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.

Jul 12, 2026

Is Energy Guidance All You Need? Training-Free Norm Injection for Driving World Models

Driving world models built on large video-diffusion backbones generate realistic scenes but are hard to control: enforcing a traffic norm typically means retraining the backbone or conditioning it on hand-built layouts. We ask whether controllability requires training at all. Our experiment shows that a rectified-flow driving world model, which jointly generates future video and a planned ego trajectory, can have its planned trajectory steered entirely at sampling time by differentiable energy functions that encode driving norms, without knowledge-specific retraining of the diffusion backbone. Concretely, we demonstrate that a world model built on Open-Sora 2.0 MM-DiT backbone can be steered to brake at a counterfactual target by injecting energy guidance at sampling time. However, we find that the generated video does not yet follow the steered trajectory through the backbone's joint self-attention and identify the cross-stream coupling as a crucial requirement for end-to-end-controllable rollouts.
Jul 9, 2026

LightCrafter: PBR-Conditioned Video Diffusion Refinement for Controllable and Consistent Relighting

Video relighting requires balancing long-form temporal consistency with a physically grounded understanding of light transport, which depends on accurate estimation of intrinsic scene properties such as materials, geometry, and illumination. Existing methods follow two paradigms: (1) reconstruct a video's photometric properties via inverse rendering and relight them to a target illumination via forward rendering, using physically-based rendering (PBR) or a neural renderer; these suffer from noisy reconstructions and struggle with hard-to-model effects such as global illumination. (2) Frame the task as generative video-to-video translation conditioned on relighting targets (a target environment map or text); this limits relighting control and temporal stability, since diffusion models struggle to translate long-form videos, and is constrained by the availability of input/relit training pairs. We propose LightCrafter, a hybrid pipeline that reformulates video relighting as video translation of a proxy video: rather than translating the input video directly to the target, we translate a PBR rendering of the input under the target illumination to the final target. This bakes illumination targets into the PBR proxy, removing the need to teach the diffusion model illumination concepts like environment maps, and enables more intricate lighting control while naturally providing long-form temporal consistency. We show PBR renders alone already outperform some prior art but struggle with effects like global illumination; to capture these, we leverage photometric priors in video generation models by post-training CogVideoX on synthetic video pairs and real-world unpaired videos. We outperform prior state-of-the-art on existing real-world relighting benchmarks and contribute a synthetic benchmark for further analysis. We will release our dataset, benchmark, metrics, and code.
Jul 7, 2026

SparseCtrl-HOI: Sparse Temporal Control for Human-Object Interaction Video Generation

Human-Object Interaction (HOI) video generation aims to synthesize realistic videos of humans manipulating diverse objects, serving as a promising avenue for AI-driven live streaming e-commerce. A primary obstacle in this domain lies in the complexity of modeling fine-grained physical dynamics and the intricate spatial-temporal coordination between human hands and objects. Existing approaches to this problem typically rely on dense temporal guidance, e.g., frame-wise hand-object pose sequences, to strictly control the interaction process. However, such dense guidance incurs high annotation costs and affects motion synthesis diversity. To overcome these limitations, we introduce SparseCtrl-HOI, a novel sparse temporal control framework for HOI video generation. It requires only a few keyframes that capture interaction states at designated timestamps. Specifically, we employ a Time-Controlled Rotary Positional Embedding (TiRoPE) mechanism to temporally anchor these keyframes while preserving their spatial integrity. Subsequently, to govern the dynamics across intermediate frames, we propose a Motion Prior Injection Module that leverages Multimodal Large Language Models (MLLMs) to extract high-level motion priors. This empowers the model to hallucinate logically and physically plausible transitions. Furthermore, we build SparseHOI-5K, a high-quality and richly annotated dataset for HOI video generation with sparse temporal control. Comprehensive evaluations confirm that our method substantially reduces annotation overhead while synthesizing superior live-streaming e-commerce videos. Both our code and dataset are publicly available at https://mpi-lab.github.io/SparseCtrl-HOI.
Jul 4, 2026

ProxyUp: Training-Free Proxy-Conditioned Video Generation for Controllable Dynamics

