Controllable Video Generation

Overview

The field studies how to make generated videos follow user intent, from preserving a subject or style to specifying poses, object trajectories, camera moves, events, and physical properties. Common approaches condition diffusion models with text, images, tracks, masks, or 3D geometry, adapt pretrained models with ControlNet or LoRA modules, or steer sampling at inference; newer world models add explicit state, planning, and memory for interactive, long-horizon generation. Evaluation spans prompt and control adherence, identity and scene consistency, motion accuracy, physical plausibility, and video quality, including tests on driving, human-object interaction, and cinematic scenes. A central tension remains: stronger or denser controls can improve precision but may reduce naturalness or visual quality, while long rollouts can drift or fail to realize intended state changes even when individual frames look convincing.

Latest papers

321 papers52 papers in the last four weeks, up 148% on the four weeks before. 0.3% of all new papers.

Sep 21, 2026

CoaG: Cylinders on a Grid for Coarse 3D Layout Control in Video Generation

We ask how little geometry a person has to draw to control both where people stand and where the camera moves in a generated video. Our answer is a ground plane and one cylinder per person. A user draws a grid on the ground, places one cylinder where each person should stand, moves the cylinders and the camera over 81 frames, and the model renders a photoreal video in which the people occupy the cylinders' positions, move as the cylinders move, and are seen from the drawn camera. Appearance comes from a text prompt and a background reference image; layout and motion come from the geometry. Because no dataset pairs such a signal with video, we build the pairs ourselves: an automatic engine writes 2000 captions from a combinatorial seed, generates a clip for each with a text-to-video model, and lifts every clip back to its geometry with person tracking, background inpainting, an agentic ground-mask loop, feed-forward multi-view reconstruction and a plane fit, with no real footage and no manual labels. A LoRA on Wan2.2-Fun-Control trained on 1935 such tuples follows drawn layouts and camera paths on hold-out clips: the generated people match the cylinders' count, order, position and height, the text changes who they are, the reference image changes where they are, and dolly-in, orbit, pan and crane paths are followed, dolly-out only weakly.
Sep 18, 2026

CompAdapt: Adaptable Composite Motion Modeling for Physics-Consistent Text-to-Video Generation

While diffusion-based text-to-video (T2V) models have demonstrated impressive capability in generating realistic and temporally coherent videos, they often fail to respect fundamental physical dynamics. Although recent physics-constrained methods incorporate explicit dynamics priors to improve physical plausibility, they remain limited to simple single-type motions, depend on manually specified parameters, and struggle to generalize to unseen physical laws. In this work, we propose CompAdapt, a physics-consistent T2V framework for adaptable generation across complex real-world scenarios. It extends neural dynamics modeling beyond single-type motions to encompass composite physical behaviors, including coupled motions, multi-stage transitions, and multi-object collisions. Furthermore, CompAdapt translates natural language prompts into structured physical semantics, enabling end-to-end specification of motion types, temporal relations, and initial physical parameters. To generalize to novel physical environments, CompAdapt introduces dynamics-aware prior matching, achieving one-shot adaptation without retraining the core dynamics module. In addition, a physics-aware latent feature fusion module improves visual fidelity under fast and complex motion. Experiments on physics-focused T2V benchmarks demonstrate that CompAdapt improves physical consistency over both general T2V models and physics-constrained baselines, while preserving high visual quality and adaptability to unseen dynamics. The project page is available at https://makapic.github.io/CompAdapt/ .
Sep 17, 2026

Astronex-World 1.0: Real-Time Interactive World Model Foundation

We present Astronex-World 1.0, an open controllable video world-model foundation. Given a text prompt (text-to-video) or an initial observation (image-to-video), the model predicts future visual states under frame-aligned camera trajectories, continuous actions, and an embodiment identifier, and accepts text events inserted at a specified position of a rollout. The family provides a bidirectional model for full-context generation and a causal model with block-causal attention and cross-block KV caching for persistent generation, both built on the Wan2.2-TI2V-5B prior. PRoPE injects camera intrinsics and extrinsics, while a 64-dimensional action stream modulates every Transformer layer. A five-stage training path develops bidirectional camera and action control, converts the backbone to block-causal generation, distills a few-step student, restores mixed-domain dynamics, and applies asymmetric DMD/DMD2 distribution matching. The causal model generates 832x480 video at 24 fps. All five training stages run on two NVIDIA L20 48 GB GPUs, and the causal model streams in real time on one. It scores 73.5 on WBench Navi and 70.0 on WBench Full. On Full, this 5B model is above the 13.6B LongCat-Video and the 14B Helios, within one point of the 22B LTX-2.3, and above YUME 1.5, which is post-trained from the same 5B prior on NVIDIA A100 GPUs. The reserved action input and output interfaces allow post-training for embodied intelligence and autonomous driving.
Sep 15, 2026

