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SubscribeMIND-V: Hierarchical Video Generation for Long-Horizon Robotic Manipulation with RL-based Physical Alignment
Embodied imitation learning is constrained by the scarcity of diverse, long-horizon robotic manipulation data. Existing video generation models for this domain are limited to synthesizing short clips of simple actions and often rely on manually defined trajectories. To this end, we introduce MIND-V, a hierarchical framework designed to synthesize physically plausible and logically coherent videos of long-horizon robotic manipulation. Inspired by cognitive science, MIND-V bridges high-level reasoning with pixel-level synthesis through three core components: a Semantic Reasoning Hub (SRH) that leverages a pre-trained vision-language model for task planning; a Behavioral Semantic Bridge (BSB) that translates abstract instructions into domain-invariant representations; and a Motor Video Generator (MVG) for conditional video rendering. MIND-V employs Staged Visual Future Rollouts, a test-time optimization strategy to enhance long-horizon robustness. To align the generated videos with physical laws, we introduce a GRPO reinforcement learning post-training phase guided by a novel Physical Foresight Coherence (PFC) reward. PFC leverages the V-JEPA world model to enforce physical plausibility by aligning the predicted and actual dynamic evolutions in the feature space. MIND-V demonstrates state-of-the-art performance in long-horizon robotic manipulation video generation, establishing a scalable and controllable paradigm for embodied data synthesis.
Learning Video Generation for Robotic Manipulation with Collaborative Trajectory Control
Recent advances in video diffusion models have demonstrated strong potential for generating robotic decision-making data, with trajectory conditions further enabling fine-grained control. However, existing trajectory-based methods primarily focus on individual object motion and struggle to capture multi-object interaction crucial in complex robotic manipulation. This limitation arises from multi-feature entanglement in overlapping regions, which leads to degraded visual fidelity. To address this, we present RoboMaster, a novel framework that models inter-object dynamics through a collaborative trajectory formulation. Unlike prior methods that decompose objects, our core is to decompose the interaction process into three sub-stages: pre-interaction, interaction, and post-interaction. Each stage is modeled using the feature of the dominant object, specifically the robotic arm in the pre- and post-interaction phases and the manipulated object during interaction, thereby mitigating the drawback of multi-object feature fusion present during interaction in prior work. To further ensure subject semantic consistency throughout the video, we incorporate appearance- and shape-aware latent representations for objects. Extensive experiments on the challenging Bridge V2 dataset, as well as in-the-wild evaluation, demonstrate that our method outperforms existing approaches, establishing new state-of-the-art performance in trajectory-controlled video generation for robotic manipulation.
Gen2Act: Human Video Generation in Novel Scenarios enables Generalizable Robot Manipulation
How can robot manipulation policies generalize to novel tasks involving unseen object types and new motions? In this paper, we provide a solution in terms of predicting motion information from web data through human video generation and conditioning a robot policy on the generated video. Instead of attempting to scale robot data collection which is expensive, we show how we can leverage video generation models trained on easily available web data, for enabling generalization. Our approach Gen2Act casts language-conditioned manipulation as zero-shot human video generation followed by execution with a single policy conditioned on the generated video. To train the policy, we use an order of magnitude less robot interaction data compared to what the video prediction model was trained on. Gen2Act doesn't require fine-tuning the video model at all and we directly use a pre-trained model for generating human videos. Our results on diverse real-world scenarios show how Gen2Act enables manipulating unseen object types and performing novel motions for tasks not present in the robot data. Videos are at https://homangab.github.io/gen2act/
ORV: 4D Occupancy-centric Robot Video Generation
Acquiring real-world robotic simulation data through teleoperation is notoriously time-consuming and labor-intensive. Recently, action-driven generative models have gained widespread adoption in robot learning and simulation, as they eliminate safety concerns and reduce maintenance efforts. However, the action sequences used in these methods often result in limited control precision and poor generalization due to their globally coarse alignment. To address these limitations, we propose ORV, an Occupancy-centric Robot Video generation framework, which utilizes 4D semantic occupancy sequences as a fine-grained representation to provide more accurate semantic and geometric guidance for video generation. By leveraging occupancy-based representations, ORV enables seamless translation of simulation data into photorealistic robot videos, while ensuring high temporal consistency and precise controllability. Furthermore, our framework supports the simultaneous generation of multi-view videos of robot gripping operations - an important capability for downstream robotic learning tasks. Extensive experimental results demonstrate that ORV consistently outperforms existing baseline methods across various datasets and sub-tasks. Demo, Code and Model: https://orangesodahub.github.io/ORV
VideoAgent: Self-Improving Video Generation
Video generation has been used to generate visual plans for controlling robotic systems. Given an image observation and a language instruction, previous work has generated video plans which are then converted to robot controls to be executed. However, a major bottleneck in leveraging video generation for control lies in the quality of the generated videos, which often suffer from hallucinatory content and unrealistic physics, resulting in low task success when control actions are extracted from the generated videos. While scaling up dataset and model size provides a partial solution, integrating external feedback is both natural and essential for grounding video generation in the real world. With this observation, we propose VideoAgent for self-improving generated video plans based on external feedback. Instead of directly executing the generated video plan, VideoAgent first refines the generated video plans using a novel procedure which we call self-conditioning consistency, allowing inference-time compute to be turned into better generated video plans. As the refined video plan is being executed, VideoAgent can collect additional data from the environment to further improve video plan generation. Experiments in simulated robotic manipulation from MetaWorld and iTHOR show that VideoAgent drastically reduces hallucination, thereby boosting success rate of downstream manipulation tasks. We further illustrate that VideoAgent can effectively refine real-robot videos, providing an early indicator that robots can be an effective tool in grounding video generation in the physical world. Video demos and code can be found at https://video-as-agent.github.io.
Precise Action-to-Video Generation Through Visual Action Prompts
We present visual action prompts, a unified action representation for action-to-video generation of complex high-DoF interactions while maintaining transferable visual dynamics across domains. Action-driven video generation faces a precision-generality trade-off: existing methods using text, primitive actions, or coarse masks offer generality but lack precision, while agent-centric action signals provide precision at the cost of cross-domain transferability. To balance action precision and dynamic transferability, we propose to "render" actions into precise visual prompts as domain-agnostic representations that preserve both geometric precision and cross-domain adaptability for complex actions; specifically, we choose visual skeletons for their generality and accessibility. We propose robust pipelines to construct skeletons from two interaction-rich data sources - human-object interactions (HOI) and dexterous robotic manipulation - enabling cross-domain training of action-driven generative models. By integrating visual skeletons into pretrained video generation models via lightweight fine-tuning, we enable precise action control of complex interaction while preserving the learning of cross-domain dynamics. Experiments on EgoVid, RT-1 and DROID demonstrate the effectiveness of our proposed approach. Project page: https://zju3dv.github.io/VAP/.
RoboTransfer: Geometry-Consistent Video Diffusion for Robotic Visual Policy Transfer
Imitation Learning has become a fundamental approach in robotic manipulation. However, collecting large-scale real-world robot demonstrations is prohibitively expensive. Simulators offer a cost-effective alternative, but the sim-to-real gap make it extremely challenging to scale. Therefore, we introduce RoboTransfer, a diffusion-based video generation framework for robotic data synthesis. Unlike previous methods, RoboTransfer integrates multi-view geometry with explicit control over scene components, such as background and object attributes. By incorporating cross-view feature interactions and global depth/normal conditions, RoboTransfer ensures geometry consistency across views. This framework allows fine-grained control, including background edits and object swaps. Experiments demonstrate that RoboTransfer is capable of generating multi-view videos with enhanced geometric consistency and visual fidelity. In addition, policies trained on the data generated by RoboTransfer achieve a 33.3% relative improvement in the success rate in the DIFF-OBJ setting and a substantial 251% relative improvement in the more challenging DIFF-ALL scenario. Explore more demos on our project page: https://horizonrobotics.github.io/robot_lab/robotransfer
Learning Primitive Embodied World Models: Towards Scalable Robotic Learning
While video-generation-based embodied world models have gained increasing attention, their reliance on large-scale embodied interaction data remains a key bottleneck. The scarcity, difficulty of collection, and high dimensionality of embodied data fundamentally limit the alignment granularity between language and actions and exacerbate the challenge of long-horizon video generation--hindering generative models from achieving a "GPT moment" in the embodied domain. There is a naive observation: the diversity of embodied data far exceeds the relatively small space of possible primitive motions. Based on this insight, we propose a novel paradigm for world modeling--Primitive Embodied World Models (PEWM). By restricting video generation to fixed short horizons, our approach 1) enables fine-grained alignment between linguistic concepts and visual representations of robotic actions, 2) reduces learning complexity, 3) improves data efficiency in embodied data collection, and 4) decreases inference latency. By equipping with a modular Vision-Language Model (VLM) planner and a Start-Goal heatmap Guidance mechanism (SGG), PEWM further enables flexible closed-loop control and supports compositional generalization of primitive-level policies over extended, complex tasks. Our framework leverages the spatiotemporal vision priors in video models and the semantic awareness of VLMs to bridge the gap between fine-grained physical interaction and high-level reasoning, paving the way toward scalable, interpretable, and general-purpose embodied intelligence.
Physical Autoregressive Model for Robotic Manipulation without Action Pretraining
The scarcity of manipulation data has motivated the use of pretrained large models from other modalities in robotics. In this work, we build upon autoregressive video generation models to propose a Physical Autoregressive Model (PAR), where physical tokens combine frames and actions to represent the joint evolution of the robot and its environment. PAR leverages the world knowledge embedded in video pretraining to understand physical dynamics without requiring action pretraining, enabling accurate video prediction and consistent action trajectories. It also adopts a DiT-based de-tokenizer to model frames and actions as continuous tokens, mitigating quantization errors and facilitating mutual enhancement. Furthermore, we incorporate a causal mask with inverse kinematics, parallel training, and the KV-cache mechanism to further improve performance and efficiency. Experiments on the ManiSkill benchmark show that PAR achieves a 100\% success rate on the PushCube task, matches the performance of action-pretrained baselines on other tasks, and accurately predicts future videos with tightly aligned action trajectories. These findings underscore a promising direction for robotic manipulation by transferring world knowledge from autoregressive video pretraining. The project page is here: https://hcplab-sysu.github.io/PhysicalAutoregressiveModel/
Spatial Policy: Guiding Visuomotor Robotic Manipulation with Spatial-Aware Modeling and Reasoning
Vision-centric hierarchical embodied models have demonstrated strong potential for long-horizon robotic control. However, existing methods lack spatial awareness capabilities, limiting their effectiveness in bridging visual plans to actionable control in complex environments. To address this problem, we propose Spatial Policy (SP), a unified spatial-aware visuomotor robotic manipulation framework via explicit spatial modeling and reasoning. Specifically, we first design a spatial-conditioned embodied video generation module to model spatially guided predictions through a spatial plan table. Then, we propose a spatial-based action prediction module to infer executable actions with coordination. Finally, we propose a spatial reasoning feedback policy to refine the spatial plan table via dual-stage replanning. Extensive experiments show that SP significantly outperforms state-of-the-art baselines, achieving a 33.0% average improvement over the best baseline. With an 86.7% average success rate across 11 diverse tasks, SP substantially enhances the practicality of embodied models for robotic control applications. Code and checkpoints are maintained at https://plantpotatoonmoon.github.io/SpatialPolicy/.
VideoVLA: Video Generators Can Be Generalizable Robot Manipulators
Generalization in robot manipulation is essential for deploying robots in open-world environments and advancing toward artificial general intelligence. While recent Vision-Language-Action (VLA) models leverage large pre-trained understanding models for perception and instruction following, their ability to generalize to novel tasks, objects, and settings remains limited. In this work, we present VideoVLA, a simple approach that explores the potential of transforming large video generation models into robotic VLA manipulators. Given a language instruction and an image, VideoVLA predicts an action sequence as well as the future visual outcomes. Built on a multi-modal Diffusion Transformer, VideoVLA jointly models video, language, and action modalities, using pre-trained video generative models for joint visual and action forecasting. Our experiments show that high-quality imagined futures correlate with reliable action predictions and task success, highlighting the importance of visual imagination in manipulation. VideoVLA demonstrates strong generalization, including imitating other embodiments' skills and handling novel objects. This dual-prediction strategy - forecasting both actions and their visual consequences - explores a paradigm shift in robot learning and unlocks generalization capabilities in manipulation systems.
WristWorld: Generating Wrist-Views via 4D World Models for Robotic Manipulation
Wrist-view observations are crucial for VLA models as they capture fine-grained hand-object interactions that directly enhance manipulation performance. Yet large-scale datasets rarely include such recordings, resulting in a substantial gap between abundant anchor views and scarce wrist views. Existing world models cannot bridge this gap, as they require a wrist-view first frame and thus fail to generate wrist-view videos from anchor views alone. Amid this gap, recent visual geometry models such as VGGT emerge with geometric and cross-view priors that make it possible to address extreme viewpoint shifts. Inspired by these insights, we propose WristWorld, the first 4D world model that generates wrist-view videos solely from anchor views. WristWorld operates in two stages: (i) Reconstruction, which extends VGGT and incorporates our Spatial Projection Consistency (SPC) Loss to estimate geometrically consistent wrist-view poses and 4D point clouds; (ii) Generation, which employs our video generation model to synthesize temporally coherent wrist-view videos from the reconstructed perspective. Experiments on Droid, Calvin, and Franka Panda demonstrate state-of-the-art video generation with superior spatial consistency, while also improving VLA performance, raising the average task completion length on Calvin by 3.81% and closing 42.4% of the anchor-wrist view gap.
Robot Learning from a Physical World Model
We introduce PhysWorld, a framework that enables robot learning from video generation through physical world modeling. Recent video generation models can synthesize photorealistic visual demonstrations from language commands and images, offering a powerful yet underexplored source of training signals for robotics. However, directly retargeting pixel motions from generated videos to robots neglects physics, often resulting in inaccurate manipulations. PhysWorld addresses this limitation by coupling video generation with physical world reconstruction. Given a single image and a task command, our method generates task-conditioned videos and reconstructs the underlying physical world from the videos, and the generated video motions are grounded into physically accurate actions through object-centric residual reinforcement learning with the physical world model. This synergy transforms implicit visual guidance into physically executable robotic trajectories, eliminating the need for real robot data collection and enabling zero-shot generalizable robotic manipulation. Experiments on diverse real-world tasks demonstrate that PhysWorld substantially improves manipulation accuracy compared to previous approaches. Visit https://pointscoder.github.io/PhysWorld_Web/{the project webpage} for details.
Visual Representation Learning with Stochastic Frame Prediction
Self-supervised learning of image representations by predicting future frames is a promising direction but still remains a challenge. This is because of the under-determined nature of frame prediction; multiple potential futures can arise from a single current frame. To tackle this challenge, in this paper, we revisit the idea of stochastic video generation that learns to capture uncertainty in frame prediction and explore its effectiveness for representation learning. Specifically, we design a framework that trains a stochastic frame prediction model to learn temporal information between frames. Moreover, to learn dense information within each frame, we introduce an auxiliary masked image modeling objective along with a shared decoder architecture. We find this architecture allows for combining both objectives in a synergistic and compute-efficient manner. We demonstrate the effectiveness of our framework on a variety of tasks from video label propagation and vision-based robot learning domains, such as video segmentation, pose tracking, vision-based robotic locomotion, and manipulation tasks. Code is available on the project webpage: https://sites.google.com/view/2024rsp.