Precise control over complex dynamics remains challenging for modern video generative models, as text prompts alone often cannot specify physically plausible, fine-grained motion and interactions. We introduce proxy-conditioned video generation\textit{proxy-conditioned video generation}, where a coarse proxy video from physics-based simulation or real-world recording serves as a dynamics carrier to control foreground object motion. Given a proxy video and a text prompt, the goal is to synthesize a new video that preserves the proxy dynamics while generating novel content and plausible interactions aligned with the prompt. Since paired proxy-target videos are difficult to obtain, we propose ProxyUp\textbf{ProxyUp}, a training-free framework built on pretrained video generative models. ProxyUp first inverts the proxy video into an intermediate latent representation and applies region-wise latent noising\textbf{region-wise latent noising}, preserving motion-critical proxy latents while injecting noise into regions intended for text-driven regeneration. To mitigate the distribution mismatch and weak foreground-background coupling introduced by this heuristic latent composition, we further propose Stochastic Flow Relaxation (SFR)\textbf{Stochastic Flow Relaxation (SFR)}, which progressively relaxes the composed latent toward the model's learned distribution before ODE sampling. Experiments on both simulation and real-world proxies show that ProxyUp outperforms strong video editing and motion transfer baselines in dynamic fidelity and text alignment.
Jul 3, 2026

Vidu S1: A Real-Time Interactive Video Generation Model

We introduce Vidu S1, a real-time interactive video generation model supporting voice control of digital characters. Users can control video generation content at any moment through voice instructions. Vidu S1 supports infinite-length real-time video generation without blurring, drift, or visual distortion. Built with TurboDiffusion and TurboServe, Vidu S1 outputs 540p real-time videos at up to 42 FPS on regular consumer GPUs. Users can upload custom images of real people, anime, and pets, and choose different voice tones for personalized experiences. Experiments show that Vidu S1 achieves the best performance across all test metrics while fully meeting real-time inference requirements. A playable online demo is available at https://vidu.com/vidu-stream.
Jul 2, 2026

Track the Noise, Move the World:3D-Grounded Motion-Consistent Noise for Controllable Video Generation

Modern image-and-text-to-video diffusion models can synthesize highly realistic videos by iteratively denoising an initial Gaussian noise tensor conditioned on reference image and text inputs. However, existing approaches still lack precise and unified controllability over both object motion and camera motion within a single generation process. We present UniCaMo, a unified framework that enables simultaneous control of object trajectories and camera viewpoints by directly constructing the input noise of the diffusion model. Specifically, UniCaMo builds a shared 3D-grounded motion-consistent noise space across latent video frames. Sparse 3D point tracks are used to warp the Gaussian noise of the reference frame along desired object trajectories, while a virtual spherical noise representation provides globally consistent noise values for newly revealed scene regions under camera motion. By combining local track-guided noise warping with global sphere-based noise sampling, UniCaMo maintains geometric and temporal consistency under both object movement and viewpoint changes. Because UniCaMo modifies only the input noise, it requires no auxiliary adapters, control branches, or architectural changes to the underlying video diffusion model. With lightweight LoRA fine-tuning on large pretrained video diffusion models, including Wan 2.1 (14B), UniCaMo achieves state-of-the-art results in both video quality and motion controllability on standard controllable video generation benchmarks.
Jul 2, 2026

WorldDirector: Building Controllable World Simulators with Persistent Dynamic Memory

We present WorldDirector, a highly controllable video world model framework designed for persistent dynamic object memory and unrestricted viewpoint exploration. Unlike existing world models that entangle physical dynamics with pixel rendering and rely on continuous visual observation to sustain motion, our framework explicitly decouples semantic motion orchestration from visual generation. By leveraging an LLM to coordinate 3D trajectories with camera movements and subsequently employing these orchestrated trajectories as control signals for video generation, our approach ensures strict physical logic and appearance stability, successfully preserving the exact visual identities of dynamic entities even when they re-enter the scene after prolonged periods out of view. Experimental results demonstrate that our method supports the synthesis of complex and extended events with unprecedented controllability and persistent dynamic object memory. Project Page: https://worlddirector.github.io/
Jul 2, 2026

HandsOnWorld: Unconstrained Egocentric Video Generation with Camera-Disentangled Hand Control