Zing-0.5: Toward Playable Worlds with Real-Time Joint Action and Text Control

We introduce Zing-0.5, a 5B autoregressive world model designed for playability: users can explore generated worlds, influence unfolding events, and respond to the resulting feedback through joint keyboard and online text control. Our approach brings together three technical contributions: (1) Unified action and text conditioning, combining magnitude-aware keyboard inputs with temporally aligned text instructions and jointly annotated videos to learn navigation and event control within the same sequence; (2) Event-scale supervision for incremental generation, using a segment-level teacher trained on connected multi-prompt videos to supervise a block-level causal student through distribution-matching distillation; and (3) Low-cost real-time interaction, combining four-step generation with context-preserving streaming to support 832 x 480 inference at 24 FPS at an estimated server rental cost of approximately USD 0.009 per stream-minute. Zing-0.5 achieves an overall score of 81.0 and a consistency score of 88.5 across 158 WBench Navigation cases. A joint-control demonstration shows a text-directed event change during continued navigation without restarting generation. We release the model weights, inference code, and Zing-SGLang serving implementation to support further work on playable generated worlds.
Sep 15, 2026

PhysStream: Streaming Physics-Grounded Video Generation with Structured Scene Memory and Fine-Grained Motion Control

Interactive control for video generation is moving from coarse prompts toward fine-grained, physically meaningful manipulation of dynamic scenes. Yet existing controllable methods either require the full control schedule before generation starts, or use pixel-space signals that dictate object positions rather than physical dynamics. To address these limitations, we propose PhysStream, an autoregressive model for physics-grounded image-to-video synthesis that incorporates structured scene memory---positional maps and object tracking maps derived online from previously generated frames---and supports fine-grained motion control via sparse velocity-increment signals that encode physical quantities, letting the model learn the underlying dynamics. We train our model in two stages: a bidirectional model is first finetuned with motion-control conditioning, then a causal autoregressive model is trained with additional structured scene memory, further improving physical consistency. PhysStream enables interactive, mid-generation control over multi-object tabletop rigid-body scenes---a capability not supported by prior methods---reducing motion distribution distance (FVMD) by 33% and trajectory error by 12% over the strongest baselines on synthetic benchmarks, and is preferred by human evaluators in over 85% of in-the-wild comparisons. Please check our website for more details: https://czzzzh.github.io/PhysStream
Sep 14, 2026

LynnReal-Omni: Native multi-modal Video Generation for Agentic Visual Workflows

Video diffusion models are stochastic and hard to control: precise content often requires repeated sampling without guaranteed success, and long-horizon scenes drift in appearance, interactions, and temporal coherence. Agentic visual creation provides explicit references, editable 3D scenes, or executable game states for stable control, but does not by itself guarantee high object or character fidelity. Combining the two can enable stable, high-quality generation. To realize this combination, we present LynnReal-Omni, a native multimodal video generation framework built on a 32B shared multimodal diffusion transformer that unifies text-to-video, image-conditioned generation, reference-guided generation, structural control, editing, degraded video restoration, and long-video generation. It accepts heterogeneous visual inputs, including appearance references, editable 3D renders, and game recordings, allowing agents to compose visual conditions within a unified model. We also train a dedicated 27B Flash shared multimodal diffusion transformer for real-time rendering. We build a systematic data pipeline for video cleaning, subject association, multimodal annotation, and aligned control construction, yielding a curated corpus of multi-shot audiovisual segments, and introduce MSAVP, a 100-prompt, 20-metric evaluation design that separates instruction following, generating plausibility, visual quality, temporal behavior, and audio coordination. LynnReal-Omni-Flash further reduces inference cost through model and decoding acceleration, including a lightweight VAE decoder; on one H100, warm generation and decoding of a 22-frame 540p video take 843 ms with LynnReal-Omni and 377 ms with Flash. These results provide a foundation for real-time streaming video generation, making LynnReal-Omni a unified, controllable, and efficient basis for agentic visual creation.
Sep 10, 2026

Harnessing Intrinsic Subject-Aware Attention for Controllable Multi-Subject Video Generation

Multi-subject video generation faces two key challenges: uncontrollable fidelity strength and potential semantic drift. We address these by analyzing the internal mechanisms of Diffusion Transformers (DiTs). We found that certain attention blocks naturally form an Intrinsic Spatial Grounding Map (ISGM) that precisely locates reference subjects. Building on this insight, we propose Dual-phase Intrinsic Attention Leveraging (DIAL), a framework that uses these internal signals for both training and inference. In low-noise stages, we use ISGM to guide the attention mechanism, allowing precise control over fidelity strength during inference without retraining. In high-noise stages, we use these same maps to automatically build preference pairs at no additional cost for Reinforcement Learning (RL). This RL procedure effectively anchors the model's attention to reference subjects and mitigates semantic drift. Extensive experiments show that DIAL significantly outperforms baseline models on the OpenS2V-Eval benchmark, consistently improving identity consistency and enabling controllable fidelity strength.
Sep 9, 2026

