Abstract:Generative game engines have the potential to revolutionize game development by autonomously creating new content and reducing manual workload. However, existing video-based game generation methods fail to address the critical challenge of scene generalization, limiting their applicability to existing games with fixed styles and scenes. In this paper, we present GameFactory, a framework focused on exploring scene generalization in game video generation. To enable the creation of entirely new and diverse games, we leverage pre-trained video diffusion models trained on open-domain video data. To bridge the domain gap between open-domain priors and small-scale game dataset, we propose a multi-phase training strategy that decouples game style learning from action control, preserving open-domain generalization while achieving action controllability. Using Minecraft as our data source, we release GF-Minecraft, a high-quality and diversity action-annotated video dataset for research. Furthermore, we extend our framework to enable autoregressive action-controllable game video generation, allowing the production of unlimited-length interactive game videos. Experimental results demonstrate that GameFactory effectively generates open-domain, diverse, and action-controllable game videos, representing a significant step forward in AI-driven game generation. Our dataset and project page are publicly available at \url{https://vvictoryuki.github.io/gamefactory/}.
Abstract:Text-to-video generation has made remarkable advancements through diffusion models. However, Multi-Concept Video Customization (MCVC) remains a significant challenge. We identify two key challenges in this task: 1) the identity decoupling problem, where directly adopting existing customization methods inevitably mix attributes when handling multiple concepts simultaneously, and 2) the scarcity of high-quality video-entity pairs, which is crucial for training such a model that represents and decouples various concepts well. To address these challenges, we introduce ConceptMaster, an innovative framework that effectively tackles the critical issues of identity decoupling while maintaining concept fidelity in customized videos. Specifically, we introduce a novel strategy of learning decoupled multi-concept embeddings that are injected into the diffusion models in a standalone manner, which effectively guarantees the quality of customized videos with multiple identities, even for highly similar visual concepts. To further overcome the scarcity of high-quality MCVC data, we carefully establish a data construction pipeline, which enables systematic collection of precise multi-concept video-entity data across diverse concepts. A comprehensive benchmark is designed to validate the effectiveness of our model from three critical dimensions: concept fidelity, identity decoupling ability, and video generation quality across six different concept composition scenarios. Extensive experiments demonstrate that our ConceptMaster significantly outperforms previous approaches for this task, paving the way for generating personalized and semantically accurate videos across multiple concepts.
Abstract:Video generation models (VGMs) have received extensive attention recently and serve as promising candidates for general-purpose large vision models. While they can only generate short videos each time, existing methods achieve long video generation by iteratively calling the VGMs, using the last-frame output as the condition for the next-round generation. However, the last frame only contains short-term fine-grained information about the scene, resulting in inconsistency in the long horizon. To address this, we propose an Omni World modeL (Owl-1) to produce long-term coherent and comprehensive conditions for consistent long video generation. As videos are observations of the underlying evolving world, we propose to model the long-term developments in a latent space and use VGMs to film them into videos. Specifically, we represent the world with a latent state variable which can be decoded into explicit video observations. These observations serve as a basis for anticipating temporal dynamics which in turn update the state variable. The interaction between evolving dynamics and persistent state enhances the diversity and consistency of the long videos. Extensive experiments show that Owl-1 achieves comparable performance with SOTA methods on VBench-I2V and VBench-Long, validating its ability to generate high-quality video observations. Code: https://github.com/huang-yh/Owl.
Abstract:This paper aims to manipulate multi-entity 3D motions in video generation. Previous methods on controllable video generation primarily leverage 2D control signals to manipulate object motions and have achieved remarkable synthesis results. However, 2D control signals are inherently limited in expressing the 3D nature of object motions. To overcome this problem, we introduce 3DTrajMaster, a robust controller that regulates multi-entity dynamics in 3D space, given user-desired 6DoF pose (location and rotation) sequences of entities. At the core of our approach is a plug-and-play 3D-motion grounded object injector that fuses multiple input entities with their respective 3D trajectories through a gated self-attention mechanism. In addition, we exploit an injector architecture to preserve the video diffusion prior, which is crucial for generalization ability. To mitigate video quality degradation, we introduce a domain adaptor during training and employ an annealed sampling strategy during inference. To address the lack of suitable training data, we construct a 360-Motion Dataset, which first correlates collected 3D human and animal assets with GPT-generated trajectory and then captures their motion with 12 evenly-surround cameras on diverse 3D UE platforms. Extensive experiments show that 3DTrajMaster sets a new state-of-the-art in both accuracy and generalization for controlling multi-entity 3D motions. Project page: http://fuxiao0719.github.io/projects/3dtrajmaster
Abstract:Style control has been popular in video generation models. Existing methods often generate videos far from the given style, cause content leakage, and struggle to transfer one video to the desired style. Our first observation is that the style extraction stage matters, whereas existing methods emphasize global style but ignore local textures. In order to bring texture features while preventing content leakage, we filter content-related patches while retaining style ones based on prompt-patch similarity; for global style extraction, we generate a paired style dataset through model illusion to facilitate contrastive learning, which greatly enhances the absolute style consistency. Moreover, to fill in the image-to-video gap, we train a lightweight motion adapter on still videos, which implicitly enhances stylization extent, and enables our image-trained model to be seamlessly applied to videos. Benefited from these efforts, our approach, StyleMaster, not only achieves significant improvement in both style resemblance and temporal coherence, but also can easily generalize to video style transfer with a gray tile ControlNet. Extensive experiments and visualizations demonstrate that StyleMaster significantly outperforms competitors, effectively generating high-quality stylized videos that align with textual content and closely resemble the style of reference images. Our project page is at https://zixuan-ye.github.io/stylemaster
Abstract:Recent advancements in video diffusion models have shown exceptional abilities in simulating real-world dynamics and maintaining 3D consistency. This progress inspires us to investigate the potential of these models to ensure dynamic consistency across various viewpoints, a highly desirable feature for applications such as virtual filming. Unlike existing methods focused on multi-view generation of single objects for 4D reconstruction, our interest lies in generating open-world videos from arbitrary viewpoints, incorporating 6 DoF camera poses. To achieve this, we propose a plug-and-play module that enhances a pre-trained text-to-video model for multi-camera video generation, ensuring consistent content across different viewpoints. Specifically, we introduce a multi-view synchronization module to maintain appearance and geometry consistency across these viewpoints. Given the scarcity of high-quality training data, we design a hybrid training scheme that leverages multi-camera images and monocular videos to supplement Unreal Engine-rendered multi-camera videos. Furthermore, our method enables intriguing extensions, such as re-rendering a video from novel viewpoints. We also release a multi-view synchronized video dataset, named SynCamVideo-Dataset. Project page: https://jianhongbai.github.io/SynCamMaster/.
