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Jul 31

CineMobile: On-Device Image-to-Video Diffusion for Cinematic Camera Motion Generation

The growing demand for image-to-video creation on mobile devices has increasingly focused on cinematic motion effects like bullet time, dolly zoom, slow motion, etc. While Diffusion Transformers (DiTs) exhibit strong performance in video generation, their large parameter sizes and multi-step iterative denoising processes lead to substantial computational overhead, making efficient generation on mobile devices challenging. We propose CineMobile to bridge the gap. In particular, CineMobile adopts a three-fold optimization strategy: (1) leveraging a distillation-guided pruning approach to derive a compact yet efficient model that retains the essential video generation capabilities required for cinematic effects; (2) optimizing the compressed model into a 4-step generator via a combination of diffusion distillation and reinforcement learning; (3) employing a hybrid post-training quantization strategy to compress the model footprint to under 1 GB. Experimental results show that compared to the teacher model with the Wan 2.1 architecture, CineMobile achieves a 40x speedup in generation while maintaining comparable visual quality. Specifically, CineMobile generates 49-frame 480p videos with a per-step denoising latency of 0.6s on an NVIDIA H200 GPU and 20s on the MediaTek Dimensity 8400 Ultimate 5G platform, with a peak memory usage of 1.8 GB, demonstrating its practical applicability for mobile-based image-to-video creation.

AIGCBench: Comprehensive Evaluation of Image-to-Video Content Generated by AI

The burgeoning field of Artificial Intelligence Generated Content (AIGC) is witnessing rapid advancements, particularly in video generation. This paper introduces AIGCBench, a pioneering comprehensive and scalable benchmark designed to evaluate a variety of video generation tasks, with a primary focus on Image-to-Video (I2V) generation. AIGCBench tackles the limitations of existing benchmarks, which suffer from a lack of diverse datasets, by including a varied and open-domain image-text dataset that evaluates different state-of-the-art algorithms under equivalent conditions. We employ a novel text combiner and GPT-4 to create rich text prompts, which are then used to generate images via advanced Text-to-Image models. To establish a unified evaluation framework for video generation tasks, our benchmark includes 11 metrics spanning four dimensions to assess algorithm performance. These dimensions are control-video alignment, motion effects, temporal consistency, and video quality. These metrics are both reference video-dependent and video-free, ensuring a comprehensive evaluation strategy. The evaluation standard proposed correlates well with human judgment, providing insights into the strengths and weaknesses of current I2V algorithms. The findings from our extensive experiments aim to stimulate further research and development in the I2V field. AIGCBench represents a significant step toward creating standardized benchmarks for the broader AIGC landscape, proposing an adaptable and equitable framework for future assessments of video generation tasks.

  • 4 authors
·
Jan 3, 2024

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

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

  • 2 authors
·
May 26

Kinetic Typography Diffusion Model

This paper introduces a method for realistic kinetic typography that generates user-preferred animatable 'text content'. We draw on recent advances in guided video diffusion models to achieve visually-pleasing text appearances. To do this, we first construct a kinetic typography dataset, comprising about 600K videos. Our dataset is made from a variety of combinations in 584 templates designed by professional motion graphics designers and involves changing each letter's position, glyph, and size (i.e., flying, glitches, chromatic aberration, reflecting effects, etc.). Next, we propose a video diffusion model for kinetic typography. For this, there are three requirements: aesthetic appearances, motion effects, and readable letters. This paper identifies the requirements. For this, we present static and dynamic captions used as spatial and temporal guidance of a video diffusion model, respectively. The static caption describes the overall appearance of the video, such as colors, texture and glyph which represent a shape of each letter. The dynamic caption accounts for the movements of letters and backgrounds. We add one more guidance with zero convolution to determine which text content should be visible in the video. We apply the zero convolution to the text content, and impose it on the diffusion model. Lastly, our glyph loss, only minimizing a difference between the predicted word and its ground-truth, is proposed to make the prediction letters readable. Experiments show that our model generates kinetic typography videos with legible and artistic letter motions based on text prompts.

  • 4 authors
·
Jul 15, 2024 1

DPE: Disentanglement of Pose and Expression for General Video Portrait Editing

One-shot video-driven talking face generation aims at producing a synthetic talking video by transferring the facial motion from a video to an arbitrary portrait image. Head pose and facial expression are always entangled in facial motion and transferred simultaneously. However, the entanglement sets up a barrier for these methods to be used in video portrait editing directly, where it may require to modify the expression only while maintaining the pose unchanged. One challenge of decoupling pose and expression is the lack of paired data, such as the same pose but different expressions. Only a few methods attempt to tackle this challenge with the feat of 3D Morphable Models (3DMMs) for explicit disentanglement. But 3DMMs are not accurate enough to capture facial details due to the limited number of Blenshapes, which has side effects on motion transfer. In this paper, we introduce a novel self-supervised disentanglement framework to decouple pose and expression without 3DMMs and paired data, which consists of a motion editing module, a pose generator, and an expression generator. The editing module projects faces into a latent space where pose motion and expression motion can be disentangled, and the pose or expression transfer can be performed in the latent space conveniently via addition. The two generators render the modified latent codes to images, respectively. Moreover, to guarantee the disentanglement, we propose a bidirectional cyclic training strategy with well-designed constraints. Evaluations demonstrate our method can control pose or expression independently and be used for general video editing.

  • 7 authors
·
Jan 16, 2023

P-Flow: Prompting Visual Effects Generation

Recent advancements in video generation models have significantly improved their ability to follow text prompts. However, the customization of dynamic visual effects, defined as temporally evolving and appearance-driven visual phenomena like object crushing or explosion, remains underexplored. Prior works on motion customization or control mainly focus on low-level motions of the subject or camera, which can be guided using explicit control signals such as motion trajectories. In contrast, dynamic visual effects involve higher-level semantics that are more naturally suited for control via text prompts. However, it is hard and time-consuming for humans to craft a single prompt that accurately specifies these effects, as they require complex temporal reasoning and iterative refinement over time. To address this challenge, we propose P-Flow, a novel training-free framework for customizing dynamic visual effects in video generation without modifying the underlying model. By leveraging the semantic and temporal reasoning capabilities of vision-language models, P-Flow performs test-time prompt optimization, refining prompts based on the discrepancy between the visual effects of the reference video and the generated output. Through iterative refinement, the prompts evolve to better induce the desired dynamic effect in novel scenes. Experiments demonstrate that P-Flow achieves high-fidelity and diverse visual effect customization and outperforms other models on both text-to-video and image-to-video generation tasks. Code is available at https://github.com/showlab/P-Flow.

  • 2 authors
·
Mar 22

HumanMAC: Masked Motion Completion for Human Motion Prediction

Human motion prediction is a classical problem in computer vision and computer graphics, which has a wide range of practical applications. Previous effects achieve great empirical performance based on an encoding-decoding style. The methods of this style work by first encoding previous motions to latent representations and then decoding the latent representations into predicted motions. However, in practice, they are still unsatisfactory due to several issues, including complicated loss constraints, cumbersome training processes, and scarce switch of different categories of motions in prediction. In this paper, to address the above issues, we jump out of the foregoing style and propose a novel framework from a new perspective. Specifically, our framework works in a masked completion fashion. In the training stage, we learn a motion diffusion model that generates motions from random noise. In the inference stage, with a denoising procedure, we make motion prediction conditioning on observed motions to output more continuous and controllable predictions. The proposed framework enjoys promising algorithmic properties, which only needs one loss in optimization and is trained in an end-to-end manner. Additionally, it accomplishes the switch of different categories of motions effectively, which is significant in realistic tasks, e.g., the animation task. Comprehensive experiments on benchmarks confirm the superiority of the proposed framework. The project page is available at https://lhchen.top/Human-MAC.

  • 6 authors
·
Feb 7, 2023

Retargeting Matters: General Motion Retargeting for Humanoid Motion Tracking

Humanoid motion tracking policies are central to building teleoperation pipelines and hierarchical controllers, yet they face a fundamental challenge: the embodiment gap between humans and humanoid robots. Current approaches address this gap by retargeting human motion data to humanoid embodiments and then training reinforcement learning (RL) policies to imitate these reference trajectories. However, artifacts introduced during retargeting, such as foot sliding, self-penetration, and physically infeasible motion are often left in the reference trajectories for the RL policy to correct. While prior work has demonstrated motion tracking abilities, they often require extensive reward engineering and domain randomization to succeed. In this paper, we systematically evaluate how retargeting quality affects policy performance when excessive reward tuning is suppressed. To address issues that we identify with existing retargeting methods, we propose a new retargeting method, General Motion Retargeting (GMR). We evaluate GMR alongside two open-source retargeters, PHC and ProtoMotions, as well as with a high-quality closed-source dataset from Unitree. Using BeyondMimic for policy training, we isolate retargeting effects without reward tuning. Our experiments on a diverse subset of the LAFAN1 dataset reveal that while most motions can be tracked, artifacts in retargeted data significantly reduce policy robustness, particularly for dynamic or long sequences. GMR consistently outperforms existing open-source methods in both tracking performance and faithfulness to the source motion, achieving perceptual fidelity and policy success rates close to the closed-source baseline. Website: https://jaraujo98.github.io/retargeting_matters. Code: https://github.com/YanjieZe/GMR.