Programmable World Model

Recent video world models generate increasingly realistic and interactive visual experiences, yet lack reliable mechanisms for maintaining persistent world state and enforcing programmable rules over extended interactions. We introduce Programmable World Model, a framework that decouples world-state evolution from visual observation generation. An agent translates natural-language instructions into executable programs that specify entity states and state-transition rules, enabling direct control over individual entities and their interactions. A lightweight engine executes these programs to update and maintain an explicit, persistent global world state, including off-screen entities and non-visual attributes. To connect world state with visual generation, we introduce state-augmented 3D oriented bounding boxes (OBBs) as an intermediate representation. This representation, together with the target camera trajectory, is deterministically compiled into pixel-aligned spatiotemporal conditioning signals for a pretrained video model serving as the generative renderer. This design allows users to create playable games with predefined mechanics, direct control over individual entities, and persistent world state throughout gameplay. We further introduce CombatStateBench, a benchmark for evaluating programmable world models. On CombatStateBench, our method achieves 94% Count Accuracy and 98% State Accuracy, substantially outperforming existing interactive video world models while supporting coherent long-horizon generation. These results demonstrate the effectiveness of separating explicit state evolution from generative rendering for building persistent, programmable worlds.
Sep 8, 2026

PhysFlow: Physics-Aware Optical Flow for Motion Controllable Video Generation

Video generation models have recently attracted substantial attention for their ability to generate visually compelling videos, yet ensuring physically consistent and plausible dynamics still remains a fundamental challenge, driving a growing line of research on physical realism in video generation. To address this challenge, motivated by the fact that physical regularities are primarily encoded in motion patterns, we propose PhysFlow, a novel two-stage framework for improving the physical plausibility of generated videos by decomposing video generation into motion-aware optical flow generation followed by motion-conditioned appearance synthesis. Specifically, PhysFlow consists of a physics-aware optical-flow video generator called PA-Flow and a flow-guided video generator called FlowRender. During the first stage, PA-Flow employs a physics-aware attention module to model how motion attributes and material properties influence global motion and local deformation, respectively, and generates an optical flow video as an explicit representation of motion. In the second stage, FlowRender leverages the decoupled motion representation as guidance to synthesize realistic textures and appearances, ultimately producing the final physically plausible video. To further support model training with explicit physical supervision, we construct PhysVideo, a physics-based video dataset generated with a physics engine and 3D-GS rendering, containing 10K foreground objects and 50K realistic video sequences with annotations of motion and material properties. Extensive experiments demonstrate that our proposed PhysFlow generates videos with superior physical plausibility while maintaining high visual fidelity compared with existing methods.
Sep 7, 2026

BEACON: Behavior and Appearance Control for Subject-Specific Video Generation

Generating human-centric videos that preserve both visual identity and person-specific expressive behavior remains a fundamental challenge. In addition to reproducing appearance, a model must replicate the facial behaviors that characterize how a subject expresses emotion over time. However, most state-of-the-art methods condition generation on a single reference image, which contains no information about these temporal dynamics. As a result, they tend to preserve the subject's visual identity but often produce expressions with limited variation and weak subject specificity. To mitigate this issue, we introduce BEACON, a lightweight framework for person-specific video generation that produces more expressive videos by disentangling visual identity from expressive behavior. BEACON conditions generation on two complementary signals: a reference image encoding the identity and a reference video capturing subject-specific facial dynamics. By conditioning on these complementary signals, BEACON generates videos that better preserve both the subject's appearance and characteristic facial dynamics, while also supporting identity-expression transfer. Our experiments on the MEAD and RAVDESS datasets show that by fine-tuning on approximately 2,000 pairs and updating about 1% of the pretrained Wan video diffusion model, BEACON improves facial expressivity over state-of-the-art video generation methods while maintaining competitive identity preservation.
Sep 7, 2026

The Price of Consistency: Exploiting Visual Anchors for Multimodal Jailbreaking in Video Generation

The rapid evolution of video generation has shifted the paradigm from pure text-driven to multi-conditional controllable generation, with reference images now widely adopted as conditional inputs to achieve superior spatiotemporal consistency. While these reference images serve as powerful visual anchors that significantly enhance controllability, their impact on safety remains largely unexplored. In this work, we reveal the visual anchoring effect: by enforcing consistency, the mechanism prevents the generated content from drifting away from the original harmful intent, thereby eliminating the model's natural safety escape route from harmful to benign content. Consequently, visual anchors inherently increase the safety risk---this is the price of consistency. Building on this insight, we propose Decoupling Intent via Visual Anchors (DIVA), a training-free multimodal jailbreak framework for video generation that exploits this vulnerability. DIVA decouples harmful intent into a static visual anchor image and a dynamic motion text prompt, and employs dual-criteria selection to balance attack stealthiness with semantic preservation. Extensive experiments across various leading commercial platforms and mainstream open-source video generation models demonstrate that DIVA achieves a substantially higher Attack Success Rate than existing text-only methods. To facilitate future research, we additionally contribute TI2VSafetyBench, the first safety benchmark for multi-conditional video generation.
Sep 6, 2026