We present HandsOnWorld, a framework for hand-controlled egocentric video generation that forgoes multi-view and marker-based motion capture, learning instead from unconstrained monocular video. Such generality is bottlenecked by the scarcity of scalable 3D hand annotations: large egocentric corpora lack finger-level labels, whereas precise hand datasets are confined to narrow, instrumented settings, limiting prior hand-controlled generators to restricted scene distributions. We instead annotate 3D hands directly on in-the-wild egocentric video through monocular reconstruction, introducing a protagonist-centered annotation pipeline that filters the reconstructions at the action-semantic, image-quality, and 3D-geometric levels to build EgoVid-Pro, a dataset of clean, protagonist-only hand trajectories spanning 103K clips and roughly 12M frames across diverse everyday scenes. To resolve the camera-hand entanglement induced by large ego-motion, we further propose the Plücker Hand Map, a 3D-aware control signal that extends Plücker-ray representations from camera rays to the hand surface, disentangling camera and hand motion at the representation level. Experiments show that \method surpasses prior hand-controlled generators in reconstruction fidelity and control accuracy, and generalizes to out-of-distribution everyday scenes beyond the laboratory datasets on which prior methods rely.
Jul 2, 2026

QWERTY: Training-Free Motion Control via Query-Warped Video Diffusion Transformers

Video diffusion transformers (DiTs) generate high-fidelity and temporally coherent videos, yet motion control remains implicit, primarily relying on text prompts. As a result, achieving desired motion often requires extensive prompt engineering and repeated resampling. While fine-tuning models with additional spatial prompts (e.g., bounding boxes or point trajectories) enables explicit control, it demands substantial data curation and computation, and may compromise the generative capabilities of pretrained models. Consequently, training-free motion control using such spatial prompts has been explored in U-Net-based video diffusion models, but remains largely unexplored for DiTs. We introduce QWERTY, a training-free framework that enables flexible motion control in pretrained image-to-video DiTs via user-defined object warping and optical flow. We carefully manipulate the 3D full attention of DiTs by warping the frame-invariant semantic subspace of queries. We find that the noise predicted by the query-warped DiT naturally guides the diffusion trajectory toward the desired motion, and further show that leveraging this noise as self-guidance for latent optimization improves control stability and visual quality. Experiments show that QWERTY achieves the most effective motion control among existing training-free approaches on a recent image-to-video DiT, with performance comparable to fine-tuning-based methods.
Jul 1, 2026

TrajLoc: Trajectory-Attention Localization for Multi-Object Motion Control

Controlling the motion of multiple objects in image-to-video (I2V) generation requires preserving object identities while enforcing adherence to distinct target trajectories. This becomes particularly challenging as the number of objects increases and their paths intersect or occlude one another. Existing approaches entangle multiple trajectories within a shared, dense conditioning signal, making object-level correspondence difficult to preserve in crowded scenes. We depart from this paradigm and enforce a strict, per object spatial constraint that isolates instances independently. Our method, TrajLoc, achieves this directly within the attention layers by substituting the cross-attention weights of each object token with a Gaussian heatmap centered on its target location at every frame. The same per object token interface carries trajectory and depth through a learned embedding and preserves identity by encoding first frame appearance in place of an object token. Evaluations across six datasets, featuring up to 20 simultaneously controlled objects and out of distribution real world scenes, demonstrate that our method consistently improves both visual fidelity and trajectory adherence. Applied to two architecturally distinct backbones (CogVideoX 5B and WaN 2.1 14B), our approach achieves average gains of +4.3 dB PSNR and a 51% reduction in trajectory end point error compared to the strongest baselines. Project page: https://sela-omer.github.io/traj-loc/
Jun 30, 2026

World Narrative Model for Highly Controllable Video Generation: A Paradigm Shift from Pixel Sampling to Physical World Orchestration

The fundamental obstacle to industrial grade video generation is the lack of controllability: existing models treat video as a pixel distribution sampling problem, bypassing the explicit, instance level 4D4D (3D+T)(3D + T) physical world. Consequently, content creators cannot specify geometry, motion, camera parameters, or lighting in a deterministic, quantitative way, leading to the infamous ''gacha'' loop that makes professional content creation prohibitively inefficient and expensive. To address this, we introduce the World Narrative Model (WNM), a paradigm that decouples what to render -- the structured physical narrative -- from how to render -- the pixel generation process. WNM replaces end-to-end black-box sampling with orchestrated 4D4D pre-visualization for media generation. Collaborative agents translate sparse multimodal inputs, including text, reference videos, and sketches, into a fully editable world representation with scene geometry, object layouts, character/animal skeleton motion, trajectories, camera motion, and lighting at quantitative, physically meaningful granularity. This representation acts as a deterministic structural blueprint that drives existing video foundation models, either frozen or lightly adapted, to render final footage, turning the base model into a faithful neural shader. Built on this engine, our human-AI platform supports automatic world generation and pre-visualization aligned with professional filmmaking pipelines, while director consoles enable seamless human refinement. Experiments show that WNM greatly reduces probabilistic ``gacha'' calls and produces videos whose layout, motion, and cinematography closely follow creator intent. The framework is open and modular, allowing each component, such as world representation, control agents, and adapters, to be independently improved. Project website: https://glassroom.sjtu.edu.cn/WNM/.
Jun 30, 2026

