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Oct 16

Anchor Forcing: Anchor Memory and Tri-Region RoPE for Interactive Streaming Video Diffusion

Interactive long video generation requires prompt switching to introduce new subjects or events, while maintaining perceptual fidelity and coherent motion over extended horizons. Recent distilled streaming video diffusion models reuse a rolling KV cache for long-range generation, enabling prompt-switch interaction through re-cache at each switch. However, existing streaming methods still exhibit progressive quality degradation and weakened motion dynamics. We identify two failure modes specific to interactive streaming generation: (i) at each prompt switch, current cache maintenance cannot simultaneously retain KV-based semantic context and recent latent cues, resulting in weak boundary conditioning and reduced perceptual quality; and (ii) during distillation, unbounded time indexing induces a positional distribution shift from the pretrained backbone's bounded RoPE regime, weakening pretrained motion priors and long-horizon motion retention. To address these issues, we propose Anchor Forcing, a cache-centric framework with two designs. First, an anchor-guided re-cache mechanism stores KV states in anchor caches and warm-starts re-cache from these anchors at each prompt switch, reducing post-switch evidence loss and stabilizing perceptual quality. Second, a tri-region RoPE with region-specific reference origins, together with RoPE re-alignment distillation, reconciles unbounded streaming indices with the pretrained RoPE regime to better retain motion priors. Experiments on long videos show that our method improves perceptual quality and motion metrics over prior streaming baselines in interactive settings. Project page: https://github.com/vivoCameraResearch/Anchor-Forcing

  • 9 authors
·
Mar 12

StreamArena: Toward Continuous, Interactive, and Long-Horizon Agentic Streaming Video Understanding

Deploying autonomous multimodal agents in continuous, real-world environments requires them to ingest unbounded audio-visual streams and maintain hour-scale memory. However, current evaluations predominantly rely on brief clips and multiple-choice formats. This design allows minimal baselines that process only the last four frames to match or surpass complex streaming models, while answer options also expose language shortcuts. We introduce StreamArena, a benchmark for hour-scale, interactive streaming video understanding. StreamArena contains 243 full-length videos averaging 88.8 minutes and 3,646 rigorously annotated, open-ended question-answer pairs that evaluate real-time perception, historical retrospection, proactive interaction, and multimodal tool utilization. Evaluation across diverse systems exposes a tension between continuous interaction and long-horizon multimodal comprehension. Methods that retain only recent frames cannot recover distant events, methods that convert past observations into text lose visual evidence, and methods that repeatedly compress visual memory struggle to preserve fine-grained details over time. We address this tension with StreamMind, a two-tier architecture that assigns latency-critical interaction and proactive monitoring to independently scheduled frontend workers, while backend workers asynchronously construct persistent multimodal memory and perform historical recall and external search. StreamMind outperforms existing streaming baselines across all four capabilities and reduces query-to-answer latency by reusing persistent state.

Live Music Diffusion Models: Efficient Fine-Tuning and Post-Training of Interactive Diffusion Music Generators

Interactive streaming music generation promises the use of generative models for live performance and co-creation that is impossible with offline models. However, SOTA models exist in the discrete-AR regime, requiring industrial levels of compute for both training and inference. In this work, we investigate whether audio diffusion models, with their wide support in the open-source community but non-streaming bidirectional nature, can be repurposed efficiently into interactive models accessible on consumer hardware. By taking a critical look at the modern pipeline for block-wise outpainting diffusion, we identify critical inefficiencies during inference that result in strictly worse computational efficiency than their discrete-AR counterparts. We propose Live Music Diffusion Models (LMDMs), a simple modification of the generative diffusion process that recovers, and then outperforms, the inference complexity of the discrete Live Music Models (LMMs) through block-wise KV Caching. Unlike LMMs, LMDMs further enable stable post-training alignment through our novel ARC-Forcing paradigm, reducing error accumulation without any explicit RL or reward models. We demonstrate the application of LMDMs in a number of creative domains, including text-conditioned generation, sketch-based music synthesis, and jamming. We finally show how LMDMs can be used as a generative instrument in a real artist-AI collaboration, utilizing LMDMs as a "generative delay" to transform musicians' improvisation live for variable timbral effects while running locally on a consumer gaming laptop.