VideoWorld: Exploring Knowledge Learning from Unlabeled Videos
This work explores whether a deep generative model can learn complex knowledge solely from visual input, in contrast to the prevalent focus on text-based models like large language models (LLMs). We develop VideoWorld, an auto-regressive video generation model trained on unlabeled video data, and test its knowledge acquisition abilities in video-based Go and robotic control tasks. Our experiments reveal two key findings: (1) video-only training provides sufficient information for learning knowledge, including rules, reasoning and planning capabilities, and (2) the representation of visual change is crucial for knowledge acquisition. To improve both the efficiency and efficacy of this process, we introduce the Latent Dynamics Model (LDM) as a key component of VideoWorld. Remarkably, VideoWorld reaches a 5-dan professional level in the Video-GoBench with just a 300-million-parameter model, without relying on search algorithms or reward mechanisms typical in reinforcement learning. In robotic tasks, VideoWorld effectively learns diverse control operations and generalizes across environments, approaching the performance of oracle models in CALVIN and RLBench. This study opens new avenues for knowledge acquisition from visual data, with all code, data, and models open-sourced for further research.
RoboScape: Physics-informed Embodied World Model
World models have become indispensable tools for embodied intelligence, serving as powerful simulators capable of generating realistic robotic videos while addressing critical data scarcity challenges. However, current embodied world models exhibit limited physical awareness, particularly in modeling 3D geometry and motion dynamics, resulting in unrealistic video generation for contact-rich robotic scenarios. In this paper, we present RoboScape, a unified physics-informed world model that jointly learns RGB video generation and physics knowledge within an integrated framework. We introduce two key physics-informed joint training tasks: temporal depth prediction that enhances 3D geometric consistency in video rendering, and keypoint dynamics learning that implicitly encodes physical properties (e.g., object shape and material characteristics) while improving complex motion modeling. Extensive experiments demonstrate that RoboScape generates videos with superior visual fidelity and physical plausibility across diverse robotic scenarios. We further validate its practical utility through downstream applications including robotic policy training with generated data and policy evaluation. Our work provides new insights for building efficient physics-informed world models to advance embodied intelligence research. The code is available at: https://github.com/tsinghua-fib-lab/RoboScape.
KMM: Key Frame Mask Mamba for Extended Motion Generation
Human motion generation is a cut-edge area of research in generative computer vision, with promising applications in video creation, game development, and robotic manipulation. The recent Mamba architecture shows promising results in efficiently modeling long and complex sequences, yet two significant challenges remain: Firstly, directly applying Mamba to extended motion generation is ineffective, as the limited capacity of the implicit memory leads to memory decay. Secondly, Mamba struggles with multimodal fusion compared to Transformers, and lack alignment with textual queries, often confusing directions (left or right) or omitting parts of longer text queries. To address these challenges, our paper presents three key contributions: Firstly, we introduce KMM, a novel architecture featuring Key frame Masking Modeling, designed to enhance Mamba's focus on key actions in motion segments. This approach addresses the memory decay problem and represents a pioneering method in customizing strategic frame-level masking in SSMs. Additionally, we designed a contrastive learning paradigm for addressing the multimodal fusion problem in Mamba and improving the motion-text alignment. Finally, we conducted extensive experiments on the go-to dataset, BABEL, achieving state-of-the-art performance with a reduction of more than 57% in FID and 70% parameters compared to previous state-of-the-art methods. See project website: https://steve-zeyu-zhang.github.io/KMM
CausalVerse: Benchmarking Causal Representation Learning with Configurable High-Fidelity Simulations
Causal Representation Learning (CRL) aims to uncover the data-generating process and identify the underlying causal variables and relations, whose evaluation remains inherently challenging due to the requirement of known ground-truth causal variables and causal structure. Existing evaluations often rely on either simplistic synthetic datasets or downstream performance on real-world tasks, generally suffering a dilemma between realism and evaluative precision. In this paper, we introduce a new benchmark for CRL using high-fidelity simulated visual data that retains both realistic visual complexity and, more importantly, access to ground-truth causal generating processes. The dataset comprises around 200 thousand images and 3 million video frames across 24 sub-scenes in four domains: static image generation, dynamic physical simulations, robotic manipulations, and traffic situation analysis. These scenarios range from static to dynamic settings, simple to complex structures, and single to multi-agent interactions, offering a comprehensive testbed that hopefully bridges the gap between rigorous evaluation and real-world applicability. In addition, we provide flexible access to the underlying causal structures, allowing users to modify or configure them to align with the required assumptions in CRL, such as available domain labels, temporal dependencies, or intervention histories. Leveraging this benchmark, we evaluated representative CRL methods across diverse paradigms and offered empirical insights to assist practitioners and newcomers in choosing or extending appropriate CRL frameworks to properly address specific types of real problems that can benefit from the CRL perspective. Welcome to visit our: Project page:https://causal-verse.github.io/, Dataset:https://huggingface.co/CausalVerse.
Unified-IO 2: Scaling Autoregressive Multimodal Models with Vision, Language, Audio, and Action
We present Unified-IO 2, the first autoregressive multimodal model that is capable of understanding and generating image, text, audio, and action. To unify different modalities, we tokenize inputs and outputs -- images, text, audio, action, bounding boxes, etc., into a shared semantic space and then process them with a single encoder-decoder transformer model. Since training with such diverse modalities is challenging, we propose various architectural improvements to stabilize model training. We train our model from scratch on a large multimodal pre-training corpus from diverse sources with a multimodal mixture of denoisers objective. To learn an expansive set of skills, such as following multimodal instructions, we construct and finetune on an ensemble of 120 datasets with prompts and augmentations. With a single unified model, Unified-IO 2 achieves state-of-the-art performance on the GRIT benchmark and strong results in more than 35 benchmarks, including image generation and understanding, natural language understanding, video and audio understanding, and robotic manipulation. We release all our models to the research community.
On Realization of Intelligent Decision-Making in the Real World: A Foundation Decision Model Perspective
The pervasive uncertainty and dynamic nature of real-world environments present significant challenges for the widespread implementation of machine-driven Intelligent Decision-Making (IDM) systems. Consequently, IDM should possess the ability to continuously acquire new skills and effectively generalize across a broad range of applications. The advancement of Artificial General Intelligence (AGI) that transcends task and application boundaries is critical for enhancing IDM. Recent studies have extensively investigated the Transformer neural architecture as a foundational model for various tasks, including computer vision, natural language processing, and reinforcement learning. We propose that a Foundation Decision Model (FDM) can be developed by formulating diverse decision-making tasks as sequence decoding tasks using the Transformer architecture, offering a promising solution for expanding IDM applications in complex real-world situations. In this paper, we discuss the efficiency and generalization improvements offered by a foundation decision model for IDM and explore its potential applications in multi-agent game AI, production scheduling, and robotics tasks. Lastly, we present a case study demonstrating our FDM implementation, DigitalBrain (DB1) with 1.3 billion parameters, achieving human-level performance in 870 tasks, such as text generation, image captioning, video game playing, robotic control, and traveling salesman problems. As a foundation decision model, DB1 represents an initial step toward more autonomous and efficient real-world IDM applications.
VideoGPT: Video Generation using VQ-VAE and Transformers
We present VideoGPT: a conceptually simple architecture for scaling likelihood based generative modeling to natural videos. VideoGPT uses VQ-VAE that learns downsampled discrete latent representations of a raw video by employing 3D convolutions and axial self-attention. A simple GPT-like architecture is then used to autoregressively model the discrete latents using spatio-temporal position encodings. Despite the simplicity in formulation and ease of training, our architecture is able to generate samples competitive with state-of-the-art GAN models for video generation on the BAIR Robot dataset, and generate high fidelity natural videos from UCF-101 and Tumbler GIF Dataset (TGIF). We hope our proposed architecture serves as a reproducible reference for a minimalistic implementation of transformer based video generation models. Samples and code are available at https://wilson1yan.github.io/videogpt/index.html
Controllable Video Generation: A Survey
With the rapid development of AI-generated content (AIGC), video generation has emerged as one of its most dynamic and impactful subfields. In particular, the advancement of video generation foundation models has led to growing demand for controllable video generation methods that can more accurately reflect user intent. Most existing foundation models are designed for text-to-video generation, where text prompts alone are often insufficient to express complex, multi-modal, and fine-grained user requirements. This limitation makes it challenging for users to generate videos with precise control using current models. To address this issue, recent research has explored the integration of additional non-textual conditions, such as camera motion, depth maps, and human pose, to extend pretrained video generation models and enable more controllable video synthesis. These approaches aim to enhance the flexibility and practical applicability of AIGC-driven video generation systems. In this survey, we provide a systematic review of controllable video generation, covering both theoretical foundations and recent advances in the field. We begin by introducing the key concepts and commonly used open-source video generation models. We then focus on control mechanisms in video diffusion models, analyzing how different types of conditions can be incorporated into the denoising process to guide generation. Finally, we categorize existing methods based on the types of control signals they leverage, including single-condition generation, multi-condition generation, and universal controllable generation. For a complete list of the literature on controllable video generation reviewed, please visit our curated repository at https://github.com/mayuelala/Awesome-Controllable-Video-Generation.
Video as the New Language for Real-World Decision Making
Both text and video data are abundant on the internet and support large-scale self-supervised learning through next token or frame prediction. However, they have not been equally leveraged: language models have had significant real-world impact, whereas video generation has remained largely limited to media entertainment. Yet video data captures important information about the physical world that is difficult to express in language. To address this gap, we discuss an under-appreciated opportunity to extend video generation to solve tasks in the real world. We observe how, akin to language, video can serve as a unified interface that can absorb internet knowledge and represent diverse tasks. Moreover, we demonstrate how, like language models, video generation can serve as planners, agents, compute engines, and environment simulators through techniques such as in-context learning, planning and reinforcement learning. We identify major impact opportunities in domains such as robotics, self-driving, and science, supported by recent work that demonstrates how such advanced capabilities in video generation are plausibly within reach. Lastly, we identify key challenges in video generation that mitigate progress. Addressing these challenges will enable video generation models to demonstrate unique value alongside language models in a wider array of AI applications.
CamViG: Camera Aware Image-to-Video Generation with Multimodal Transformers
We extend multimodal transformers to include 3D camera motion as a conditioning signal for the task of video generation. Generative video models are becoming increasingly powerful, thus focusing research efforts on methods of controlling the output of such models. We propose to add virtual 3D camera controls to generative video methods by conditioning generated video on an encoding of three-dimensional camera movement over the course of the generated video. Results demonstrate that we are (1) able to successfully control the camera during video generation, starting from a single frame and a camera signal, and (2) we demonstrate the accuracy of the generated 3D camera paths using traditional computer vision methods.
VideoPhy: Evaluating Physical Commonsense for Video Generation
Recent advances in internet-scale video data pretraining have led to the development of text-to-video generative models that can create high-quality videos across a broad range of visual concepts, synthesize realistic motions and render complex objects. Hence, these generative models have the potential to become general-purpose simulators of the physical world. However, it is unclear how far we are from this goal with the existing text-to-video generative models. To this end, we present VideoPhy, a benchmark designed to assess whether the generated videos follow physical commonsense for real-world activities (e.g. marbles will roll down when placed on a slanted surface). Specifically, we curate diverse prompts that involve interactions between various material types in the physical world (e.g., solid-solid, solid-fluid, fluid-fluid). We then generate videos conditioned on these captions from diverse state-of-the-art text-to-video generative models, including open models (e.g., CogVideoX) and closed models (e.g., Lumiere, Dream Machine). Our human evaluation reveals that the existing models severely lack the ability to generate videos adhering to the given text prompts, while also lack physical commonsense. Specifically, the best performing model, CogVideoX-5B, generates videos that adhere to the caption and physical laws for 39.6% of the instances. VideoPhy thus highlights that the video generative models are far from accurately simulating the physical world. Finally, we propose an auto-evaluator, VideoCon-Physics, to assess the performance reliably for the newly released models.
VILP: Imitation Learning with Latent Video Planning
In the era of generative AI, integrating video generation models into robotics opens new possibilities for the general-purpose robot agent. This paper introduces imitation learning with latent video planning (VILP). We propose a latent video diffusion model to generate predictive robot videos that adhere to temporal consistency to a good degree. Our method is able to generate highly time-aligned videos from multiple views, which is crucial for robot policy learning. Our video generation model is highly time-efficient. For example, it can generate videos from two distinct perspectives, each consisting of six frames with a resolution of 96x160 pixels, at a rate of 5 Hz. In the experiments, we demonstrate that VILP outperforms the existing video generation robot policy across several metrics: training costs, inference speed, temporal consistency of generated videos, and the performance of the policy. We also compared our method with other imitation learning methods. Our findings indicate that VILP can rely less on extensive high-quality task-specific robot action data while still maintaining robust performance. In addition, VILP possesses robust capabilities in representing multi-modal action distributions. Our paper provides a practical example of how to effectively integrate video generation models into robot policies, potentially offering insights for related fields and directions. For more details, please refer to our open-source repository https://github.com/ZhengtongXu/VILP.
This&That: Language-Gesture Controlled Video Generation for Robot Planning
We propose a robot learning method for communicating, planning, and executing a wide range of tasks, dubbed This&That. We achieve robot planning for general tasks by leveraging the power of video generative models trained on internet-scale data containing rich physical and semantic context. In this work, we tackle three fundamental challenges in video-based planning: 1) unambiguous task communication with simple human instructions, 2) controllable video generation that respects user intents, and 3) translating visual planning into robot actions. We propose language-gesture conditioning to generate videos, which is both simpler and clearer than existing language-only methods, especially in complex and uncertain environments. We then suggest a behavioral cloning design that seamlessly incorporates the video plans. This&That demonstrates state-of-the-art effectiveness in addressing the above three challenges, and justifies the use of video generation as an intermediate representation for generalizable task planning and execution. Project website: https://cfeng16.github.io/this-and-that/.
Generating Long Videos of Dynamic Scenes
We present a video generation model that accurately reproduces object motion, changes in camera viewpoint, and new content that arises over time. Existing video generation methods often fail to produce new content as a function of time while maintaining consistencies expected in real environments, such as plausible dynamics and object persistence. A common failure case is for content to never change due to over-reliance on inductive biases to provide temporal consistency, such as a single latent code that dictates content for the entire video. On the other extreme, without long-term consistency, generated videos may morph unrealistically between different scenes. To address these limitations, we prioritize the time axis by redesigning the temporal latent representation and learning long-term consistency from data by training on longer videos. To this end, we leverage a two-phase training strategy, where we separately train using longer videos at a low resolution and shorter videos at a high resolution. To evaluate the capabilities of our model, we introduce two new benchmark datasets with explicit focus on long-term temporal dynamics.
World Models That Know When They Don't Know: Controllable Video Generation with Calibrated Uncertainty
Recent advances in generative video models have led to significant breakthroughs in high-fidelity video synthesis, specifically in controllable video generation where the generated video is conditioned on text and action inputs, e.g., in instruction-guided video editing and world modeling in robotics. Despite these exceptional capabilities, controllable video models often hallucinate - generating future video frames that are misaligned with physical reality - which raises serious concerns in many tasks such as robot policy evaluation and planning. However, state-of-the-art video models lack the ability to assess and express their confidence, impeding hallucination mitigation. To rigorously address this challenge, we propose C3, an uncertainty quantification (UQ) method for training continuous-scale calibrated controllable video models for dense confidence estimation at the subpatch level, precisely localizing the uncertainty in each generated video frame. Our UQ method introduces three core innovations to empower video models to estimate their uncertainty. First, our method develops a novel framework that trains video models for correctness and calibration via strictly proper scoring rules. Second, we estimate the video model's uncertainty in latent space, avoiding training instability and prohibitive training costs associated with pixel-space approaches. Third, we map the dense latent-space uncertainty to interpretable pixel-level uncertainty in the RGB space for intuitive visualization, providing high-resolution uncertainty heatmaps that identify untrustworthy regions. Through extensive experiments on large-scale robot learning datasets (Bridge and DROID) and real-world evaluations, we demonstrate that our method not only provides calibrated uncertainty estimates within the training distribution, but also enables effective out-of-distribution detection.