  • 5 authors
·
Oct 1, 2025

Fatigue-PINN: Physics-Informed Fatigue-Driven Motion Modulation and Synthesis

Fatigue modeling is essential for motion synthesis tasks to model human motions under fatigued conditions and biomechanical engineering applications, such as investigating the variations in movement patterns and posture due to fatigue, defining injury risk mitigation and prevention strategies, formulating fatigue minimization schemes and creating improved ergonomic designs. Nevertheless, employing data-driven methods for synthesizing the impact of fatigue on motion, receives little to no attention in the literature. In this work, we present Fatigue-PINN, a deep learning framework based on Physics-Informed Neural Networks, for modeling fatigued human movements, while providing joint-specific fatigue configurations for adaptation and mitigation of motion artifacts on a joint level, resulting in more realistic animations. To account for muscle fatigue, we simulate the fatigue-induced fluctuations in the maximum exerted joint torques by leveraging a PINN adaptation of the Three-Compartment Controller model to exploit physics-domain knowledge for improving accuracy. This model also introduces parametric motion alignment with respect to joint-specific fatigue, hence avoiding sharp frame transitions. Our results indicate that Fatigue-PINN accurately simulates the effects of externally perceived fatigue on open-type human movements being consistent with findings from real-world experimental fatigue studies. Since fatigue is incorporated in torque space, Fatigue-PINN provides an end-to-end encoder-decoder-like architecture, to ensure transforming joint angles to joint torques and vice-versa, thus, being compatible with motion synthesis frameworks operating on joint angles.

  • 2 authors
·
Feb 26, 2025

Isotopic effects in molecular attosecond photoelectron interferometry

Isotopic substitution in molecular systems can affect fundamental molecular properties including the energy position and spacing of electronic, vibrational and rotational levels, thus modifying the dynamics associated to their coherent superposition. In extreme ultraviolet spectroscopy, the photoelectron leaving the molecule after the absorption of a single photon can trigger an ultrafast nuclear motion in the cation, which can lead, eventually, to molecular fragmentation. This dynamics depends on the mass of the constituents of the cation, thus showing, in general, a significant isotopic dependence. In time-resolved attosecond photoelectron interferometry, the absorption of the extreme ultraviolet photon is accompanied by the exchange of an additional quantum of energy (typically in the infrared spectral range) with the photoelectron-photoion system, offering the opportunity to investigate in time the influence of isotopic substitution on the characteristics of the photoionisation dynamics. Here we show that attosecond photoelectron interferometry is sensitive to isotopic substitution by investigating the two-color photoionisation spectra measured in a mixture of methane (CH_4) and deuteromethane (CD_4). The isotopic dependence manifests itself in the modification of the amplitude and contrast of the oscillations of the photoelectron peaks generated in the two-color field with the two isotopologues. The observed effects are interpreted considering the differences in the time evolution of the nuclear autocorrelation functions in the two molecules.

  • 15 authors
·
Mar 2, 2023

GaraMoSt: Parallel Multi-Granularity Motion and Structural Modeling for Efficient Multi-Frame Interpolation in DSA Images

The rapid and accurate direct multi-frame interpolation method for Digital Subtraction Angiography (DSA) images is crucial for reducing radiation and providing real-time assistance to physicians for precise diagnostics and treatment. DSA images contain complex vascular structures and various motions. Applying natural scene Video Frame Interpolation (VFI) methods results in motion artifacts, structural dissipation, and blurriness. Recently, MoSt-DSA has specifically addressed these issues for the first time and achieved SOTA results. However, MoSt-DSA's focus on real-time performance leads to insufficient suppression of high-frequency noise and incomplete filtering of low-frequency noise in the generated images. To address these issues within the same computational time scale, we propose GaraMoSt. Specifically, we optimize the network pipeline with a parallel design and propose a module named MG-MSFE. MG-MSFE extracts frame-relative motion and structural features at various granularities in a fully convolutional parallel manner and supports independent, flexible adjustment of context-aware granularity at different scales, thus enhancing computational efficiency and accuracy. Extensive experiments demonstrate that GaraMoSt achieves the SOTA performance in accuracy, robustness, visual effects, and noise suppression, comprehensively surpassing MoSt-DSA and other natural scene VFI methods. The code and models are available at https://github.com/ZyoungXu/GaraMoSt.

  • 4 authors
·
Dec 18, 2024

Deblur e-NeRF: NeRF from Motion-Blurred Events under High-speed or Low-light Conditions

The stark contrast in the design philosophy of an event camera makes it particularly ideal for operating under high-speed, high dynamic range and low-light conditions, where standard cameras underperform. Nonetheless, event cameras still suffer from some amount of motion blur, especially under these challenging conditions, in contrary to what most think. This is attributed to the limited bandwidth of the event sensor pixel, which is mostly proportional to the light intensity. Thus, to ensure that event cameras can truly excel in such conditions where it has an edge over standard cameras, it is crucial to account for event motion blur in downstream applications, especially reconstruction. However, none of the recent works on reconstructing Neural Radiance Fields (NeRFs) from events, nor event simulators, have considered the full effects of event motion blur. To this end, we propose, Deblur e-NeRF, a novel method to directly and effectively reconstruct blur-minimal NeRFs from motion-blurred events generated under high-speed motion or low-light conditions. The core component of this work is a physically-accurate pixel bandwidth model proposed to account for event motion blur under arbitrary speed and lighting conditions. We also introduce a novel threshold-normalized total variation loss to improve the regularization of large textureless patches. Experiments on real and novel realistically simulated sequences verify our effectiveness. Our code, event simulator and synthetic event dataset will be open-sourced.

  • 2 authors
·
Sep 26, 2024

Characterizing WASP-43b's interior structure: unveiling tidal decay and apsidal motion

Context. Recent developments in exoplanetary research highlight the importance of Love numbers in understanding their internal dynamics, formation, migration history and their potential habitability. Love numbers represent crucial parameters that gauge how exoplanets respond to external forces such as tidal interactions and rotational effects. By measuring these responses, we can gain insights into the internal structure, composition, and density distribution of exoplanets. The rate of apsidal precession of a planetary orbit is directly linked to the second-order fluid Love number, thus we can gain valuable insights into the mass distribution of the planet. Aims. In this context, we aim to re-determine the orbital parameters of WASP-43b-in particular, orbital period, eccentricity, and argument of the periastron-and its orbital evolution. We study the outcomes of the tidal interaction with the host star:whether tidal decay and periastron precession are occurring in the system. Method. We observed the system with HARPS, whose data we present for the first time, and we also analyse the newly acquired JWST full-phase light curve. We fit jointly archival and new radial velocity and transit and occultation mid-times, including tidal decay, periastron precession and long-term acceleration in the system. Results. We detected a tidal decay rate of \dotP_a=(-1.99pm0.50) and a periastron precession rate of \dotomega=(0.1851+0.0070-0.0077)=(0.1727+0.0083-0.0089)deg/d=(621.72+29.88-32.04)arcsec/d. This is the first time that both periastron precession and tidal decay are simultaneously detected in an exoplanetary system. The observed tidal interactions can neither be explained by the tidal contribution to apsidal motion of a non-aligned stellar or planetary rotation axis nor by assuming non-synchronous rotation for the planet, and a value for the planetary Love number cannot be derived. [...]

  • 11 authors
·
Jan 7, 2025

Light-T2M: A Lightweight and Fast Model for Text-to-motion Generation

Despite the significant role text-to-motion (T2M) generation plays across various applications, current methods involve a large number of parameters and suffer from slow inference speeds, leading to high usage costs. To address this, we aim to design a lightweight model to reduce usage costs. First, unlike existing works that focus solely on global information modeling, we recognize the importance of local information modeling in the T2M task by reconsidering the intrinsic properties of human motion, leading us to propose a lightweight Local Information Modeling Module. Second, we introduce Mamba to the T2M task, reducing the number of parameters and GPU memory demands, and we have designed a novel Pseudo-bidirectional Scan to replicate the effects of a bidirectional scan without increasing parameter count. Moreover, we propose a novel Adaptive Textual Information Injector that more effectively integrates textual information into the motion during generation. By integrating the aforementioned designs, we propose a lightweight and fast model named Light-T2M. Compared to the state-of-the-art method, MoMask, our Light-T2M model features just 10\% of the parameters (4.48M vs 44.85M) and achieves a 16\% faster inference time (0.152s vs 0.180s), while surpassing MoMask with an FID of 0.040 (vs. 0.045) on HumanML3D dataset and 0.161 (vs. 0.228) on KIT-ML dataset. The code is available at https://github.com/qinghuannn/light-t2m.