  • 11 authors
·
May 20 1

An Ultra-Low Latency, End-to-End Streaming Speech Synthesis Architecture via Block-Wise Generation and Depth-Wise Codec Decoding

Real-time speech synthesis requires balancing inference latency and acoustic fidelity for interactive applications. Conventional continuous text-to-speech pipelines require computationally intensive neural vocoders to reconstruct phase information, creating a significant streaming bottleneck. Furthermore, regression-based acoustic modeling frequently induces spectral over-smoothing artifacts. To address these limitations, this paper proposes a novel end-to-end non-autoregressive architecture optimized for ultra-low latency block-wise generation, directly modeling the highly compressed discrete latent space of the Mimi neural audio codec. Integrating a modified FastSpeech 2 backbone with a progressive depth-wise sequential decoding strategy, the architecture dynamically conditions 32 layers of residual vector quantization codes. This mechanism resolves phonetic alignment degradation and manages the complexity of high-fidelity discrete representations without temporal autoregressive overhead. Experimental evaluations on English and Malay datasets validate its language-independent deployment capability. Compared to conventional continuous regression models, the proposed architecture demonstrates quantitative improvements in fundamental voicing accuracy and mitigates high-frequency spectral degradation. It achieves ultra-low latency inference, translating to a 10.6-fold absolute acceleration over conventional cascaded pipelines. Crucially, the system achieves an average time-to-first-byte latency of 48.99 milliseconds, falling significantly below the human perception threshold for real-time interactive streaming. These results firmly establish the proposed architecture as a highly optimized solution for deploying real-time streaming speech interfaces.

  • 5 authors
·
Apr 13

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

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

  • 14 authors
·
Aug 7

Matrix-Game 3.5: Enhancing Real-Time Streaming Interactive World Models with Patch Memory

Interactive world models extend video generation from offline clip synthesis toward persistent simulation of interactive virtual worlds, enabling applications in games, robotics, embodied agents, and XR. Achieving stable long-horizon interactive generation, however, remains challenging, as the model must simultaneously preserve scene geometry, dynamic consistency, and camera control while supporting real-time autoregressive generation. Building upon Matrix-Game 3.0, we present Matrix-Game 3.5, as shown in Figure 1, which advances real-time interactive world generation toward geometry-aware and long-horizon consistent simulation through three key improvements. First, we propose a unified geometry-aware memory framework, whose patch-memory and tiled-PRoPE components introduce no additional learnable parameters, combining explicit 3D patch retrieval with projective camera conditioning to enable geometry-consistent camera control and faithful long-horizon scene recall. Second, we introduce a static-dynamic disentangled world representation that separately models static scene geometry and dynamic subjects, preserving both geometric consistency and subject identity throughout long-horizon generation. Third, we develop a two-stage progressive real-time distillation framework that converts a bidirectional diffusion model into a few-step causal generator through Perceptual Flow Matching and curriculum based Self-Rollout DMD, enabling minute-long real-time interactive generation. Extensive experiments demonstrate that, with a unified training corpus spanning Unreal simulation environments, open-world games, and internet videos, MatrixGame 3.5 achieves strong performance in long-horizon scene recall, precise camera control, subject consistency, prompt-driven world generation, and stable real-time open-world interaction.

  • 17 authors
·
Aug 29 1

StreamDiffusionV2: A Streaming System for Dynamic and Interactive Video Generation

Generative models are reshaping the live-streaming industry by redefining how content is created, styled, and delivered. Previous image-based streaming diffusion models have powered efficient and creative live streaming products but have hit limits on temporal consistency due to the foundation of image-based designs. Recent advances in video diffusion have markedly improved temporal consistency and sampling efficiency for offline generation. However, offline generation systems primarily optimize throughput by batching large workloads. In contrast, live online streaming operates under strict service-level objectives (SLOs): time-to-first-frame must be minimal, and every frame must meet a per-frame deadline with low jitter. Besides, scalable multi-GPU serving for real-time streams remains largely unresolved so far. To address this, we present StreamDiffusionV2, a training-free pipeline for interactive live streaming with video diffusion models. StreamDiffusionV2 integrates an SLO-aware batching scheduler and a block scheduler, together with a sink-token--guided rolling KV cache, a motion-aware noise controller, and other system-level optimizations. Moreover, we introduce a scalable pipeline orchestration that parallelizes the diffusion process across denoising steps and network layers, achieving near-linear FPS scaling without violating latency guarantees. The system scales seamlessly across heterogeneous GPU environments and supports flexible denoising steps (e.g., 1--4), enabling both ultra-low-latency and higher-quality modes. Without TensorRT or quantization, StreamDiffusionV2 renders the first frame within 0.5s and attains 58.28 FPS with a 14B-parameter model and 64.52 FPS with a 1.3B-parameter model on four H100 GPUs, making state-of-the-art generative live streaming practical and accessible--from individual creators to enterprise-scale platforms.