Agentic Visual Generation: From Generative Models to Agentic Control

Visual generation is evolving from generative models used through a single invocation into agentic control processes that can plan, select tools, inspect intermediate synthesized outputs, revise failures, and reuse prior experience. In most existing systems, the controller is an LLM or VLM, while visual generation models serve as tools or executors. However, existing work lacks a consistent criterion for determining when a generation system becomes agentic. Planning depth, tool use, multi-role collaboration, and reinforcement learning are often treated as evidence of agenticity, even though none of them necessarily determines which generation decisions the controller can make. We organize the field according to what the controller can directly control in the generation process. At L1 Conditioning Control, the controller prepares the input to a predetermined generator but does not control which visual operation is executed. At L2 Execution Control, it selects and invokes actual generation, editing, rendering, or other content-modifying operations. At L3 Outcome-Adaptive Control, it observes an intermediate outcome and uses that observation to change a subsequent operation within the current task. At L4 Experience-Adaptive Control, it retains experience from completed tasks and uses that experience to change decisions on future tasks. L0 Fixed Support separately denotes generators, editors, evaluators, reward models, benchmarks, and fixed pipelines without a deployed controller that makes generation-level decisions. These levels describe a progressively broader decision-making scope rather than model size, system complexity, output quality, tool or role count, or training method. Applying this framework across image, video, editing, 3D, world, slide, and user-interface generation reveals how controller capabilities have evolved and how their mechanisms are distributed across levels.
Sep 4, 2026

ReaDiT Guidance: Control for Image and Video Generation using Diffusion Transformer Features

We present DiT Readout (ReaDiT) Guidance, a lightweight framework for controlling generation with Diffusion Transformer (DiT) models via their internal feature representations. ReaDiT Guidance uses features from a single DiT block to steer the generative process according to spatial targets - like depth, pose, or edge maps - provided at test time. Furthermore, since modern text-to-video models are largely built on DiT backbones, ReaDiT Guidance naturally extends to video generation, enabling camera and motion control. Experimental results demonstrate that our approach achieves competitive or improved results compared to existing feature-based and off-the-shelf adapter-based approaches while requiring fewer parameters.
Sep 3, 2026

What Moves? Localized Motion Representations for Compositional Scene Control

Real-world dynamics are inherently compositional: multiple entities move simultaneously within a shared scene, each exhibiting distinct motion patterns. Yet current motion representation models entangle the dynamics of different entities, without explicitly capturing localized motion for each individually. Crucially, motion is defined relative to a global reference frame, including camera motion and scene layout. However, localized embeddings are often computed from cropped images or obtained by masking features after encoding, discarding the context needed to interpret motion. To address this, we introduce a promptable localized motion representation that produces persistent embeddings for user-specified regions defined by spatial masks. Rather than cropping the input or masking features, our model processes the full video and conditions motion encoding directly on the queried region. This yields temporally consistent, region-addressable embeddings that isolate local dynamics while retaining the global context required for disambiguation. We demonstrate object-level motion transfer, enabling controlled composition of dynamic scenes. Beyond generative control, our embeddings support localized action classification in multi-actor videos. Across both tasks, our approach improves controllability and outperforms global representations localized through cropping or post-hoc masking.
Sep 1, 2026

H3-World: Turning Language Understanding into World Control

We present H3-World, an efficient framework that turns the 33B MiniMax-H3 video generator into an interactive world model. Our key finding is that, as large video generators become more capable, language is emerging as a natural interface for control. MiniMax-H3, for example, already supports zero-shot control of character behavior and camera motion through natural-language instructions. Building on this, H3-World turns this coarse language interface into precise, temporally grounded world control, without introducing dedicated action modules. Specifically, we represent each action as a structured combination of character and camera instructions, and align them with the corresponding temporal video latents. To make the control temporally precise, we further introduce temporal attention routing, which restricts each instruction to its intended time interval and reduces control leakage across actions. Importantly, H3-World directly reuses the semantic representations learned during large-scale video pretraining and requires only lightweight adaptation. With only 8,000 gameplay samples, 10,000 LoRA optimization steps, and 0.199% trainable parameters, H3-World achieves effective character and camera control while preserving strong generation quality. It also generalizes to unseen scenarios. These results show that the control capabilities emerging in large video generators can be efficiently transformed into interactive world control.
Sep 1, 2026

Physically Plausible Video Generation via Visual-Semantic Chain-of-Events Conditioning

