Animation

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3 papers in the last 28 days · 0.1% of indexed attention

Twelve weeks of publication activity for this topic as it is defined today.

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Period ending 2026-09-14

3 new papers

A weekly snapshot of new work published in Animation.

75 papers

Latest in Animation

Sep 9, 2026cs.HC

MOONWALK: Mediating Operations with Intent-Evidence-Action Alignment Across Junior-Supervisor Review Workflows in Animation/VFX Pre-Production

Animation and VFX pre-production review requires teams to translate loosely specified creative intent--briefs, evolving specifications, heterogeneous references, and verbal decisions--into revisions that junior artists can execute without repeated clarification. In practice, criteria drift across iterations, review judgments lose their evidential basis, and the reasoning behind a request rarely survives the senior-junior handoff. We contribute a design framework for intent-evidence-action alignment: intent is articulated into a shared project record, judgments are anchored to grounded evidence, and authorized decisions are converted into clear revision tasks tied directly to reference notes. We instantiate this framework in MOONWALK, a professional pre-production review system comprising a shared intent record, reference/specification anchoring, structured work-in-progress comparison, and supervisor-authorized action planning. In this workflow, AI handles administrative coordination--flagging missing context and organizing notes--while artists retain full creative direction. An in-studio study with professional practitioners compares MOONWALK with a chat-only (chatbot) interface using matched production materials, while participants' existing workflows provide a retrospective ecological baseline. Results indicate stronger intent alignment, decision traceability, and checklist executability, while also showing that aesthetic authority and final prioritization must remain with practitioners. The evaluation establishes the value of the integrated structured workflow over unstructured conversational AI chatbot. Code: https://github.com/Akinesia112/Moonwalk/tree/english-version
Shih-Yu Lai, Wen-Fan Wang, Sai Ling +3
Sep 9, 2026cs.GR

InstantMimic: A High Performance System for Learning Physics-based Skills in Seconds

Physics-based character control is a long-standing challenge in computer graphics and robotics, requiring policies that satisfy complex dynamics while producing realistic motion. Recent Deep RL approaches, particularly imitation learning methods such as DeepMimic, have had broad impact beyond animation, influencing robotics by enabling agile and expressive behaviors. While these approaches achieve impressive results, they remain computationally inefficient to train in practice. Despite GPU-accelerated simulation, we find that end-to-end pipelines often underutilize hardware due to overheads outside the physics solver, caused by fragmented GPU kernels and CPU memory access in the critical path. We present InstantMimic, a system that addresses these inefficiencies by making the entire training loop GPU-native. Built on a GPU-native physics backend, our unified pipeline integrates simulation, environment computation, policy inference, and policy updates within a single execution flow. As a result, InstantMimic reduces training time for diverse physics-based skills to a few seconds and makes LLM-agent-driven hyperparameter search practical.
Ikjun Choi, Geonho Leem, Jungdam Won
Sep 8, 2026cs.CV

AnimalLift: Reconstructing Animatable 3D Animals from a Single Image by Learning Canonical Shape, Texture, and Fur Maps

Reconstructing a fully animatable 3D animal from a single image remains challenging because animation-ready assets require not only plausible geometry, but also a unified topology, editable appearance, and fur representations compatible with deformation and simulation. Existing image-to-3D approaches often rely on implicit or loosely structured representations that are difficult to rig or edit, while parametric animal models support animation but cannot capture detailed texture and fur appearance. We present AnimalLift, a framework for reconstructing structured, animation-compatible 3D animal assets with explicit fur from a single image. Our method lifts an input image into a shared canonical space with a consistent topology and UV parameterization across the dataset, enabling joint prediction of canonical geometry, texture, and fur in a unified feed-forward architecture. A key component of our representation is a UV-aligned fur map that encodes strand geometry in a surface-aligned canonical domain, allowing explicit fur reconstruction compatible with mesh deformation and fur simulation. To train the model, we introduce a procedural data generation pipeline that provides large-scale supervision with aligned geometry, texture, and fur across diverse animal species and appearances. Experiments on synthetic and real-world datasets demonstrate strong reconstruction quality and generalization across animal categories. Beyond reconstruction, our structured representation directly supports downstream applications including animation, pose transfer, fur editing, and simulation-compatible rendering.
Chunyi Sun, Ruyi Zha, Weijian Deng +3
Aug 13, 2026cs.CV

Erase but Preserve: Controllable Removal of Copyrighted Animation Characters via Optimized Semantic Anchors

The exceptional generation capabilities of text-to-image diffusion models have raised copyright concerns, particularly the unauthorized reproduction of animation characters. Existing concept erasure methods fall short for animation character erasure: model modification methods struggle to identify suitable anchors for diverse, highly distinctive characters; prompt-based steering methods lack fine-grained control for precise intervention. These approaches often yield incomplete erasure and degraded image fidelity, hindering real-world deployment. In this paper, we propose a controllable method operating on the model's continuous textual representation to erase target characters during generation. We optimizes an anchor embedding via structural and detailed constraints to serve as a character surrogate, then replaces target-related embeddings with the anchor via a structure-aware adaptive strategy. Experiments show that our method achieves state-of-the-art erasure effectiveness and image fidelity preservation, while supporting controllable erasure degree, multi-target removal, and model transferability. Moreover, our optimized anchors are plug-and-play with current model modification baselines to improve their erasure performance.
Qiao Li, Xiaomeng Fu, Wangjia Yu +4
Aug 12, 2026cs.CV

LiveAnimate: Stable Long-Form Streaming Human Animation in Real-Time

Pose-driven human animation synthesizes a video of a target person from a single reference image and a driving pose stream. Real-time generation is essential for interactive applications such as live streaming, telepresence, and virtual avatars, yet diffusion-based systems require minutes to hours per clip, precluding responsive interaction. We present LiveAnimate, to our knowledge the first animation system to combine real-time streaming with stable long-form generation at billion scale, built on a 14B-parameter video Diffusion Transformer (DiT). A two-stage training pipeline first adapts a pretrained bidirectional DiT into a block-causal autoregressive generator through Reference-Anchored Teacher-Forcing Adaptation, and then reduces the sampling budget to three steps through Block-wise Self-Forcing Distillation. To preserve appearance over extended streams, we introduce Pose-Retrieval Sink Attention (PR-Sink), a bounded KV-cache mechanism combining a Static Sink that permanently anchors the first generated block, a Dynamic Sink that holds a pose-retrieved historical block, and a three-slot Rolling Window. When a pose recurs, PR-Sink restores the relevant appearance context without retaining the entire sequence, so memory and per-block latency remain constant regardless of stream duration. Together with Ulysses sequence parallelism and operator fusion, these designs enable 19.63,FPS streaming inference on two NVIDIA H100 GPUs. On a three-minute benchmark, LiveAnimate maintains nearly constant perceptual quality and identity from the first 30 seconds to the final minute, while prior systems degrade substantially or require hours of offline computation for the same rollout. These results establish a new operating point in quality, latency, and duration for interactive full-body animation.
Yuxuan Zhang, Haozhong Xiong, Yubo Huang +6
Aug 11, 2026cs.HC

Narrative Keyframing for Generative Creative Writing

We introduce narrative keyframing, an interaction technique for AI-assisted creative writing that lets writers specify different types of narrative constraints at selected moments in a story, then use AI to generate intervening prose. Inspired by the use of keyframing in animation, narrative keyframing offers a flexible way to connect story planning with adaptive control over generated text. We explore three types of keyframes: plot keyframes define significant events in a story, character keyframes represent how individual characters change over the narrative, and perspective keyframes capture how individual characters experience different events through first-person narratives. Plot and character keyframes offer a flexible way to adapt the type of high-level conditioning explored in previous AI writing tools to more customizable, iterative, and fine-scale control, while perspective keyframes add a new way to control characterization and focalization by using first-person narratives as an intermediary. Through a user study, we show that narrative keyframing supports a more controllable, transparent, and engaging way to use generative AI in creative writing.
Chao Zhang, Abe Davis
Aug 6, 2026cs.CV

Wan-Animate-2: Pushing the Application Boundaries of Character Animation

Character image animation remains a foundational yet challenging task in computer vision. Existing approaches can be broadly categorized into three paradigms: methods based on explicit motion representations suffer from extraction errors and identity drift; methods based on implicit motion features lose fine-grained dynamics through compression; and in-context learning approaches avoid intermediate representations but incur prohibitive computational costs. Furthermore, all current systems are designed for offline synthesis, unable to meet the real-time requirements of interactive applications such as digital avatars and live-streaming hosts. To address these limitations, we present Wan-Animate-2, an end-to-end character animation framework that directly consumes the driving video within a redesigned Diffusion Transformer. Our architecture achieves superior motion fidelity and identity preservation by eliminating intermediate motion extractors entirely. We further introduce text driven viewpoint control that decouples the output camera perspective from the driving video--a capability rarely supported by prior character animation methods that rely on explicit motion representations. Beyond generation quality, we present Wan-Animate-2-Lite, an efficient variant that reduces inference latency to real-time thresholds through a three-stage training paradigm: teacher forcing pretraining with error buffer mechanism, and Self-Forcing distillation with chunk-wise backpropagation. This enables streaming character animation for interactive applications, opening new deployment scenarios that were previously infeasible. Qualitative evaluations and user studies demonstrate that Wan-Animate-2 achieves high-fidelity animation results across diverse characters and motion patterns. To foster further research and community development, we will release the Wan-Animate-2-Base model weights to the public.
Guangyuan Wang, Li Hu, Dechao Meng +11
Aug 5, 2026cs.CV