MimicMotion: High-Quality Human Motion Video Generation with Confidence-aware Pose Guidance
In recent years, generative artificial intelligence has achieved significant advancements in the field of image generation, spawning a variety of applications. However, video generation still faces considerable challenges in various aspects, such as controllability, video length, and richness of details, which hinder the application and popularization of this technology. In this work, we propose a controllable video generation framework, dubbed MimicMotion, which can generate high-quality videos of arbitrary length mimicking specific motion guidance. Compared with previous methods, our approach has several highlights. Firstly, we introduce confidence-aware pose guidance that ensures high frame quality and temporal smoothness. Secondly, we introduce regional loss amplification based on pose confidence, which significantly reduces image distortion. Lastly, for generating long and smooth videos, we propose a progressive latent fusion strategy. By this means, we can produce videos of arbitrary length with acceptable resource consumption. With extensive experiments and user studies, MimicMotion demonstrates significant improvements over previous approaches in various aspects. Detailed results and comparisons are available on our project page: https://tencent.github.io/MimicMotion .
WorldModelBench: Judging Video Generation Models As World Models
Video generation models have rapidly progressed, positioning themselves as video world models capable of supporting decision-making applications like robotics and autonomous driving. However, current benchmarks fail to rigorously evaluate these claims, focusing only on general video quality, ignoring important factors to world models such as physics adherence. To bridge this gap, we propose WorldModelBench, a benchmark designed to evaluate the world modeling capabilities of video generation models in application-driven domains. WorldModelBench offers two key advantages: (1) Against to nuanced world modeling violations: By incorporating instruction-following and physics-adherence dimensions, WorldModelBench detects subtle violations, such as irregular changes in object size that breach the mass conservation law - issues overlooked by prior benchmarks. (2) Aligned with large-scale human preferences: We crowd-source 67K human labels to accurately measure 14 frontier models. Using our high-quality human labels, we further fine-tune an accurate judger to automate the evaluation procedure, achieving 8.6% higher average accuracy in predicting world modeling violations than GPT-4o with 2B parameters. In addition, we demonstrate that training to align human annotations by maximizing the rewards from the judger noticeably improve the world modeling capability. The website is available at https://worldmodelbench-team.github.io.
Make-Your-Video: Customized Video Generation Using Textual and Structural Guidance
Creating a vivid video from the event or scenario in our imagination is a truly fascinating experience. Recent advancements in text-to-video synthesis have unveiled the potential to achieve this with prompts only. While text is convenient in conveying the overall scene context, it may be insufficient to control precisely. In this paper, we explore customized video generation by utilizing text as context description and motion structure (e.g. frame-wise depth) as concrete guidance. Our method, dubbed Make-Your-Video, involves joint-conditional video generation using a Latent Diffusion Model that is pre-trained for still image synthesis and then promoted for video generation with the introduction of temporal modules. This two-stage learning scheme not only reduces the computing resources required, but also improves the performance by transferring the rich concepts available in image datasets solely into video generation. Moreover, we use a simple yet effective causal attention mask strategy to enable longer video synthesis, which mitigates the potential quality degradation effectively. Experimental results show the superiority of our method over existing baselines, particularly in terms of temporal coherence and fidelity to users' guidance. In addition, our model enables several intriguing applications that demonstrate potential for practical usage.
Generating Videos with Scene Dynamics
We capitalize on large amounts of unlabeled video in order to learn a model of scene dynamics for both video recognition tasks (e.g. action classification) and video generation tasks (e.g. future prediction). We propose a generative adversarial network for video with a spatio-temporal convolutional architecture that untangles the scene's foreground from the background. Experiments suggest this model can generate tiny videos up to a second at full frame rate better than simple baselines, and we show its utility at predicting plausible futures of static images. Moreover, experiments and visualizations show the model internally learns useful features for recognizing actions with minimal supervision, suggesting scene dynamics are a promising signal for representation learning. We believe generative video models can impact many applications in video understanding and simulation.
Motion Prompting: Controlling Video Generation with Motion Trajectories
Motion control is crucial for generating expressive and compelling video content; however, most existing video generation models rely mainly on text prompts for control, which struggle to capture the nuances of dynamic actions and temporal compositions. To this end, we train a video generation model conditioned on spatio-temporally sparse or dense motion trajectories. In contrast to prior motion conditioning work, this flexible representation can encode any number of trajectories, object-specific or global scene motion, and temporally sparse motion; due to its flexibility we refer to this conditioning as motion prompts. While users may directly specify sparse trajectories, we also show how to translate high-level user requests into detailed, semi-dense motion prompts, a process we term motion prompt expansion. We demonstrate the versatility of our approach through various applications, including camera and object motion control, "interacting" with an image, motion transfer, and image editing. Our results showcase emergent behaviors, such as realistic physics, suggesting the potential of motion prompts for probing video models and interacting with future generative world models. Finally, we evaluate quantitatively, conduct a human study, and demonstrate strong performance. Video results are available on our webpage: https://motion-prompting.github.io/
TC-Bench: Benchmarking Temporal Compositionality in Text-to-Video and Image-to-Video Generation
Video generation has many unique challenges beyond those of image generation. The temporal dimension introduces extensive possible variations across frames, over which consistency and continuity may be violated. In this study, we move beyond evaluating simple actions and argue that generated videos should incorporate the emergence of new concepts and their relation transitions like in real-world videos as time progresses. To assess the Temporal Compositionality of video generation models, we propose TC-Bench, a benchmark of meticulously crafted text prompts, corresponding ground truth videos, and robust evaluation metrics. The prompts articulate the initial and final states of scenes, effectively reducing ambiguities for frame development and simplifying the assessment of transition completion. In addition, by collecting aligned real-world videos corresponding to the prompts, we expand TC-Bench's applicability from text-conditional models to image-conditional ones that can perform generative frame interpolation. We also develop new metrics to measure the completeness of component transitions in generated videos, which demonstrate significantly higher correlations with human judgments than existing metrics. Our comprehensive experimental results reveal that most video generators achieve less than 20% of the compositional changes, highlighting enormous space for future improvement. Our analysis indicates that current video generation models struggle to interpret descriptions of compositional changes and synthesize various components across different time steps.
Phenaki: Variable Length Video Generation From Open Domain Textual Description
We present Phenaki, a model capable of realistic video synthesis, given a sequence of textual prompts. Generating videos from text is particularly challenging due to the computational cost, limited quantities of high quality text-video data and variable length of videos. To address these issues, we introduce a new model for learning video representation which compresses the video to a small representation of discrete tokens. This tokenizer uses causal attention in time, which allows it to work with variable-length videos. To generate video tokens from text we are using a bidirectional masked transformer conditioned on pre-computed text tokens. The generated video tokens are subsequently de-tokenized to create the actual video. To address data issues, we demonstrate how joint training on a large corpus of image-text pairs as well as a smaller number of video-text examples can result in generalization beyond what is available in the video datasets. Compared to the previous video generation methods, Phenaki can generate arbitrary long videos conditioned on a sequence of prompts (i.e. time variable text or a story) in open domain. To the best of our knowledge, this is the first time a paper studies generating videos from time variable prompts. In addition, compared to the per-frame baselines, the proposed video encoder-decoder computes fewer tokens per video but results in better spatio-temporal consistency.
RACCooN: Remove, Add, and Change Video Content with Auto-Generated Narratives
Recent video generative models primarily rely on carefully written text prompts for specific tasks, like inpainting or style editing. They require labor-intensive textual descriptions for input videos, hindering their flexibility to adapt personal/raw videos to user specifications. This paper proposes RACCooN, a versatile and user-friendly video-to-paragraph-to-video generative framework that supports multiple video editing capabilities such as removal, addition, and modification, through a unified pipeline. RACCooN consists of two principal stages: Video-to-Paragraph (V2P) and Paragraph-to-Video (P2V). In the V2P stage, we automatically describe video scenes in well-structured natural language, capturing both the holistic context and focused object details. Subsequently, in the P2V stage, users can optionally refine these descriptions to guide the video diffusion model, enabling various modifications to the input video, such as removing, changing subjects, and/or adding new objects. The proposed approach stands out from other methods through several significant contributions: (1) RACCooN suggests a multi-granular spatiotemporal pooling strategy to generate well-structured video descriptions, capturing both the broad context and object details without requiring complex human annotations, simplifying precise video content editing based on text for users. (2) Our video generative model incorporates auto-generated narratives or instructions to enhance the quality and accuracy of the generated content. It supports the addition of video objects, inpainting, and attribute modification within a unified framework, surpassing existing video editing and inpainting benchmarks. The proposed framework demonstrates impressive versatile capabilities in video-to-paragraph generation, video content editing, and can be incorporated into other SoTA video generative models for further enhancement.
TV2TV: A Unified Framework for Interleaved Language and Video Generation
Video generation models are rapidly advancing, but can still struggle with complex video outputs that require significant semantic branching or repeated high-level reasoning about what should happen next. In this paper, we introduce a new class of omni video-text models that integrate ideas from recent LM reasoning advances to address this challenge. More specifically, we present TV2TV, a unified generative modeling framework which decomposes video generation into an interleaved text and video generation process. TV2TV jointly learns language modeling (next-token prediction) and video flow matching (next-frame prediction) using a Mixture-of-Transformers (MoT) architecture. At inference time, TV2TV decides when to alternate between generating text and video frames, allowing the model to "think in words" about subsequent content before ``acting in pixels'' to produce frames. This design offloads much of the responsibility for deciding what should happen next to the language modeling tower, enabling improved visual quality and prompt alignment of generated videos. It also enables fine-grained controllability, allowing users to modify the video generation trajectory through text interventions at any point in the process. In controlled experiments on video game data, TV2TV demonstrates substantial improvements in both visual quality and controllability. TV2TV also scales to natural videos, as we show by augmenting sports videos with interleaved natural language action descriptions using vision-language models (VLMs). Training TV2TV on this corpus yields strong visual quality and prompt alignment, showcasing the model's ability to reason about and generate complex real-world action sequences. Together, these results highlight TV2TV as a promising step toward video generation with open-ended textual reasoning and control.
In-Video Instructions: Visual Signals as Generative Control
Large-scale video generative models have recently demonstrated strong visual capabilities, enabling the prediction of future frames that adhere to the logical and physical cues in the current observation. In this work, we investigate whether such capabilities can be harnessed for controllable image-to-video generation by interpreting visual signals embedded within the frames as instructions, a paradigm we term In-Video Instruction. In contrast to prompt-based control, which provides textual descriptions that are inherently global and coarse, In-Video Instruction encodes user guidance directly into the visual domain through elements such as overlaid text, arrows, or trajectories. This enables explicit, spatial-aware, and unambiguous correspondences between visual subjects and their intended actions by assigning distinct instructions to different objects. Extensive experiments on three state-of-the-art generators, including Veo 3.1, Kling 2.5, and Wan 2.2, show that video models can reliably interpret and execute such visually embedded instructions, particularly in complex multi-object scenarios.
ReVision: High-Quality, Low-Cost Video Generation with Explicit 3D Physics Modeling for Complex Motion and Interaction
In recent years, video generation has seen significant advancements. However, challenges still persist in generating complex motions and interactions. To address these challenges, we introduce ReVision, a plug-and-play framework that explicitly integrates parameterized 3D physical knowledge into a pretrained conditional video generation model, significantly enhancing its ability to generate high-quality videos with complex motion and interactions. Specifically, ReVision consists of three stages. First, a video diffusion model is used to generate a coarse video. Next, we extract a set of 2D and 3D features from the coarse video to construct a 3D object-centric representation, which is then refined by our proposed parameterized physical prior model to produce an accurate 3D motion sequence. Finally, this refined motion sequence is fed back into the same video diffusion model as additional conditioning, enabling the generation of motion-consistent videos, even in scenarios involving complex actions and interactions. We validate the effectiveness of our approach on Stable Video Diffusion, where ReVision significantly improves motion fidelity and coherence. Remarkably, with only 1.5B parameters, it even outperforms a state-of-the-art video generation model with over 13B parameters on complex video generation by a substantial margin. Our results suggest that, by incorporating 3D physical knowledge, even a relatively small video diffusion model can generate complex motions and interactions with greater realism and controllability, offering a promising solution for physically plausible video generation.
Learning Video Representations without Natural Videos
In this paper, we show that useful video representations can be learned from synthetic videos and natural images, without incorporating natural videos in the training. We propose a progression of video datasets synthesized by simple generative processes, that model a growing set of natural video properties (e.g. motion, acceleration, and shape transformations). The downstream performance of video models pre-trained on these generated datasets gradually increases with the dataset progression. A VideoMAE model pre-trained on our synthetic videos closes 97.2% of the performance gap on UCF101 action classification between training from scratch and self-supervised pre-training from natural videos, and outperforms the pre-trained model on HMDB51. Introducing crops of static images to the pre-training stage results in similar performance to UCF101 pre-training and outperforms the UCF101 pre-trained model on 11 out of 14 out-of-distribution datasets of UCF101-P. Analyzing the low-level properties of the datasets, we identify correlations between frame diversity, frame similarity to natural data, and downstream performance. Our approach provides a more controllable and transparent alternative to video data curation processes for pre-training.
VideoDirectorGPT: Consistent Multi-scene Video Generation via LLM-Guided Planning
Although recent text-to-video (T2V) generation methods have seen significant advancements, most of these works focus on producing short video clips of a single event with a single background (i.e., single-scene videos). Meanwhile, recent large language models (LLMs) have demonstrated their capability in generating layouts and programs to control downstream visual modules such as image generation models. This raises an important question: can we leverage the knowledge embedded in these LLMs for temporally consistent long video generation? In this paper, we propose VideoDirectorGPT, a novel framework for consistent multi-scene video generation that uses the knowledge of LLMs for video content planning and grounded video generation. Specifically, given a single text prompt, we first ask our video planner LLM (GPT-4) to expand it into a 'video plan', which involves generating the scene descriptions, the entities with their respective layouts, the background for each scene, and consistency groupings of the entities and backgrounds. Next, guided by this output from the video planner, our video generator, Layout2Vid, has explicit control over spatial layouts and can maintain temporal consistency of entities/backgrounds across scenes, while only trained with image-level annotations. Our experiments demonstrate that VideoDirectorGPT framework substantially improves layout and movement control in both single- and multi-scene video generation and can generate multi-scene videos with visual consistency across scenes, while achieving competitive performance with SOTAs in open-domain single-scene T2V generation. We also demonstrate that our framework can dynamically control the strength for layout guidance and can also generate videos with user-provided images. We hope our framework can inspire future work on better integrating the planning ability of LLMs into consistent long video generation.
Compositional 3D-aware Video Generation with LLM Director
Significant progress has been made in text-to-video generation through the use of powerful generative models and large-scale internet data. However, substantial challenges remain in precisely controlling individual concepts within the generated video, such as the motion and appearance of specific characters and the movement of viewpoints. In this work, we propose a novel paradigm that generates each concept in 3D representation separately and then composes them with priors from Large Language Models (LLM) and 2D diffusion models. Specifically, given an input textual prompt, our scheme consists of three stages: 1) We leverage LLM as the director to first decompose the complex query into several sub-prompts that indicate individual concepts within the video~(e.g., scene, objects, motions), then we let LLM to invoke pre-trained expert models to obtain corresponding 3D representations of concepts. 2) To compose these representations, we prompt multi-modal LLM to produce coarse guidance on the scales and coordinates of trajectories for the objects. 3) To make the generated frames adhere to natural image distribution, we further leverage 2D diffusion priors and use Score Distillation Sampling to refine the composition. Extensive experiments demonstrate that our method can generate high-fidelity videos from text with diverse motion and flexible control over each concept. Project page: https://aka.ms/c3v.