Physically Plausible Video Generation (PPVG) seeks to synthesize videos consistent with physical principles, yet remains challenging due to underspecified natural language conditioning. Advanced chain-of-thought (CoT) frameworks augment prompts with physical knowledge. However, such prompts describe physical phenomena holistically, overlooking intermediate states and transition dynamics. In this paper, we reformulate PPVG as event-centric generation by representing physical evolution as a chain of causally connected and physically constrained events. Our framework comprises three key modules: (1) Physics-driven Event Chain Reasoning. This module decomposes physical phenomena into causally connected events represented by evolving scene graphs. Formula-derived physical quantities are bound to relevant objects and interactions, characterizing the direction and magnitude of each event transition. (2) Transition-aware Routed Keyframe Conditioning. This module routes each event to a specialized keyframe synthesis operator for appearance variation or object transformation. Consecutive keyframes are injected as residual guidance during denoising, enabling smooth visual transitions between event-boundary states. (3) Physics-injected Contrastive Semantic Guidance. This module constructs physics-informed positive and counterfactual negative prompts for classifier-free guidance, steering generation toward plausible dynamics and away from physics-violating counterparts. Experiments on PhyGenBench, VideoPhy, PhyWorldBench, and Physics-IQ demonstrate that our framework generates videos with superior physical plausibility across diverse domains.
Aug 26, 2026

4DStreamCtrl: Interactive Video Generation with Online 4D Control

Generative video models now synthesize footage nearly indistinguishable from reality. Their promise as interactive tools hinges on fine-grained control of how objects and the camera move over time, yet each existing approach captures only part of this: camera-parameter methods steer the viewpoint but cannot move objects, 2D-trajectory methods act in the image plane and ignore depth and occlusion, and recent 3D methods add geometry but run only offline at a fixed length. In particular, none combines 3D-consistent control of both camera and objects with real-time, streaming generation. Here we show that camera motion, object trajectories, and depth can be unified into a single 3D point-track representation, from which one model performs joint camera and object control, depth editing, and motion transfer in a single forward pass. To learn this interface at scale, we mine in-the-wild video for 3D motion supervision, yielding OpenVidHD-Motion3D, and encode it with a lightweight Geometric Motion Head that plugs into a pretrained video diffusion model. Because this encoder is temporally separable, we distill the model into a causal streaming student that generates arbitrarily long video in four denoising steps at memory independent of length. This unified design surpasses prior camera-only, 2D, and offline-3D methods in motion-control precision while covering modalities they address only in isolation. 4DStreamCtrl runs at 20 FPS on a single high-end GPU for 480p video and stays temporally coherent over hundreds of frames, enabling, to our knowledge, interactive 4D-controllable streaming generation for the first time. More broadly, grounding generation in explicit 3D geometry with efficient causal inference points toward interactive world models with closed-loop spatiotemporal control, from controllable simulators to real-time visual imagination for embodied agents.
Aug 24, 2026

Direct, Parallel, or Sequential? A Comparative Study of Training-Free Multi-Subject Image-to-Video Generation

Text-conditioned image-to-video (I2V) generation has advanced rapidly, yet generating videos with multiple subjects remains challenging. A model must simultaneously preserve the appearance of each subject, assign distinct motions, and maintain coherent spatial and temporal interactions. This paper presents a systematic study of three representative paradigms for training-free multi-subject I2V generation: direct, parallel, and sequential generation. Direct generation applies a pretrained I2V model to the complete reference image and prompt, requiring all subjects and motions to be synthesized jointly. Parallel and sequential generation instead decompose the reference image and prompt into subject-specific visual and textual conditions. Parallel generation synthesizes each subject independently and subsequently composes the resulting videos, reducing the complexity of each generation step at the cost of weaker inter-subject context. Sequential generation first synthesizes a background video and then progressively introduces individual subjects. This preserves accumulated scene context but introduces sensitivity to subject ordering and error propagation. We empirically evaluate the three paradigms across diverse multi-subject scenes, comparing appearance preservation, motion fidelity, temporal consistency, and inter-subject coherence, while also characterizing their distinct failure modes. Our findings reveal the strengths and limitations of each paradigm and offer practical insights for designing controllable multi-subject video generation systems.
Aug 20, 2026

Grounded-Exo2Ego: Structured Semantic Grounding for Robust Exocentric-to-Egocentric Video Generation

Generating egocentric video from a single exocentric video is an emerging and important topic for AR/VR and physical AI. Compared with conventional novel view synthesis, exo-to-ego generation is a significantly harder task because the standard geometric conditioning becomes highly unreliable under extreme view changes and large unobservable regions. We present Grounded-Exo2Ego, a principled framework that addresses these challenges at both the architectural and data levels. Architecturally, Grounded-Exo2Ego is a dual-branch video diffusion model that couples a geometric anchoring branch, which conditions the generation on the rendering of a 3D reconstruction, with a novel semantic grounding branch, which goes beyond the prevailing geometry-based approach and improves quality by synthesizing challenging regions based on object-level context. Additionally, we found that the overlooked issue of camera-reconstruction misalignment severely undermines exo-to-ego learning. We thus introduce a camera re-localization algorithm that resolves this issue and substantially improves quality across all metrics. We further develop a fully automated synthetic data engine that generates and renders rigged 3D characters in procedurally generated environments. Evaluation on the challenging EgoExo4D dataset shows that our method outperforms recent state-of-the-art approaches by large margins across all metrics. Detailed ablations validate improvements from each of our contributions at both the data and architectural level.
Aug 17, 2026