  • 4 authors
·
Dec 14, 2024

GUESS:GradUally Enriching SyntheSis for Text-Driven Human Motion Generation

In this paper, we propose a novel cascaded diffusion-based generative framework for text-driven human motion synthesis, which exploits a strategy named GradUally Enriching SyntheSis (GUESS as its abbreviation). The strategy sets up generation objectives by grouping body joints of detailed skeletons in close semantic proximity together and then replacing each of such joint group with a single body-part node. Such an operation recursively abstracts a human pose to coarser and coarser skeletons at multiple granularity levels. With gradually increasing the abstraction level, human motion becomes more and more concise and stable, significantly benefiting the cross-modal motion synthesis task. The whole text-driven human motion synthesis problem is then divided into multiple abstraction levels and solved with a multi-stage generation framework with a cascaded latent diffusion model: an initial generator first generates the coarsest human motion guess from a given text description; then, a series of successive generators gradually enrich the motion details based on the textual description and the previous synthesized results. Notably, we further integrate GUESS with the proposed dynamic multi-condition fusion mechanism to dynamically balance the cooperative effects of the given textual condition and synthesized coarse motion prompt in different generation stages. Extensive experiments on large-scale datasets verify that GUESS outperforms existing state-of-the-art methods by large margins in terms of accuracy, realisticness, and diversity. Code is available at https://github.com/Xuehao-Gao/GUESS.

  • 6 authors
·
Jan 4, 2024

MotionCrafter: One-Shot Motion Customization of Diffusion Models

The essence of a video lies in its dynamic motions, including character actions, object movements, and camera movements. While text-to-video generative diffusion models have recently advanced in creating diverse contents, controlling specific motions through text prompts remains a significant challenge. A primary issue is the coupling of appearance and motion, often leading to overfitting on appearance. To tackle this challenge, we introduce MotionCrafter, a novel one-shot instance-guided motion customization method. MotionCrafter employs a parallel spatial-temporal architecture that injects the reference motion into the temporal component of the base model, while the spatial module is independently adjusted for character or style control. To enhance the disentanglement of motion and appearance, we propose an innovative dual-branch motion disentanglement approach, comprising a motion disentanglement loss and an appearance prior enhancement strategy. During training, a frozen base model provides appearance normalization, effectively separating appearance from motion and thereby preserving diversity. Comprehensive quantitative and qualitative experiments, along with user preference tests, demonstrate that MotionCrafter can successfully integrate dynamic motions while preserving the coherence and quality of the base model with a wide range of appearance generation capabilities. Project page: https://zyxelsa.github.io/homepage-motioncrafter. Codes are available at https://github.com/zyxElsa/MotionCrafter.

  • 7 authors
·
Dec 8, 2023

MotionCLR: Motion Generation and Training-free Editing via Understanding Attention Mechanisms

This research delves into the problem of interactive editing of human motion generation. Previous motion diffusion models lack explicit modeling of the word-level text-motion correspondence and good explainability, hence restricting their fine-grained editing ability. To address this issue, we propose an attention-based motion diffusion model, namely MotionCLR, with CLeaR modeling of attention mechanisms. Technically, MotionCLR models the in-modality and cross-modality interactions with self-attention and cross-attention, respectively. More specifically, the self-attention mechanism aims to measure the sequential similarity between frames and impacts the order of motion features. By contrast, the cross-attention mechanism works to find the fine-grained word-sequence correspondence and activate the corresponding timesteps in the motion sequence. Based on these key properties, we develop a versatile set of simple yet effective motion editing methods via manipulating attention maps, such as motion (de-)emphasizing, in-place motion replacement, and example-based motion generation, etc. For further verification of the explainability of the attention mechanism, we additionally explore the potential of action-counting and grounded motion generation ability via attention maps. Our experimental results show that our method enjoys good generation and editing ability with good explainability.

  • 5 authors
·
Oct 24, 2024 2

Follow-Your-Click: Open-domain Regional Image Animation via Short Prompts

Despite recent advances in image-to-video generation, better controllability and local animation are less explored. Most existing image-to-video methods are not locally aware and tend to move the entire scene. However, human artists may need to control the movement of different objects or regions. Additionally, current I2V methods require users not only to describe the target motion but also to provide redundant detailed descriptions of frame contents. These two issues hinder the practical utilization of current I2V tools. In this paper, we propose a practical framework, named Follow-Your-Click, to achieve image animation with a simple user click (for specifying what to move) and a short motion prompt (for specifying how to move). Technically, we propose the first-frame masking strategy, which significantly improves the video generation quality, and a motion-augmented module equipped with a short motion prompt dataset to improve the short prompt following abilities of our model. To further control the motion speed, we propose flow-based motion magnitude control to control the speed of target movement more precisely. Our framework has simpler yet precise user control and better generation performance than previous methods. Extensive experiments compared with 7 baselines, including both commercial tools and research methods on 8 metrics, suggest the superiority of our approach. Project Page: https://follow-your-click.github.io/

  • 11 authors
·
Mar 13, 2024 5

Enhancing Unsupervised Video Representation Learning by Decoupling the Scene and the Motion

One significant factor we expect the video representation learning to capture, especially in contrast with the image representation learning, is the object motion. However, we found that in the current mainstream video datasets, some action categories are highly related with the scene where the action happens, making the model tend to degrade to a solution where only the scene information is encoded. For example, a trained model may predict a video as playing football simply because it sees the field, neglecting that the subject is dancing as a cheerleader on the field. This is against our original intention towards the video representation learning and may bring scene bias on different dataset that can not be ignored. In order to tackle this problem, we propose to decouple the scene and the motion (DSM) with two simple operations, so that the model attention towards the motion information is better paid. Specifically, we construct a positive clip and a negative clip for each video. Compared to the original video, the positive/negative is motion-untouched/broken but scene-broken/untouched by Spatial Local Disturbance and Temporal Local Disturbance. Our objective is to pull the positive closer while pushing the negative farther to the original clip in the latent space. In this way, the impact of the scene is weakened while the temporal sensitivity of the network is further enhanced. We conduct experiments on two tasks with various backbones and different pre-training datasets, and find that our method surpass the SOTA methods with a remarkable 8.1% and 8.8% improvement towards action recognition task on the UCF101 and HMDB51 datasets respectively using the same backbone.

  • 8 authors
·
Sep 12, 2020

Reenact Anything: Semantic Video Motion Transfer Using Motion-Textual Inversion

Recent years have seen a tremendous improvement in the quality of video generation and editing approaches. While several techniques focus on editing appearance, few address motion. Current approaches using text, trajectories, or bounding boxes are limited to simple motions, so we specify motions with a single motion reference video instead. We further propose to use a pre-trained image-to-video model rather than a text-to-video model. This approach allows us to preserve the exact appearance and position of a target object or scene and helps disentangle appearance from motion. Our method, called motion-textual inversion, leverages our observation that image-to-video models extract appearance mainly from the (latent) image input, while the text/image embedding injected via cross-attention predominantly controls motion. We thus represent motion using text/image embedding tokens. By operating on an inflated motion-text embedding containing multiple text/image embedding tokens per frame, we achieve a high temporal motion granularity. Once optimized on the motion reference video, this embedding can be applied to various target images to generate videos with semantically similar motions. Our approach does not require spatial alignment between the motion reference video and target image, generalizes across various domains, and can be applied to various tasks such as full-body and face reenactment, as well as controlling the motion of inanimate objects and the camera. We empirically demonstrate the effectiveness of our method in the semantic video motion transfer task, significantly outperforming existing methods in this context.

  • 5 authors
·
Aug 1, 2024 2

LivePhoto: Real Image Animation with Text-guided Motion Control

Despite the recent progress in text-to-video generation, existing studies usually overlook the issue that only spatial contents but not temporal motions in synthesized videos are under the control of text. Towards such a challenge, this work presents a practical system, named LivePhoto, which allows users to animate an image of their interest with text descriptions. We first establish a strong baseline that helps a well-learned text-to-image generator (i.e., Stable Diffusion) take an image as a further input. We then equip the improved generator with a motion module for temporal modeling and propose a carefully designed training pipeline to better link texts and motions. In particular, considering the facts that (1) text can only describe motions roughly (e.g., regardless of the moving speed) and (2) text may include both content and motion descriptions, we introduce a motion intensity estimation module as well as a text re-weighting module to reduce the ambiguity of text-to-motion mapping. Empirical evidence suggests that our approach is capable of well decoding motion-related textual instructions into videos, such as actions, camera movements, or even conjuring new contents from thin air (e.g., pouring water into an empty glass). Interestingly, thanks to the proposed intensity learning mechanism, our system offers users an additional control signal (i.e., the motion intensity) besides text for video customization.