DriveWeaver: Point-Conditioned Video Inpainting for Controllable Vehicle Insertion in Autonomous Driving Simulation

A pivotal step in autonomous driving simulation involves inserting foreground vehicles with predefined trajectories into simulated scenes. This process enhances scene diversity and facilitates the creation of various corner cases for testing and improving autonomous driving models. However, existing methods often rely on pre-reconstructed 3D assets, which frequently lead to lighting inconsistencies between the inserted foreground and the background. Moreover, the reliance on limited, manually-curated 3D assets hinders large-scale deployment. To address these challenges, we propose DriveWeaver, a novel framework for controllable vehicle insertion in autonomous driving simulation. Specifically, for a masked target insertion area, DriveWeaver performs video inpainting conditioned on vehicle point clouds to generate high-quality, temporally consistent vehicles. This video-inpainting-based approach ensures seamless blending between the foreground and background, while the readily available point cloud conditions enable superior generalization. To support long-term generation, we further design a global-to-local hierarchical inpainting strategy, ensuring the consistent identity and appearance of the inserted vehicles. Meanwhile, we extract explicit 3D Gaussian representations of the inserted vehicles through an urban reconstruction pipeline to enable real-time rendering for autonomous driving simulation. Extensive experiments across diverse datasets demonstrate that our method outperforms existing baselines in visual realism and geometric consistency, providing a robust tool for scalable autonomous driving scene augmentation.
Jun 30, 2026

InfiniVerse: Occupancy Guided Unbounded Scene Generation for Autonomous Driving

Generating realistic, controllable, and temporally coherent urban environments is a critical yet unresolved challenge in the autonomous driving community. In this paper, we introduce InfiniVerse, a unified pipeline for long-range, 2D-3D-aligned, and controllable synthesis of dynamic urban scenes from a single frame. In practice, our approach first reconstructs a 3D occupancy representation from the input multi-view frame. This representation serves as a foundation for autoregressive scene extension along arbitrary trajectories. Subsequently, a video diffusion model translates the coarse occupancy grid into realistic, spatiotemporally consistent video sequences. Moreover, we propose a hierarchical sketch-and-refine paradigm, in which the generated videos are re-projected as image-conditioned feedback to enhance the 3D occupancy representation, establishing cross-modal alignment and mutual enhancement between the visual and spatial domains. Extensive evaluations on the Waymo Open Dataset and nuScenes demonstrate that InfiniVerse achieves state-of-the-art performance, with a FID of 6.4 and FVD of 67.97, significantly outperforming existing benchmarks in both duration and stability.
Jun 29, 2026

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
Jun 29, 2026

DreamForge-World 0.1 Preview: A Low-Compute Real-Time Controllable World Model

We present DreamForge-World 0.1 Preview, a preview foundational world model for real-time interactive world simulation. The system adapts the LongLive 1 autoregressive video stack, itself derived from Wan2.1-T2V-1.3B, with a residual action pathway inspired by the Matrix-Game family. DreamForge-World 0.1 Preview focuses on a complementary axis to frontier-scale world simulators: low-compute adaptation, consumer-GPU runtime, and broad interactive capability coverage. It supports live keyboard and mouse control, multimodal initialization, mid-stream reprompting, dual-view operation, and minute-scale interactive rollouts at native 480p resolution, reaching up to 14 to 15 FPS FPS on a single RTX 4090 with a low memory footprint. By leveraging open video backbones and applying targeted adaptation runs, we build the preview system with high cost-efficiency. DF-World 0.1 Preview is not yet a memory-complete or frontier-quality world simulator, but demonstrates a practical low-compute route toward real-time controllable world-model previews on consumer GPUs.
Jun 29, 2026

OmniDance: Multimodal Driven Dance Video Generation with Large-scale Internet Data