RAGME: Retrieval Augmented Video Generation for Enhanced Motion Realism
Video generation is experiencing rapid growth, driven by advances in diffusion models and the development of better and larger datasets. However, producing high-quality videos remains challenging due to the high-dimensional data and the complexity of the task. Recent efforts have primarily focused on enhancing visual quality and addressing temporal inconsistencies, such as flickering. Despite progress in these areas, the generated videos often fall short in terms of motion complexity and physical plausibility, with many outputs either appearing static or exhibiting unrealistic motion. In this work, we propose a framework to improve the realism of motion in generated videos, exploring a complementary direction to much of the existing literature. Specifically, we advocate for the incorporation of a retrieval mechanism during the generation phase. The retrieved videos act as grounding signals, providing the model with demonstrations of how the objects move. Our pipeline is designed to apply to any text-to-video diffusion model, conditioning a pretrained model on the retrieved samples with minimal fine-tuning. We demonstrate the superiority of our approach through established metrics, recently proposed benchmarks, and qualitative results, and we highlight additional applications of the framework.
Stable Cinemetrics : Structured Taxonomy and Evaluation for Professional Video Generation
Recent advances in video generation have enabled high-fidelity video synthesis from user provided prompts. However, existing models and benchmarks fail to capture the complexity and requirements of professional video generation. Towards that goal, we introduce Stable Cinemetrics, a structured evaluation framework that formalizes filmmaking controls into four disentangled, hierarchical taxonomies: Setup, Event, Lighting, and Camera. Together, these taxonomies define 76 fine-grained control nodes grounded in industry practices. Using these taxonomies, we construct a benchmark of prompts aligned with professional use cases and develop an automated pipeline for prompt categorization and question generation, enabling independent evaluation of each control dimension. We conduct a large-scale human study spanning 10+ models and 20K videos, annotated by a pool of 80+ film professionals. Our analysis, both coarse and fine-grained reveal that even the strongest current models exhibit significant gaps, particularly in Events and Camera-related controls. To enable scalable evaluation, we train an automatic evaluator, a vision-language model aligned with expert annotations that outperforms existing zero-shot baselines. SCINE is the first approach to situate professional video generation within the landscape of video generative models, introducing taxonomies centered around cinematic controls and supporting them with structured evaluation pipelines and detailed analyses to guide future research.
Video Language Planning
We are interested in enabling visual planning for complex long-horizon tasks in the space of generated videos and language, leveraging recent advances in large generative models pretrained on Internet-scale data. To this end, we present video language planning (VLP), an algorithm that consists of a tree search procedure, where we train (i) vision-language models to serve as both policies and value functions, and (ii) text-to-video models as dynamics models. VLP takes as input a long-horizon task instruction and current image observation, and outputs a long video plan that provides detailed multimodal (video and language) specifications that describe how to complete the final task. VLP scales with increasing computation budget where more computation time results in improved video plans, and is able to synthesize long-horizon video plans across different robotics domains: from multi-object rearrangement, to multi-camera bi-arm dexterous manipulation. Generated video plans can be translated into real robot actions via goal-conditioned policies, conditioned on each intermediate frame of the generated video. Experiments show that VLP substantially improves long-horizon task success rates compared to prior methods on both simulated and real robots (across 3 hardware platforms).
Snap Video: Scaled Spatiotemporal Transformers for Text-to-Video Synthesis
Contemporary models for generating images show remarkable quality and versatility. Swayed by these advantages, the research community repurposes them to generate videos. Since video content is highly redundant, we argue that naively bringing advances of image models to the video generation domain reduces motion fidelity, visual quality and impairs scalability. In this work, we build Snap Video, a video-first model that systematically addresses these challenges. To do that, we first extend the EDM framework to take into account spatially and temporally redundant pixels and naturally support video generation. Second, we show that a U-Net - a workhorse behind image generation - scales poorly when generating videos, requiring significant computational overhead. Hence, we propose a new transformer-based architecture that trains 3.31 times faster than U-Nets (and is ~4.5 faster at inference). This allows us to efficiently train a text-to-video model with billions of parameters for the first time, reach state-of-the-art results on a number of benchmarks, and generate videos with substantially higher quality, temporal consistency, and motion complexity. The user studies showed that our model was favored by a large margin over the most recent methods. See our website at https://snap-research.github.io/snapvideo/.
Video Generators are Robot Policies
Despite tremendous progress in dexterous manipulation, current visuomotor policies remain fundamentally limited by two challenges: they struggle to generalize under perceptual or behavioral distribution shifts, and their performance is constrained by the size of human demonstration data. In this paper, we use video generation as a proxy for robot policy learning to address both limitations simultaneously. We propose Video Policy, a modular framework that combines video and action generation that can be trained end-to-end. Our results demonstrate that learning to generate videos of robot behavior allows for the extraction of policies with minimal demonstration data, significantly improving robustness and sample efficiency. Our method shows strong generalization to unseen objects, backgrounds, and tasks, both in simulation and the real world. We further highlight that task success is closely tied to the generated video, with action-free video data providing critical benefits for generalizing to novel tasks. By leveraging large-scale video generative models, we achieve superior performance compared to traditional behavior cloning, paving the way for more scalable and data-efficient robot policy learning.
VChain: Chain-of-Visual-Thought for Reasoning in Video Generation
Recent video generation models can produce smooth and visually appealing clips, but they often struggle to synthesize complex dynamics with a coherent chain of consequences. Accurately modeling visual outcomes and state transitions over time remains a core challenge. In contrast, large language and multimodal models (e.g., GPT-4o) exhibit strong visual state reasoning and future prediction capabilities. To bridge these strengths, we introduce VChain, a novel inference-time chain-of-visual-thought framework that injects visual reasoning signals from multimodal models into video generation. Specifically, VChain contains a dedicated pipeline that leverages large multimodal models to generate a sparse set of critical keyframes as snapshots, which are then used to guide the sparse inference-time tuning of a pre-trained video generator only at these key moments. Our approach is tuning-efficient, introduces minimal overhead and avoids dense supervision. Extensive experiments on complex, multi-step scenarios show that VChain significantly enhances the quality of generated videos.
DreamGen: Unlocking Generalization in Robot Learning through Neural Trajectories
We introduce DreamGen, a simple yet highly effective 4-stage pipeline for training robot policies that generalize across behaviors and environments through neural trajectories - synthetic robot data generated from video world models. DreamGen leverages state-of-the-art image-to-video generative models, adapting them to the target robot embodiment to produce photorealistic synthetic videos of familiar or novel tasks in diverse environments. Since these models generate only videos, we recover pseudo-action sequences using either a latent action model or an inverse-dynamics model (IDM). Despite its simplicity, DreamGen unlocks strong behavior and environment generalization: a humanoid robot can perform 22 new behaviors in both seen and unseen environments, while requiring teleoperation data from only a single pick-and-place task in one environment. To evaluate the pipeline systematically, we introduce DreamGen Bench, a video generation benchmark that shows a strong correlation between benchmark performance and downstream policy success. Our work establishes a promising new axis for scaling robot learning well beyond manual data collection.
Dimension-Reduction Attack! Video Generative Models are Experts on Controllable Image Synthesis
Video generative models can be regarded as world simulators due to their ability to capture dynamic, continuous changes inherent in real-world environments. These models integrate high-dimensional information across visual, temporal, spatial, and causal dimensions, enabling predictions of subjects in various status. A natural and valuable research direction is to explore whether a fully trained video generative model in high-dimensional space can effectively support lower-dimensional tasks such as controllable image generation. In this work, we propose a paradigm for video-to-image knowledge compression and task adaptation, termed Dimension-Reduction Attack (DRA-Ctrl), which utilizes the strengths of video models, including long-range context modeling and flatten full-attention, to perform various generation tasks. Specially, to address the challenging gap between continuous video frames and discrete image generation, we introduce a mixup-based transition strategy that ensures smooth adaptation. Moreover, we redesign the attention structure with a tailored masking mechanism to better align text prompts with image-level control. Experiments across diverse image generation tasks, such as subject-driven and spatially conditioned generation, show that repurposed video models outperform those trained directly on images. These results highlight the untapped potential of large-scale video generators for broader visual applications. DRA-Ctrl provides new insights into reusing resource-intensive video models and lays foundation for future unified generative models across visual modalities. The project page is https://dra-ctrl-2025.github.io/DRA-Ctrl/.
MTVG : Multi-text Video Generation with Text-to-Video Models
Recently, video generation has attracted massive attention and yielded noticeable outcomes. Concerning the characteristics of video, multi-text conditioning incorporating sequential events is necessary for next-step video generation. In this work, we propose a novel multi-text video generation~(MTVG) by directly utilizing a pre-trained diffusion-based text-to-video~(T2V) generation model without additional fine-tuning. To generate consecutive video segments, visual consistency generated by distinct prompts is necessary with diverse variations, such as motion and content-related transitions. Our proposed MTVG includes Dynamic Noise and Last Frame Aware Inversion which reinitialize the noise latent to preserve visual coherence between videos of different prompts and prevent repetitive motion or contents. Furthermore, we present Structure Guiding Sampling to maintain the global appearance across the frames in a single video clip, where we leverage iterative latent updates across the preceding frame. Additionally, our Prompt Generator allows for arbitrary format of text conditions consisting of diverse events. As a result, our extensive experiments, including diverse transitions of descriptions, demonstrate that our proposed methods show superior generated outputs in terms of semantically coherent and temporally seamless video.Video examples are available in our project page: https://kuai-lab.github.io/mtvg-page.
DrivingWorld: Constructing World Model for Autonomous Driving via Video GPT
Recent successes in autoregressive (AR) generation models, such as the GPT series in natural language processing, have motivated efforts to replicate this success in visual tasks. Some works attempt to extend this approach to autonomous driving by building video-based world models capable of generating realistic future video sequences and predicting ego states. However, prior works tend to produce unsatisfactory results, as the classic GPT framework is designed to handle 1D contextual information, such as text, and lacks the inherent ability to model the spatial and temporal dynamics essential for video generation. In this paper, we present DrivingWorld, a GPT-style world model for autonomous driving, featuring several spatial-temporal fusion mechanisms. This design enables effective modeling of both spatial and temporal dynamics, facilitating high-fidelity, long-duration video generation. Specifically, we propose a next-state prediction strategy to model temporal coherence between consecutive frames and apply a next-token prediction strategy to capture spatial information within each frame. To further enhance generalization ability, we propose a novel masking strategy and reweighting strategy for token prediction to mitigate long-term drifting issues and enable precise control. Our work demonstrates the ability to produce high-fidelity and consistent video clips of over 40 seconds in duration, which is over 2 times longer than state-of-the-art driving world models. Experiments show that, in contrast to prior works, our method achieves superior visual quality and significantly more accurate controllable future video generation. Our code is available at https://github.com/YvanYin/DrivingWorld.
Vid2Robot: End-to-end Video-conditioned Policy Learning with Cross-Attention Transformers
While large-scale robotic systems typically rely on textual instructions for tasks, this work explores a different approach: can robots infer the task directly from observing humans? This shift necessitates the robot's ability to decode human intent and translate it into executable actions within its physical constraints and environment. We introduce Vid2Robot, a novel end-to-end video-based learning framework for robots. Given a video demonstration of a manipulation task and current visual observations, Vid2Robot directly produces robot actions. This is achieved through a unified representation model trained on a large dataset of human video and robot trajectory. The model leverages cross-attention mechanisms to fuse prompt video features to the robot's current state and generate appropriate actions that mimic the observed task. To further improve policy performance, we propose auxiliary contrastive losses that enhance the alignment between human and robot video representations. We evaluate Vid2Robot on real-world robots, demonstrating a 20% improvement in performance compared to other video-conditioned policies when using human demonstration videos. Additionally, our model exhibits emergent capabilities, such as successfully transferring observed motions from one object to another, and long-horizon composition, thus showcasing its potential for real-world applications. Project website: vid2robot.github.io
Captain Cinema: Towards Short Movie Generation
We present Captain Cinema, a generation framework for short movie generation. Given a detailed textual description of a movie storyline, our approach firstly generates a sequence of keyframes that outline the entire narrative, which ensures long-range coherence in both the storyline and visual appearance (e.g., scenes and characters). We refer to this step as top-down keyframe planning. These keyframes then serve as conditioning signals for a video synthesis model, which supports long context learning, to produce the spatio-temporal dynamics between them. This step is referred to as bottom-up video synthesis. To support stable and efficient generation of multi-scene long narrative cinematic works, we introduce an interleaved training strategy for Multimodal Diffusion Transformers (MM-DiT), specifically adapted for long-context video data. Our model is trained on a specially curated cinematic dataset consisting of interleaved data pairs. Our experiments demonstrate that Captain Cinema performs favorably in the automated creation of visually coherent and narrative consistent short movies in high quality and efficiency. Project page: https://thecinema.ai
Animate-A-Story: Storytelling with Retrieval-Augmented Video Generation
Generating videos for visual storytelling can be a tedious and complex process that typically requires either live-action filming or graphics animation rendering. To bypass these challenges, our key idea is to utilize the abundance of existing video clips and synthesize a coherent storytelling video by customizing their appearances. We achieve this by developing a framework comprised of two functional modules: (i) Motion Structure Retrieval, which provides video candidates with desired scene or motion context described by query texts, and (ii) Structure-Guided Text-to-Video Synthesis, which generates plot-aligned videos under the guidance of motion structure and text prompts. For the first module, we leverage an off-the-shelf video retrieval system and extract video depths as motion structure. For the second module, we propose a controllable video generation model that offers flexible controls over structure and characters. The videos are synthesized by following the structural guidance and appearance instruction. To ensure visual consistency across clips, we propose an effective concept personalization approach, which allows the specification of the desired character identities through text prompts. Extensive experiments demonstrate that our approach exhibits significant advantages over various existing baselines.
Long Video Generation with Time-Agnostic VQGAN and Time-Sensitive Transformer
Videos are created to express emotion, exchange information, and share experiences. Video synthesis has intrigued researchers for a long time. Despite the rapid progress driven by advances in visual synthesis, most existing studies focus on improving the frames' quality and the transitions between them, while little progress has been made in generating longer videos. In this paper, we present a method that builds on 3D-VQGAN and transformers to generate videos with thousands of frames. Our evaluation shows that our model trained on 16-frame video clips from standard benchmarks such as UCF-101, Sky Time-lapse, and Taichi-HD datasets can generate diverse, coherent, and high-quality long videos. We also showcase conditional extensions of our approach for generating meaningful long videos by incorporating temporal information with text and audio. Videos and code can be found at https://songweige.github.io/projects/tats/index.html.
VideoJAM: Joint Appearance-Motion Representations for Enhanced Motion Generation in Video Models
Despite tremendous recent progress, generative video models still struggle to capture real-world motion, dynamics, and physics. We show that this limitation arises from the conventional pixel reconstruction objective, which biases models toward appearance fidelity at the expense of motion coherence. To address this, we introduce VideoJAM, a novel framework that instills an effective motion prior to video generators, by encouraging the model to learn a joint appearance-motion representation. VideoJAM is composed of two complementary units. During training, we extend the objective to predict both the generated pixels and their corresponding motion from a single learned representation. During inference, we introduce Inner-Guidance, a mechanism that steers the generation toward coherent motion by leveraging the model's own evolving motion prediction as a dynamic guidance signal. Notably, our framework can be applied to any video model with minimal adaptations, requiring no modifications to the training data or scaling of the model. VideoJAM achieves state-of-the-art performance in motion coherence, surpassing highly competitive proprietary models while also enhancing the perceived visual quality of the generations. These findings emphasize that appearance and motion can be complementary and, when effectively integrated, enhance both the visual quality and the coherence of video generation. Project website: https://hila-chefer.github.io/videojam-paper.github.io/
GPT4Video: A Unified Multimodal Large Language Model for lnstruction-Followed Understanding and Safety-Aware Generation
While the recent advances in Multimodal Large Language Models (MLLMs) constitute a significant leap forward in the field, these models are predominantly confined to the realm of input-side multimodal comprehension, lacking the capacity for multimodal content generation. To fill this gap, we present GPT4Video, a unified multi-model framework that empowers Large Language Models (LLMs) with the capability of both video understanding and generation. Specifically, we develop an instruction-following-based approach integrated with the stable diffusion generative model, which has demonstrated to effectively and securely handle video generation scenarios. GPT4Video offers the following benefits: 1) It exhibits impressive capabilities in both video understanding and generation scenarios. For example, GPT4Video outperforms Valley by 11.8\% on the Video Question Answering task, and surpasses NExt-GPT by 2.3\% on the Text to Video generation task. 2) it endows the LLM/MLLM with video generation capabilities without requiring additional training parameters and can flexibly interface with a wide range of models to perform video generation. 3) it maintains a safe and healthy conversation not only in output-side but also the input side in an end-to-end manner. Qualitative and qualitative experiments demonstrate that GPT4Video holds the potential to function as a effective, safe and Humanoid-like video assistant that can handle both video understanding and generation scenarios.