  • 7 authors
·
Dec 5, 2023 3

Global displacement induced by rigid motion simulation during MRI acquisition

Purpose: Simulation of motion in the frequency domain during the MRI acquisition process is an important tool to study the effect of object motion. It is natural in this context to rely on a voxel-to-voxel difference metric between the original image and its motion-simulated version to quantify the alteration. These metrics are very sensitive to any mis-coregistration between the two images. As we observed global displacements of the corrupted image for specific simulated motions, we focused this work on the critical choice of a reference position of the object for the motion simulation that avoids any global displacement. Methods: We used the motion simulation framework and we studied the different proposed solutions. Classically, the position around the k-space center is considered as a reference with two analytical solutions to correct for global image shifts: demeaning the image in the Fourier domain either using the exact position at k-space center or using a weighted average around the center. Results: We demonstrated with motion simulated examples that these analytical solutions did not yield the same results as a direct co-registration method. Indeed, short transitions around the k-space center did not induce any global displacement, in contrast with what both analytical solutions assumed. We also observed a dependence of the global shift to both the motion amplitude and the translation direction. Conclusion: In the absence of a theoretical solution, we concluded that an extra co-registration step after motion simulation was needed in order to compare the simulation with its reference image.

  • 4 authors
·
Apr 6, 2022

MotionDirector: Motion Customization of Text-to-Video Diffusion Models

Large-scale pre-trained diffusion models have exhibited remarkable capabilities in diverse video generations. Given a set of video clips of the same motion concept, the task of Motion Customization is to adapt existing text-to-video diffusion models to generate videos with this motion. For example, generating a video with a car moving in a prescribed manner under specific camera movements to make a movie, or a video illustrating how a bear would lift weights to inspire creators. Adaptation methods have been developed for customizing appearance like subject or style, yet unexplored for motion. It is straightforward to extend mainstream adaption methods for motion customization, including full model tuning, parameter-efficient tuning of additional layers, and Low-Rank Adaptions (LoRAs). However, the motion concept learned by these methods is often coupled with the limited appearances in the training videos, making it difficult to generalize the customized motion to other appearances. To overcome this challenge, we propose MotionDirector, with a dual-path LoRAs architecture to decouple the learning of appearance and motion. Further, we design a novel appearance-debiased temporal loss to mitigate the influence of appearance on the temporal training objective. Experimental results show the proposed method can generate videos of diverse appearances for the customized motions. Our method also supports various downstream applications, such as the mixing of different videos with their appearance and motion respectively, and animating a single image with customized motions. Our code and model weights will be released.

  • 8 authors
·
Oct 12, 2023 5

BroadWay: Boost Your Text-to-Video Generation Model in a Training-free Way

The text-to-video (T2V) generation models, offering convenient visual creation, have recently garnered increasing attention. Despite their substantial potential, the generated videos may present artifacts, including structural implausibility, temporal inconsistency, and a lack of motion, often resulting in near-static video. In this work, we have identified a correlation between the disparity of temporal attention maps across different blocks and the occurrence of temporal inconsistencies. Additionally, we have observed that the energy contained within the temporal attention maps is directly related to the magnitude of motion amplitude in the generated videos. Based on these observations, we present BroadWay, a training-free method to improve the quality of text-to-video generation without introducing additional parameters, augmenting memory or sampling time. Specifically, BroadWay is composed of two principal components: 1) Temporal Self-Guidance improves the structural plausibility and temporal consistency of generated videos by reducing the disparity between the temporal attention maps across various decoder blocks. 2) Fourier-based Motion Enhancement enhances the magnitude and richness of motion by amplifying the energy of the map. Extensive experiments demonstrate that BroadWay significantly improves the quality of text-to-video generation with negligible additional cost.

  • 9 authors
·
Oct 8, 2024 2

MotionRAG: Motion Retrieval-Augmented Image-to-Video Generation

Image-to-video generation has made remarkable progress with the advancements in diffusion models, yet generating videos with realistic motion remains highly challenging. This difficulty arises from the complexity of accurately modeling motion, which involves capturing physical constraints, object interactions, and domain-specific dynamics that are not easily generalized across diverse scenarios. To address this, we propose MotionRAG, a retrieval-augmented framework that enhances motion realism by adapting motion priors from relevant reference videos through Context-Aware Motion Adaptation (CAMA). The key technical innovations include: (i) a retrieval-based pipeline extracting high-level motion features using video encoder and specialized resamplers to distill semantic motion representations; (ii) an in-context learning approach for motion adaptation implemented through a causal transformer architecture; (iii) an attention-based motion injection adapter that seamlessly integrates transferred motion features into pretrained video diffusion models. Extensive experiments demonstrate that our method achieves significant improvements across multiple domains and various base models, all with negligible computational overhead during inference. Furthermore, our modular design enables zero-shot generalization to new domains by simply updating the retrieval database without retraining any components. This research enhances the core capability of video generation systems by enabling the effective retrieval and transfer of motion priors, facilitating the synthesis of realistic motion dynamics.

  • 5 authors
·
Sep 30, 2025 2

Sound Sparks Motion: Audio and Text Tuning for Video Editing

Motion-centric video editing remains difficult for large generative video models, which often respond well to appearance changes but struggle to produce specific, localized actions or state transitions in an existing clip. We introduce Sound Sparks Motion, a training-free framework that enables motion editing in an audio-visual video generation model by tuning its internal multimodal conditioning signals at test time. Rather than modifying model weights, our method tunes only two lightweight variables: an audio latent derived from the source video and a residual perturbation in the text-conditioning. We find that this combination can encourage motion edits that the underlying model often struggles to realize under prompt-only control. Since there is no direct way to evaluate temporal alignment between text and motion, we guide the tuning process using a vision-language model that provides feedback indicating whether the intended motion appears in the generated video. This simple supervision yields an effective semantic objective for motion editing, while regularization and perceptual-temporal constraints help preserve content and visual quality. Beyond per-video tuning, we show that the learned latent controls are transferable across videos, suggesting that they capture reusable motion-edit directions rather than overfitting to a single example. Our results highlight multimodal conditioning tuning, particularly through the audio pathway, as a promising direction for motion-aware video editing, and suggest that test-time tuning can serve as a lightweight probing mechanism that helps reveal latent motion controls embedded in the model's multimodal conditioning. Code and data are available via our project page: https://amirhossein-razlighi.github.io/Sound_Sparks_Motion/

  • 5 authors
·
May 13

Towards Physically Plausible Video Generation via VLM Planning

Video diffusion models (VDMs) have advanced significantly in recent years, enabling the generation of highly realistic videos and drawing the attention of the community in their potential as world simulators. However, despite their capabilities, VDMs often fail to produce physically plausible videos due to an inherent lack of understanding of physics, resulting in incorrect dynamics and event sequences. To address this limitation, we propose a novel two-stage image-to-video generation framework that explicitly incorporates physics. In the first stage, we employ a Vision Language Model (VLM) as a coarse-grained motion planner, integrating chain-of-thought and physics-aware reasoning to predict a rough motion trajectories/changes that approximate real-world physical dynamics while ensuring the inter-frame consistency. In the second stage, we use the predicted motion trajectories/changes to guide the video generation of a VDM. As the predicted motion trajectories/changes are rough, noise is added during inference to provide freedom to the VDM in generating motion with more fine details. Extensive experimental results demonstrate that our framework can produce physically plausible motion, and comparative evaluations highlight the notable superiority of our approach over existing methods. More video results are available on our Project Page: https://madaoer.github.io/projects/physically_plausible_video_generation.

  • 11 authors
·
Mar 30, 2025 3

Tuning-free Visual Effect Transfer across Videos

We present RefVFX, a new framework that transfers complex temporal effects from a reference video onto a target video or image in a feed-forward manner. While existing methods excel at prompt-based or keyframe-conditioned editing, they struggle with dynamic temporal effects such as dynamic lighting changes or character transformations, which are difficult to describe via text or static conditions. Transferring a video effect is challenging, as the model must integrate the new temporal dynamics with the input video's existing motion and appearance. % To address this, we introduce a large-scale dataset of triplets, where each triplet consists of a reference effect video, an input image or video, and a corresponding output video depicting the transferred effect. Creating this data is non-trivial, especially the video-to-video effect triplets, which do not exist naturally. To generate these, we propose a scalable automated pipeline that creates high-quality paired videos designed to preserve the input's motion and structure while transforming it based on some fixed, repeatable effect. We then augment this data with image-to-video effects derived from LoRA adapters and code-based temporal effects generated through programmatic composition. Building on our new dataset, we train our reference-conditioned model using recent text-to-video backbones. Experimental results demonstrate that RefVFX produces visually consistent and temporally coherent edits, generalizes across unseen effect categories, and outperforms prompt-only baselines in both quantitative metrics and human preference. See our website at https://tuningfreevisualeffects-maker.github.io/Tuning-free-Visual-Effect-Transfer-across-Videos-Project-Page/

  • 7 authors
·
Jan 12

VERTIGO: Visual Preference Optimization for Cinematic Camera Trajectory Generation

Cinematic camera control relies on a tight feedback loop between director and cinematographer, where camera motion and framing are continuously reviewed and refined. Recent generative camera systems can produce diverse, text-conditioned trajectories, but they lack this "director in the loop" and have no explicit supervision of whether a shot is visually desirable. This results in in-distribution camera motion but poor framing, off-screen characters, and undesirable visual aesthetics. In this paper, we introduce VERTIGO, the first framework for visual preference optimization of camera trajectory generators. Our framework leverages a real-time graphics engine (Unity) to render 2D visual previews from generated camera motion. A cinematically fine-tuned vision-language model then scores these previews using our proposed cyclic semantic similarity mechanism, which aligns renders with text prompts. This process provides the visual preference signals for Direct Preference Optimization (DPO) post-training. Both quantitative evaluations and user studies on Unity renders and diffusion-based Camera-to-Video pipelines show consistent gains in condition adherence, framing quality, and perceptual realism. Notably, VERTIGO reduces the character off-screen rate from 38% to nearly 0% while preserving the geometric fidelity of camera motion. User study participants further prefer VERTIGO over baselines across composition, consistency, prompt adherence, and aesthetic quality, confirming the perceptual benefits of our visual preference post-training.