Multi-View Face and Gesture Animation with Dynamic Gaussians

Creating photorealistic 3D human avatars with realistic upper-body motion remains challenging. Existing approaches either focus on the head and overlook hand gestures, or reconstruct the full body but fail to preserve fine-grained facial fidelity and hand pose accuracy. As a result, current methods struggle to capture the subtle dynamics of facial expressions and hand gestures that are crucial for natural human communication. While methods based on full-body parametric models enable avatar reconstruction from monocular or multi-view inputs, they often lack accurate facial animation and detailed hand articulation. To address these limitations, we propose MVFGA, a novel multi-view-consistent pipeline for generating realistic upper-body avatars. Our approach models the face and hands separately and fuses them with a parametric upper-body mesh model, enabling the capture of fine-grained facial expressions and hand poses for accurate upper-body avatar reconstruction. We then splat 3D Gaussians onto the obtained mesh, enabling high-quality rendering of dynamic avatars from novel viewpoints. Furthermore, we introduce MVFGA-MoCap, a multi-view upper-body motion capture dataset featuring controlled facial expression sequences, diverse hand gestures, and free-form communication. Experiments show that MVFGA generates visually realistic avatars with high-fidelity facial expressions and hand motions, outperforming baselines for upper-body avatar animation. Project page: https://dfki-av.github.io/MVFGA/
Alireza Javanmardi, Vippin Kumar Jeetmal, Christen Millerdurai +2
Aug 4, 2026cs.RO

Tired Actor: Fatigue-Informed Character Control

Replicating human behavior with physics simulation has been a long-expected goal in character animation. Existing efforts have achieved impressive performance in imitating a wide span of general motions. However, most existing efforts could still suffer from unnatural movements due to the lack of biomechanical and physiological priors. Given this, we project our sights to advances in behavioral energetics, which demonstrate how energy use shapes human movements. In contrast, current character controllers typically assume the character is equipped with infinite energy over time. Inspired by these, we propose to adopt fatigue as a proxy of the finite energy limit, inject it into general character animation, and thoroughly investigate how fatigue introduces new characteristics to physics-based character control. Leveraging the Three-Compartment Controller (3CC) model, we managed to obtain a policy for general motion imitation under different fatigue statuses. Furthermore, extensive analyses are conducted to demonstrate how fatigue could influence the naturalness, scalability, and robustness of character animation. Our code will be made public.
Shengyuan Zhang, Xinpeng Liu, Muchun Niu +5
Aug 3, 2026cs.GR

Toward Uncertainty Quantification in Modern Art

Asked to animate the same modern artwork under different random seeds, a text to video model returns visibly different films, one reading per seed. Because modern art is ambiguous by intent, this disagreement is signal, not noise. Yet prevailing uncertainty quantification (UQ) collapses a set of generations to a dispersion scalar that says how much the seeds differ but not how: it cannot tell a compact interpretation from a dominant reading plus an outlier, two competing modes, or diffuse instability, nor whether the set still contains a rendering faithful to the original. We present the first study of the structure of generative uncertainty for modern art animation, and a reusable protocol for identifying source blind multiseed uncertainty: a suite of seven source blind and six reference aware estimators; a distributional profile (robust spread, outlier influence, explicit topology, multimodality, anisotropy, leave one seed influence, reference coverage); a distribution model ablation (vMF, Kent, ACG, Student t, kernel, mixture); eight identification questions; and an artwork level statistical protocol. We build the first corpus: 250 modern artwork captions rendered by Wan2.1 14B under four seeds (1000 videos) across 4 encoders, artworks withheld from generation. As a diagnostic the protocol succeeds: it classifies seed set topology at balanced accuracy 0.98 (chance 0.25), isolates the outlier configuration at AUROC 1.00 where a scalar reaches only 0.35, and splits high uncertainty artworks into reference covering (n=97) and reference missing (n=56) diversity, reliably from three seeds and across encoders.
Tirtho Roy, Ushashi Bhattacharjee, Showrav Kumar Saha +3
Aug 3, 2026cs.CV

Proxy Avatar Meets Low-Rank Caching: Real-Time One-Shot Emotion-Controllable Portrait Animation

Audio-driven portrait animation has advanced rapidly with diffusion-based generative models, yet real-time one-shot generation with expressive emotion control remains challenging. Existing methods often suffer from insufficient emotion-aware motion priors and expensive appearance computation during multi-step denoising. To address these issues, we propose Proxy Avatar Meets Low-Rank Caching, a cascaded framework for real-time one-shot emotion-controllable portrait animation. Instead of directly generating the target portrait from audio, our method uses a Gaussian-based emotion proxy avatar as a reusable motion generator, which is trained once on a single identity to produce expressive driving videos from audio and emotion labels. Since the proxy avatar only provides motion rather than target appearance or geometry, a large-scale one-shot retargeting model further extracts identity-independent motion from the proxy performance and adapts it to arbitrary target portraits. To improve inference efficiency, we introduce zero-shot appearance reuse with low-rank caching, which caches reference appearance features at the initial denoising step and models subsequent feature variations using lightweight low-rank adapters. Extensive experiments demonstrate that our method achieves stronger emotional expressiveness, better identity-preserving animation, and substantially reduced inference cost, enabling real-time one-shot portrait animation.
Haijie Yang, Jindi Bao, Yixuan Dong +6
Aug 2, 2026cs.CV

PeCA: Palette Context Assisted Inference for Test-Time Paint-Bucket Colourisation on Animation Videos

In animation production, paint-bucket colourisation for hand-drawn animation is a labour-intensive procedure that assigns each enclosed region in line sketches a colour from reference design sheets. Recent automatic paint-bucket colourisation pipelines mirror this workflow via region correspondence, but correspondences can be brittle when regions are ambiguous fragments without proper context. In this paper, we propose Palette Context Assisted (PeCA), a new training-free, plug-and-play framework for animation video colourisation that aims to close this gap at test-time via reasoning over spatial and temporal contexts. Extensive experiments on existing benchmarks and a newly introduced long-video test case show consistent performance boosts.
Dongheng Lin, Jianbo Jiao
Jul 31, 2026cs.CV

FlexComposer: Unified Video Compositing from Images to Dynamic Footage with Flexible Trajectory Control

Generative video compositing, which involves inserting external assets seamlessly into existing video sequences, is essential for content creation and visual effects. However, existing approaches suffer from a control-fidelity trade-off: they either hallucinate motion from static images, failing to preserve the dynamics of pre-animated assets, or lack fine-grained spatial control for precise asset placement along user-defined trajectories. We propose FlexComposer, a unified framework that standardizes video compositing as a trajectory-guided conditional generation task, enabling the seamless integration of both static images and dynamic footage. Our approach introduces three key designs: (1) a Unified Canonical Foreground Representation that decouples an object's intrinsic motion from its global displacement, standardizing heterogeneous inputs into a stabilized, centered latent space; (2) a Spatial-Aware Latent Injection strategy that exploits the translation equivariance of VAE latent spaces to transport canonical features onto target trajectories via a parameter-free mechanism; and (3) a Hybrid Dataset and Synthetic-to-Real Curriculum that synergizes procedural simulation, real-world cinematic footage, and generative data to implicitly learn physically plausible illumination and shadow harmonization. This unified design handles diverse inputs from product photos to dynamic subjects achieving high-fidelity motion control and environmental integration without the need for explicit 3D reconstruction or auxiliary learnable adapters. Extensive experiments demonstrate that FlexComposer outperforms state-of-the-art methods in visual quality, temporal consistency, and trajectory adherence.
Songchun Zhang, Sitong Guo, Xianghao Kong +4
Jul 29, 2026cs.CV

Bunraku: Turning a Single Illustration into an Editable Live2D Character

Live2D is the dominant 2D character-animation format for anime characters and virtual avatars, representing each character as a stack of RGBA layers driven by per-layer mesh deformation. Despite its wide use in virtual streaming, mobile games, and interactive characters, authoring a Live2D model still demands weeks of manual layer separation, occlusion completion, mesh placement, and keyframing, and no prior generative method produces such a structured asset end-to-end. We present the first system that, from a single illustration, generates all the structured information a Live2D runtime consumes: ordered RGBA layers, a deformation mesh per layer, and the parameter-driven keypose vertex offsets that make the character move. Stage 1 casts layered decomposition as a layered diffusion process under a Live2D-aware organ-level taxonomy, producing an ordered RGBA stack with hidden-region completion. Stage 2 builds a content-conforming triangle mesh for each layer from its alpha channel alone, then predicts the keypose displacement field of all layers jointly: every vertex of every layer is one token, self-attention spans layer boundaries, and each displacement is factorised into a bounded direction and a log-magnitude. Joint rather than independent prediction is what makes the result a coherent character instead of separately plausible parts, and is our largest gain; scaling the network 112x yields none. On 50 held-out characters, under true generation with no teacher forcing, Stage 2 attains a per-vertex direction cosine of 0.768 (median 0.828). Because a layer's mesh derives from its alpha channel, a clothing layer can be re-textured from a natural-language instruction while the mesh and predicted animation are reused byte-for-byte. We further contribute Live2D-Bench, the first standardized benchmark for the task, and an 8,884-model Live2D corpus with layer and animation supervision.
Junhao Chen, Jingjia Mao, Dayong Li +6
Jul 29, 2026cs.NE