Music-driven dance video generation aims to synthesize expressive human motion that is temporally aligned with music while maintaining high visual fidelity. Despite recent progress, existing methods still face two key limitations: the lack of large-scale, high-quality dance video datasets, and the absence of principled frameworks for integrating music as a complementary conditioning signal into Video Generation Foundation Models. To address these limitations, we introduce CIPE-Dance, a large-scale Internet-sourced dance video dataset with choreography-informed text annotations, constructed via a progressive expert pipeline. To the best of our knowledge, CIPE-Dance is the largest dataset for dance video generation to date, comprising 300k high-quality clips over 400 hours and covering diverse dancers, environments, and dance genres. We further propose OmniDance, a framework-level recipe for integrating music into a TI2V foundation model without sacrificing its original controllability or visual fidelity. Motivated by the complementary roles of text as low-frequency semantics and music as high-frequency temporal dynamics, OmniDance co-designs a depth-aware specialization architecture, an anchored easy-to-hard curriculum learning strategy, and a modality-specialized time-dependent CFG strategy, enabling unified TI2V, MI2V, and MTI2V generation. Extensive experiments on CIPE-Dance demonstrate that OmniDance achieves state-of-the-art performance across all three tasks and exhibits robust multimodal integration capability. Project is available at https://github.com/AMAP-ML/OmniDance.
Jun 28, 2026

MAVIN: Multi-Shot Audio-Visual Generation with Customized Narrative Control

While recent generative models produce high-fidelity videos, they struggle with the complex narrative control required for coherent multi-shot audio-visual generation. Existing methods suffer from temporal misalignment, limited controllability, and incomplete scripting. In this paper, we propose MAVIN, the first framework for multi-shot audio-visual generation with customized narrative control. To resolve temporal misalignment, we propose boundary-aware attention, which leverages hierarchical captions and boundary-aware token routing to render audio-visual elements within their respective temporal boundaries. To improve the controllability for multi-subject scenarios, we propose ID-aware propagation, utilizing identity embeddings and an identity-aware mask to bind specific identities to consistent visual appearances and vocal timbres. To provide comprehensive audio-visual narratives, we present a multi-agent scripting pipeline to transform free-form user inputs into hierarchical captions. Furthermore, we construct MAVINSet, a multi-shot audio-visual dataset for robust training and evaluation. Extensive experiments demonstrate that MAVIN achieves state-of-the-art performance, opening up a new avenue for integrating generative models into professional filmmaking workflows.
Jun 27, 2026

Semantic-Aware, Physics-Informed, Geometry-Grounded Weather Video Synthesis

Weather synthesis aims to add weather effects to input videos while preserving scene identity, structure, and motion. The key limitation of existing methods is the lack of diversity in weather appearance and effective control over weather dynamics (e.g., temporal evolution and particle motion). Most approaches rely on text prompts, which are inherently underspecified and often fail to produce detailed weather characteristics. Additionally, general-purpose video editors optimized for clean and aesthetic outputs tend to suppress heavy weather phenomena, making dense particle effects difficult to generate. To address these, we propose a Semantic-Aware, Physics-Informed, and Geometry-Grounded framework that steers an off-the-shelf video editor to synthesize diverse global appearances and detailed particle dynamics. We factorize the synthesis into three conditional signals, so that each provides a distinct and stable source of guidance: semantics specifies what the weather should look like, dynamics governs how it evolves over time, and geometry determines where it should appear in the scene. Specifically, we introduce (1) semantic-aware appearance anchoring to establish the target appearance from scene semantics and user input; (2) physics-informed dynamic simulation to generate particle effects by simulating a Gaussian-represented particle field under gravity, wind, and turbulence; and (3) geometry-grounded video synthesis to align the simulated particles with target scene geometry and synthesize the final video. Experiments demonstrate that our method produces diverse, physically and visually realistic weather effects. Furthermore, we show that our synthesized data significantly improves the robustness of autonomous driving semantic segmentation under adverse weather conditions. Project page: https://jumponthemoon.github.io/w-crafter/.
Jun 26, 2026

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.
Jun 26, 2026

Directing the World: Fast Autoregressive Video Generation with Compositional Human-Camera Control