EnerVerse: Envisioning Embodied Future Space for Robotics Manipulation
We introduce EnerVerse, a comprehensive framework for embodied future space generation specifically designed for robotic manipulation tasks. EnerVerse seamlessly integrates convolutional and bidirectional attention mechanisms for inner-chunk space modeling, ensuring low-level consistency and continuity. Recognizing the inherent redundancy in video data, we propose a sparse memory context combined with a chunkwise unidirectional generative paradigm to enable the generation of infinitely long sequences. To further augment robotic capabilities, we introduce the Free Anchor View (FAV) space, which provides flexible perspectives to enhance observation and analysis. The FAV space mitigates motion modeling ambiguity, removes physical constraints in confined environments, and significantly improves the robot's generalization and adaptability across various tasks and settings. To address the prohibitive costs and labor intensity of acquiring multi-camera observations, we present a data engine pipeline that integrates a generative model with 4D Gaussian Splatting (4DGS). This pipeline leverages the generative model's robust generalization capabilities and the spatial constraints provided by 4DGS, enabling an iterative enhancement of data quality and diversity, thus creating a data flywheel effect that effectively narrows the sim-to-real gap. Finally, our experiments demonstrate that the embodied future space generation prior substantially enhances policy predictive capabilities, resulting in improved overall performance, particularly in long-range robotic manipulation tasks.
Scene123: One Prompt to 3D Scene Generation via Video-Assisted and Consistency-Enhanced MAE
As Artificial Intelligence Generated Content (AIGC) advances, a variety of methods have been developed to generate text, images, videos, and 3D objects from single or multimodal inputs, contributing efforts to emulate human-like cognitive content creation. However, generating realistic large-scale scenes from a single input presents a challenge due to the complexities involved in ensuring consistency across extrapolated views generated by models. Benefiting from recent video generation models and implicit neural representations, we propose Scene123, a 3D scene generation model, that not only ensures realism and diversity through the video generation framework but also uses implicit neural fields combined with Masked Autoencoders (MAE) to effectively ensures the consistency of unseen areas across views. Specifically, we initially warp the input image (or an image generated from text) to simulate adjacent views, filling the invisible areas with the MAE model. However, these filled images usually fail to maintain view consistency, thus we utilize the produced views to optimize a neural radiance field, enhancing geometric consistency. Moreover, to further enhance the details and texture fidelity of generated views, we employ a GAN-based Loss against images derived from the input image through the video generation model. Extensive experiments demonstrate that our method can generate realistic and consistent scenes from a single prompt. Both qualitative and quantitative results indicate that our approach surpasses existing state-of-the-art methods. We show encourage video examples at https://yiyingyang12.github.io/Scene123.github.io/.
Learning Human Skill Generators at Key-Step Levels
We are committed to learning human skill generators at key-step levels. The generation of skills is a challenging endeavor, but its successful implementation could greatly facilitate human skill learning and provide more experience for embodied intelligence. Although current video generation models can synthesis simple and atomic human operations, they struggle with human skills due to their complex procedure process. Human skills involve multi-step, long-duration actions and complex scene transitions, so the existing naive auto-regressive methods for synthesizing long videos cannot generate human skills. To address this, we propose a novel task, the Key-step Skill Generation (KS-Gen), aimed at reducing the complexity of generating human skill videos. Given the initial state and a skill description, the task is to generate video clips of key steps to complete the skill, rather than a full-length video. To support this task, we introduce a carefully curated dataset and define multiple evaluation metrics to assess performance. Considering the complexity of KS-Gen, we propose a new framework for this task. First, a multimodal large language model (MLLM) generates descriptions for key steps using retrieval argument. Subsequently, we use a Key-step Image Generator (KIG) to address the discontinuity between key steps in skill videos. Finally, a video generation model uses these descriptions and key-step images to generate video clips of the key steps with high temporal consistency. We offer a detailed analysis of the results, hoping to provide more insights on human skill generation. All models and data are available at https://github.com/MCG-NJU/KS-Gen.
Learning to Generate Object Interactions with Physics-Guided Video Diffusion
Recent models for video generation have achieved remarkable progress and are now deployed in film, social media production, and advertising. Beyond their creative potential, such models also hold promise as world simulators for robotics and embodied decision making. Despite strong advances, however, current approaches still struggle to generate physically plausible object interactions and lack physics-grounded control mechanisms. To address this limitation, we introduce KineMask, an approach for physics-guided video generation that enables realistic rigid body control, interactions, and effects. Given a single image and a specified object velocity, our method generates videos with inferred motions and future object interactions. We propose a two-stage training strategy that gradually removes future motion supervision via object masks. Using this strategy we train video diffusion models (VDMs) on synthetic scenes of simple interactions and demonstrate significant improvements of object interactions in real scenes. Furthermore, KineMask integrates low-level motion control with high-level textual conditioning via predictive scene descriptions, leading to effective support for synthesis of complex dynamical phenomena. Extensive experiments show that KineMask achieves strong improvements over recent models of comparable size. Ablation studies further highlight the complementary roles of low- and high-level conditioning in VDMs. Our code, model, and data will be made publicly available.
ATI: Any Trajectory Instruction for Controllable Video Generation
We propose a unified framework for motion control in video generation that seamlessly integrates camera movement, object-level translation, and fine-grained local motion using trajectory-based inputs. In contrast to prior methods that address these motion types through separate modules or task-specific designs, our approach offers a cohesive solution by projecting user-defined trajectories into the latent space of pre-trained image-to-video generation models via a lightweight motion injector. Users can specify keypoints and their motion paths to control localized deformations, entire object motion, virtual camera dynamics, or combinations of these. The injected trajectory signals guide the generative process to produce temporally consistent and semantically aligned motion sequences. Our framework demonstrates superior performance across multiple video motion control tasks, including stylized motion effects (e.g., motion brushes), dynamic viewpoint changes, and precise local motion manipulation. Experiments show that our method provides significantly better controllability and visual quality compared to prior approaches and commercial solutions, while remaining broadly compatible with various state-of-the-art video generation backbones. Project page: https://anytraj.github.io/.
Learning to Act from Actionless Videos through Dense Correspondences
In this work, we present an approach to construct a video-based robot policy capable of reliably executing diverse tasks across different robots and environments from few video demonstrations without using any action annotations. Our method leverages images as a task-agnostic representation, encoding both the state and action information, and text as a general representation for specifying robot goals. By synthesizing videos that ``hallucinate'' robot executing actions and in combination with dense correspondences between frames, our approach can infer the closed-formed action to execute to an environment without the need of any explicit action labels. This unique capability allows us to train the policy solely based on RGB videos and deploy learned policies to various robotic tasks. We demonstrate the efficacy of our approach in learning policies on table-top manipulation and navigation tasks. Additionally, we contribute an open-source framework for efficient video modeling, enabling the training of high-fidelity policy models with four GPUs within a single day.
UniVG: Towards UNIfied-modal Video Generation
Diffusion based video generation has received extensive attention and achieved considerable success within both the academic and industrial communities. However, current efforts are mainly concentrated on single-objective or single-task video generation, such as generation driven by text, by image, or by a combination of text and image. This cannot fully meet the needs of real-world application scenarios, as users are likely to input images and text conditions in a flexible manner, either individually or in combination. To address this, we propose a Unified-modal Video Genearation system that is capable of handling multiple video generation tasks across text and image modalities. To this end, we revisit the various video generation tasks within our system from the perspective of generative freedom, and classify them into high-freedom and low-freedom video generation categories. For high-freedom video generation, we employ Multi-condition Cross Attention to generate videos that align with the semantics of the input images or text. For low-freedom video generation, we introduce Biased Gaussian Noise to replace the pure random Gaussian Noise, which helps to better preserve the content of the input conditions. Our method achieves the lowest Fr\'echet Video Distance (FVD) on the public academic benchmark MSR-VTT, surpasses the current open-source methods in human evaluations, and is on par with the current close-source method Gen2. For more samples, visit https://univg-baidu.github.io.
Cavia: Camera-controllable Multi-view Video Diffusion with View-Integrated Attention
In recent years there have been remarkable breakthroughs in image-to-video generation. However, the 3D consistency and camera controllability of generated frames have remained unsolved. Recent studies have attempted to incorporate camera control into the generation process, but their results are often limited to simple trajectories or lack the ability to generate consistent videos from multiple distinct camera paths for the same scene. To address these limitations, we introduce Cavia, a novel framework for camera-controllable, multi-view video generation, capable of converting an input image into multiple spatiotemporally consistent videos. Our framework extends the spatial and temporal attention modules into view-integrated attention modules, improving both viewpoint and temporal consistency. This flexible design allows for joint training with diverse curated data sources, including scene-level static videos, object-level synthetic multi-view dynamic videos, and real-world monocular dynamic videos. To our best knowledge, Cavia is the first of its kind that allows the user to precisely specify camera motion while obtaining object motion. Extensive experiments demonstrate that Cavia surpasses state-of-the-art methods in terms of geometric consistency and perceptual quality. Project Page: https://ir1d.github.io/Cavia/
EvalCrafter: Benchmarking and Evaluating Large Video Generation Models
The vision and language generative models have been overgrown in recent years. For video generation, various open-sourced models and public-available services are released for generating high-visual quality videos. However, these methods often use a few academic metrics, for example, FVD or IS, to evaluate the performance. We argue that it is hard to judge the large conditional generative models from the simple metrics since these models are often trained on very large datasets with multi-aspect abilities. Thus, we propose a new framework and pipeline to exhaustively evaluate the performance of the generated videos. To achieve this, we first conduct a new prompt list for text-to-video generation by analyzing the real-world prompt list with the help of the large language model. Then, we evaluate the state-of-the-art video generative models on our carefully designed benchmarks, in terms of visual qualities, content qualities, motion qualities, and text-caption alignment with around 18 objective metrics. To obtain the final leaderboard of the models, we also fit a series of coefficients to align the objective metrics to the users' opinions. Based on the proposed opinion alignment method, our final score shows a higher correlation than simply averaging the metrics, showing the effectiveness of the proposed evaluation method.
BlobGEN-Vid: Compositional Text-to-Video Generation with Blob Video Representations
Existing video generation models struggle to follow complex text prompts and synthesize multiple objects, raising the need for additional grounding input for improved controllability. In this work, we propose to decompose videos into visual primitives - blob video representation, a general representation for controllable video generation. Based on blob conditions, we develop a blob-grounded video diffusion model named BlobGEN-Vid that allows users to control object motions and fine-grained object appearance. In particular, we introduce a masked 3D attention module that effectively improves regional consistency across frames. In addition, we introduce a learnable module to interpolate text embeddings so that users can control semantics in specific frames and obtain smooth object transitions. We show that our framework is model-agnostic and build BlobGEN-Vid based on both U-Net and DiT-based video diffusion models. Extensive experimental results show that BlobGEN-Vid achieves superior zero-shot video generation ability and state-of-the-art layout controllability on multiple benchmarks. When combined with an LLM for layout planning, our framework even outperforms proprietary text-to-video generators in terms of compositional accuracy.
Make Pixels Dance: High-Dynamic Video Generation
Creating high-dynamic videos such as motion-rich actions and sophisticated visual effects poses a significant challenge in the field of artificial intelligence. Unfortunately, current state-of-the-art video generation methods, primarily focusing on text-to-video generation, tend to produce video clips with minimal motions despite maintaining high fidelity. We argue that relying solely on text instructions is insufficient and suboptimal for video generation. In this paper, we introduce PixelDance, a novel approach based on diffusion models that incorporates image instructions for both the first and last frames in conjunction with text instructions for video generation. Comprehensive experimental results demonstrate that PixelDance trained with public data exhibits significantly better proficiency in synthesizing videos with complex scenes and intricate motions, setting a new standard for video generation.
Simulating the Visual World with Artificial Intelligence: A Roadmap
The landscape of video generation is shifting, from a focus on generating visually appealing clips to building virtual environments that support interaction and maintain physical plausibility. These developments point toward the emergence of video foundation models that function not only as visual generators but also as implicit world models, models that simulate the physical dynamics, agent-environment interactions, and task planning that govern real or imagined worlds. This survey provides a systematic overview of this evolution, conceptualizing modern video foundation models as the combination of two core components: an implicit world model and a video renderer. The world model encodes structured knowledge about the world, including physical laws, interaction dynamics, and agent behavior. It serves as a latent simulation engine that enables coherent visual reasoning, long-term temporal consistency, and goal-driven planning. The video renderer transforms this latent simulation into realistic visual observations, effectively producing videos as a "window" into the simulated world. We trace the progression of video generation through four generations, in which the core capabilities advance step by step, ultimately culminating in a world model, built upon a video generation model, that embodies intrinsic physical plausibility, real-time multimodal interaction, and planning capabilities spanning multiple spatiotemporal scales. For each generation, we define its core characteristics, highlight representative works, and examine their application domains such as robotics, autonomous driving, and interactive gaming. Finally, we discuss open challenges and design principles for next-generation world models, including the role of agent intelligence in shaping and evaluating these systems. An up-to-date list of related works is maintained at this link.
Towards Accurate Generative Models of Video: A New Metric & Challenges
Recent advances in deep generative models have lead to remarkable progress in synthesizing high quality images. Following their successful application in image processing and representation learning, an important next step is to consider videos. Learning generative models of video is a much harder task, requiring a model to capture the temporal dynamics of a scene, in addition to the visual presentation of objects. While recent attempts at formulating generative models of video have had some success, current progress is hampered by (1) the lack of qualitative metrics that consider visual quality, temporal coherence, and diversity of samples, and (2) the wide gap between purely synthetic video data sets and challenging real-world data sets in terms of complexity. To this extent we propose Fr\'{e}chet Video Distance (FVD), a new metric for generative models of video, and StarCraft 2 Videos (SCV), a benchmark of game play from custom starcraft 2 scenarios that challenge the current capabilities of generative models of video. We contribute a large-scale human study, which confirms that FVD correlates well with qualitative human judgment of generated videos, and provide initial benchmark results on SCV.
Learning Universal Policies via Text-Guided Video Generation
A goal of artificial intelligence is to construct an agent that can solve a wide variety of tasks. Recent progress in text-guided image synthesis has yielded models with an impressive ability to generate complex novel images, exhibiting combinatorial generalization across domains. Motivated by this success, we investigate whether such tools can be used to construct more general-purpose agents. Specifically, we cast the sequential decision making problem as a text-conditioned video generation problem, where, given a text-encoded specification of a desired goal, a planner synthesizes a set of future frames depicting its planned actions in the future, after which control actions are extracted from the generated video. By leveraging text as the underlying goal specification, we are able to naturally and combinatorially generalize to novel goals. The proposed policy-as-video formulation can further represent environments with different state and action spaces in a unified space of images, which, for example, enables learning and generalization across a variety of robot manipulation tasks. Finally, by leveraging pretrained language embeddings and widely available videos from the internet, the approach enables knowledge transfer through predicting highly realistic video plans for real robots.