MLLM-Guided Semantic Correction for Text-to-Video Generation

Recent advances in diffusion models and Transformer architectures have led to significant progress in text-to-video generation. However, these models often suffer from semantic errors such as missing objects, incorrect attributes, or mismatched actions. Although some semantic correction methods perform optimization before sampling or refinement after sampling, how to detect and correct semantic deviations during the video generation process remains underexplored. In this paper, we introduce a training-free, interpretable mid-generation correction framework that integrates multimodal large language model (MLLM) feedback directly into the diffusion sampling loop. Our framework achieves diffusion trajectory correction by injecting semantic evaluation signals during video synthesis, enabling the model to optimize the generated content through continuous self-reflection. We propose two key modules: a Semantic Assessment Supervisor that generates intermediate preview frames for semantic evaluations and deviation diagnostics, and a Semantic Modification Assistant that corrects semantic drift during inference via a controllable latent trajectory intervention. Our method improves semantic alignment, visual fidelity, and temporal consistency without modifying model parameters. We validate the effectiveness of our approach through extensive experiments across multiple benchmarks.
Aug 17, 2026

SingDance: Compositional Zero-Shot Singing-and-Dancing Video Generation with Role-Aware Audio Conditioning

Generating personalized dance videos from a reference image, text prompt, and audio track requires music-conditioned body motion. Singing-and-dancing adds a second requirement: the visible subject must also articulate the vocals. Existing music-conditioned methods focus primarily on choreography, while speech-driven models generally assume that the visible subject produces the input voice, leaving this combined setting largely underexplored. We introduce SingDance, a unified video diffusion framework that formulates controllable vocal articulation as a semantic role: the visible subject is either the source, who produces the vocal signal, or the listener, who receives it from an off-screen performer. Hard-compact routing selects task-relevant speech, music, and role conditions, which are composed through frame-wise joint audio injection; source and listener retain the same speech pathway. Training uses asymmetric supervision: on-screen speaking and curated off-screen conversational-response videos establish role control, while instrumental and song-based dancing-only videos establish music-conditioned body motion. The target Song/Source configuration is never observed during training. At inference, assigning the source role to a song composes separately learned articulation and song-conditioned dance capabilities, enabling compositional zero-shot singing-and-dancing. Experiments demonstrate strong motion--beat alignment and visual fidelity, reliable paired switching of vocal articulation while preserving music-aligned body motion, and highly competitive lip synchronization with substantially fewer generation-time parameters than the strongest speech-driven baseline evaluated.
Aug 14, 2026

Marionette: Predicting World States, Rendering Geometry, Painting Appearance

Interactive game world models typically autoregress visual observations directly in pixel or latent space, forcing structured properties such as pose, geometry, and occlusion to be implicitly maintained by the same generative sequence. Over long horizons, errors in these latent world properties accumulate, making consistency and controllability fragile. We explicitly model the evolving world state, delegate exact geometric computation to a fixed, zero-parameter renderer, and leave the neural model to synthesize appearance. We instantiate this idea as Marionette, a world model for interactive games with articulated characters. First, a two-stage autoregressive dynamics model predicts an explicit and interpretable 276-dimensional 3D world state comprising multi-entity articulated skeletons, metric root trajectories, and rotations. Second, a zero-parameter graphics bridge converts the predicted state into pose-control videos, computing world-space geometry and occlusion in closed form. Third, a control-conditioned video-diffusion observation model synthesizes photorealistic RGB observations from the resulting structured controls. Our experiments establish two properties of Marionette. First, the predicted world state is directly controllable. Forcing a mismatched action stream changes root-aligned joint error by 31% across 48 held-out segments. Second, long-horizon behaviour is determined in the state, and can be repaired there. Left free, the two generated characters drift to 21.2 m apart (recorded sessions stay near 5 m) and a third of frames show ground penetration. Two rules imposed on the explicit state, a terrain collider and a separation cap, cut penetration by 66% and keep the pair engaged, with no change to the observation model. Routing appearance through the predicted state costs no fidelity we can detect, at an FVD of 831 against 799 for recorded pose.
Aug 13, 2026

From Dense Prediction to Visual Editing: Structured Supervision for Unified Image and Video Creation