Building interactive world models requires generating realistic videos while maintaining controllable dynamics over long horizons. Autoregressive video generation offers a scalable foundation, but suffers from error accumulation and temporal degradation during extended rollouts. This issue is further amplified under heterogeneous controls such as human motion and camera trajectories, which may interfere and destabilize a pretrained video prior, while existing methods often trade off controllability and visual quality. We propose "Directing the World", a fast autoregressive framework for controllable world-model video generation with compositional human-motion and camera-trajectory control. Our key idea is to decouple control learning while preserving a unified autoregressive video prior. We introduce a Fast-Slow Memory training strategy to stabilize long-horizon rollout learning and improve convergence. For human motion control, we design a t-guided Dynamic Projection mechanism and a refined Motion-CFG strategy, enabling temporally smooth and accurate motion alignment without degrading visual fidelity, and supporting multi-person control.After learning a robust motion prior, we introduce a second-stage camera-trajectory control module to compose human dynamics with viewpoint changes for coherent world exploration. We further construct a large-scale dataset with synchronized video, text, human-motion, and camera-trajectory annotations, organized into motion-centric and camera-centric subsets for decoupled training. Extensive experiments show stable long-horizon generation with precise controllability and high visual quality. See more at https://whydahuzi.github.io/Directing-the-World.github.io/.
Jun 26, 2026

SIFT: Self-Imagination Fine-Tuning for Physically Plausible Motion in Video Diffusion Models

Recent advances in video diffusion models have greatly improved visual fidelity, yet their generated motions often violate physical plausibility. We observe a common kinematic failure, "motion entanglement", the unintended coupling of independent motion sources, such as camera movement and object motion. We identify that this issue stems from data bias and the reconstruction-based training design of diffusion models. Training on noisy videos that still retain coarse motion cues inadvertently encourages the model to replicate existing motion without an incentive to learn how to model kinematically-grounded motions. To address this, we propose a Self-Imagination Fine-Tuning (SIFT) paradigm, which enables the model to learn from its own generated videos rather than directly reconstructing real ones, breaking the reconstruction shortcut. We further employ motion-aware discriminative supervision and a progressive hard-case replay strategy to stabilize and accelerate learning. By leveraging freely-generated text prompts, our method can densely cover a broad motion space, including rare or finely-disentangled scenarios that would be costly to collect as video data. Extensive experiments demonstrate that our approach substantially improves the physical realism, motion disentanglement, and controllability of generated videos.
Jun 25, 2026

LISA: Likelihood Score Alignment for Visual-condition Controllable Generation

The prevalent dual-branch paradigm, i.e., training a side network to encode visual conditions and fusing its intermediate-layer features to a frozen pretrained main network, has shown remarkable success in visual-condition controllable generation. Despite its widespread adoption, the role of the side branch and its training efficiency remain underexplored. In this paper, we first revisit this mainstream paradigm through the lens of score-based generative modeling: 1) The main network preserves visual perceptual quality by providing a prior unconditional score. 2) The side network steers conditional control by implicitly contributing a likelihood score. Guided by this perspective, we propose LIkelihood Score Alignment (LISA), an effective regularization method that explicitly aligns the intermediate feature of the side network with an approximated likelihood score. Specifically, we first hook features from a designated layer of the side network and project them into the score latent space by a lightweight decoder. Then, we construct an approximated likelihood score target and calculate the distance between the decoder's output and this target as an additional regularization loss. Finally, we jointly optimize the side network and decoder with both standard diffusion loss and our regularization loss. Experiments across various image/video tasks, architectures, and diffusion/flow models demonstrated that LISA can not only consistently accelerate the training convergence and improve final synthetic results, but also encourage the side network's features to be more disentangled for conditional modeling with negligible additional training cost and zero extra inference cost.
Jun 25, 2026

PhysEditWorld: A Large-Scale Dataset Toward Physics-Editable World Models

Recent game world models can synthesize visually plausible, action-conditioned rollouts. However, their interaction behaviors often remain limited to exploratory or wandering trajectories, and physical dynamics are typically learned as implicit correlations from data rather than as controllable variables. This limitation hinders their applicability to authored game environments, where physical rules are deliberately designed and require explicit manipulation. We introduce PhysEditWorld, a multimodal dataset with physical parameters, with a primary focus on gravity in this initial version. At its core, PhysEditWorld is built upon a replay paradigm implemented with a UE5 replay-and-rendering pipeline. Each scenario records a normalized action trace and replays the same initial state, character controller, action sequence, and camera policy under multiple gravity configurations, enabling controlled and attributable physical variation. PhysEditWorld contains 12 cinematic UE5 scenes, over 100 hours of gameplay interactions, and more than 60 million rendered rollout frames. Each sample provides synchronized multimodal signals, including RGB, depth, normals, audio, action traces, camera trajectory, engine states, semantic annotations, and explicit gravity labels. We further conduct initial utility studies on both generative video models and world understanding models, demonstrating that PhysEditWorld enables improved gravity-faithful dynamics modeling, enhances consistency under physical edits, and provides a scalable foundation for controllable world modeling research.
Jun 25, 2026