  • 6 authors
·
Apr 26

Consistent Video Editing as Flow-Driven Image-to-Video Generation

With the prosper of video diffusion models, down-stream applications like video editing have been significantly promoted without consuming much computational cost. One particular challenge in this task lies at the motion transfer process from the source video to the edited one, where it requires the consideration of the shape deformation in between, meanwhile maintaining the temporal consistency in the generated video sequence. However, existing methods fail to model complicated motion patterns for video editing, and are fundamentally limited to object replacement, where tasks with non-rigid object motions like multi-object and portrait editing are largely neglected. In this paper, we observe that optical flows offer a promising alternative in complex motion modeling, and present FlowV2V to re-investigate video editing as a task of flow-driven Image-to-Video (I2V) generation. Specifically, FlowV2V decomposes the entire pipeline into first-frame editing and conditional I2V generation, and simulates pseudo flow sequence that aligns with the deformed shape, thus ensuring the consistency during editing. Experimental results on DAVIS-EDIT with improvements of 13.67% and 50.66% on DOVER and warping error illustrate the superior temporal consistency and sample quality of FlowV2V compared to existing state-of-the-art ones. Furthermore, we conduct comprehensive ablation studies to analyze the internal functionalities of the first-frame paradigm and flow alignment in the proposed method.

  • 6 authors
·
Jun 9, 2025

MotionLab: Unified Human Motion Generation and Editing via the Motion-Condition-Motion Paradigm

Human motion generation and editing are key components of computer graphics and vision. However, current approaches in this field tend to offer isolated solutions tailored to specific tasks, which can be inefficient and impractical for real-world applications. While some efforts have aimed to unify motion-related tasks, these methods simply use different modalities as conditions to guide motion generation. Consequently, they lack editing capabilities, fine-grained control, and fail to facilitate knowledge sharing across tasks. To address these limitations and provide a versatile, unified framework capable of handling both human motion generation and editing, we introduce a novel paradigm: Motion-Condition-Motion, which enables the unified formulation of diverse tasks with three concepts: source motion, condition, and target motion. Based on this paradigm, we propose a unified framework, MotionLab, which incorporates rectified flows to learn the mapping from source motion to target motion, guided by the specified conditions. In MotionLab, we introduce the 1) MotionFlow Transformer to enhance conditional generation and editing without task-specific modules; 2) Aligned Rotational Position Encoding} to guarantee the time synchronization between source motion and target motion; 3) Task Specified Instruction Modulation; and 4) Motion Curriculum Learning for effective multi-task learning and knowledge sharing across tasks. Notably, our MotionLab demonstrates promising generalization capabilities and inference efficiency across multiple benchmarks for human motion. Our code and additional video results are available at: https://diouo.github.io/motionlab.github.io/.

  • 4 authors
·
Feb 4, 2025 3

MEGADance: Mixture-of-Experts Architecture for Genre-Aware 3D Dance Generation

Music-driven 3D dance generation has attracted increasing attention in recent years, with promising applications in choreography, virtual reality, and creative content creation. Previous research has generated promising realistic dance movement from audio signals. However, traditional methods underutilize genre conditioning, often treating it as auxiliary modifiers rather than core semantic drivers. This oversight compromises music-motion synchronization and disrupts dance genre continuity, particularly during complex rhythmic transitions, thereby leading to visually unsatisfactory effects. To address the challenge, we propose MEGADance, a novel architecture for music-driven 3D dance generation. By decoupling choreographic consistency into dance generality and genre specificity, MEGADance demonstrates significant dance quality and strong genre controllability. It consists of two stages: (1) High-Fidelity Dance Quantization Stage (HFDQ), which encodes dance motions into a latent representation by Finite Scalar Quantization (FSQ) and reconstructs them with kinematic-dynamic constraints, and (2) Genre-Aware Dance Generation Stage (GADG), which maps music into the latent representation by synergistic utilization of Mixture-of-Experts (MoE) mechanism with Mamba-Transformer hybrid backbone. Extensive experiments on the FineDance and AIST++ dataset demonstrate the state-of-the-art performance of MEGADance both qualitatively and quantitatively. Code will be released upon acceptance.

  • 6 authors
·
May 23, 2025

Soap Film Drainage Under Tunable Gravity Using a Centrifugal Thin Film Balance

Surface bubbles are an abundant source of aerosols, with important implications for climate processes. In this context, we investigate the stability and thinning dynamics of soap films under effective gravity fields. Experiments are performed using a centrifugal thin-film balance capable of generating accelerations from 0.2 up to 100 times standard gravity, combined with thin-film interferometry to obtain time-resolved thickness maps. Across all experimental conditions, the drainage dynamics are shown to be governed by capillary suction and marginal regeneration-a mechanism in which thick regions of the film are continuously replaced by thin film elements (TFEs) formed at the meniscus. We consistently recover a thickness ratio of 0.8 - 0.9 between the TFEs and the adjacent film, in agreement with previous observations under standard gravity. The measured thinning rates also follow the predicted scaling laws. We identified that gravity has three distinct effects: (i) it induces a strong stretching of the initial film, extending well beyond the linear-elastic regime; (ii) it controls the meniscus size, and thereby the amplitude of the capillary suction and the drainage rate; and (iii) it reveals an inertia-to-viscous transition in the motion of TFEs within the film. These results are supported by theoretical modeling and highlight the robustness of marginal regeneration and capillary-driven drainage under extreme gravity conditions.

  • 6 authors
·
Nov 11, 2025

MotionPro: A Precise Motion Controller for Image-to-Video Generation

Animating images with interactive motion control has garnered popularity for image-to-video (I2V) generation. Modern approaches typically rely on large Gaussian kernels to extend motion trajectories as condition without explicitly defining movement region, leading to coarse motion control and failing to disentangle object and camera moving. To alleviate these, we present MotionPro, a precise motion controller that novelly leverages region-wise trajectory and motion mask to regulate fine-grained motion synthesis and identify target motion category (i.e., object or camera moving), respectively. Technically, MotionPro first estimates the flow maps on each training video via a tracking model, and then samples the region-wise trajectories to simulate inference scenario. Instead of extending flow through large Gaussian kernels, our region-wise trajectory approach enables more precise control by directly utilizing trajectories within local regions, thereby effectively characterizing fine-grained movements. A motion mask is simultaneously derived from the predicted flow maps to capture the holistic motion dynamics of the movement regions. To pursue natural motion control, MotionPro further strengthens video denoising by incorporating both region-wise trajectories and motion mask through feature modulation. More remarkably, we meticulously construct a benchmark, i.e., MC-Bench, with 1.1K user-annotated image-trajectory pairs, for the evaluation of both fine-grained and object-level I2V motion control. Extensive experiments conducted on WebVid-10M and MC-Bench demonstrate the effectiveness of MotionPro. Please refer to our project page for more results: https://zhw-zhang.github.io/MotionPro-page/.

  • 7 authors
·
May 26, 2025 3

Time-to-Move: Training-Free Motion Controlled Video Generation via Dual-Clock Denoising

Diffusion-based video generation can create realistic videos, yet existing image- and text-based conditioning fails to offer precise motion control. Prior methods for motion-conditioned synthesis typically require model-specific fine-tuning, which is computationally expensive and restrictive. We introduce Time-to-Move (TTM), a training-free, plug-and-play framework for motion- and appearance-controlled video generation with image-to-video (I2V) diffusion models. Our key insight is to use crude reference animations obtained through user-friendly manipulations such as cut-and-drag or depth-based reprojection. Motivated by SDEdit's use of coarse layout cues for image editing, we treat the crude animations as coarse motion cues and adapt the mechanism to the video domain. We preserve appearance with image conditioning and introduce dual-clock denoising, a region-dependent strategy that enforces strong alignment in motion-specified regions while allowing flexibility elsewhere, balancing fidelity to user intent with natural dynamics. This lightweight modification of the sampling process incurs no additional training or runtime cost and is compatible with any backbone. Extensive experiments on object and camera motion benchmarks show that TTM matches or exceeds existing training-based baselines in realism and motion control. Beyond this, TTM introduces a unique capability: precise appearance control through pixel-level conditioning, exceeding the limits of text-only prompting. Visit our project page for video examples and code: https://time-to-move.github.io/.