Preacher: Paper-to-Video Agentic System
The paper-to-video task converts a research paper into a structured video abstract, distilling key concepts, methods, and conclusions into an accessible, well-organized format. While state-of-the-art video generation models demonstrate potential, they are constrained by limited context windows, rigid video duration constraints, limited stylistic diversity, and an inability to represent domain-specific knowledge. To address these limitations, we introduce Preacher, the first paper-to-video agentic system. Preacher employs a topdown approach to decompose, summarize, and reformulate the paper, followed by bottom-up video generation, synthesizing diverse video segments into a coherent abstract. To align cross-modal representations, we define key scenes and introduce a Progressive Chain of Thought (P-CoT) for granular, iterative planning. Preacher successfully generates high-quality video abstracts across five research fields, demonstrating expertise beyond current video generation models. Code will be released at: https://github.com/GenVerse/Paper2Video
Learning Camera Movement Control from Real-World Drone Videos
This study seeks to automate camera movement control for filming existing subjects into attractive videos, contrasting with the creation of non-existent content by directly generating the pixels. We select drone videos as our test case due to their rich and challenging motion patterns, distinctive viewing angles, and precise controls. Existing AI videography methods struggle with limited appearance diversity in simulation training, high costs of recording expert operations, and difficulties in designing heuristic-based goals to cover all scenarios. To avoid these issues, we propose a scalable method that involves collecting real-world training data to improve diversity, extracting camera trajectories automatically to minimize annotation costs, and training an effective architecture that does not rely on heuristics. Specifically, we collect 99k high-quality trajectories by running 3D reconstruction on online videos, connecting camera poses from consecutive frames to formulate 3D camera paths, and using Kalman filter to identify and remove low-quality data. Moreover, we introduce DVGFormer, an auto-regressive transformer that leverages the camera path and images from all past frames to predict camera movement in the next frame. We evaluate our system across 38 synthetic natural scenes and 7 real city 3D scans. We show that our system effectively learns to perform challenging camera movements such as navigating through obstacles, maintaining low altitude to increase perceived speed, and orbiting towers and buildings, which are very useful for recording high-quality videos. Data and code are available at dvgformer.github.io.
PISA Experiments: Exploring Physics Post-Training for Video Diffusion Models by Watching Stuff Drop
Large-scale pre-trained video generation models excel in content creation but are not reliable as physically accurate world simulators out of the box. This work studies the process of post-training these models for accurate world modeling through the lens of the simple, yet fundamental, physics task of modeling object freefall. We show state-of-the-art video generation models struggle with this basic task, despite their visually impressive outputs. To remedy this problem, we find that fine-tuning on a relatively small amount of simulated videos is effective in inducing the dropping behavior in the model, and we can further improve results through a novel reward modeling procedure we introduce. Our study also reveals key limitations of post-training in generalization and distribution modeling. Additionally, we release a benchmark for this task that may serve as a useful diagnostic tool for tracking physical accuracy in large-scale video generative model development.
VidStyleODE: Disentangled Video Editing via StyleGAN and NeuralODEs
We propose VidStyleODE, a spatiotemporally continuous disentangled Video representation based upon StyleGAN and Neural-ODEs. Effective traversal of the latent space learned by Generative Adversarial Networks (GANs) has been the basis for recent breakthroughs in image editing. However, the applicability of such advancements to the video domain has been hindered by the difficulty of representing and controlling videos in the latent space of GANs. In particular, videos are composed of content (i.e., appearance) and complex motion components that require a special mechanism to disentangle and control. To achieve this, VidStyleODE encodes the video content in a pre-trained StyleGAN W_+ space and benefits from a latent ODE component to summarize the spatiotemporal dynamics of the input video. Our novel continuous video generation process then combines the two to generate high-quality and temporally consistent videos with varying frame rates. We show that our proposed method enables a variety of applications on real videos: text-guided appearance manipulation, motion manipulation, image animation, and video interpolation and extrapolation. Project website: https://cyberiada.github.io/VidStyleODE
Video Prediction Models as General Visual Encoders
This study explores the potential of open-source video conditional generation models as encoders for downstream tasks, focusing on instance segmentation using the BAIR Robot Pushing Dataset. The researchers propose using video prediction models as general visual encoders, leveraging their ability to capture critical spatial and temporal information which is essential for tasks such as instance segmentation. Inspired by human vision studies, particularly Gestalts principle of common fate, the approach aims to develop a latent space representative of motion from images to effectively discern foreground from background information. The researchers utilize a 3D Vector-Quantized Variational Autoencoder 3D VQVAE video generative encoder model conditioned on an input frame, coupled with downstream segmentation tasks. Experiments involve adapting pre-trained video generative models, analyzing their latent spaces, and training custom decoders for foreground-background segmentation. The findings demonstrate promising results in leveraging generative pretext learning for downstream tasks, working towards enhanced scene analysis and segmentation in computer vision applications.
InteractiveVideo: User-Centric Controllable Video Generation with Synergistic Multimodal Instructions
We introduce InteractiveVideo, a user-centric framework for video generation. Different from traditional generative approaches that operate based on user-provided images or text, our framework is designed for dynamic interaction, allowing users to instruct the generative model through various intuitive mechanisms during the whole generation process, e.g. text and image prompts, painting, drag-and-drop, etc. We propose a Synergistic Multimodal Instruction mechanism, designed to seamlessly integrate users' multimodal instructions into generative models, thus facilitating a cooperative and responsive interaction between user inputs and the generative process. This approach enables iterative and fine-grained refinement of the generation result through precise and effective user instructions. With InteractiveVideo, users are given the flexibility to meticulously tailor key aspects of a video. They can paint the reference image, edit semantics, and adjust video motions until their requirements are fully met. Code, models, and demo are available at https://github.com/invictus717/InteractiveVideo
Motion Inversion for Video Customization
In this research, we present a novel approach to motion customization in video generation, addressing the widespread gap in the thorough exploration of motion representation within video generative models. Recognizing the unique challenges posed by video's spatiotemporal nature, our method introduces Motion Embeddings, a set of explicit, temporally coherent one-dimensional embeddings derived from a given video. These embeddings are designed to integrate seamlessly with the temporal transformer modules of video diffusion models, modulating self-attention computations across frames without compromising spatial integrity. Our approach offers a compact and efficient solution to motion representation and enables complex manipulations of motion characteristics through vector arithmetic in the embedding space. Furthermore, we identify the Temporal Discrepancy in video generative models, which refers to variations in how different motion modules process temporal relationships between frames. We leverage this understanding to optimize the integration of our motion embeddings. Our contributions include the introduction of a tailored motion embedding for customization tasks, insights into the temporal processing differences in video models, and a demonstration of the practical advantages and effectiveness of our method through extensive experiments.
ManipDreamer3D : Synthesizing Plausible Robotic Manipulation Video with Occupancy-aware 3D Trajectory
Data scarcity continues to be a major challenge in the field of robotic manipulation. Although diffusion models provide a promising solution for generating robotic manipulation videos, existing methods largely depend on 2D trajectories, which inherently face issues with 3D spatial ambiguity. In this work, we present a novel framework named ManipDreamer3D for generating plausible 3D-aware robotic manipulation videos from the input image and the text instruction. Our method combines 3D trajectory planning with a reconstructed 3D occupancy map created from a third-person perspective, along with a novel trajectory-to-video diffusion model. Specifically, ManipDreamer3D first reconstructs the 3D occupancy representation from the input image and then computes an optimized 3D end-effector trajectory, minimizing path length while avoiding collisions. Next, we employ a latent editing technique to create video sequences from the initial image latent and the optimized 3D trajectory. This process conditions our specially trained trajectory-to-video diffusion model to produce robotic pick-and-place videos. Our method generates robotic videos with autonomously planned plausible 3D trajectories, significantly reducing human intervention requirements. Experimental results demonstrate superior visual quality compared to existing methods.
VPO: Aligning Text-to-Video Generation Models with Prompt Optimization
Video generation models have achieved remarkable progress in text-to-video tasks. These models are typically trained on text-video pairs with highly detailed and carefully crafted descriptions, while real-world user inputs during inference are often concise, vague, or poorly structured. This gap makes prompt optimization crucial for generating high-quality videos. Current methods often rely on large language models (LLMs) to refine prompts through in-context learning, but suffer from several limitations: they may distort user intent, omit critical details, or introduce safety risks. Moreover, they optimize prompts without considering the impact on the final video quality, which can lead to suboptimal results. To address these issues, we introduce VPO, a principled framework that optimizes prompts based on three core principles: harmlessness, accuracy, and helpfulness. The generated prompts faithfully preserve user intents and, more importantly, enhance the safety and quality of generated videos. To achieve this, VPO employs a two-stage optimization approach. First, we construct and refine a supervised fine-tuning (SFT) dataset based on principles of safety and alignment. Second, we introduce both text-level and video-level feedback to further optimize the SFT model with preference learning. Our extensive experiments demonstrate that VPO significantly improves safety, alignment, and video quality compared to baseline methods. Moreover, VPO shows strong generalization across video generation models. Furthermore, we demonstrate that VPO could outperform and be combined with RLHF methods on video generation models, underscoring the effectiveness of VPO in aligning video generation models. Our code and data are publicly available at https://github.com/thu-coai/VPO.
Text2Video-Zero: Text-to-Image Diffusion Models are Zero-Shot Video Generators
Recent text-to-video generation approaches rely on computationally heavy training and require large-scale video datasets. In this paper, we introduce a new task of zero-shot text-to-video generation and propose a low-cost approach (without any training or optimization) by leveraging the power of existing text-to-image synthesis methods (e.g., Stable Diffusion), making them suitable for the video domain. Our key modifications include (i) enriching the latent codes of the generated frames with motion dynamics to keep the global scene and the background time consistent; and (ii) reprogramming frame-level self-attention using a new cross-frame attention of each frame on the first frame, to preserve the context, appearance, and identity of the foreground object. Experiments show that this leads to low overhead, yet high-quality and remarkably consistent video generation. Moreover, our approach is not limited to text-to-video synthesis but is also applicable to other tasks such as conditional and content-specialized video generation, and Video Instruct-Pix2Pix, i.e., instruction-guided video editing. As experiments show, our method performs comparably or sometimes better than recent approaches, despite not being trained on additional video data. Our code will be open sourced at: https://github.com/Picsart-AI-Research/Text2Video-Zero .
Video-LaVIT: Unified Video-Language Pre-training with Decoupled Visual-Motional Tokenization
In light of recent advances in multimodal Large Language Models (LLMs), there is increasing attention to scaling them from image-text data to more informative real-world videos. Compared to static images, video poses unique challenges for effective large-scale pre-training due to the modeling of its spatiotemporal dynamics. In this paper, we address such limitations in video-language pre-training with an efficient video decomposition that represents each video as keyframes and temporal motions. These are then adapted to an LLM using well-designed tokenizers that discretize visual and temporal information as a few tokens, thus enabling unified generative pre-training of videos, images, and text. At inference, the generated tokens from the LLM are carefully recovered to the original continuous pixel space to create various video content. Our proposed framework is both capable of comprehending and generating image and video content, as demonstrated by its competitive performance across 13 multimodal benchmarks in image and video understanding and generation. Our code and models will be available at https://video-lavit.github.io.
VideoBooth: Diffusion-based Video Generation with Image Prompts
Text-driven video generation witnesses rapid progress. However, merely using text prompts is not enough to depict the desired subject appearance that accurately aligns with users' intents, especially for customized content creation. In this paper, we study the task of video generation with image prompts, which provide more accurate and direct content control beyond the text prompts. Specifically, we propose a feed-forward framework VideoBooth, with two dedicated designs: 1) We propose to embed image prompts in a coarse-to-fine manner. Coarse visual embeddings from image encoder provide high-level encodings of image prompts, while fine visual embeddings from the proposed attention injection module provide multi-scale and detailed encoding of image prompts. These two complementary embeddings can faithfully capture the desired appearance. 2) In the attention injection module at fine level, multi-scale image prompts are fed into different cross-frame attention layers as additional keys and values. This extra spatial information refines the details in the first frame and then it is propagated to the remaining frames, which maintains temporal consistency. Extensive experiments demonstrate that VideoBooth achieves state-of-the-art performance in generating customized high-quality videos with subjects specified in image prompts. Notably, VideoBooth is a generalizable framework where a single model works for a wide range of image prompts with feed-forward pass.
DirectorLLM for Human-Centric Video Generation
In this paper, we introduce DirectorLLM, a novel video generation model that employs a large language model (LLM) to orchestrate human poses within videos. As foundational text-to-video models rapidly evolve, the demand for high-quality human motion and interaction grows. To address this need and enhance the authenticity of human motions, we extend the LLM from a text generator to a video director and human motion simulator. Utilizing open-source resources from Llama 3, we train the DirectorLLM to generate detailed instructional signals, such as human poses, to guide video generation. This approach offloads the simulation of human motion from the video generator to the LLM, effectively creating informative outlines for human-centric scenes. These signals are used as conditions by the video renderer, facilitating more realistic and prompt-following video generation. As an independent LLM module, it can be applied to different video renderers, including UNet and DiT, with minimal effort. Experiments on automatic evaluation benchmarks and human evaluations show that our model outperforms existing ones in generating videos with higher human motion fidelity, improved prompt faithfulness, and enhanced rendered subject naturalness.
Movie Gen: A Cast of Media Foundation Models
We present Movie Gen, a cast of foundation models that generates high-quality, 1080p HD videos with different aspect ratios and synchronized audio. We also show additional capabilities such as precise instruction-based video editing and generation of personalized videos based on a user's image. Our models set a new state-of-the-art on multiple tasks: text-to-video synthesis, video personalization, video editing, video-to-audio generation, and text-to-audio generation. Our largest video generation model is a 30B parameter transformer trained with a maximum context length of 73K video tokens, corresponding to a generated video of 16 seconds at 16 frames-per-second. We show multiple technical innovations and simplifications on the architecture, latent spaces, training objectives and recipes, data curation, evaluation protocols, parallelization techniques, and inference optimizations that allow us to reap the benefits of scaling pre-training data, model size, and training compute for training large scale media generation models. We hope this paper helps the research community to accelerate progress and innovation in media generation models. All videos from this paper are available at https://go.fb.me/MovieGenResearchVideos.
TempoMaster: Efficient Long Video Generation via Next-Frame-Rate Prediction
We present TempoMaster, a novel framework that formulates long video generation as next-frame-rate prediction. Specifically, we first generate a low-frame-rate clip that serves as a coarse blueprint of the entire video sequence, and then progressively increase the frame rate to refine visual details and motion continuity. During generation, TempoMaster employs bidirectional attention within each frame-rate level while performing autoregression across frame rates, thus achieving long-range temporal coherence while enabling efficient and parallel synthesis. Extensive experiments demonstrate that TempoMaster establishes a new state-of-the-art in long video generation, excelling in both visual and temporal quality.
Generating 3D-Consistent Videos from Unposed Internet Photos
We address the problem of generating videos from unposed internet photos. A handful of input images serve as keyframes, and our model interpolates between them to simulate a path moving between the cameras. Given random images, a model's ability to capture underlying geometry, recognize scene identity, and relate frames in terms of camera position and orientation reflects a fundamental understanding of 3D structure and scene layout. However, existing video models such as Luma Dream Machine fail at this task. We design a self-supervised method that takes advantage of the consistency of videos and variability of multiview internet photos to train a scalable, 3D-aware video model without any 3D annotations such as camera parameters. We validate that our method outperforms all baselines in terms of geometric and appearance consistency. We also show our model benefits applications that enable camera control, such as 3D Gaussian Splatting. Our results suggest that we can scale up scene-level 3D learning using only 2D data such as videos and multiview internet photos.
