inspired by GFlowNet principles to optimize smooth motion transitions. These enhancements ensure coherent animations across complex scenarios involving rapid movements and non-rigid deformations. Extensive experiments validate the effectiveness of FlexiClip in generating animations that are not only smooth and natural but also structurally consistent across diverse clipart types, including humans and animals. By integrating spatial and temporal modeling with pre-trained video diffusion models, FlexiClip sets a new standard for high-quality clipart animation, offering robust performance across a wide range of visual content. Project Page: https://creative-gen.github.io/flexiclip.github.io/

Weak Supervision for Label Efficient Visual Bug Detection

As video games evolve into expansive, detailed worlds, visual quality becomes essential, yet increasingly challenging. Traditional testing methods, limited by resources, face difficulties in addressing the plethora of potential bugs. Machine learning offers scalable solutions; however, heavy reliance on large labeled datasets remains a constraint. Addressing this challenge, we propose a novel method, utilizing unlabeled gameplay and domain-specific augmentations to generate datasets & self-supervised objectives used during pre-training or multi-task settings for downstream visual bug detection. Our methodology uses weak-supervision to scale datasets for the crafted objectives and facilitates both autonomous and interactive weak-supervision, incorporating unsupervised clustering and/or an interactive approach based on text and geometric prompts. We demonstrate on first-person player clipping/collision bugs (FPPC) within the expansive Giantmap game world, that our approach is very effective, improving over a strong supervised baseline in a practical, very low-prevalence, low data regime (0.336 rightarrow 0.550 F1 score). With just 5 labeled "good" exemplars (i.e., 0 bugs), our self-supervised objective alone captures enough signal to outperform the low-labeled supervised settings. Building on large-pretrained vision models, our approach is adaptable across various visual bugs. Our results suggest applicability in curating datasets for broader image and video tasks within video games beyond visual bugs.

Open-Sora: Democratizing Efficient Video Production for All

Vision and language are the two foundational senses for humans, and they build up our cognitive ability and intelligence. While significant breakthroughs have been made in AI language ability, artificial visual intelligence, especially the ability to generate and simulate the world we see, is far lagging behind. To facilitate the development and accessibility of artificial visual intelligence, we created Open-Sora, an open-source video generation model designed to produce high-fidelity video content. Open-Sora supports a wide spectrum of visual generation tasks, including text-to-image generation, text-to-video generation, and image-to-video generation. The model leverages advanced deep learning architectures and training/inference techniques to enable flexible video synthesis, which could generate video content of up to 15 seconds, up to 720p resolution, and arbitrary aspect ratios. Specifically, we introduce Spatial-Temporal Diffusion Transformer (STDiT), an efficient diffusion framework for videos that decouples spatial and temporal attention. We also introduce a highly compressive 3D autoencoder to make representations compact and further accelerate training with an ad hoc training strategy. Through this initiative, we aim to foster innovation, creativity, and inclusivity within the community of AI content creation. By embracing the open-source principle, Open-Sora democratizes full access to all the training/inference/data preparation codes as well as model weights. All resources are publicly available at: https://github.com/hpcaitech/Open-Sora.

RAIN: Real-time Animation of Infinite Video Stream

Live animation has gained immense popularity for enhancing online engagement, yet achieving high-quality, real-time, and stable animation with diffusion models remains challenging, especially on consumer-grade GPUs. Existing methods struggle with generating long, consistent video streams efficiently, often being limited by latency issues and degraded visual quality over extended periods. In this paper, we introduce RAIN, a pipeline solution capable of animating infinite video streams in real-time with low latency using a single RTX 4090 GPU. The core idea of RAIN is to efficiently compute frame-token attention across different noise levels and long time-intervals while simultaneously denoising a significantly larger number of frame-tokens than previous stream-based methods. This design allows RAIN to generate video frames with much shorter latency and faster speed, while maintaining long-range attention over extended video streams, resulting in enhanced continuity and consistency. Consequently, a Stable Diffusion model fine-tuned with RAIN in just a few epochs can produce video streams in real-time and low latency without much compromise in quality or consistency, up to infinite long. Despite its advanced capabilities, the RAIN only introduces a few additional 1D attention blocks, imposing minimal additional burden. Experiments in benchmark datasets and generating super-long videos demonstrating that RAIN can animate characters in real-time with much better quality, accuracy, and consistency than competitors while costing less latency. All code and models will be made publicly available.

From an Image to a Scene: Learning to Imagine the World from a Million 360 Videos

Three-dimensional (3D) understanding of objects and scenes play a key role in humans' ability to interact with the world and has been an active area of research in computer vision, graphics, and robotics. Large scale synthetic and object-centric 3D datasets have shown to be effective in training models that have 3D understanding of objects. However, applying a similar approach to real-world objects and scenes is difficult due to a lack of large-scale data. Videos are a potential source for real-world 3D data, but finding diverse yet corresponding views of the same content has shown to be difficult at scale. Furthermore, standard videos come with fixed viewpoints, determined at the time of capture. This restricts the ability to access scenes from a variety of more diverse and potentially useful perspectives. We argue that large scale 360 videos can address these limitations to provide: scalable corresponding frames from diverse views. In this paper, we introduce 360-1M, a 360 video dataset, and a process for efficiently finding corresponding frames from diverse viewpoints at scale. We train our diffusion-based model, Odin, on 360-1M. Empowered by the largest real-world, multi-view dataset to date, Odin is able to freely generate novel views of real-world scenes. Unlike previous methods, Odin can move the camera through the environment, enabling the model to infer the geometry and layout of the scene. Additionally, we show improved performance on standard novel view synthesis and 3D reconstruction benchmarks.

PaintScene4D: Consistent 4D Scene Generation from Text Prompts

Recent advances in diffusion models have revolutionized 2D and 3D content creation, yet generating photorealistic dynamic 4D scenes remains a significant challenge. Existing dynamic 4D generation methods typically rely on distilling knowledge from pre-trained 3D generative models, often fine-tuned on synthetic object datasets. Consequently, the resulting scenes tend to be object-centric and lack photorealism. While text-to-video models can generate more realistic scenes with motion, they often struggle with spatial understanding and provide limited control over camera viewpoints during rendering. To address these limitations, we present PaintScene4D, a novel text-to-4D scene generation framework that departs from conventional multi-view generative models in favor of a streamlined architecture that harnesses video generative models trained on diverse real-world datasets. Our method first generates a reference video using a video generation model, and then employs a strategic camera array selection for rendering. We apply a progressive warping and inpainting technique to ensure both spatial and temporal consistency across multiple viewpoints. Finally, we optimize multi-view images using a dynamic renderer, enabling flexible camera control based on user preferences. Adopting a training-free architecture, our PaintScene4D efficiently produces realistic 4D scenes that can be viewed from arbitrary trajectories. The code will be made publicly available. Our project page is at https://paintscene4d.github.io/