DeformMaster: An Interactive Physics-Neural World Model for Deformable Objects from Videos

World models for deformable objects should recover not only geometry and appearance, but also underlying physical dynamics, interaction grounding, and material behavior. Learning such a model from real videos is challenging because deformable linear, planar, and volumetric objects evolve under high-dimensional deformation, noisy interactions, and complex material response. The model must therefore infer a physical state from visual observations, roll it forward under new interactions, and render the resulting dynamics with high visual fidelity. We present DeformMaster, a video-derived interactive physics--neural world model that turns real interaction videos into an online interactive model of deformable objects within a unified dynamics-and-appearance framework. DeformMaster preserves structured physical rollout while using a neural residual to compensate for unmodeled effects, grounds sparse hand motion as distributed compliant actuator for hand--continuum interaction, represents material response with spatially varying constitutive experts, and drives high-fidelity 4D appearance from the predicted physical evolution. Experiments on real-world deformable-object sequences demonstrate DeformMaster's ability to roll out future dynamics and render dynamic appearance, outperforming state-of-the-art baselines while supporting novel action rollout, material-parameter variation, and dynamic novel-view synthesis.

  • 7 authors
·
May 9 1

OmniTransfer: All-in-one Framework for Spatio-temporal Video Transfer

Videos convey richer information than images or text, capturing both spatial and temporal dynamics. However, most existing video customization methods rely on reference images or task-specific temporal priors, failing to fully exploit the rich spatio-temporal information inherent in videos, thereby limiting flexibility and generalization in video generation. To address these limitations, we propose OmniTransfer, a unified framework for spatio-temporal video transfer. It leverages multi-view information across frames to enhance appearance consistency and exploits temporal cues to enable fine-grained temporal control. To unify various video transfer tasks, OmniTransfer incorporates three key designs: Task-aware Positional Bias that adaptively leverages reference video information to improve temporal alignment or appearance consistency; Reference-decoupled Causal Learning separating reference and target branches to enable precise reference transfer while improving efficiency; and Task-adaptive Multimodal Alignment using multimodal semantic guidance to dynamically distinguish and tackle different tasks. Extensive experiments show that OmniTransfer outperforms existing methods in appearance (ID and style) and temporal transfer (camera movement and video effects), while matching pose-guided methods in motion transfer without using pose, establishing a new paradigm for flexible, high-fidelity video generation.

ByteDance ByteDance
·
Jan 20 5

MME-VideoOCR: Evaluating OCR-Based Capabilities of Multimodal LLMs in Video Scenarios

Multimodal Large Language Models (MLLMs) have achieved considerable accuracy in Optical Character Recognition (OCR) from static images. However, their efficacy in video OCR is significantly diminished due to factors such as motion blur, temporal variations, and visual effects inherent in video content. To provide clearer guidance for training practical MLLMs, we introduce the MME-VideoOCR benchmark, which encompasses a comprehensive range of video OCR application scenarios. MME-VideoOCR features 10 task categories comprising 25 individual tasks and spans 44 diverse scenarios. These tasks extend beyond text recognition to incorporate deeper comprehension and reasoning of textual content within videos. The benchmark consists of 1,464 videos with varying resolutions, aspect ratios, and durations, along with 2,000 meticulously curated, manually annotated question-answer pairs. We evaluate 18 state-of-the-art MLLMs on MME-VideoOCR, revealing that even the best-performing model (Gemini-2.5 Pro) achieves an accuracy of only 73.7%. Fine-grained analysis indicates that while existing MLLMs demonstrate strong performance on tasks where relevant texts are contained within a single or few frames, they exhibit limited capability in effectively handling tasks that demand holistic video comprehension. These limitations are especially evident in scenarios that require spatio-temporal reasoning, cross-frame information integration, or resistance to language prior bias. Our findings also highlight the importance of high-resolution visual input and sufficient temporal coverage for reliable OCR in dynamic video scenarios.

  • 18 authors
·
May 27, 2025 1

DynVideo-E: Harnessing Dynamic NeRF for Large-Scale Motion- and View-Change Human-Centric Video Editing

Despite remarkable research advances in diffusion-based video editing, existing methods are limited to short-length videos due to the contradiction between long-range consistency and frame-wise editing. Recent approaches attempt to tackle this challenge by introducing video-2D representations to degrade video editing to image editing. However, they encounter significant difficulties in handling large-scale motion- and view-change videos especially for human-centric videos. This motivates us to introduce the dynamic Neural Radiance Fields (NeRF) as the human-centric video representation to ease the video editing problem to a 3D space editing task. As such, editing can be performed in the 3D spaces and propagated to the entire video via the deformation field. To provide finer and direct controllable editing, we propose the image-based 3D space editing pipeline with a set of effective designs. These include multi-view multi-pose Score Distillation Sampling (SDS) from both 2D personalized diffusion priors and 3D diffusion priors, reconstruction losses on the reference image, text-guided local parts super-resolution, and style transfer for 3D background space. Extensive experiments demonstrate that our method, dubbed as DynVideo-E, significantly outperforms SOTA approaches on two challenging datasets by a large margin of 50% ~ 95% in terms of human preference. Compelling video comparisons are provided in the project page https://showlab.github.io/DynVideo-E/. Our code and data will be released to the community.

  • 9 authors
·
Oct 16, 2023

MMM: Generative Masked Motion Model

Recent advances in text-to-motion generation using diffusion and autoregressive models have shown promising results. However, these models often suffer from a trade-off between real-time performance, high fidelity, and motion editability. To address this gap, we introduce MMM, a novel yet simple motion generation paradigm based on Masked Motion Model. MMM consists of two key components: (1) a motion tokenizer that transforms 3D human motion into a sequence of discrete tokens in latent space, and (2) a conditional masked motion transformer that learns to predict randomly masked motion tokens, conditioned on the pre-computed text tokens. By attending to motion and text tokens in all directions, MMM explicitly captures inherent dependency among motion tokens and semantic mapping between motion and text tokens. During inference, this allows parallel and iterative decoding of multiple motion tokens that are highly consistent with fine-grained text descriptions, therefore simultaneously achieving high-fidelity and high-speed motion generation. In addition, MMM has innate motion editability. By simply placing mask tokens in the place that needs editing, MMM automatically fills the gaps while guaranteeing smooth transitions between editing and non-editing parts. Extensive experiments on the HumanML3D and KIT-ML datasets demonstrate that MMM surpasses current leading methods in generating high-quality motion (evidenced by superior FID scores of 0.08 and 0.429), while offering advanced editing features such as body-part modification, motion in-betweening, and the synthesis of long motion sequences. In addition, MMM is two orders of magnitude faster on a single mid-range GPU than editable motion diffusion models. Our project page is available at https://exitudio.github.io/MMM-page.

  • 4 authors
·
Dec 6, 2023

MotionEdit: Benchmarking and Learning Motion-Centric Image Editing

We introduce MotionEdit, a novel dataset for motion-centric image editing-the task of modifying subject actions and interactions while preserving identity, structure, and physical plausibility. Unlike existing image editing datasets that focus on static appearance changes or contain only sparse, low-quality motion edits, MotionEdit provides high-fidelity image pairs depicting realistic motion transformations extracted and verified from continuous videos. This new task is not only scientifically challenging but also practically significant, powering downstream applications such as frame-controlled video synthesis and animation. To evaluate model performance on the novel task, we introduce MotionEdit-Bench, a benchmark that challenges models on motion-centric edits and measures model performance with generative, discriminative, and preference-based metrics. Benchmark results reveal that motion editing remains highly challenging for existing state-of-the-art diffusion-based editing models. To address this gap, we propose MotionNFT (Motion-guided Negative-aware Fine Tuning), a post-training framework that computes motion alignment rewards based on how well the motion flow between input and model-edited images matches the ground-truth motion, guiding models toward accurate motion transformations. Extensive experiments on FLUX.1 Kontext and Qwen-Image-Edit show that MotionNFT consistently improves editing quality and motion fidelity of both base models on the motion editing task without sacrificing general editing ability, demonstrating its effectiveness.