An evolutionary model of animats with VLM-based subjective evaluation

In this study, we propose a framework that incorporates subjective evaluations provided by a Vision-Language Model (VLM) into the fitness evaluation and selection processes of a genetic algorithm. As the target of evolution, we employ virtual soft robots with flexible morphologies and locomotion and present the VLM with sequence images representing the locomotion of two individuals. Selection is performed via pairwise comparisons based on subjective evaluation terms such as adorably and weirdly. The outcomes of these comparisons are used as selection pressure within the genetic algorithm, enabling the simultaneous evolution of morphology and locomotion. Experimental results demonstrate that subjective selection by the VLM accelerates population convergence compared to random selection, while also giving rise to distinctive morphologies and motions corresponding to each evaluation term. An auxiliary experiment with human participants further showed that, although individual pairwise choices only partly agreed with the VLM selections, the resulting morphological and locomotion tendencies were qualitatively similar and repeated human evaluations imposed noticeable fatigue. Moreover, the observation that similar evolutionary outcomes emerged across different evaluation terms suggests that the VLM does not apply these terms in a purely literal manner but instead decomposes them into multiple internal evaluation criteria when making judgments. This work visualizes the evolutionary process through which subjective linguistic expressions are mapped onto embodied phenotypes and provides a foundational framework for analyzing the structure of subjective judgment in VLMs. The proposed approach is expected to contribute to new developments in evolutionary computation and artificial life research based on subjective evaluation.
Shota Miyazaki, Takaya Arita, Reiji Suzuki
Jul 23, 2026cs.LO

Animation, Verification and Visualisation of Prolog Transition Systems with ProB

ProB is a Prolog-based model checker, animator and constraint solver for high-level formal specifications. One can also use ProB to animate transition systems defined by Prolog predicates, allowing the application of its various validation techniques. In this work, we present the existing features of ProB's Prolog animation mode and its recent extensions. The extended capabilities include simulation for statistical checks, more reliable trace replay, transitions with user input and improved state visualisation. We apply the new features to case studies, particularly for evaluating different strategies in game play, such as Connect Four. The features are useful for many other applications, especially for ProB's new sequent prover for Event-B proof obligations, as well as for demonstration models for teaching in combination with interactive visualisation.
Jan Gruteser, Michael Leuschel, Katharina Engels +1
Jul 23, 2026cs.CL

Where Animacy Lives in Large Language Models: Tracing the Circuits of the Animacy Concept

Distinguishing animate from inanimate concepts in written language requires more than shallow text processing, as it involves recognizing complex selectional constraints and contextual cues, such as verb-argument interactions. Yet, current large language models (LLMs) appear to be capable of doing it. We investigate whether this animacy-sensitive behavior of LLMs can be traced to a localized set of causally relevant components and connections. To do so, we construct a controlled dataset of minimal pairs and perform circuit discovery on four open-weight models. Through in-depth experiments and ablations, we show that a causal mechanism responsible for handling animacy in these models does exist, thus discovering an animacy circuit. At the same time, this circuit appears to be less localized compared to other known ones and generalizes only partially across models and animacy tasks, confirming the distributed, context-dependent, and somewhat graded nature of the animacy concept.
Samuele Punzo, Giovanni Cinà, Sandro Pezzelle
Jul 15, 2026cs.CV

MultiAnimate: A Unified Framework for Controllable Multi-Character Animation

Recent advances in generative models and technological innovations have significantly addressed the fundamental challenges of character image animation. However, existing approaches predominantly focus on character animation from a single reference image, substantially limiting their applicability in scenarios such as multiple character interaction animation. To fill this gap, this paper introduces MultiAnimate, a comprehensive framework that enables concurrent animation of multiple characters within a shared environment while preserving both identity consistency and spatial relationships. The framework achieves these objectives through multiple well-designed mechanisms. First, we incorporate an identity-specific reference net that enables appearance extraction from multiple reference images, distinguishing MultiAnimate from existing approaches constrained to single reference inputs. Second, we implement an identity-aware pose encoder to address the character-pose binding challenge, wherein an attention mechanism enables the network to accurately differentiate and process multiple pose sequences during generation. Third, we introduce an interaction guider module that enhances the framework's capability to handle complex inter-character interactions by leveraging character-specific mask information, serving as an optional component that refines the pose sequences. Extensive experiments and ablation analyses demonstrate our framework's superiority in multiple character animation, particularly in scenarios involving complex motion sequences.
Zhongyi Zhang, Guangyuan Wang, Li Hu +6
Jul 13, 2026cs.CV

Motion4Motion: Motion Transfer Across Subjects at Inference

This work explores the motion transfer from one video to another, which is crucial in animation for diverse characters. Previously, video motion transfer has been largely explored between human and human-like characters, enabling a lot of applications in digital creation. However, these approaches encounter a main limitation. Specifically, related technical pipelines heavily rely on a predefined human skeleton structure and accordingly require skeleton-conditional model training. On the one hand, these methods are difficult to generalize to diverse characters, such as animals from different species, while preserving their unique motion styles. On the other hand, labeled data in diverse skeletons is limited, which additionally restricts the large-scale training for the task. In this paper, we jump out of the skeleton-based motion transfer framework and propose a training-free motion transfer framework, named Motion4Motion. Motion4Motionmodels the motion flow of the character in a video instead of skeletons, which makes motion transfer across species easier. Extensive experimental results and novel applications show our methods outperform baselines impressively. Project page is available at https://lhchen.top/Motion4Motion.
Ling-Hao Chen, Zixin Yin, Duomin Wang +2
Jul 11, 2026cs.CV

Neural Motion Blending Across Arbitrary Character Topologies

Motion blending in character animation enables the synthesis of new motions by interpolating between existing examples. Current methods are typically restricted to fixed skeleton topologies, requiring identical or near-identical skeletal structures across characters. We present a novel framework for motion blending across heterogeneous skeletons. The proposed architecture combines a semantic encoder, which extracts per-frame latent representations of the motion state, with a diffusion-based decoder, which reconstructs character-specific motion conditioned on this latent code. At inference, blended motions are obtained by interpolating the latent representations of two input motions. We train and evaluate the method on the Truebones Zoo dataset using motions defined on both same and distinct skeleton topologies, demonstrating the ability to achieve smooth and plausible blending in a variety of scenarios.
Luca Cazzola, Giulia Martinelli, Nicola Conci
Jul 9, 2026cs.CV

SkelGen4D: Weakly-Supervised Skeleton-Based 4D Generation for Text-Driven Mesh Animation

We study 4D generation to synthesize temporally coherent sequences of 3D geometry for animation and content creation. In contrast to existing SDS-based optimization methods and video-driven animation approaches, we adopt a skeleton-driven animation framework aligned with standard industrial pipelines, which enables explicit control and editing. To this end, we propose SkelGen4D, a weakly supervised feed-forward framework for text-driven mesh animation that generates explicit skeleton motions without requiring per-frame skeleton annotations. SkelGen4D first recovers temporally consistent pseudo-skeletons from animated meshes via differentiable fitting, and then generates text-conditioned skeleton motion sequences in a feed-forward manner, further refined with Motion-GRPO to ensure temporally coherent, physically plausible, and articulated animation. We evaluate our method on two large-scale benchmarks, Truebones Zoo and Diffusion4D. Our results show that our weakly supervised skeleton modeling matches or surpasses fully supervised baselines while scaling to diverse object categories for high-quality text-driven mesh animation. Further, our method supports flexible motion editing and is aligned with standard animation production pipelines.
Hao Feng, Zhi Zuo, Jia-Hui Pan +6
Jul 1, 2026cs.CV

SPECSIA: Stylization Dataset for Novel-View Enhancement in Drawing-based 3D Animation

Generating animation from a single 2D drawing is challenging because the output must preserve character appearance while remaining plausible and temporally coherent under motion. Existing drawing-based 3D animation pipelines often use sample-wise 2D refinement to align animated renderings with the input image, but such optimization tends to overfit to the observed view and fails to correct projection-induced artifacts in novel views. To address this limitation, we introduce SPECSIA-15K, a paired stylization dataset containing 14,980 artifact-corrupted projection/refinement-target pairs from 1,498 3DBiCar characters. We further present DraViE (Drawing-based View Enhancement), a lightweight plug-and-play module trained with data-level priors to remove novel-view artifacts while preserving style and motion plausibility. Experiments show consistent gains in novel-view fidelity and temporal coherence with lower per-character adaptation cost than sample-wise fine-tuning.
Kyuwon Kim, Sunjae Yoon, Chang D. Yoo
Jun 29, 2026cs.CV

SyncCache: Exploiting Asymmetric Dynamics for Fast Audio-Driven Portrait Animation