Disco-LoRA: Disentangled Composition of Content, Style, and Motion for Multi-concept Video Customization

Video customization based on Text-to-Video (T2V) models aims to learn specific features from reference data to generate controllable videos. While significant strides have been made in image stylization and video motion customization, simultaneously controlling multiple concepts, such as content, style, and motion, remains a major challenge. In this work, we systematically define the task of multi-concept video customization, which requires the joint control of content, style, and motion. To facilitate research in this area, we construct a comprehensive benchmark and propose Disco-LoRA, a unified framework designed to tackle this problem by disentangling and flexibly recombining different concepts in two stages: (1) We decompose the objective into two sub-tasks: Content-Style and Content-Motion. Each sub-task is addressed using our Iterative Dual-LoRA Disentanglement Framework, which effectively disentangles distinct concepts within the data. (2) We identify layer-wise weight trends as crucial for LoRA identity, while weight magnitudes dictate composability. To harmonize these scales, we propose a Z-score-based statistical regularization that aligns weight distributions, preserving layer-wise trends while minimizing interference between different LoRAs. Extensive experiments show that Disco-LoRA excels in multi-concept video customization, effectively preserving appearance, style, and motion for controllable text-to-video generation.
Jun 24, 2026

DomainShuttle: Freeform Open Domain Subject-driven Text-to-video Generation

Open domain subject-driven text-to-video (S2V) generation has drawn significant interest in academia and industry. Open domain S2V mainly involves two scenarios: in-domain, which requires retaining the reference subject features as much as possible, and cross-domain, which preserves the intrinsic features of the subject while allowing subject-irrelevant properties to vary flexibly according to the text prompt. Existing methods primarily focus on maximizing subject fidelity in in-domain scenarios, which limits their editability and adaptability in cross-domain scenarios, such as novel styles, semantic combinations, or domain attributes. In this study, we propose that an ideal S2V method should flexibly shuttle between different domains, achieving strong performance in both in-domain and cross-domain scenarios. To this end, we propose DomainShuttle, which could achieve high fidelity and generative flexibility for open domain video personalization. Specifically, we introduce Domain-MoT, which decouples videos and reference features and introduces the domain-aware AdaLN for domain-specific modeling of reference images. We then introduce the Video-Reference DualRoPE scheme, which places reference image tokens and video tokens in separate RoPE spaces to enable precise subject-level spatial modeling, and Cross-Pair Consistent Loss, which aims to extract intrinsic subject features unaffected by irrelevant features. Extensive experiments demonstrate that DomainShuttle achieves significant performance improvements over existing methods, exhibiting high subject fidelity and generative flexibility across diverse open domain application scenarios.
Jun 23, 2026

Autonomous Video Generation with Counterfactual Controllability for Self-Evolving World Models

Large-scale video generation models are increasingly described as world models because they can learn rich spatiotemporal regularities from visual data. However, we argue that an ideal world model should benefit in a self-evolving generative character. Traditional visually plausible predictions alone are not enough to establish whether an imagined future is physically actionable for a particular embodied agent, failing to provide informative feedback from environments for self-evolving improvement. To realize self-evolving world models, this article proposes the concept of autonomous video generation, which is evaluated through counterfactual controllability, i.e., the ability to i) generate intervention-conditioned futures, ii) bind these future frames to embodiment constraints, iii) verify them under distribution shifts, and iv) distil surviving branches into compact variables for decision-making. We formalize a four-stage closed-loop optimization of Generation, Binding, Verification and Distillation, together with four corresponding evaluation metrics: novelty, consistency, out-of-distribution (OOD) and efficiency. We further discuss two examples, i.e., drones and manipulators, as early embodied testbeds where wind, sensing limits, actuation delay, contact dynamics and recovery constraints can be systematically perturbed and verified. The central claim is that the framework of autonomous video generation for self-evolving world models should not be judged by video fidelity alone, but by whether the generated frames improve valid action under counterfactual interventions and various embodiment constraints.
Jun 23, 2026