  • 5 authors
·
Dec 10, 2025 3

ClothTransformer: Unified Latent-Space Transformers for Scalable Cloth Simulation

Unified and scalable Transformers have recently achieved remarkable success in modeling diverse phenomena traditionally associated with computer graphics, such as 3D visual effects, rendering processes, and motion in videos. In this work, we take a step further by investigating whether modern Transformer techniques can tackle the challenging task of cloth simulation. To this end, we present ClothTransformer, a framework that reformulates cloth simulation as autoregressive sequence modeling in a learned latent space. Existing neural cloth simulators are largely specialized to single scenarios, intrinsically coupled to the mesh discretization, and lack robust collision handling. Our approach addresses these limitations through three contributions: (1) a unified Transformer architecture that handles diverse scenarios -- body-driven garments, robotic manipulation, and free-fall collisions -- under a single model and achieves approximately 4--9{times} lower error than prior state-of-the-art methods across all scenarios; (2) a scalable latent-space formulation that compresses arbitrary-resolution meshes into a fixed-size set of latent tokens, making temporal dynamics computation independent of mesh resolution; and (3) a diverse-scenario high-fidelity penetration-free dataset of {sim}493.4k frames spanning all three settings, which enables a differentiable Continuous Collision Detection (CCD) module to suppress penetration artifacts. Project Page: https://yucrazing.github.io/clothtransformer/

  • 8 authors
·
Jun 6

Wan-Move: Motion-controllable Video Generation via Latent Trajectory Guidance

We present Wan-Move, a simple and scalable framework that brings motion control to video generative models. Existing motion-controllable methods typically suffer from coarse control granularity and limited scalability, leaving their outputs insufficient for practical use. We narrow this gap by achieving precise and high-quality motion control. Our core idea is to directly make the original condition features motion-aware for guiding video synthesis. To this end, we first represent object motions with dense point trajectories, allowing fine-grained control over the scene. We then project these trajectories into latent space and propagate the first frame's features along each trajectory, producing an aligned spatiotemporal feature map that tells how each scene element should move. This feature map serves as the updated latent condition, which is naturally integrated into the off-the-shelf image-to-video model, e.g., Wan-I2V-14B, as motion guidance without any architecture change. It removes the need for auxiliary motion encoders and makes fine-tuning base models easily scalable. Through scaled training, Wan-Move generates 5-second, 480p videos whose motion controllability rivals Kling 1.5 Pro's commercial Motion Brush, as indicated by user studies. To support comprehensive evaluation, we further design MoveBench, a rigorously curated benchmark featuring diverse content categories and hybrid-verified annotations. It is distinguished by larger data volume, longer video durations, and high-quality motion annotations. Extensive experiments on MoveBench and the public dataset consistently show Wan-Move's superior motion quality. Code, models, and benchmark data are made publicly available.

AlibabaTongyiLab TongyiLab
·
Dec 9, 2025 5

EffectErase: Joint Video Object Removal and Insertion for High-Quality Effect Erasing

Video object removal aims to eliminate dynamic target objects and their visual effects, such as deformation, shadows, and reflections, while restoring seamless backgrounds. Recent diffusion-based video inpainting and object removal methods can remove the objects but often struggle to erase these effects and to synthesize coherent backgrounds. Beyond method limitations, progress is further hampered by the lack of a comprehensive dataset that systematically captures common object effects across varied environments for training and evaluation. To address this, we introduce VOR (Video Object Removal), a large-scale dataset that provides diverse paired videos, each consisting of one video where the target object is present with its effects and a counterpart where the object and effects are absent, with corresponding object masks. VOR contains 60K high-quality video pairs from captured and synthetic sources, covers five effects types, and spans a wide range of object categories as well as complex, dynamic multi-object scenes. Building on VOR, we propose EffectErase, an effect-aware video object removal method that treats video object insertion as the inverse auxiliary task within a reciprocal learning scheme. The model includes task-aware region guidance that focuses learning on affected areas and enables flexible task switching. Then, an insertion-removal consistency objective that encourages complementary behaviors and shared localization of effect regions and structural cues. Trained on VOR, EffectErase achieves superior performance in extensive experiments, delivering high-quality video object effect erasing across diverse scenarios.

FudanCVL FudanCVL
·
Mar 19 2

Learning to Generate Object Interactions with Physics-Guided Video Diffusion

Recent models for video generation have achieved remarkable progress and are now deployed in film, social media production, and advertising. Beyond their creative potential, such models also hold promise as world simulators for robotics and embodied decision making. Despite strong advances, however, current approaches still struggle to generate physically plausible object interactions and lack physics-grounded control mechanisms. To address this limitation, we introduce KineMask, an approach for physics-guided video generation that enables realistic rigid body control, interactions, and effects. Given a single image and a specified object velocity, our method generates videos with inferred motions and future object interactions. We propose a two-stage training strategy that gradually removes future motion supervision via object masks. Using this strategy we train video diffusion models (VDMs) on synthetic scenes of simple interactions and demonstrate significant improvements of object interactions in real scenes. Furthermore, KineMask integrates low-level motion control with high-level textual conditioning via predictive scene descriptions, leading to effective support for synthesis of complex dynamical phenomena. Extensive experiments show that KineMask achieves strong improvements over recent models of comparable size. Ablation studies further highlight the complementary roles of low- and high-level conditioning in VDMs. Our code, model, and data will be made publicly available.

  • 5 authors
·
Oct 2, 2025

PACE: Data-Driven Virtual Agent Interaction in Dense and Cluttered Environments

We present PACE, a novel method for modifying motion-captured virtual agents to interact with and move throughout dense, cluttered 3D scenes. Our approach changes a given motion sequence of a virtual agent as needed to adjust to the obstacles and objects in the environment. We first take the individual frames of the motion sequence most important for modeling interactions with the scene and pair them with the relevant scene geometry, obstacles, and semantics such that interactions in the agents motion match the affordances of the scene (e.g., standing on a floor or sitting in a chair). We then optimize the motion of the human by directly altering the high-DOF pose at each frame in the motion to better account for the unique geometric constraints of the scene. Our formulation uses novel loss functions that maintain a realistic flow and natural-looking motion. We compare our method with prior motion generating techniques and highlight the benefits of our method with a perceptual study and physical plausibility metrics. Human raters preferred our method over the prior approaches. Specifically, they preferred our method 57.1% of the time versus the state-of-the-art method using existing motions, and 81.0% of the time versus a state-of-the-art motion synthesis method. Additionally, our method performs significantly higher on established physical plausibility and interaction metrics. Specifically, we outperform competing methods by over 1.2% in terms of the non-collision metric and by over 18% in terms of the contact metric. We have integrated our interactive system with Microsoft HoloLens and demonstrate its benefits in real-world indoor scenes. Our project website is available at https://gamma.umd.edu/pace/.

  • 2 authors
·
Mar 24, 2023

SynMotion: Semantic-Visual Adaptation for Motion Customized Video Generation

Diffusion-based video motion customization facilitates the acquisition of human motion representations from a few video samples, while achieving arbitrary subjects transfer through precise textual conditioning. Existing approaches often rely on semantic-level alignment, expecting the model to learn new motion concepts and combine them with other entities (e.g., ''cats'' or ''dogs'') to produce visually appealing results. However, video data involve complex spatio-temporal patterns, and focusing solely on semantics cause the model to overlook the visual complexity of motion. Conversely, tuning only the visual representation leads to semantic confusion in representing the intended action. To address these limitations, we propose SynMotion, a new motion-customized video generation model that jointly leverages semantic guidance and visual adaptation. At the semantic level, we introduce the dual-embedding semantic comprehension mechanism which disentangles subject and motion representations, allowing the model to learn customized motion features while preserving its generative capabilities for diverse subjects. At the visual level, we integrate parameter-efficient motion adapters into a pre-trained video generation model to enhance motion fidelity and temporal coherence. Furthermore, we introduce a new embedding-specific training strategy which alternately optimizes subject and motion embeddings, supported by the manually constructed Subject Prior Video (SPV) training dataset. This strategy promotes motion specificity while preserving generalization across diverse subjects. Lastly, we introduce MotionBench, a newly curated benchmark with diverse motion patterns. Experimental results across both T2V and I2V settings demonstrate that \method outperforms existing baselines. Project page: https://lucaria-academy.github.io/SynMotion/

  • 11 authors
·
Apr 27

VMBench: A Benchmark for Perception-Aligned Video Motion Generation

Video generation has advanced rapidly, improving evaluation methods, yet assessing video's motion remains a major challenge. Specifically, there are two key issues: 1) current motion metrics do not fully align with human perceptions; 2) the existing motion prompts are limited. Based on these findings, we introduce VMBench--a comprehensive Video Motion Benchmark that has perception-aligned motion metrics and features the most diverse types of motion. VMBench has several appealing properties: 1) Perception-Driven Motion Evaluation Metrics, we identify five dimensions based on human perception in motion video assessment and develop fine-grained evaluation metrics, providing deeper insights into models' strengths and weaknesses in motion quality. 2) Meta-Guided Motion Prompt Generation, a structured method that extracts meta-information, generates diverse motion prompts with LLMs, and refines them through human-AI validation, resulting in a multi-level prompt library covering six key dynamic scene dimensions. 3) Human-Aligned Validation Mechanism, we provide human preference annotations to validate our benchmarks, with our metrics achieving an average 35.3% improvement in Spearman's correlation over baseline methods. This is the first time that the quality of motion in videos has been evaluated from the perspective of human perception alignment. Additionally, we will soon release VMBench at https://github.com/GD-AIGC/VMBench, setting a new standard for evaluating and advancing motion generation models.