Allegro: Open the Black Box of Commercial-Level Video Generation Model
Significant advancements have been made in the field of video generation, with the open-source community contributing a wealth of research papers and tools for training high-quality models. However, despite these efforts, the available information and resources remain insufficient for achieving commercial-level performance. In this report, we open the black box and introduce Allegro, an advanced video generation model that excels in both quality and temporal consistency. We also highlight the current limitations in the field and present a comprehensive methodology for training high-performance, commercial-level video generation models, addressing key aspects such as data, model architecture, training pipeline, and evaluation. Our user study shows that Allegro surpasses existing open-source models and most commercial models, ranking just behind Hailuo and Kling. Code: https://github.com/rhymes-ai/Allegro , Model: https://huggingface.co/rhymes-ai/Allegro , Gallery: https://rhymes.ai/allegro_gallery .
Through-The-Mask: Mask-based Motion Trajectories for Image-to-Video Generation
We consider the task of Image-to-Video (I2V) generation, which involves transforming static images into realistic video sequences based on a textual description. While recent advancements produce photorealistic outputs, they frequently struggle to create videos with accurate and consistent object motion, especially in multi-object scenarios. To address these limitations, we propose a two-stage compositional framework that decomposes I2V generation into: (i) An explicit intermediate representation generation stage, followed by (ii) A video generation stage that is conditioned on this representation. Our key innovation is the introduction of a mask-based motion trajectory as an intermediate representation, that captures both semantic object information and motion, enabling an expressive but compact representation of motion and semantics. To incorporate the learned representation in the second stage, we utilize object-level attention objectives. Specifically, we consider a spatial, per-object, masked-cross attention objective, integrating object-specific prompts into corresponding latent space regions and a masked spatio-temporal self-attention objective, ensuring frame-to-frame consistency for each object. We evaluate our method on challenging benchmarks with multi-object and high-motion scenarios and empirically demonstrate that the proposed method achieves state-of-the-art results in temporal coherence, motion realism, and text-prompt faithfulness. Additionally, we introduce \benchmark, a new challenging benchmark for single-object and multi-object I2V generation, and demonstrate our method's superiority on this benchmark. Project page is available at https://guyyariv.github.io/TTM/.
STREAM: Spatio-TempoRal Evaluation and Analysis Metric for Video Generative Models
Image generative models have made significant progress in generating realistic and diverse images, supported by comprehensive guidance from various evaluation metrics. However, current video generative models struggle to generate even short video clips, with limited tools that provide insights for improvements. Current video evaluation metrics are simple adaptations of image metrics by switching the embeddings with video embedding networks, which may underestimate the unique characteristics of video. Our analysis reveals that the widely used Frechet Video Distance (FVD) has a stronger emphasis on the spatial aspect than the temporal naturalness of video and is inherently constrained by the input size of the embedding networks used, limiting it to 16 frames. Additionally, it demonstrates considerable instability and diverges from human evaluations. To address the limitations, we propose STREAM, a new video evaluation metric uniquely designed to independently evaluate spatial and temporal aspects. This feature allows comprehensive analysis and evaluation of video generative models from various perspectives, unconstrained by video length. We provide analytical and experimental evidence demonstrating that STREAM provides an effective evaluation tool for both visual and temporal quality of videos, offering insights into area of improvement for video generative models. To the best of our knowledge, STREAM is the first evaluation metric that can separately assess the temporal and spatial aspects of videos. Our code is available at https://github.com/pro2nit/STREAM.
A Survey on Long-Video Storytelling Generation: Architectures, Consistency, and Cinematic Quality
Despite the significant progress that has been made in video generative models, existing state-of-the-art methods can only produce videos lasting 5-16 seconds, often labeled "long-form videos". Furthermore, videos exceeding 16 seconds struggle to maintain consistent character appearances and scene layouts throughout the narrative. In particular, multi-subject long videos still fail to preserve character consistency and motion coherence. While some methods can generate videos up to 150 seconds long, they often suffer from frame redundancy and low temporal diversity. Recent work has attempted to produce long-form videos featuring multiple characters, narrative coherence, and high-fidelity detail. We comprehensively studied 32 papers on video generation to identify key architectural components and training strategies that consistently yield these qualities. We also construct a comprehensive novel taxonomy of existing methods and present comparative tables that categorize papers by their architectural designs and performance characteristics.
UniReal: Universal Image Generation and Editing via Learning Real-world Dynamics
We introduce UniReal, a unified framework designed to address various image generation and editing tasks. Existing solutions often vary by tasks, yet share fundamental principles: preserving consistency between inputs and outputs while capturing visual variations. Inspired by recent video generation models that effectively balance consistency and variation across frames, we propose a unifying approach that treats image-level tasks as discontinuous video generation. Specifically, we treat varying numbers of input and output images as frames, enabling seamless support for tasks such as image generation, editing, customization, composition, etc. Although designed for image-level tasks, we leverage videos as a scalable source for universal supervision. UniReal learns world dynamics from large-scale videos, demonstrating advanced capability in handling shadows, reflections, pose variation, and object interaction, while also exhibiting emergent capability for novel applications.
CameraCtrl II: Dynamic Scene Exploration via Camera-controlled Video Diffusion Models
This paper introduces CameraCtrl II, a framework that enables large-scale dynamic scene exploration through a camera-controlled video diffusion model. Previous camera-conditioned video generative models suffer from diminished video dynamics and limited range of viewpoints when generating videos with large camera movement. We take an approach that progressively expands the generation of dynamic scenes -- first enhancing dynamic content within individual video clip, then extending this capability to create seamless explorations across broad viewpoint ranges. Specifically, we construct a dataset featuring a large degree of dynamics with camera parameter annotations for training while designing a lightweight camera injection module and training scheme to preserve dynamics of the pretrained models. Building on these improved single-clip techniques, we enable extended scene exploration by allowing users to iteratively specify camera trajectories for generating coherent video sequences. Experiments across diverse scenarios demonstrate that CameraCtrl Ii enables camera-controlled dynamic scene synthesis with substantially wider spatial exploration than previous approaches.
Yan: Foundational Interactive Video Generation
We present Yan, a foundational framework for interactive video generation, covering the entire pipeline from simulation and generation to editing. Specifically, Yan comprises three core modules. AAA-level Simulation: We design a highly-compressed, low-latency 3D-VAE coupled with a KV-cache-based shift-window denoising inference process, achieving real-time 1080P/60FPS interactive simulation. Multi-Modal Generation: We introduce a hierarchical autoregressive caption method that injects game-specific knowledge into open-domain multi-modal video diffusion models (VDMs), then transforming the VDM into a frame-wise, action-controllable, real-time infinite interactive video generator. Notably, when the textual and visual prompts are sourced from different domains, the model demonstrates strong generalization, allowing it to blend and compose the style and mechanics across domains flexibly according to user prompts. Multi-Granularity Editing: We propose a hybrid model that explicitly disentangles interactive mechanics simulation from visual rendering, enabling multi-granularity video content editing during interaction through text. Collectively, Yan offers an integration of these modules, pushing interactive video generation beyond isolated capabilities toward a comprehensive AI-driven interactive creation paradigm, paving the way for the next generation of creative tools, media, and entertainment. The project page is: https://greatx3.github.io/Yan/.
What Happens Next? Anticipating Future Motion by Generating Point Trajectories
We consider the problem of forecasting motion from a single image, i.e., predicting how objects in the world are likely to move, without the ability to observe other parameters such as the object velocities or the forces applied to them. We formulate this task as conditional generation of dense trajectory grids with a model that closely follows the architecture of modern video generators but outputs motion trajectories instead of pixels. This approach captures scene-wide dynamics and uncertainty, yielding more accurate and diverse predictions than prior regressors and generators. We extensively evaluate our method on simulated data, demonstrate its effectiveness on downstream applications such as robotics, and show promising accuracy on real-world intuitive physics datasets. Although recent state-of-the-art video generators are often regarded as world models, we show that they struggle with forecasting motion from a single image, even in simple physical scenarios such as falling blocks or mechanical object interactions, despite fine-tuning on such data. We show that this limitation arises from the overhead of generating pixels rather than directly modeling motion.
Human Motion Video Generation: A Survey
Human motion video generation has garnered significant research interest due to its broad applications, enabling innovations such as photorealistic singing heads or dynamic avatars that seamlessly dance to music. However, existing surveys in this field focus on individual methods, lacking a comprehensive overview of the entire generative process. This paper addresses this gap by providing an in-depth survey of human motion video generation, encompassing over ten sub-tasks, and detailing the five key phases of the generation process: input, motion planning, motion video generation, refinement, and output. Notably, this is the first survey that discusses the potential of large language models in enhancing human motion video generation. Our survey reviews the latest developments and technological trends in human motion video generation across three primary modalities: vision, text, and audio. By covering over two hundred papers, we offer a thorough overview of the field and highlight milestone works that have driven significant technological breakthroughs. Our goal for this survey is to unveil the prospects of human motion video generation and serve as a valuable resource for advancing the comprehensive applications of digital humans. A complete list of the models examined in this survey is available in Our Repository https://github.com/Winn1y/Awesome-Human-Motion-Video-Generation.
VideoUFO: A Million-Scale User-Focused Dataset for Text-to-Video Generation
Text-to-video generative models convert textual prompts into dynamic visual content, offering wide-ranging applications in film production, gaming, and education. However, their real-world performance often falls short of user expectations. One key reason is that these models have not been trained on videos related to some topics users want to create. In this paper, we propose VideoUFO, the first Video dataset specifically curated to align with Users' FOcus in real-world scenarios. Beyond this, our VideoUFO also features: (1) minimal (0.29%) overlap with existing video datasets, and (2) videos searched exclusively via YouTube's official API under the Creative Commons license. These two attributes provide future researchers with greater freedom to broaden their training sources. The VideoUFO comprises over 1.09 million video clips, each paired with both a brief and a detailed caption (description). Specifically, through clustering, we first identify 1,291 user-focused topics from the million-scale real text-to-video prompt dataset, VidProM. Then, we use these topics to retrieve videos from YouTube, split the retrieved videos into clips, and generate both brief and detailed captions for each clip. After verifying the clips with specified topics, we are left with about 1.09 million video clips. Our experiments reveal that (1) current 16 text-to-video models do not achieve consistent performance across all user-focused topics; and (2) a simple model trained on VideoUFO outperforms others on worst-performing topics. The dataset is publicly available at https://huggingface.co/datasets/WenhaoWang/VideoUFO under the CC BY 4.0 License.
DynVFX: Augmenting Real Videos with Dynamic Content
We present a method for augmenting real-world videos with newly generated dynamic content. Given an input video and a simple user-provided text instruction describing the desired content, our method synthesizes dynamic objects or complex scene effects that naturally interact with the existing scene over time. The position, appearance, and motion of the new content are seamlessly integrated into the original footage while accounting for camera motion, occlusions, and interactions with other dynamic objects in the scene, resulting in a cohesive and realistic output video. We achieve this via a zero-shot, training-free framework that harnesses a pre-trained text-to-video diffusion transformer to synthesize the new content and a pre-trained Vision Language Model to envision the augmented scene in detail. Specifically, we introduce a novel inference-based method that manipulates features within the attention mechanism, enabling accurate localization and seamless integration of the new content while preserving the integrity of the original scene. Our method is fully automated, requiring only a simple user instruction. We demonstrate its effectiveness on a wide range of edits applied to real-world videos, encompassing diverse objects and scenarios involving both camera and object motion.
LongCat-Video Technical Report
Video generation is a critical pathway toward world models, with efficient long video inference as a key capability. Toward this end, we introduce LongCat-Video, a foundational video generation model with 13.6B parameters, delivering strong performance across multiple video generation tasks. It particularly excels in efficient and high-quality long video generation, representing our first step toward world models. Key features include: Unified architecture for multiple tasks: Built on the Diffusion Transformer (DiT) framework, LongCat-Video supports Text-to-Video, Image-to-Video, and Video-Continuation tasks with a single model; Long video generation: Pretraining on Video-Continuation tasks enables LongCat-Video to maintain high quality and temporal coherence in the generation of minutes-long videos; Efficient inference: LongCat-Video generates 720p, 30fps videos within minutes by employing a coarse-to-fine generation strategy along both the temporal and spatial axes. Block Sparse Attention further enhances efficiency, particularly at high resolutions; Strong performance with multi-reward RLHF: Multi-reward RLHF training enables LongCat-Video to achieve performance on par with the latest closed-source and leading open-source models. Code and model weights are publicly available to accelerate progress in the field.
VideoGen-of-Thought: A Collaborative Framework for Multi-Shot Video Generation
Current video generation models excel at generating short clips but still struggle with creating multi-shot, movie-like videos. Existing models trained on large-scale data on the back of rich computational resources are unsurprisingly inadequate for maintaining a logical storyline and visual consistency across multiple shots of a cohesive script since they are often trained with a single-shot objective. To this end, we propose VideoGen-of-Thought (VGoT), a collaborative and training-free architecture designed specifically for multi-shot video generation. VGoT is designed with three goals in mind as follows. Multi-Shot Video Generation: We divide the video generation process into a structured, modular sequence, including (1) Script Generation, which translates a curt story into detailed prompts for each shot; (2) Keyframe Generation, responsible for creating visually consistent keyframes faithful to character portrayals; and (3) Shot-Level Video Generation, which transforms information from scripts and keyframes into shots; (4) Smoothing Mechanism that ensures a consistent multi-shot output. Reasonable Narrative Design: Inspired by cinematic scriptwriting, our prompt generation approach spans five key domains, ensuring logical consistency, character development, and narrative flow across the entire video. Cross-Shot Consistency: We ensure temporal and identity consistency by leveraging identity-preserving (IP) embeddings across shots, which are automatically created from the narrative. Additionally, we incorporate a cross-shot smoothing mechanism, which integrates a reset boundary that effectively combines latent features from adjacent shots, resulting in smooth transitions and maintaining visual coherence throughout the video. Our experiments demonstrate that VGoT surpasses existing video generation methods in producing high-quality, coherent, multi-shot videos.
Factorized-Dreamer: Training A High-Quality Video Generator with Limited and Low-Quality Data
Text-to-video (T2V) generation has gained significant attention due to its wide applications to video generation, editing, enhancement and translation, \etc. However, high-quality (HQ) video synthesis is extremely challenging because of the diverse and complex motions existed in real world. Most existing works struggle to address this problem by collecting large-scale HQ videos, which are inaccessible to the community. In this work, we show that publicly available limited and low-quality (LQ) data are sufficient to train a HQ video generator without recaptioning or finetuning. We factorize the whole T2V generation process into two steps: generating an image conditioned on a highly descriptive caption, and synthesizing the video conditioned on the generated image and a concise caption of motion details. Specifically, we present Factorized-Dreamer, a factorized spatiotemporal framework with several critical designs for T2V generation, including an adapter to combine text and image embeddings, a pixel-aware cross attention module to capture pixel-level image information, a T5 text encoder to better understand motion description, and a PredictNet to supervise optical flows. We further present a noise schedule, which plays a key role in ensuring the quality and stability of video generation. Our model lowers the requirements in detailed captions and HQ videos, and can be directly trained on limited LQ datasets with noisy and brief captions such as WebVid-10M, largely alleviating the cost to collect large-scale HQ video-text pairs. Extensive experiments in a variety of T2V and image-to-video generation tasks demonstrate the effectiveness of our proposed Factorized-Dreamer. Our source codes are available at https://github.com/yangxy/Factorized-Dreamer/.