Diffusion Transformers (DiTs) have significantly advanced audio-driven portrait animation, but their high computational cost leads to substantial inference latency. Although training-free diffusion caching accelerates inference significant, existing methods are primarily developed for text-conditioned generation and overlook the spatial and modality imbalances inherent in audio-driven portrait animation. In this paper, we propose SyncCache, a training-free caching acceleration method tailored for DiT-based portrait animation that explicitly exploits asymmetric dynamics. Specifically, high-frequency dynamics driven by audio conditions and concentrated in human regions are more challenging and critical to cache and reuse than the low-frequency visual background in portrait animation. First, we introduce Spatially-Asymmetric Probing to prioritize error sensitivity in dynamic human region. Second, through Modality-Decoupled Caching, we bypass heavy DiT block by reusing stable inter-block residuals, while continuously recomputing lightweight audio blocks to preserve precise lip synchronization. Furthermore, we introduce a cache ratio to control cache capacity and formulate memory-adaptive cache selection as an offline dynamic programming problem without online overhead. Extensive experiments demonstrate that SyncCache achieves superior speed-quality trade-offs, delivering up to 4.12x acceleration on HunyuanVideo-Avatar and 3.75x on Wan-S2V with near-lossless visual fidelity and precise audio alignment.
Juncheng Ma, Yuxuan Du, Yanan Sun +8
Jun 29, 2026cs.CV

3D Scene-Adaptive Trajectory-Controllable Human Image Animation with Camera Movement

Human image animation, which aims to generate a video of a reference subject following a provided action sequence, has received increasing research interest. With the development of diffusion-based/flow-based video foundation models, existing animation works have began to upgrade the guidance information from 2D skeleton/pose to 3D modeling conditions. Despite achieving reasonable results, these approaches face challenges in synthesizing trajectory-controllable human motion within natural scene under changed camera views. In this work, we present a scene-adaptive human image animation framework that controls both human motion and camera trajectories within a reconstructed 3D environment for video generation. To achieve this, we first develop a ground-adaptive 3D motion retargeting approach to enable user-friendly motion trajectory control adapting to the changes of elevations of ground and orientations automatically. Then we design a viewpoint-adaptive latent fusion mechanism to inject point-cloud geometric priors through scene-visibility masking into the generative process, providing precise guidance of viewpoint changes under camera control. Experiments on two standard human image animation benchmark datasets demonstrate remarkable improvements of our method over the state of the arts in related video generation metics. Project page: https://robinhood256100.github.io/web-disp
Deyin Liu, Jicheng Xu, Lin Yuanbo Wu +4
Jun 28, 2026cs.CV

GPC: Large-Scale Generative Pretraining for Transferable Motor Control

Developing controllers capable of completing a wide range of tasks in a natural and life-like manner is a key challenge in enabling practical applications of physics-based character animation. In this work, we introduce Generative Pretrained Controllers (GPC), which leverage tokenization and next-token modeling to create general-purpose, reusable generative controllers from large-scale motion datasets. Our framework utilizes end-to-end reinforcement learning to jointly optimize a "motion vocabulary", modeled via Finite Scalar Quantization (FSQ), along with a corresponding control policy that can map the discrete codes to physics-based controls. After the "codebook" has been learned, the underlying structure of this large vocabulary is modeled by training a GPT-style autoregressive transformer, leading to a powerful generative controller that generates controls for a physically simulated character by performing next-token prediction. Once the generative controller has been trained, we propose a suite of adaptation techniques for finetuning the controller for new downstream tasks. Our proposed framework greatly simplifies the training process compared to previous tokenized methods, and achieves a 99.98% success rate in reproducing a vast corpus of motion clips. The generative controller exhibits a variety of natural emergent behaviors, such as responsive behaviors to perturbations and recovery behaviors after falling. This results in highly robust general purpose controllers for a variety of downstream applications.
Yi Shi, Yifeng Jiang, Chen Tessler +1
Jun 26, 2026cs.CV

Animation2Code: Evaluating Temporal Visual Reasoning in Video-to-Code Generation

While recent vision-language models (VLMs) have achieved significant improvements on static visual-to-code tasks such as generating code for webpages, charts, or SVGs, it remains unclear whether they can recover temporal dynamics when motion is present. To this end, we introduce Animation2Code, a benchmark for evaluating temporal visual reasoning via reconstructing executable web animation code from videos. Animation2Code consists of 1,069 web animation videos with diverse visual appearances and motion patterns, paired with corresponding HTML/CSS/JavaScript implementations. We propose two human-aligned metrics, appearance similarity and temporal similarity, which allow us to disentangle visual fidelity from temporal alignment when comparing rendered animations against ground-truth samples. Benchmarking state-of-the-art VLMs on this dataset shows that current VLMs struggle to maintain temporal consistency in reconstruction, even when achieving high appearance similarity, including under finetuning and iterative refinement settings. Code and data are available at https://anya-ji.github.io/animation2code-website .
Anya Ji, Abhijith Varma Mudunuri, David M. Chan +1
Jun 26, 2026cs.CV

EMOSH: Expressive Motion and Shape Disentanglement for Human Animation

High-fidelity and expressive controllable human animation is essential for content creation and digital avatar applications. However, existing methods face a dilemma between expressiveness and disentanglement. Mainstream 2D pose-conditioned approaches suffer from "motion-shape entanglement", leading to the leakage of the driving subject's body shape. Conversely, methods relying on 3D priors (e.g., SMPL) achieve geometric disentanglement but struggle to capture facial expressions and complex gestures, resulting in rigid animations. To this end, we propose EMOSH, a novel framework for high-fidelity controllable human video generation. First, an Expressive Human Model (EHM) is introduced as the core control representation. By explicitly disentangling shape and pose parameters, we fundamentally resolve the body shape leakage issue. Alongside this, a robust motion tracker is designed to accurately estimate EHM parameters from video. Second, we propose a Coarse-to-Fine Hybrid Motion Injection strategy, enabling more fine-grained control over expressions and gestures. Furthermore, we introduce a Spatially-Aligned Conditioning mechanism to bridge the domain gap between training and inference, improving identity consistency. Extensive experiments demonstrate that EMOSH outperforms previous methods in both self-driven and cross-driven scenarios, producing high-fidelity videos with vivid expressions while maintaining shape disentanglement.
Dongbin Zhang, Hao Liu, Binquan Dai +5
Jun 23, 2026cs.RO

BFMTrack: Latent Sequence Optimization for Physics-Based Motion Tracking with Behavioral Foundation Models

Behavioral Foundation Models (BFMs) offer a promising path toward universal physics-based character control by organizing a rich repertoire of physically plausible behaviors into a latent space, guided by a large-scale motion dataset. While these models excel at time-invariant tasks, such as goal-reaching and state-based reward optimization, their latent space does not directly support time-varying objectives, such as tracking a motion sequence. For tracking, existing heuristics rely on moving-window-averaging that fails to capture the nuances of highly dynamic motions. In this work, we propose a novel Latent Sequence Optimization (LSO) to address these shortcomings. Our approach combines simulation rollouts with a policy gradient update to optimize over a sequence of latents, extending the capabilities of BFMs toward precise motion tracking without requiring reward engineering and tuning. To guide the optimization toward smooth, coherent latent trajectories, we model the latent sequence using temporally correlated noise. We validate our approach across dense tracking, sparse keyframing, and direct deployment onto a real humanoid robot.
Thomas Rupf, Agon Serifi, David Müller +4
Jun 22, 2026cs.CV

IMAGIN-4D: Image-Guided Controllable Interaction Generation

Generating human-object interactions (HOI) is central to character animation, robotics, AR/VR, and embodied AI. Recent HOI generation methods synthesize motion from text, object geometry, and sparse waypoints, controlling action semantics and object trajectories. However, these signals underspecify interaction: the same prompt and trajectory can produce different grasps, approach directions, body poses, object poses, contacts, and body-object layouts. We address this ambiguity with a reference image as a visual specification of the desired interaction snapshot. However, a single global image representation conflates distinct cues and conditions all frames on identical visual evidence. We therefore introduce IMAGIN-4D, a diffusion-based HOI generator that decomposes image conditioning spatio-temporally. For spatial conditioning, IMAGIN-4D extracts supervised interaction-state tokens for body pose, object pose, body-object contact, and spatial relationships at the depicted frame. For temporal conditioning, it computes frame-aware tokens by querying image patches per generated frame, allowing sequence segments to attend to different visual cues from the same image. To balance image, text, and waypoint cues, IMAGIN-4D uses role-aware conditioning: text, waypoints, and interaction-state tokens use separate AdaLN streams, while frame-aware visual tokens cross-attend with motion tokens. Since HOI motion datasets lack paired images, we build a synthetic motion-to-image rendering pipeline from FullBodyManipulation (FBM) and introduce an image-adherence metric to evaluate whether generated motions match the reference snapshot. Experiments on FBM and BEHAVE show that IMAGIN-4D improves fine-grained interaction control over single-token and uniformly image-conditioned baselines while preserving waypoint-following and motion quality. Code and models will be released at https://imagin4d.github.io.
Sai Kumar Dwivedi, Federica Bogo, Buğra Tekin +6
Jun 22, 2026cs.CV

MeGAS: Thermomechanical Dynamic Gaussian Splatting for Thermophysical Scene Editing

Recent advances integrate physically grounded Newtonian dynamics with neural rendering frameworks, narrowing the gap between photorealistic scene reconstruction and physics-based animation. However, existing approaches focus on mechanically driven dynamics while neglecting temperature, a fundamental yet invisible physical factor underlying phenomena such as melting, solidification, and other thermomechanical processes. In this paper, we propose MeGAS, a novel framework that incorporates thermomechanical phase-change dynamics into 3D Gaussian Splatting (3DGS). Specifically, we propose a new thermomechanical dynamic Gaussian Splatting representation that augments 3DGS with temperature attributes and employs a heat advection-diffusion solver with MPM dynamics incorporating phase transitions, enabling physically plausible and visually realistic synthesis of thermophysical phenomena. Furthermore, a new topology-adaptive Gaussian rendering strategy is proposed to mitigate cracking and floaters under extreme deformation. Extensive experiments demonstrate that MeGAS produces physically consistent thermomechanical behavior while maintaining high-fidelity photorealistic rendering, advancing toward physics-integrated world models.
Zesong Yang, Yuanhang Lei, Liyuan Cui +6
Jun 11, 2026cs.CV