  • 10 authors
·
Mar 13, 2025

Physics-Informed Image Restoration via Progressive PDE Integration

Motion blur, caused by relative movement between camera and scene during exposure, significantly degrades image quality and impairs downstream computer vision tasks such as object detection, tracking, and recognition in dynamic environments. While deep learning-based motion deblurring methods have achieved remarkable progress, existing approaches face fundamental challenges in capturing the long-range spatial dependencies inherent in motion blur patterns. Traditional convolutional methods rely on limited receptive fields and require extremely deep networks to model global spatial relationships. These limitations motivate the need for alternative approaches that incorporate physical priors to guide feature evolution during restoration. In this paper, we propose a progressive training framework that integrates physics-informed PDE dynamics into state-of-the-art restoration architectures. By leveraging advection-diffusion equations to model feature evolution, our approach naturally captures the directional flow characteristics of motion blur while enabling principled global spatial modeling. Our PDE-enhanced deblurring models achieve superior restoration quality with minimal overhead, adding only approximately 1\% to inference GMACs while providing consistent improvements in perceptual quality across multiple state-of-the-art architectures. Comprehensive experiments on standard motion deblurring benchmarks demonstrate that our physics-informed approach improves PSNR and SSIM significantly across four diverse architectures, including FFTformer, NAFNet, Restormer, and Stripformer. These results validate that incorporating mathematical physics principles through PDE-based global layers can enhance deep learning-based image restoration, establishing a promising direction for physics-informed neural network design in computer vision applications.

  • 3 authors
·
Nov 9, 2025

MoReact: Generating Reactive Motion from Textual Descriptions

Modeling and generating human reactions poses a significant challenge with broad applications for computer vision and human-computer interaction. Existing methods either treat multiple individuals as a single entity, directly generating interactions, or rely solely on one person's motion to generate the other's reaction, failing to integrate the rich semantic information that underpins human interactions. Yet, these methods often fall short in adaptive responsiveness, i.e., the ability to accurately respond to diverse and dynamic interaction scenarios. Recognizing this gap, our work introduces an approach tailored to address the limitations of existing models by focusing on text-driven human reaction generation. Our model specifically generates realistic motion sequences for individuals that responding to the other's actions based on a descriptive text of the interaction scenario. The goal is to produce motion sequences that not only complement the opponent's movements but also semantically fit the described interactions. To achieve this, we present MoReact, a diffusion-based method designed to disentangle the generation of global trajectories and local motions sequentially. This approach stems from the observation that generating global trajectories first is crucial for guiding local motion, ensuring better alignment with given action and text. Furthermore, we introduce a novel interaction loss to enhance the realism of generated close interactions. Our experiments, utilizing data adapted from a two-person motion dataset, demonstrate the efficacy of our approach for this novel task, which is capable of producing realistic, diverse, and controllable reactions that not only closely match the movements of the counterpart but also adhere to the textual guidance. Please find our webpage at https://xiyan-xu.github.io/MoReactWebPage.

  • 4 authors
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Sep 28, 2025

AniMatrix: An Anime Video Generation Model that Thinks in Art, Not Physics

Video generation models internalize physical realism as their prior. Anime deliberately violates physics: smears, impact frames, chibi shifts; and its thousands of coexisting artistic conventions yield no single "physics of anime" a model can absorb. Physics-biased models therefore flatten the artistry that defines the medium or collapse under its stylistic variance. We present AniMatrix, a video generation model that targets artistic rather than physical correctness through a dual-channel conditioning mechanism and a three-step transition: redefine correctness, override the physics prior, and distinguish art from failure. First, a Production Knowledge System encodes anime as a structured taxonomy of controllable production variables (Style, Motion, Camera, VFX), and AniCaption infers these variables from pixels as directorial directives. A trainable tag encoder preserves the field-value structure of this taxonomy while a frozen T5 encoder handles free-form narrative; dual-path injection (cross-attention for fine-grained control, AdaLN modulation for global enforcement) ensures categorical directives are never diluted by open-ended text. Second, a style-motion-deformation curriculum transitions the model from near-physical motion to full anime expressiveness. Third, deformation-aware preference optimization with a domain-specific reward model separates intentional artistry from pathological collapse. On an anime-specific human evaluation with five production dimensions scored by professional animators, AniMatrix ranks first on four of five, with the largest gains over Seedance-Pro 1.0 on Prompt Understanding (+0.70, +22.4 percent) and Artistic Motion (+0.55, +16.9 percent). We are preparing accompanying resources for public release to support reproducibility and follow-up research.

  • 1 authors
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May 10

MotionCtrl: A Unified and Flexible Motion Controller for Video Generation

Motions in a video primarily consist of camera motion, induced by camera movement, and object motion, resulting from object movement. Accurate control of both camera and object motion is essential for video generation. However, existing works either mainly focus on one type of motion or do not clearly distinguish between the two, limiting their control capabilities and diversity. Therefore, this paper presents MotionCtrl, a unified and flexible motion controller for video generation designed to effectively and independently control camera and object motion. The architecture and training strategy of MotionCtrl are carefully devised, taking into account the inherent properties of camera motion, object motion, and imperfect training data. Compared to previous methods, MotionCtrl offers three main advantages: 1) It effectively and independently controls camera motion and object motion, enabling more fine-grained motion control and facilitating flexible and diverse combinations of both types of motion. 2) Its motion conditions are determined by camera poses and trajectories, which are appearance-free and minimally impact the appearance or shape of objects in generated videos. 3) It is a relatively generalizable model that can adapt to a wide array of camera poses and trajectories once trained. Extensive qualitative and quantitative experiments have been conducted to demonstrate the superiority of MotionCtrl over existing methods.

  • 7 authors
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Dec 6, 2023 2

AC3D: Analyzing and Improving 3D Camera Control in Video Diffusion Transformers

Numerous works have recently integrated 3D camera control into foundational text-to-video models, but the resulting camera control is often imprecise, and video generation quality suffers. In this work, we analyze camera motion from a first principles perspective, uncovering insights that enable precise 3D camera manipulation without compromising synthesis quality. First, we determine that motion induced by camera movements in videos is low-frequency in nature. This motivates us to adjust train and test pose conditioning schedules, accelerating training convergence while improving visual and motion quality. Then, by probing the representations of an unconditional video diffusion transformer, we observe that they implicitly perform camera pose estimation under the hood, and only a sub-portion of their layers contain the camera information. This suggested us to limit the injection of camera conditioning to a subset of the architecture to prevent interference with other video features, leading to 4x reduction of training parameters, improved training speed and 10% higher visual quality. Finally, we complement the typical dataset for camera control learning with a curated dataset of 20K diverse dynamic videos with stationary cameras. This helps the model disambiguate the difference between camera and scene motion, and improves the dynamics of generated pose-conditioned videos. We compound these findings to design the Advanced 3D Camera Control (AC3D) architecture, the new state-of-the-art model for generative video modeling with camera control.

  • 8 authors
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Nov 27, 2024 2

FlexiAct: Towards Flexible Action Control in Heterogeneous Scenarios

Action customization involves generating videos where the subject performs actions dictated by input control signals. Current methods use pose-guided or global motion customization but are limited by strict constraints on spatial structure, such as layout, skeleton, and viewpoint consistency, reducing adaptability across diverse subjects and scenarios. To overcome these limitations, we propose FlexiAct, which transfers actions from a reference video to an arbitrary target image. Unlike existing methods, FlexiAct allows for variations in layout, viewpoint, and skeletal structure between the subject of the reference video and the target image, while maintaining identity consistency. Achieving this requires precise action control, spatial structure adaptation, and consistency preservation. To this end, we introduce RefAdapter, a lightweight image-conditioned adapter that excels in spatial adaptation and consistency preservation, surpassing existing methods in balancing appearance consistency and structural flexibility. Additionally, based on our observations, the denoising process exhibits varying levels of attention to motion (low frequency) and appearance details (high frequency) at different timesteps. So we propose FAE (Frequency-aware Action Extraction), which, unlike existing methods that rely on separate spatial-temporal architectures, directly achieves action extraction during the denoising process. Experiments demonstrate that our method effectively transfers actions to subjects with diverse layouts, skeletons, and viewpoints. We release our code and model weights to support further research at https://shiyi-zh0408.github.io/projectpages/FlexiAct/

  • 5 authors
·
May 6, 2025 1

VideoJAM: Joint Appearance-Motion Representations for Enhanced Motion Generation in Video Models

Despite tremendous recent progress, generative video models still struggle to capture real-world motion, dynamics, and physics. We show that this limitation arises from the conventional pixel reconstruction objective, which biases models toward appearance fidelity at the expense of motion coherence. To address this, we introduce VideoJAM, a novel framework that instills an effective motion prior to video generators, by encouraging the model to learn a joint appearance-motion representation. VideoJAM is composed of two complementary units. During training, we extend the objective to predict both the generated pixels and their corresponding motion from a single learned representation. During inference, we introduce Inner-Guidance, a mechanism that steers the generation toward coherent motion by leveraging the model's own evolving motion prediction as a dynamic guidance signal. Notably, our framework can be applied to any video model with minimal adaptations, requiring no modifications to the training data or scaling of the model. VideoJAM achieves state-of-the-art performance in motion coherence, surpassing highly competitive proprietary models while also enhancing the perceived visual quality of the generations. These findings emphasize that appearance and motion can be complementary and, when effectively integrated, enhance both the visual quality and the coherence of video generation. Project website: https://hila-chefer.github.io/videojam-paper.github.io/

  • 8 authors
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Feb 4, 2025 8