VideoPoet: A Large Language Model for Zero-Shot Video Generation
We present VideoPoet, a language model capable of synthesizing high-quality video, with matching audio, from a large variety of conditioning signals. VideoPoet employs a decoder-only transformer architecture that processes multimodal inputs -- including images, videos, text, and audio. The training protocol follows that of Large Language Models (LLMs), consisting of two stages: pretraining and task-specific adaptation. During pretraining, VideoPoet incorporates a mixture of multimodal generative objectives within an autoregressive Transformer framework. The pretrained LLM serves as a foundation that can be adapted for a range of video generation tasks. We present empirical results demonstrating the model's state-of-the-art capabilities in zero-shot video generation, specifically highlighting VideoPoet's ability to generate high-fidelity motions. Project page: http://sites.research.google/videopoet/
Searching Priors Makes Text-to-Video Synthesis Better
Significant advancements in video diffusion models have brought substantial progress to the field of text-to-video (T2V) synthesis. However, existing T2V synthesis model struggle to accurately generate complex motion dynamics, leading to a reduction in video realism. One possible solution is to collect massive data and train the model on it, but this would be extremely expensive. To alleviate this problem, in this paper, we reformulate the typical T2V generation process as a search-based generation pipeline. Instead of scaling up the model training, we employ existing videos as the motion prior database. Specifically, we divide T2V generation process into two steps: (i) For a given prompt input, we search existing text-video datasets to find videos with text labels that closely match the prompt motions. We propose a tailored search algorithm that emphasizes object motion features. (ii) Retrieved videos are processed and distilled into motion priors to fine-tune a pre-trained base T2V model, followed by generating desired videos using input prompt. By utilizing the priors gleaned from the searched videos, we enhance the realism of the generated videos' motion. All operations can be finished on a single NVIDIA RTX 4090 GPU. We validate our method against state-of-the-art T2V models across diverse prompt inputs. The code will be public.
Temporally Consistent Transformers for Video Generation
To generate accurate videos, algorithms have to understand the spatial and temporal dependencies in the world. Current algorithms enable accurate predictions over short horizons but tend to suffer from temporal inconsistencies. When generated content goes out of view and is later revisited, the model invents different content instead. Despite this severe limitation, no established benchmarks on complex data exist for rigorously evaluating video generation with long temporal dependencies. In this paper, we curate 3 challenging video datasets with long-range dependencies by rendering walks through 3D scenes of procedural mazes, Minecraft worlds, and indoor scans. We perform a comprehensive evaluation of current models and observe their limitations in temporal consistency. Moreover, we introduce the Temporally Consistent Transformer (TECO), a generative model that substantially improves long-term consistency while also reducing sampling time. By compressing its input sequence into fewer embeddings, applying a temporal transformer, and expanding back using a spatial MaskGit, TECO outperforms existing models across many metrics. Videos are available on the website: https://wilson1yan.github.io/teco
NarrLV: Towards a Comprehensive Narrative-Centric Evaluation for Long Video Generation Models
With the rapid development of foundation video generation technologies, long video generation models have exhibited promising research potential thanks to expanded content creation space. Recent studies reveal that the goal of long video generation tasks is not only to extend video duration but also to accurately express richer narrative content within longer videos. However, due to the lack of evaluation benchmarks specifically designed for long video generation models, the current assessment of these models primarily relies on benchmarks with simple narrative prompts (e.g., VBench). To the best of our knowledge, our proposed NarrLV is the first benchmark to comprehensively evaluate the Narrative expression capabilities of Long Video generation models. Inspired by film narrative theory, (i) we first introduce the basic narrative unit maintaining continuous visual presentation in videos as Temporal Narrative Atom (TNA), and use its count to quantitatively measure narrative richness. Guided by three key film narrative elements influencing TNA changes, we construct an automatic prompt generation pipeline capable of producing evaluation prompts with a flexibly expandable number of TNAs. (ii) Then, based on the three progressive levels of narrative content expression, we design an effective evaluation metric using the MLLM-based question generation and answering framework. (iii) Finally, we conduct extensive evaluations on existing long video generation models and the foundation generation models. Experimental results demonstrate that our metric aligns closely with human judgments. The derived evaluation outcomes reveal the detailed capability boundaries of current video generation models in narrative content expression.
Vid3D: Synthesis of Dynamic 3D Scenes using 2D Video Diffusion
A recent frontier in computer vision has been the task of 3D video generation, which consists of generating a time-varying 3D representation of a scene. To generate dynamic 3D scenes, current methods explicitly model 3D temporal dynamics by jointly optimizing for consistency across both time and views of the scene. In this paper, we instead investigate whether it is necessary to explicitly enforce multiview consistency over time, as current approaches do, or if it is sufficient for a model to generate 3D representations of each timestep independently. We hence propose a model, Vid3D, that leverages 2D video diffusion to generate 3D videos by first generating a 2D "seed" of the video's temporal dynamics and then independently generating a 3D representation for each timestep in the seed video. We evaluate Vid3D against two state-of-the-art 3D video generation methods and find that Vid3D is achieves comparable results despite not explicitly modeling 3D temporal dynamics. We further ablate how the quality of Vid3D depends on the number of views generated per frame. While we observe some degradation with fewer views, performance degradation remains minor. Our results thus suggest that 3D temporal knowledge may not be necessary to generate high-quality dynamic 3D scenes, potentially enabling simpler generative algorithms for this task.
Video-GPT via Next Clip Diffusion
GPT has shown its remarkable success in natural language processing. However, the language sequence is not sufficient to describe spatial-temporal details in the visual world. Alternatively, the video sequence is good at capturing such details. Motivated by this fact, we propose a concise Video-GPT in this paper by treating video as new language for visual world modeling. By analogy to next token prediction in GPT, we introduce a novel next clip diffusion paradigm for pretraining Video-GPT. Different from the previous works, this distinct paradigm allows Video-GPT to tackle both short-term generation and long-term prediction, by autoregressively denoising the noisy clip according to the clean clips in the history. Extensive experiments show our Video-GPT achieves the state-of-the-art performance on video prediction, which is the key factor towards world modeling (Physics-IQ Benchmark: Video-GPT 34.97 vs. Kling 23.64 vs. Wan 20.89). Moreover, it can be well adapted on 6 mainstream video tasks in both video generation and understanding, showing its great generalization capacity in downstream. The project page is at https://Video-GPT.github.io.
Generative View Stitching
Autoregressive video diffusion models are capable of long rollouts that are stable and consistent with history, but they are unable to guide the current generation with conditioning from the future. In camera-guided video generation with a predefined camera trajectory, this limitation leads to collisions with the generated scene, after which autoregression quickly collapses. To address this, we propose Generative View Stitching (GVS), which samples the entire sequence in parallel such that the generated scene is faithful to every part of the predefined camera trajectory. Our main contribution is a sampling algorithm that extends prior work on diffusion stitching for robot planning to video generation. While such stitching methods usually require a specially trained model, GVS is compatible with any off-the-shelf video model trained with Diffusion Forcing, a prevalent sequence diffusion framework that we show already provides the affordances necessary for stitching. We then introduce Omni Guidance, a technique that enhances the temporal consistency in stitching by conditioning on both the past and future, and that enables our proposed loop-closing mechanism for delivering long-range coherence. Overall, GVS achieves camera-guided video generation that is stable, collision-free, frame-to-frame consistent, and closes loops for a variety of predefined camera paths, including Oscar Reutersv\"ard's Impossible Staircase. Results are best viewed as videos at https://andrewsonga.github.io/gvs.
RULER-Bench: Probing Rule-based Reasoning Abilities of Next-level Video Generation Models for Vision Foundation Intelligence
Recent advances in video generation have enabled the synthesis of videos with strong temporal consistency and impressive visual quality, marking a crucial step toward vision foundation models. To evaluate these video generation models, existing benchmarks primarily focus on factors related to visual perception and understanding, like visual aesthetics, instruction adherence, and temporal coherence. However, the rule-based reasoning capabilities of video generation models remain largely unexplored. Although recent studies have carried out preliminary explorations into whether video models can serve as zero-shot learners, they still lack a fine-grained decomposition of reasoning capabilities and a comprehensive evaluation protocol. To address this gap, we introduce RULER-Bench, a benchmark designed to evaluate the reasoning ability of video generation models from the perspective of cognitive rules. Built upon two fundamental paradigms: text-to-video and image-to-video, RULER-Bench covers 40 representative tasks spanning six rule categories with 622 high-quality annotated instances. For the evaluation of each generated video, we construct a checklist covering four metrics and leverage GPT-o3 to assign scores to each question, achieving 85% alignment with human judgements. Extensive experiments show that the state-of-the-art model achieves only 48.87% on the rule coherence metric, highlighting significant room for improvement in the reasoning capability of next-level video models. We expect that the insight obtained from RULER-Bench will facilitate further development of reasoning-aware video generation, advancing video generation models toward vision foundation intelligence.
EasyAnimate: A High-Performance Long Video Generation Method based on Transformer Architecture
This paper presents EasyAnimate, an advanced method for video generation that leverages the power of transformer architecture for high-performance outcomes. We have expanded the DiT framework originally designed for 2D image synthesis to accommodate the complexities of 3D video generation by incorporating a motion module block. It is used to capture temporal dynamics, thereby ensuring the production of consistent frames and seamless motion transitions. The motion module can be adapted to various DiT baseline methods to generate video with different styles. It can also generate videos with different frame rates and resolutions during both training and inference phases, suitable for both images and videos. Moreover, we introduce slice VAE, a novel approach to condense the temporal axis, facilitating the generation of long duration videos. Currently, EasyAnimate exhibits the proficiency to generate videos with 144 frames. We provide a holistic ecosystem for video production based on DiT, encompassing aspects such as data pre-processing, VAE training, DiT models training (both the baseline model and LoRA model), and end-to-end video inference. Code is available at: https://github.com/aigc-apps/EasyAnimate. We are continuously working to enhance the performance of our method.
S^2VG: 3D Stereoscopic and Spatial Video Generation via Denoising Frame Matrix
While video generation models excel at producing high-quality monocular videos, generating 3D stereoscopic and spatial videos for immersive applications remains an underexplored challenge. We present a pose-free and training-free method that leverages an off-the-shelf monocular video generation model to produce immersive 3D videos. Our approach first warps the generated monocular video into pre-defined camera viewpoints using estimated depth information, then applies a novel frame matrix inpainting framework. This framework utilizes the original video generation model to synthesize missing content across different viewpoints and timestamps, ensuring spatial and temporal consistency without requiring additional model fine-tuning. Moreover, we develop a \dualupdate~scheme that further improves the quality of video inpainting by alleviating the negative effects propagated from disoccluded areas in the latent space. The resulting multi-view videos are then adapted into stereoscopic pairs or optimized into 4D Gaussians for spatial video synthesis. We validate the efficacy of our proposed method by conducting experiments on videos from various generative models, such as Sora, Lumiere, WALT, and Zeroscope. The experiments demonstrate that our method has a significant improvement over previous methods. Project page at: https://daipengwa.github.io/S-2VG_ProjectPage/
Generative Video Propagation
Large-scale video generation models have the inherent ability to realistically model natural scenes. In this paper, we demonstrate that through a careful design of a generative video propagation framework, various video tasks can be addressed in a unified way by leveraging the generative power of such models. Specifically, our framework, GenProp, encodes the original video with a selective content encoder and propagates the changes made to the first frame using an image-to-video generation model. We propose a data generation scheme to cover multiple video tasks based on instance-level video segmentation datasets. Our model is trained by incorporating a mask prediction decoder head and optimizing a region-aware loss to aid the encoder to preserve the original content while the generation model propagates the modified region. This novel design opens up new possibilities: In editing scenarios, GenProp allows substantial changes to an object's shape; for insertion, the inserted objects can exhibit independent motion; for removal, GenProp effectively removes effects like shadows and reflections from the whole video; for tracking, GenProp is capable of tracking objects and their associated effects together. Experiment results demonstrate the leading performance of our model in various video tasks, and we further provide in-depth analyses of the proposed framework.
4Real: Towards Photorealistic 4D Scene Generation via Video Diffusion Models
Existing dynamic scene generation methods mostly rely on distilling knowledge from pre-trained 3D generative models, which are typically fine-tuned on synthetic object datasets. As a result, the generated scenes are often object-centric and lack photorealism. To address these limitations, we introduce a novel pipeline designed for photorealistic text-to-4D scene generation, discarding the dependency on multi-view generative models and instead fully utilizing video generative models trained on diverse real-world datasets. Our method begins by generating a reference video using the video generation model. We then learn the canonical 3D representation of the video using a freeze-time video, delicately generated from the reference video. To handle inconsistencies in the freeze-time video, we jointly learn a per-frame deformation to model these imperfections. We then learn the temporal deformation based on the canonical representation to capture dynamic interactions in the reference video. The pipeline facilitates the generation of dynamic scenes with enhanced photorealism and structural integrity, viewable from multiple perspectives, thereby setting a new standard in 4D scene generation.
SkyReels-A2: Compose Anything in Video Diffusion Transformers
This paper presents SkyReels-A2, a controllable video generation framework capable of assembling arbitrary visual elements (e.g., characters, objects, backgrounds) into synthesized videos based on textual prompts while maintaining strict consistency with reference images for each element. We term this task elements-to-video (E2V), whose primary challenges lie in preserving the fidelity of each reference element, ensuring coherent composition of the scene, and achieving natural outputs. To address these, we first design a comprehensive data pipeline to construct prompt-reference-video triplets for model training. Next, we propose a novel image-text joint embedding model to inject multi-element representations into the generative process, balancing element-specific consistency with global coherence and text alignment. We also optimize the inference pipeline for both speed and output stability. Moreover, we introduce a carefully curated benchmark for systematic evaluation, i.e, A2 Bench. Experiments demonstrate that our framework can generate diverse, high-quality videos with precise element control. SkyReels-A2 is the first open-source commercial grade model for the generation of E2V, performing favorably against advanced closed-source commercial models. We anticipate SkyReels-A2 will advance creative applications such as drama and virtual e-commerce, pushing the boundaries of controllable video generation.
Sketching the Future (STF): Applying Conditional Control Techniques to Text-to-Video Models
The proliferation of video content demands efficient and flexible neural network based approaches for generating new video content. In this paper, we propose a novel approach that combines zero-shot text-to-video generation with ControlNet to improve the output of these models. Our method takes multiple sketched frames as input and generates video output that matches the flow of these frames, building upon the Text-to-Video Zero architecture and incorporating ControlNet to enable additional input conditions. By first interpolating frames between the inputted sketches and then running Text-to-Video Zero using the new interpolated frames video as the control technique, we leverage the benefits of both zero-shot text-to-video generation and the robust control provided by ControlNet. Experiments demonstrate that our method excels at producing high-quality and remarkably consistent video content that more accurately aligns with the user's intended motion for the subject within the video. We provide a comprehensive resource package, including a demo video, project website, open-source GitHub repository, and a Colab playground to foster further research and application of our proposed method.
Lumiere: A Space-Time Diffusion Model for Video Generation
We introduce Lumiere -- a text-to-video diffusion model designed for synthesizing videos that portray realistic, diverse and coherent motion -- a pivotal challenge in video synthesis. To this end, we introduce a Space-Time U-Net architecture that generates the entire temporal duration of the video at once, through a single pass in the model. This is in contrast to existing video models which synthesize distant keyframes followed by temporal super-resolution -- an approach that inherently makes global temporal consistency difficult to achieve. By deploying both spatial and (importantly) temporal down- and up-sampling and leveraging a pre-trained text-to-image diffusion model, our model learns to directly generate a full-frame-rate, low-resolution video by processing it in multiple space-time scales. We demonstrate state-of-the-art text-to-video generation results, and show that our design easily facilitates a wide range of content creation tasks and video editing applications, including image-to-video, video inpainting, and stylized generation.
Vision-based Manipulation from Single Human Video with Open-World Object Graphs
We present an object-centric approach to empower robots to learn vision-based manipulation skills from human videos. We investigate the problem of imitating robot manipulation from a single human video in the open-world setting, where a robot must learn to manipulate novel objects from one video demonstration. We introduce ORION, an algorithm that tackles the problem by extracting an object-centric manipulation plan from a single RGB-D video and deriving a policy that conditions on the extracted plan. Our method enables the robot to learn from videos captured by daily mobile devices such as an iPad and generalize the policies to deployment environments with varying visual backgrounds, camera angles, spatial layouts, and novel object instances. We systematically evaluate our method on both short-horizon and long-horizon tasks, demonstrating the efficacy of ORION in learning from a single human video in the open world. Videos can be found in the project website https://ut-austin-rpl.github.io/ORION-release.