DramaDirector: Geometry-Guided Short Drama Generation

Short dramas, with their rapid shot rhythms, dialogue-driven focus shifts, and demanding cinematographic grounding, pose challenges that prompt-level or text-only video generation pipelines struggle to meet. We study plot-to-short-drama generation, where a global plot and local context are transformed into visually grounded multi-shot videos. We propose DramaDirector, a geometry-grounded framework that lets the planner borrow cinematographic geometry from a gallery of real short-drama shots indexed by depth and pose. DramaDirector decouples each shot into static visual and dynamic narrative conditions, trains the planner with schema-constrained SFT and GRPO under a learned text-visual alignment reward, and retrieves depth-pose references to guide first-frame generation and image-to-video synthesis. We also introduce DramaBoard, a benchmark built from 35 live-action dramas, 2.8K episodes, and 81K shots, with structured storyboards and multi-dimensional evaluation protocols. Experiments show that DramaDirector improves over representative multi-agent and video generation baselines on faithfulness, consistency, and controllability. Our code is released at: https://github.com/iLearn-Lab/DramaDirector
Jun 22, 2026

InteractiveAvatar: Real-Time Streaming Video Generation for Consistent and Intent-Aware Avatars

Recent diffusion-based models have enabled realistic audio-driven avatar generation in real-time streaming. However, existing approaches struggle to maintain visual temporal consistency and fail to explicitly perceive user intent in complex interactive streaming scenarios. To address these challenges, we propose InteractiveAvatar, a real-time infinite-streaming video generation framework that supports visually consistent avatar video generation and intent-aware interactions. With autoregressive distillation, InteractiveAvatar achieves real-time str-eaming generation of human avatars over arbitrarily long durations. For visual consistency, we introduce a Long-Short Visual Memory (LSVM) mechanism that flexibly compresses historical visual information into compact tokens, preserving both short-range coherence and long-term consistency. To generate avatars with speeches and actions aligned with user intent, we propose a Reasoning-Reaction Module (RRM), which incorporates a State-Cycling strategy and a Cache-Switching mechanism. Extensive experimental results over diverse scenarios demonstrate that our method achieves state-of-the-art visual consistency in long-duration generation, while enabling complex user-avatar interaction in real time.
Jun 22, 2026

OrthoMotion:Disentangling Camera and Subject Motion via Geometry Semantics Orthogonal Attention

Controllable video generation demands independent command of the camera and the subject, yet 2D conditioning entangles them: camera- and object-induced optical flow share the same inverse-depth (1/Z) scaling and cannot be separated from image evidence alone. We first prove that this entanglement is representational, not architectural -- the 2D camera/object split is a non-identifiable inverse problem -- and therefore reframe decoupling as a question of operator design. We resolve it at the level of the attention operator. OrthoMotion routes camera motion into a geometric channel, a norm-preserving rotation of the rotary position embedding (RoPE) phase, and subject motion into a semantic channel, a gated value injection in cross-attention. Because these sub-operators are algebraically complementary -- a rotation versus a translation of the affine action on tokens -- a lightweight decoupling regularizer provably drives their response subspaces to orthogonality, so the two controls stop interfering. To our knowledge OrthoMotion is the first method to guarantee disentanglement by construction rather than hope for it to emerge. It attains state-of-the-art camera and subject accuracy at once while minimizing cross-talk, which we quantify with a new Cross-Talk Error (CTE) metric, cutting cross-talk by more than 2.4x with no loss in fidelity and generalizing across backbones.
Jun 21, 2026

Customizing Video Portraits via Identity-ActionDecoupling

Identity-Preserving Text-to-Video Generation (IPT2V) seeks to synthesize a temporally coherent video from a reference image and a textual description, while simultaneously preserving the subject's identity and allowing fine-grained control over facial dynamics. Although recent methods such as ID-Animator and ConsisID inject identity features only at inference time, they ignored the ID-irrelevant information contained in Facial embedding, leading to monotonous or inaccurate facial movements that poorly follow the prompt. We introduce Identity-Action Decoupling (IaD) framework as well as two loss function Identity Decoupling Loss and Text Alignment Loss to solve this problem. Without any subject-specific fine-tuning, IaD yields videos that (1) maintain cross-temporal identity consistency and (2) exhibit rich, controllable expressions and scene variations that closely match the input text.