ReFree: Towards Realistic Co-Speech Video Generation via Reward-Free RL and Multilevel Speech Guidance

Speech-driven talking character animation seeks to generate life-like portrait videos that convey natural conversation behavior, aligning facial motion with spoken audio. Although recent advances in video generation have substantially improved realism in video-based animation, achieving both accurate lip articulation and expressive behavior remains challenging. Existing approaches typically trade off precise phoneme-to-lip synchronization against dynamic facial expressions and head motion, yielding animations that are either accurate yet rigid, or expressive but poorly synchronized. We address this challenge by proposing ReFree-S2V, a flow-matching speech-to-portrait animation framework that builds upon a pretrained video generation model to achieve fine-grained speech articulation and high-level expressive cues in speech-driven portrait animation. This model introduces a multi-level speech representation capturing phonetic and prosodic information at both local and global granularities. These representations are selectively injected into transformer blocks via learnable level selectors, enabling both accurate lip synchronization and natural expressive motion. To achieve natural head movements, we further introduce a novel reward-free reinforcement learning scheme into flow-matching training to discourage perceptually implausible motion without relying on handcrafted synchronization metrics or reward models, or the high cost of human preference annotation. Extensive experiments demonstrate that ReFree-S2V achieves state-of-the-art performance, significantly outperforming existing methods in both quantitative lip-sync accuracy and qualitative human evaluations of naturalness and expressivity.
Salaheldin Mohamed, M. Hamza Mughal, Rishabh Dabral +1
Jun 9, 2026cs.CV

AnimaSpark: A Feed-Forward Method for Animating Arbitrary 3D Objects

While recent advancements in generative AI have substantially accelerated static 3D model creation workflows, the synthesis of category-agnostic 3D animations remains a significant bottleneck in 3D asset production. Current methods for category-agnostic animation generation exhibit critical limitations in inference speed, motion quality, and adherence to textual prompts, thereby leaving the process dependent on labor-intensive manual artistry. To address these challenges, this paper introduces AnimaSpark, a novel pipeline for category-agnostic 3D animation generation. Our approach is motivated by the key insight that for many fundamental motions in the 3D world, the corresponding joint transformations can often be effectively modeled within a two-dimensional subspace. The pipeline begins by rendering a rigged static 3D model into multi-layered image representations of its mesh and skeleton, which are subsequently fed into a video generation model. We then employ a keypoint tracking algorithm on the generated video to capture the motion of the skeletal joints projected onto the camera's viewing plane. In the final stage, we distill the planar translations and rotations from these tracked keypoints and lift them from the 2D domain into 3D space to animate the character. Comprehensive evaluations reveal that our method achieves superior performance over existing state-of-the-art techniques across key metrics, including text-motion alignment, quality of motion, and computational efficiency.
Yiming Zhao, Haoyu Sun, Aoyu Wang
Jun 9, 2026cs.CV

SCAIL-2: Unifying Controlled Character Animation with End-to-end In-Context Conditioning

Controlled character animation requires transferring motion from a driving sequence to a reference character. Prior works heavily rely on intermediate representations, including pose skeletons to represent motion or masked background to represent environment, which inevitably leads to information loss. To address this, we present SCAIL-2, a framework that bypasses those intermediates and achieves \textbf{end-to-end} character animation. By directly concatenating driving videos to the sequence, the model can obtain all the required visual information from the input video. To address the lack of end-to-end data, we unify sub-tasks of character animation with decoupled conditions and then curate a pipeline to synthesize MotionPair-60K, an end-to-end motion transfer dataset containing heterogeneous tasks of character animation. To achieve the unification, we utilize in-context mask conditioning and mode-specific RoPE as soft guidance beyond textual instructions and raw visual information. To address synthetic discrepancy in detailed regions, we propose Bias-Aware DPO to construct preference items to mitigate the errors. Extensive experiments demonstrate that our method substantially outperforms existing state-of-the-art approaches in various character animation tasks. A large subset of synthetic data as well as model weights will be released at our project page: https://teal024.github.io/SCAIL-2/.
Wenhao Yan, Fengjia Guo, Zhuoyi Yang +1
Jun 5, 2026cs.CV

Beyond Skeletons: Learning Animation Directly from Driving Videos with Same2X Training Strategy

Human image animation aims to generate a video from a static reference image, guided by pose information extracted from a driving video. Existing approaches often rely on pose estimators to extract intermediate representations, but such signals are prone to errors under occlusion or complex poses. Building on these observations, we present DirectAnimator, a framework that bypasses pose extraction and directly learns from raw driving videos. We introduce a Driving Cue Triplet consisting of pose, face, and location cues that captures motion, expression, and alignment in a semantically rich yet stable form, and we fuse them through a CueFusion DiT block for reliable control during denoising. To make learning dependable when the driving and reference identities differ, we devise a Same2X training strategy that aligns cross-ID features with those learned from same-ID data, regularizing optimization and accelerating convergence. Extensive experiments demonstrate that DirectAnimator attains state-of-the-art visual quality and identity preservation while remaining robust to occlusions and complex articulation, and it does so with fewer computational resources. Our project page is at https://directanimator.github.io/.
Yuan Zeng, Yujia Shi, Yuhao Yang +4
Jun 5, 2026cs.CV

FreeAnimate: Training-Free Human Image Animation with Preview-Guided Denoising

Human Image Animation has seen significant advancements, primarily driven by diffusion models. However, existing methods typically demand substantial training data and resources to achieve high-quality results, limiting generalization and accessibility. In this work, we introduce \emph{FreeAnimate}, a training-free framework that leverages the inherent capabilities of image diffusion models to enable temporal consistency, identity preservation, and background stability. Our approach incorporates a novel preview generation strategy that provides temporal and structural priors from generated preview frames, effectively guiding pose alignment and background consistency without training. Additionally, FreeAnimate introduces Inversion-Boosted Attention and Reference-Anchored Self-Attention modules to guarantee temporal consistency and identity preservation. Experimental results demonstrate that FreeAnimate outperforms existing training-free competitors and training-based baseline methods, achieving generation quality comparable to state-of-the-art methods and offering robust generalization across diverse datasets. Our project page is at https://freeani.github.io/.
Yuan Zeng, Yujia Shi, Zongqing Lu +1
Jun 4, 2026cs.GR

AI Level of Detail: Distance-Aware ML Model Precision Selection for Real-Time Human Motion Prediction in Games

Modern game engines spend significant compute animating NPCs with learned motion models. This paper proposes AI Level of Detail (AI LOD), a framework in which machine learning inference precision is adapted based on the distance between each NPC and the player camera. The core idea mirrors classical geometry LOD: substitute a cheaper approximation where the difference is imperceptible. Here, the approximation is a lower-precision quantized machine learning model rather than a lower-polygon mesh. The contribution of this work is the AI LOD concept itself: that inference-time quantization can serve as the LOD axis for AI-driven character animation - and more broadly, for any AI-based runtime system where perceptual sensitivity varies with context. The convolutional sequence-to-sequence model of Li et al. is used as a representative example to demonstrate the concept, with its trained checkpoint exported into three ONNX Runtime variants (FP32, FP16, and INT8 per-tensor), intended to be routed by a distance-based selector at runtime. Evaluation on the CMU Mocap dataset provides initial evidence that each precision tier can be served at its assigned distance range with negligible perceptible degradation, supporting the broader premise that distance-aware ML model precision selection is a viable LOD strategy for AI-based character animation.
Mathew Varghese
Jun 2, 2026cs.CV

Mamba-Enhanced Implicit Motion Learning for Audio-Driven Portrait Animation

Audio-driven human motion video generation aims to synthesize realistic and temporally coherent human animations from a single static image, with applications in talking-head synthesis, co-speech gesture generation, and dynamic presentations. Moving beyond conventional keypoint-based methods that often struggle to capture subtle motion dynamics, We propose a novel implicit-motion framework for generating realistic and temporally coherent human motion videos from a single static image and audio. Our approach uses a two-stage pipeline that decouples motion prediction from rendering. The first stage integrates appearance priors and hierarchical depth cues into a region-aware attention mechanism to model latent motion features. The second stage employs a Mamba-enhanced diffusion model to directly predict these features from audio and the source image, enabling unsupervised learning of fine-grained motion patterns. This decoupled architecture enhances flexibility and efficiency. Trained on a new 380-hour high-quality dataset, our method outperforms prior work across multiple public benchmarks and our collected data in accuracy, naturalness, and temporal coherence, setting a new state-of-the-art.
Xuan Wei, Jiahui Chen, Kaiheng Li +2
May 29, 2026cs.GR