Unified image and video creation requires a model to follow diverse instructions while preserving identity, geometry, and temporal structure from visual context. However, semantic-only conditioning and creation-only training do not explicitly supervise the local structure needed for precise, temporally consistent editing. We therefore formulate depth and surface-normal prediction as image-form denoising targets, using these dense tasks as structured visual supervision within the same creation interface. Our framework decouples semantic interpretation from spatially aligned visual injection while sharing one multimodal diffusion transformer (MMDiT) backbone across all tasks. Mutual Context Attention (MCA), a paired-video data-construction procedure, and a progressive training curriculum then connect the learned structural cues to temporally localized editing and reference-conditioned creation. A single checkpoint obtains the highest overall score in the reported comparison of unified systems (4.15); adding dense supervision improves OpenVE Overall from 3.98 to 4.06 and Local Add from 3.92 to 4.18. These results support a deliberately bounded conclusion: perception-oriented dense supervision transfers useful structural knowledge to downstream creation, especially editing locality and preservation; we do not claim superiority as a standalone dense predictor.
Aug 13, 2026

Alaya-EVOKE: From Linear-Scaling Supervision to Endless World

Interactive world models must support persistent memory, responsive interaction, and long-horizon generation, yet these requirements place conflicting demands on the model. Maintaining history in the denoiser context or key-value cache incurs growing cost, forcing a trade-off between session length and retained memory, while low-latency interaction relies on few-step generation whose capabilities are bounded by its teacher. Alaya-EVOKE (Evoke) addresses both limitations by externalizing persistent world state and redesigning the teacher for long-horizon interactive generation. Scene geometry is maintained in an external, camera-indexed world state bank, from which only view-relevant information is retrieved, keeping the denoiser context bounded as the session grows. Rather than treating the teacher as a fixed generator, we design it for long-horizon supervision: its sparse attention combines chunk-wise grouping, retrieval of selected distant frames, and a linear-attention global state, yielding linear growth in memory and compute while enabling supervision over long horizons. Such supervision exposes content drift that stays locally plausible within short windows, while per-chunk conditioning enables prompt changes and event control throughout the sequence. A 30-second distribution-matching objective, applied under self-forced rollouts, transfers both capabilities to a three-step student that uses no classifier-free guidance, improving resistance to long-term drift while preserving responsive conditioning. With bounded context and recurrent external memory, Evoke supports open-ended, continuously evolving generation; on a single H200 at 384×640384\times 640, each 1.5 s1.5\,\mathrm{s} chunk is generated in 2.11 s2.11\,\mathrm{s}. As a three-step world model, Evoke achieves state-of-the-art performance on WBench while remaining competitive on VBench-Long and VBench-2.0.
Aug 13, 2026

Spatially-Grounded Text-to-Video Generation via Inference-Time Gradient-Free Optimization

Diffusion Transformer Text-to-Video models have achieved remarkable synthesis quality, yet fine-grained spatial controllability remains a significant challenge. While existing training-free methods produce solid overall results in spatially grounded generation, \ie, placing a specific object in a designated location, they rely on gradient-based optimization techniques that incur prohibitive computational overhead, a bottleneck amplified in modern large-scale architectures. To address this limitation, we present Gradient-free Analytical Trajectory Optimization Video Generation (GATO-Vid), a novel training-free and gradient-free approach for precise spatial guidance. Rather than relying on costly backward passes, we introduce an alternative cross-attention score and solve it analytically to obtain an exact, closed-form solution. To use our analytical solution, we propose an on-the-fly injection mechanism tailored to the topological manifold of the transformer's latent space. Our experiments demonstrate that GATO-Vid significantly outperforms existing baselines in localization accuracy while introducing minimal computational overhead.
Aug 12, 2026

Beyond Trial-and-Error: Agentic Optimization for Image-to-Video Adherence

Modern black-box Image-to-Video (I2V) models offer powerful capabilities in automated content creation, yet their lack of fine-grained control and reliability presents significant challenges in professional workflows. Their inherent stochasticity causes minor variations in textual prompts or hyperparameters to yield drastically different outputs often necessitating inefficient, brute-force trial-and-error processes. To address these limitations, we introduce the ``Agentic Self-Improvement" framework, which reframes video synthesis into a closed-loop, goal-directed optimization. Our framework systematically navigates the generation parameter space using a novel two-stage approach. In the first stage, an iterative prompt optimization loop uses a multimodal Large Language Model (mLLM) to refine the input prompt. This refinement implements two automated evaluations: Davidsonian Scene Graph (DSG) queries ensure semantic adherence, and Common Mistake Questions (CMQ) for artifact detection. At the second stage, we use Bayesian optimization to efficiently co-optimize stochastic seeds and CFG scales. This search is guided by a suite of quality metrics, including the novel Video-Text Adherence (VTA) score derived from the DSG and CMQ evaluations. Our framework significantly outperforms unguided search methods: in human preference studies, videos generated via our agentic approach were strongly preferred over baseline outputs, achieving win rates up to 69%. This work provides a practical and extensible methodology for enhancing the predictability and control of state-of-the-art video generation models, moving the field beyond speculative curiosities toward reliable, production-ready tools.
Aug 12, 2026