Abstract:Achieving optimal performance of video diffusion transformers within given data and compute budget is crucial due to their high training costs. This necessitates precisely determining the optimal model size and training hyperparameters before large-scale training. While scaling laws are employed in language models to predict performance, their existence and accurate derivation in visual generation models remain underexplored. In this paper, we systematically analyze scaling laws for video diffusion transformers and confirm their presence. Moreover, we discover that, unlike language models, video diffusion models are more sensitive to learning rate and batch size, two hyperparameters often not precisely modeled. To address this, we propose a new scaling law that predicts optimal hyperparameters for any model size and compute budget. Under these optimal settings, we achieve comparable performance and reduce inference costs by 40.1% compared to conventional scaling methods, within a compute budget of 1e10 TFlops. Furthermore, we establish a more generalized and precise relationship among validation loss, any model size, and compute budget. This enables performance prediction for non-optimal model sizes, which may also be appealed under practical inference cost constraints, achieving a better trade-off.
Abstract:Diffusion-based image editing models have made remarkable progress in recent years. However, achieving high-quality video editing remains a significant challenge. One major hurdle is the absence of open-source, large-scale video editing datasets based on real-world data, as constructing such datasets is both time-consuming and costly. Moreover, video data requires a significantly larger number of tokens for representation, which substantially increases the training costs for video editing models. Lastly, current video editing models offer limited interactivity, often making it difficult for users to express their editing requirements effectively in a single attempt. To address these challenges, this paper introduces a dataset VIVID-10M and a baseline model VIVID. VIVID-10M is the first large-scale hybrid image-video local editing dataset aimed at reducing data construction and model training costs, which comprises 9.7M samples that encompass a wide range of video editing tasks. VIVID is a Versatile and Interactive VIdeo local eDiting model trained on VIVID-10M, which supports entity addition, modification, and deletion. At its core, a keyframe-guided interactive video editing mechanism is proposed, enabling users to iteratively edit keyframes and propagate it to other frames, thereby reducing latency in achieving desired outcomes. Extensive experimental evaluations show that our approach achieves state-of-the-art performance in video local editing, surpassing baseline methods in both automated metrics and user studies. The VIVID-10M dataset and the VIVID editing model will be available at \url{https://inkosizhong.github.io/VIVID/}.
Abstract:Realistic simulation of dynamic scenes requires accurately capturing diverse material properties and modeling complex object interactions grounded in physical principles. However, existing methods are constrained to basic material types with limited predictable parameters, making them insufficient to represent the complexity of real-world materials. We introduce a novel approach that leverages multi-modal foundation models and video diffusion to achieve enhanced 4D dynamic scene simulation. Our method utilizes multi-modal models to identify material types and initialize material parameters through image queries, while simultaneously inferring 3D Gaussian splats for detailed scene representation. We further refine these material parameters using video diffusion with a differentiable Material Point Method (MPM) and optical flow guidance rather than render loss or Score Distillation Sampling (SDS) loss. This integrated framework enables accurate prediction and realistic simulation of dynamic interactions in real-world scenarios, advancing both accuracy and flexibility in physics-based simulations.
Abstract:Generating lifelike human motions from descriptive texts has experienced remarkable research focus in the recent years, propelled by the emerging requirements of digital humans.Despite impressive advances, existing approaches are often constrained by limited control modalities, task specificity, and focus solely on body motion representations.In this paper, we present MotionGPT-2, a unified Large Motion-Language Model (LMLM) that addresses these limitations. MotionGPT-2 accommodates multiple motion-relevant tasks and supporting multimodal control conditions through pre-trained Large Language Models (LLMs). It quantizes multimodal inputs-such as text and single-frame poses-into discrete, LLM-interpretable tokens, seamlessly integrating them into the LLM's vocabulary. These tokens are then organized into unified prompts, guiding the LLM to generate motion outputs through a pretraining-then-finetuning paradigm. We also show that the proposed MotionGPT-2 is highly adaptable to the challenging 3D holistic motion generation task, enabled by the innovative motion discretization framework, Part-Aware VQVAE, which ensures fine-grained representations of body and hand movements. Extensive experiments and visualizations validate the effectiveness of our method, demonstrating the adaptability of MotionGPT-2 across motion generation, motion captioning, and generalized motion completion tasks.