SWIM: Single-Instance Whole-Body Imitation for swiMming

We propose a new method for synthesizing physically-based swimming motions. Physically-based character animation aims to generate physically valid, controllable, and natural-looking motions which can respond to unexpected disturbances, where one dictating factor of difficulty is the complexity of the task, especially the level of sophistication of the required interactions with the environment. Existing research has succeeded in various tasks in static and dynamic environments. We push the difficulty further to swimming, which requires full-body coordination and continuous interactions with fluids, a new level of complexity when it comes to interacting with the environment. This complexity imposes challenges in learning control under volatile environmental forces, generalizing control to different environments and swimming styles, lack of data references, and prohibitively slow physical simulation which is inevitable during control learning. To this end, we propose SWIM, a new imitation method for swimming motions, which can learn from a single swimming motion and generalize to unseen environments, body conditions, and swimming styles. Extensive evaluation and comparison demonstrate that SWIM is data-efficient, stable, robust, and generalizable, outperforming alternative methods across multiple classes of tasks and metrics.
Binglun Wang, Edmond S. L. Ho, He Wang
May 29, 2026cs.SD

Sound effects in media:A comparative analysis of recorded and synthetic samples in live-action and animation

Creating sound for storytelling is crucial to establishing the environment in productions such as films, TV series and video games. This process often involves repeating, layering and recording real objects or using sound libraries, which can be time-consuming and repetitive. To address these challenges, procedural audio, also known as digital foley, offers a solution by allowing sound designers to quickly generate samples. Despite its efficiency, questions remain about the believability of synthetic samples compared to real ones. In our study, we compared synthetic samples generated by an online procedural engine and integrated them with both animated and live-action visuals. Our results indicate that procedural audio is highly effective and perceived as believable in drama and sci-fi scenes, particularly for sound models such as lasers, hits, air and rockets, whereas synthetic sounds weren't as believable in cartoon productions when representing everyday actions. Finally, we identified specific models that needed optimisation and highlighted audio features that needed improvement with feedback from audio professionals.
Nelly Garcia, Joshua Reiss
May 27, 2026cs.CV

DiscoForcing: A Unified Framework for Real-Time Audio-Driven Character Control with Diffusion Forcing

We study real-time audio-responsive character control as a deployment-faithful problem: strictly causal, bounded-latency streaming that must generate coherent full-body motion at interactive frame rates while the audio condition can change abruptly, including tempo shifts, drops, or user edits. Prior music-to-motion systems are largely optimized for offline generation with global context, and degrade in streaming rollouts where conditioning history becomes stale or unreliable. We introduce DiscoForcing, a streaming audio-driven diffusion framework that combines a causal music encoder that captures rhythmic structure and phase dynamics with a diffusion-forcing sequence model trained under heterogeneous noise levels across the temporal horizon. Building on this, we design a hybrid temporal schedule and a history-guided streaming sampler to explicitly trade off responsiveness against long-horizon consistency under non-stationary audio. Implemented in an end-to-end real-time interactive system with online avatar playback and humanoid deployment workflows, DiscoForcing delivers more stable long-horizon rollouts and sharper audio-motion alignment than prior baselines under matched causality and latency constraints while maintaining real-time throughput.
Kaiyang Ji, Bingsheng Qian, Binghuan Wu +3
May 27, 2026cs.CV

Sketch2Motion: Text-driven 2D Sketch to 3D Animation via Diffusion-guided Skeleton Optimization

Animation of 2D hand-drawn sketches provides an effective medium for visual communication. However, these sketches pose challenges, particularly in handling occlusions and accurately mapping motion. While 3D animation naturally addresses these challenges, estimating 3D motion remains a very complex task. Recent approaches to converting 2D sketches to 3D animations have mainly focused on specific types of motion, such as bipedal movements and facial expressions. We propose Sketch2Motion, a diffusion-guided framework for skeleton-based motion synthesis that combines classical character animation pipelines with deep generative priors. Our method represents motion using skeletal transformations, which are propagated to mesh deformations via linear blend skinning. To guide the resulting animation toward realistic and semantically meaningful motion, we integrate a text-to-video diffusion model via motion-aware score-distillation sampling (MoSDS), enabling optimization without paired motion data. Additionally, we apply physics-inspired smoothness, topological, and contact constraints to stabilize optimization and preserve motion plausibility. Further, we integrate a spring-mass simulator to introduce secondary motion effects. The proposed framework is generalized, fully differentiable, modular, and compatible with biped, quadruped, and non-living articulated characters. Experiments demonstrate that our approach produces temporally coherent, text-aligned animations that outperform baseline motion transfer methods that lack generative priors or explicit physical constraints. We will make our code and dataset publicly available.
Gaurav Rai, Ojaswa Sharma
May 27, 2026cs.CV

MangaFlow: An End-to-End Agentic Framework for Controllable Story to Manga Generation

End-to-end manga generation is a structured visual storytelling task that requires story decomposition, recurring character and scene grounding, page layout design, panel rendering, page composition, and lettering. However, existing generative models often perform direct page synthesis, entangling these factors in a single visual output and limiting precise control over layout geometry, visual references, and cross-panel consistency. To address these limitations, we propose MangaFlow, an agentic framework for controllable long-form manga generation that decomposes manga creation into planning, grounding, layout construction, reference-conditioned rendering, composition, and text placement. By treating layout and visual references as explicit intermediate variables, MangaFlow enables both simple text-to-manga generation and more precise user-controlled manga creation. This design exposes layout, visual assets, and lettering as editable intermediate controls for refining panel geometry, references, and text placement. To support long-form consistency, MangaFlow introduces a story section memory that links section descriptions with corresponding character, scene, and object references for reuse across panels. We further present a meta-benchmark for evaluating layout controllability, visual consistency, and generation quality. Experiments show that MangaFlow improves layout adherence and cross-panel consistency over direct generation baselines while supporting flexible human control.
Muyao Wang, Zeke Xie, Yanhao Chen +2
May 27, 2026cs.CV

CogPortrait: Fine-Grained Eye-Region Control in Portrait Animation via Hierarchical Agent Planning

Portrait animation methods have achieved substantial visual quality and lip synchronization, but fine-grained manipulation of the eye region still faces a trade-off between input granularity and motion accuracy. Existing methods using emotion labels or coarse text prompts are insufficient for describing subtle ocular dynamics, whereas approaches based on Action Units or driving videos provide higher fidelity at the cost of a heavier input burden. These limitations are still restrictive for beyond-emotion states (e.g., thinking) and drowsiness. In light of the above, we propose CogPortrait, a two-stage framework that generates portrait animations from high-level labels. In the first stage, three chain-of-thought Multimodal Large Language Models (MLLMs) agents compile high-level labels into facial keypoints through temporal event planning, prototype retrieval, and composition from a real-behavior library, and semantic-physiological constraint enforcement. In the second stage, a DiT-based video generation backbone synthesizes the final animation conditioned on the keypoints, reference portrait, audio, and text prompt, enhanced by a dynamic classifier-free guidance strategy with eye-region-aware reweighting and KTO-based refinement for boundary cases. We further introduce the EMH benchmark covering diverse emotions and beyond-emotion categories with two AU-level metrics for evaluating fine-grained eye-region and head-motion control. Extensive experiments on HDTF and the EMH benchmark demonstrate that CogPortrait achieves more precise eye-region control than existing methods while maintaining supe- rior visual quality and identity consistency
He Feng, Yongjia Ma, Donglin Di +2
May 26, 2026cs.CV

Generative Animations: A Multi-Model Pipeline for Prompt-Driven Motion Synthesis

Animation elevates digital documents into immersive experiences, yet creating custom motion paths remains cumbersome, requiring designers to manually select presets, plot Bézier points, and configure timing properties. We introduce Generative Animations, a system that transforms natural language prompts into production-ready animations. By chaining Large Language Models (LLMs) for semantic parsing with the Segment Anything Model (SAM) for visual grounding, our pipeline automatically generates motion paths that respect scene geometry, handle depth-based occlusions, and honor 3D perspective transforms. We demonstrate the system through three use cases: contour-following trajectories, orbital animations with z-order awareness, and perspective-aligned motion on transformed objects.
Mannat Khurana, Sanyam Jain, Rishav Agarwal
May 25, 2026cs.CV

StreamChar: Long-Horizon Streaming Character Audio-Video Generation with Decoupled Orchestration

Real-time streaming joint audio-video generation for character animation requires a generator to speak the requested transcript, maintain visual identity across chunks, and run within a strict playback budget. These requirements are difficult to satisfy simultaneously: chunk-wise autoregressive generation can accumulate transcript-audio misalignment and visual drift, while the few-step distillation needed for low latency often degrades spatial diversity and temporal quality. We present StreamChar, a streaming framework that separates long-horizon orchestration from short-window audio-video denoising. An LLM-based orchestrator uses the transcript and historical context to produce frame-aligned audio conditions, and a joint audio-video DiT performs local bidirectional denoising with reference and motion-frame conditioning. For efficient deployment, we use a two-stage distillation pipeline that first compresses the sampler and then fine-tunes the student under online chunk rollouts. A progress-aware pointer aligns partial transcripts with generated audio during rollout training, and a sink-chunk memory provides a persistent visual anchor for reducing long-horizon drift. Experiments on short-clip and long-horizon protocols show that StreamChar runs in real time on a single H100 GPU and provides a favorable system-level trade-off among transcript fidelity, audio-visual synchronization, visual quality, and streaming stability compared with recent joint and audio-driven baselines.
Linrui Tian, Qi Wang, Bang Zhang
May 22, 2026cs.CV