ScaleVid: Geometry-Aware Video Object Scaling with Mesh-Free Inference

Geometry-aware video object scaling aims to anisotropically resize the object along object-centric axes while preserving geometric plausibility, temporal coherence, and background consistency. Existing text-guided methods mainly operate in the 2D image plane, while depth-guided approaches provide coarse control and mesh-based methods require costly 3D reconstruction. We present a progressive two-stage training framework that decouples geometry-aware foreground transformation from background preservation and realistic video composition, without mesh-pixel alignment and explicit 3D reconstruction at inference. In both stages, geometrically perturbed pseudo-sources are constructed from real videos, while the original complete videos are retained as reconstruction targets. The first stage uses planar transformations to learn robust foreground-background composition, whereas the second introduces object-centric 3D deformation guidance for geometry-aware scaling. This pseudo-source reconstruction formulation enables real-video synthesis without paired real-world scaling targets. We construct complementary paired-geometry and real-background benchmarks and further evaluate on in-the-wild videos. Extensive experiments demonstrate superior geometric consistency, foreground fidelity, and background preservation, together with faster and more practical inference than methods requiring explicit 3D reconstruction.
Aug 7, 2026

Surg-UniWorld: A Unified Surgical World Model with Multimodal Control Experts

Controllable surgical world models can provide a generative foundation for surgical artificial intelligence and simulation by synthesizing realistic instrument--tissue interactions. However, existing methods lack a unified multimodal control paradigm, while direct fusion of heterogeneous visual conditions often causes anatomical distortion, instrument appearance drift, and temporally inconsistent interactions. In this work, we propose {Surg-UniWorld}, a unified surgical world model with multimodal control experts. Surg-UniWorld first constructs a {Hierarchical Surgical Anchor} from first-frame appearance and hierarchical semantic masks to preserve persistent scene identity, anatomical organization, and interaction boundaries. {Anchor-Relative Modality Experts} then interpret edge, depth, and optical-flow evidence relative to the shared anchor, capturing complementary boundary, geometric, and motion information. A {Multimodal Control Expert} further performs contribution-preserving stage-wise composition of the activated modality increments and generates control hints for the Wan2.2 video diffusion backbone. To support multimodal surgical world modeling, we further construct Cholec80-SurgWAM, a benchmark for controllable surgical video generation. Extensive experiments demonstrate that Surg-UniWorld consistently outperforms existing controllable video generation methods and surgical world-model baselines in generation quality, temporal consistency, and multimodal controllability.
Aug 6, 2026

EmoWorld: A Decoupled Affective Field for Controllable Emotional Video Generation

Emotion shapes how viewers interpret a scene, yet existing video generators entangle global atmosphere, affect-bearing semantic cues, and temporal progression within a single text condition. We present EmoWorld, a framework that decouples these factors within a frozen flow-matching video diffusion transformer (Video DiT). A one-time preparation stage extracts layer-specific affect directions and a reusable cue library from geometry-preserving neutral and emotion-edited panoramas. At inference, Visual Atmosphere Steering (VAS) injects atmosphere directions into hidden states, Semantic Affective Steering (SAS) isolates a separately scalable prompt residual for semantic cues, and Temporal Affective Steering (TAS) interpolates endpoint residual fields across denoising and video time. On Wan2.2, VAS improves target-emotion alignment by 19% while reducing a temporal-fluctuation proxy by 48%; SAS improves target-emotion alignment by 37% and increases detected affect-bearing cues by 36%; and TAS improves transition monotonicity by 15% over the strongest baseline. EmoWorld is evaluated across 27 emotion categories in text-to-video and image-to-video settings, demonstrates portability across multiple Video-DiT backbones, and supports camera-conditioned composition without updating generator parameters.
Aug 6, 2026

Vorch-Omni: Multi-Task Orchestration of Sight and Sound

Recent advances in generative video modeling have enabled diverse generation, reference-based synthesis, extension, and editing, but existing approaches often rely on fragmented task-specific models. A general model must distinguish heterogeneous target, source, and reference signals to determine what to generate, preserve, or use as guidance, while reducing interference among tasks. Joint audio-visual generation further increases this challenge by introducing diverse conditioning and output configurations across modalities. We present Vorch-Omni, a unified multi-task framework for audio-visual synthesis based on an arbitrary-condition-to-arbitrary-output formulation. It flexibly treats video and audio signals as either conditioning inputs or generation targets. Token-level conditioning masks and task identifiers distinguish targets, source content, and references, while position types separate temporal context from independent conditions. To capture semantic and structural information, Vorch-Omni employs complementary visual conditioning pathways: a vision-language model interprets sampled frames with text instructions, and a video VAE encodes conditions into latent tokens for direct guidance. We further build a distributed data pipeline to curate diverse temporally aligned audio-visual clips, generate structured captions and metadata, and balance heterogeneous task distributions. Built on a single flow-matching diffusion transformer without task-specific architectural changes, Vorch-Omni supports over 10 tasks, including text-to-video, text-to-audio-video, image- and reference-conditioned generation, temporal extension, audio-driven generation, video transformation, and audio-visual editing. This unified framework provides a scalable foundation for general-purpose audio-visual generation and manipulation.