Loki: Representation over Architecture for Diffusion-Based Portrait Animation

Portrait animation transfers a driver clip's facial expression and head pose onto a single reference image while preserving the reference's identity. State-of-the-art diffusion systems address this by stacking trained modules for expression, pose, and identity in turn, paying for it in trainable parameters, proprietary corpora, and residual entanglement between the very axes the system is meant to control independently. This complexity compensates for an upstream choice -- learning facial expression and head pose from RGB, a representation in which identity, pose, and expression are inseparable without being learned apart. Loki steps out of RGB on the conditioning path. Driver expression and head pose are encoded by a face model whose parameter axes are identity-orthogonal by construction, then rasterised into a spatial map that the diffusion backbone consumes natively. Identity is routed separately through the diffusion backbone's own pretrained features via lightweight key-value injection. Because the parametric representation factorises identity from expression and pose, cross ID reenactment reduces to a coefficient substitution at inference, requiring no cross ID training data. Loki requires ~43% fewer inference parameters than leading diffusion baselines and trained on 1496x less video samples. We define two metrics that directly measure whether the generated head pose trajectory and facial expression followed the driver's -- the questions portrait animation actually asks; Loki leads or co-leads on both.
Pouyan Navard, Sernam Lim
May 22, 2026cs.AI

One Policy, Infinite NPCs: Persona-Traceable Shared RL Policies for Scalable Game Agents

On a 300-persona life-simulation benchmark, pcsp achieves compositional zero-shot persona identification up to 17x above chance, Spearman rho approx 0.73 semantic-behavioral alignment, and 22x faster inference than an LLM-as-policy baseline. Life simulation games require hundreds to thousands of non-player characters (NPCs) that behave consistently with distinct personalities while remaining controllable through designer-authored natural language. Existing methods fail on constraints like persona consistency, controllability, or real-time inference. We introduce pcsp (Persona Conditioned Shared Policy), a single reinforcement learning policy conditioned on frozen LLM embeddings of free-form persona descriptions. pcsp combines once-per-NPC persona encoding, low-rank persona projection, neural persona conditioning, and a PPO + InfoNCE consistency + KL diversity training objective. Across three experimental settings, ablations show that the InfoNCE trajectory-consistency objective is load bearing: removing it collapses zero-shot persona identification to chance. External validation on Melting Pot 2.4.0 substrates confirms that our method produces persona-conditioned behavioral divergence in multi-agent strategic environments. We distinguish two senses of held-out evaluation: compositional zero-shot and vocabulary-expansion held-out. Finally, a UE5 deployment reproduces the in-engine persona-conditioning ablation at 64 agents with a low failure rate, showing that the sub-frame inference profile survives in a commercial game engine. These results prove that shared RL policies can support scalable, real-time, persona-conditioned NPC control.
Yoosung Hong
May 19, 2026cs.CV

CogOmniControl: Reasoning-Driven Controllable Video Generation via Creative Intent Cognition

Recent diffusion models achieve strong photorealism and fluency in video generation, yet remain fragile under abstract, sparse or complex conditions, leading to poor performance in professional production workflows such as storyboard sketches and clay render conditions. Existing video generation models, either inject conditions through adapters or couple a generic vision-language model (VLM) within a diffusion backbone, leaving a capability gap and failing to produce the videos that align with the user's creative intent. We present CogOmniControl, a reasoning-driven framework that factorizes controllable video generation into creative intent cognition and generation. Specifically, we train a specialized CogVLM using authentic anime production data. Compared to generic VLMs, it generates more professional and clear outputs, accurately cognizing user creative intent from sparse and abstract conditions and tuning these cues into dense reasoning output. Besides, CogOmniDiT unifies the controls from various conditions through in-context generation and is aligned to the CogVLM reasoning outputs via reinforcement learning. Furthermore, leveraging CogVLM's robust capability in guiding video generation, we release its potential in planning specific evaluators and enable a Best-of-N selection for the generated videos. This integration transforms the entire framework into a closed-loop "harness-like" architecture. We further introduce CogReasonBench and CogControlBench, built from professional workflows data that carry genuine creative intent rather than simulated ones. Experiments on two benchmarks show that CogOmniControl surpassed the existing open-source models. The project website: https://um-lab.github.io/CogOmniControl/
Hongji Yang, Songlian Li, Yucheng Zhou +4
May 17, 2026cs.CV

AnimeAdapter: A Modular Adapter for Appearance-Consistent Anime Character Generation

We present a lightweight appearance adapter for Stable Diffusion that enables controllable and consistent anime character generation under diverse editing conditions. Instead of relying on large-scale vision-language models or per-subject fine-tuning, our method injects fine-grained visual features from a single reference image into the diffusion process. Based on CLIP emergent local spatialization, we develop semantic-selective local attention. To further disentangle character appearance from spatial layout, we incorporate pose-aware conditioning during adapter training. The resulting pretrained adapter remains compact, modular, and fully compatible with Stable Diffusion community workflows, while requiring no additional fine-tuning at deployment time. Furthermore, we present a high-quality anime character dataset based on curated and restructured Danbooru prompts, and evaluate our method across several practical character editing scenarios. Our code, model weights, and dataset will be publicly released upon acceptance.
Yixuan Han
May 15, 2026cs.GR

Evaluating Design Video Generation: Metrics for Compositional Fidelity

Generative video models are increasingly used in design animation tasks, yet no standardized evaluation framework exists for this domain. Unlike natural video generation, design animation imposes structured constraints: specific components shall animate with prescribed motion types, directions, speed and timing, while non-animated regions must remain stable and layout structure must be preserved. This paper provides a fully automated evaluation framework organized across four dimensions: layout fidelity, motion correctness, temporal quality, and content fidelity. This eliminates the reliance on subjective human evaluation and establishes a common basis for benchmarking progress in the field. We release the code and dataset here: https://github.com/purvanshi/lica-bench.
Adrienne Deganutti, Dingning Cao, Jaejung Seol +2
May 15, 2026cs.AI

See Before You Code: Learning Visual Priors for Spatially Aware Educational Animation Generation

Large language models can generate executable code for educational animations, but the resulting renders often exhibit visual defects, including element overlap, misalignment, and broken animation continuity. These defects cannot be reliably detected from the code alone and become apparent only after execution. We formalize this problem as render-feedback-aware constrained code generation: given a natural language specification, the model must generate executable code whose rendered output satisfies structured quality criteria that can be evaluated only after rendering. To address this problem, we introduce OmniManim, a render-feedback-aware educational animation generation framework built around a shared scene state, explicit visual planning, structured post-render diagnostics, and localized repair. Within OmniManim, the Vision Agent is a task-specific visual planning module: it predicts sparse keyframe layouts with coarse-to-fine bounding-box denoising and optimizes an interpolation-aware objective to reduce intermediate-frame failures induced by downstream animation interpolation. We further construct two datasets, ManimLayout-1K and EduRequire-500, and provide a reproducible evaluation protocol covering executability, instructional quality, visual quality, and efficiency. On EduRequire-500, OmniManim improves measured render quality over both single-model baselines and existing multi-agent frameworks. Systematic ablation studies further verify that explicit visual planning, especially its coarse spatial prior, bounding-box refinement, and interpolation-aware optimization, is central to these gains.
Yuejia Li, Ke He, Junheng Li +5
May 14, 2026cs.CV

EverAnimate: Minute-Scale Human Animation via Latent Flow Restoration

We propose EverAnimate, an efficient post-training method for long-horizon animated video generation that preserves visual quality and character identity. Long-form animation remains challenging because highly dynamic human motion must be synthesized against relatively static environments, making chunk-based generation prone to accumulated drift: (i) low-level quality drift, such as progressive degradation of static backgrounds, and (ii) high-level semantic drift, such as inconsistent character identity and view-dependent attributes. To address this issue, EverAnimate restores drifted flow trajectories by anchoring generation to a persistent latent context memory, consisting of two complementary mechanisms. (i) Persistent Latent Propagation maintains a context memory across chunks to propagate identity and motion in latent space while mitigating temporal forgetting. (ii) Restorative Flow Matching introduces an implicit restoration objective during sampling through velocity adjustment, improving within-chunk fidelity. With only lightweight LoRA tuning, EverAnimate outperforms state-of-the-art long-animation methods in both short- and long-horizon settings: at 10 seconds, it improves PSNR/SSIM by 8%/7% and reduces LPIPS/FID by 22%/11%; at 90 seconds, the gains increase to 15%/15% and 32%/27%, respectively.
Wuyang Li, Yang Gao, Mariam Hassan +4
May 12, 2026cs.CV

RealDiffusion: Physics-informed Attention for Multi-character Storybook Generation

While modern diffusion models excel at generating diverse single images, extending this to sequential generation reveals a fundamental challenge: balancing narrative dynamism with multi-character coherence. Existing methods often falter at this trade-off, leading to artifacts where characters lose their identity or the story stagnates. To resolve this critical tension, we introduce RealDiffusion, a unified framework designed to reconcile robust coherence with narrative dynamism. Heat diffusion serves as a dissipative prior that averages neighboring features along the sequence and removes high-frequency noise within the subject region. This suppresses attribute drift and stabilizes identity across frames. A region-aware stochastic process then introduces small perturbations that explore nearby modes and prevent collapse so the story maintains pose change and scene evolution. We thus introduce a lightweight, training-free Physics-informed Attention mechanism that injects controllable physical priors into the self-attention layers during inference. By modeling feature evolution as a configurable physical system, our method regularizes spatio-temporal relationships without suppressing intentional, prompt-driven changes. Extensive experiments demonstrate that RealDiffusion achieves substantial gains in character coherence while preserving narrative dynamism, outperforming state-of-the-art approaches. Code is available at https://github.com/ShmilyQi-CN/RealDiffusion.
Qi Zhao, Jun Chen, Ivor Tsang +1
May 11, 2026cs.CV

Improving Human Image Animation via Semantic Representation Alignment

The field of image-to-video generation has made remarkable progress. However, challenges such as human limb twisting and facial distortion persist, especially when generating long videos or modeling intensive motions. Existing human image animation works address these issues by incorporating human-specific semantic representations, e.g., dense poses or ID embeddings, as additional conditions. However, conditioning on these representations could decrease the generation flexibility. Moreover, their reliance on RGB pixel supervision also lacks emphasis on learning necessary 3D geometric relationships and temporal coherence. In contrast, we introduce a novel approach named SemanticREPA that leverages these semantic representations as supervision signals through representation alignment. Specifically, we begin by training a structure alignment module that aligns the structure representations obtained from video latents with video depth estimation features. We then fix the pretrained module, and utilize it to provide additional supervision on the structure representations of the diffusion models, achieving structure rectification to generate coherent and stable human structures. Simultaneously, we develop an ID alignment module to align the ID representations of the generated videos to face recognition features. We further propose to use the predicted structure representations to refine identity restoration in relevant regions. With structure and ID alignment, our method demonstrates superior quality on extended character motions and enhanced character consistency.
Chang Liu, Mengting Chen, Yixuan Huang +5
May 10, 2026cs.CV

KAN Text to Vision? The Exploration of Kolmogorov-Arnold Networks for Multi-Scale Sequence-Based Pose Animation from Sign Language Notation

Sign language production from symbolic notation offers a scalable route to accessible sign animation. We present KANMultiSign, a multi-scale sequence generator that translates HamNoSys notation into two-dimensional human pose sequences. Our framework makes two complementary contributions. First, we introduce a coarse-to-fine generation strategy with multi-scale supervision: the model is first guided by an intermediate body--hand--face scaffold to encourage global structural coherence, and then refines fine-grained hand articulation to improve finger-level detail. Second, we investigate integrating Kolmogorov--Arnold Network modules into a Transformer backbone, using learnable univariate function primitives to model the highly non-linear mapping from discrete phonological symbols to continuous body kinematics with a compact parameterization. Experiments on multiple public corpora spanning Polish, German, Greek, and French sign languages show consistent reductions in dynamic time warping based joint error compared with a strong notation-to-pose baseline, while using substantially fewer parameters. Controlled ablations further indicate that KAN-based variants substantially reduce parameter count while maintaining competitive performance when coupled with multi-scale supervision, rather than serving as the main driver of accuracy gains. These findings position multi-scale supervision as the key mechanism for improving notation-conditioned pose generation, with KAN offering a compact alternative for efficient modeling. Our code will be publicly available.
Guanyi Du, Lintao Wang, Kun Hu +1
May 8, 2026cs.CV

Implicit Preference Alignment for Human Image Animation

Human image animation has witnessed significant advancements, yet generating high-fidelity hand motions remains a persistent challenge due to their high degrees of freedom and motion complexity. While reinforcement learning from human feedback, particularly direct preference optimization, offers a potential solution, it necessitates the construction of strict preference pairs. However, curating such pairs for dynamic hand regions is prohibitively expensive and often impractical due to frame-wise inconsistencies. In this paper, we propose Implicit Preference Alignment (IPA), a data-efficient post-training framework that eliminates the need for paired preference data. Theoretically grounded in implicit reward maximization, IPA aligns the model by maximizing the likelihood of self-generated high-quality samples while penalizing deviations from the pretrained prior. Furthermore, we introduce a Hand-Aware Local Optimization mechanism to explicitly steer the alignment process toward hand regions. Experiments demonstrate that our method achieves effective preference optimization to enhance hand generation quality, while significantly lowering the barrier for constructing preference data. Codes are released at https://github.com/mdswyz/IPA
Yuanzhi Wang, Xuhua Ren, Jiaxiang Cheng +5
May 7, 2026cs.CV

Eulerian Motion Guidance: Robust Image Animation via Bidirectional Geometric Consistency

Recent advancements in image animation have utilized diffusion models to breathe life into static images. However, existing controllable frameworks typically rely on Lagrangian motion guidance, where optical flow is estimated relative to the initial frame. This paper revisits the same optical-flow primitive through a more local supervision design: we use adjacent-frame Eulerian motion fields to guide generation, where the motion signal always describes a short temporal hop. This shift enables parallelized training and provides bounded-error supervision throughout the generation process. To mitigate the drift artifacts common in adjacent frame generation, we introduce a Bidirectional Geometric Consistency mechanism, which computes a forward-backward cycle check to mathematically identify and mask occluded regions, preventing the model from learning incorrect warping objectives. Extensive experiments demonstrate that our approach accelerates training, preserves temporal coherence, and reduces dynamic artifacts compared to reference-based baselines. The code, model, and data have been made available at https://nguyentthong.github.io/eulerian/
Thong Nguyen, Khoi M. Le, Cong-Duy Nguyen +3
May 7, 2026cs.CV

SuperFace: Preference-Aligned Facial Expression Estimation Beyond Pseudo Supervision

Accurate facial estimation is crucial for realistic digital human animation, and ARKit blendshape coefficients offer an interpretable representation by mapping facial motions to semantic animation controls. However, learning high-quality ARKit coefficient prediction remains limited by the absence of reliable ground-truth supervision. Existing methods typically rely on capture software such as Live Link Face to provide pseudo labels, which may contain noisy activations, biased coefficient magnitudes, and missing or inaccurate facial actions. Consequently, models trained with supervised learning tend to reproduce imperfect pseudo labels rather than optimize for perceptual expression fidelity. In this paper, we propose SuperFace, a preference-driven framework that moves ARKit facial expression estimation from pseudo-label imitation toward human-aligned perceptual optimization. Instead of treating software-estimated coefficients as fixed ground truth, SuperFace uses them only as an initialization and further improves coefficient prediction through human preference feedback on rendered facial expressions. By aligning the model with perceptual judgments rather than numerical pseudo labels, SuperFace enables more visually faithful and expressive facial animation. Experiments show that SuperFace improves expression fidelity over Live Link Face supervision, demonstrating the effectiveness of preference-driven optimization for semantic facial action prediction.
Zejian Kang, Xuanyang Xu, Wentao Yang +6
May 2, 2026cs.CV

VAnim: Rendering-Aware Sparse State Modeling for Structure-Preserving Vector Animation

Scalable Vector Graphics (SVG) animation generation is pivotal for professional design due to their structural editability and resolution independence. However, this task remains challenging as it requires bridging discrete code representations with continuous visual dynamics. Existing optimization-based methods often destroy topological consistency, while general-purpose LLMs rely on rigid CSS/SMIL transformations, failing to model geometry-level non-rigid deformations. To address these limitations, we present VAnim, the first LLM-based framework for open-domain text-to-SVG animation. We reconceptualize animation not as sequence generation, but as Sparse State Updates (SSU) on a persistent SVG DOM tree. This paradigm compresses sequence length by over 9.8x while preserving the SVG DOM structure and non-participating elements by construction. To enable precise control, we propose an Identification-First Motion Planning mechanism that grounds textual instructions in explicit visual entities. Furthermore, to overcome the non-differentiable nature of SVG rendering, we employ Rendering-Aware Reinforcement Learning via Group Relative Policy Optimization (GRPO). By leveraging a hybrid reward from a state-of-the-art video perception encoder, we align discrete code updates with high-fidelity visual feedback. We also introduce SVGAnim-134k, the first benchmark for vector animation. Extensive experiments demonstrate that VAnim significantly outperforms state-of-the-art baselines in semantic alignment and structural validity, with additional appendix metrics further validating motion quality and identity preservation.
Guotao Liang, Zhangcheng Wang, Chuang Wang +6
Apr 29, 2026cs.CV

AnimateAnyMesh++: A Flexible 4D Foundation Model for High-Fidelity Text-Driven Mesh Animation

Recent advances in 4D content generation have attracted increasing attention, yet creating high-quality animated 3D models remains challenging due to the complexity of modeling spatio-temporal distributions and the scarcity of 4D training data. We present AnimateAnyMesh++, a feed-forward framework for text-driven animation of arbitrary 3D meshes with substantial upgrades in data, architecture, and generative capability. First, we expand the DyMesh-XL dataset by mining dynamic content from Objaverse-XL, increasing the number of unique identities from 60K to 300K and substantially broadening category and motion diversity. Second, we redesign DyMeshVAE-Flex with power-law topology-aware attention and vertex-normal enhanced features, which significantly improves trajectory reconstruction, local geometry preservation, and mitigates trajectory-sticking artifacts. Third, we introduce architectural changes to both DyMeshVAE-Flex and the rectified-flow (RF) generator to support variable-length sequence training and generation, enabling longer animations while preserving reconstruction fidelity. Extensive experiments demonstrate that AnimateAnyMesh++ generates semantically accurate and temporally coherent mesh animations within seconds, surpassing prior approaches in quality and efficiency. The enlarged DyMesh-XL, the upgraded DyMeshVAE-Flex, and variable-length RF together deliver consistent gains across benchmarks and in-the-wild meshes. We will release code, models, and the expanded DyMesh-XL upon acceptance of this manuscript to facilitate research in 4D content creation.
Zijie Wu, Chaohui Yu, Fan Wang +1