  • 14 authors
·
Nov 10, 2025 1

Matrix-Game 3.0: Real-Time and Streaming Interactive World Model with Long-Horizon Memory

With the advancement of interactive video generation, diffusion models have increasingly demonstrated their potential as world models. However, existing approaches still struggle to simultaneously achieve memory-enabled long-term temporal consistency and high-resolution real-time generation, limiting their applicability in real-world scenarios. To address this, we present Matrix-Game 3.0, a memory-augmented interactive world model designed for 720p real-time longform video generation. Building upon Matrix-Game 2.0, we introduce systematic improvements across data, model, and inference. First, we develop an upgraded industrial-scale infinite data engine that integrates Unreal Engine-based synthetic data, large-scale automated collection from AAA games, and real-world video augmentation to produce high-quality Video-Pose-Action-Prompt quadruplet data at scale. Second, we propose a training framework for long-horizon consistency: by modeling prediction residuals and re-injecting imperfect generated frames during training, the base model learns self-correction; meanwhile, camera-aware memory retrieval and injection enable the base model to achieve long horizon spatiotemporal consistency. Third, we design a multi-segment autoregressive distillation strategy based on Distribution Matching Distillation (DMD), combined with model quantization and VAE decoder pruning, to achieve efficient real-time inference. Experimental results show that Matrix-Game 3.0 achieves up to 40 FPS real-time generation at 720p resolution with a 5B model, while maintaining stable memory consistency over minute-long sequences. Scaling up to a 2x14B model further improves generation quality, dynamics, and generalization. Our approach provides a practical pathway toward industrial-scale deployable world models.

  • 23 authors
·
Apr 9 2

Inferix: A Block-Diffusion based Next-Generation Inference Engine for World Simulation

World models serve as core simulators for fields such as agentic AI, embodied AI, and gaming, capable of generating long, physically realistic, and interactive high-quality videos. Moreover, scaling these models could unlock emergent capabilities in visual perception, understanding, and reasoning, paving the way for a new paradigm that moves beyond current LLM-centric vision foundation models. A key breakthrough empowering them is the semi-autoregressive (block-diffusion) decoding paradigm, which merges the strengths of diffusion and autoregressive methods by generating video tokens in block-applying diffusion within each block while conditioning on previous ones, resulting in more coherent and stable video sequences. Crucially, it overcomes limitations of standard video diffusion by reintroducing LLM-style KV Cache management, enabling efficient, variable-length, and high-quality generation. Therefore, Inferix is specifically designed as a next-generation inference engine to enable immersive world synthesis through optimized semi-autoregressive decoding processes. This dedicated focus on world simulation distinctly sets it apart from systems engineered for high-concurrency scenarios (like vLLM or SGLang) and from classic video diffusion models (such as xDiTs). Inferix further enhances its offering with interactive video streaming and profiling, enabling real-time interaction and realistic simulation to accurately model world dynamics. Additionally, it supports efficient benchmarking through seamless integration of LV-Bench, a new fine-grained evaluation benchmark tailored for minute-long video generation scenarios. We hope the community will work together to advance Inferix and foster world model exploration.

Alibaba-DAMO-Academy DAMO Academy
·
Nov 24, 2025 2

Real-Time Interactive Music Generation via Data-Free Streaming Consistency Distillation

Interactive music and live performance relies on real-time human expression, but modern generative music AI remains largely absent from this domain due to its prohibitive inference latency and offline rendering paradigm. To provide pioneer musicians with a novel medium for interactive composition, we should fundamentally change these static models into dynamic, playable instruments. In this paper, we propose a framework that bridges this gap. To achieve the low latency required for live interaction without sacrificing structural coherence, we formulate distillation within a streaming autoregressive latent space. Our approach gets rid of the need for expensive paired audio-latent datasets by utilizing prompt-only inputs to synthesize teacher-guided, chunk-wise trajectories on the fly. Because live instruments require high acoustic fidelity, we introduce music-aware consistency objectives, which combine latent, spectral, and temporal-difference losses, to preserve crucial qualities like timbre, transients, and rhythmic stability during accelerated single-step streaming generation. Implemented via parameter-efficient adaptation, our distillation reduces generation steps to achieve a low real-time factor. Crucially, by operating as a continuous autoregressive stream, the system can seamlessly assimilate dynamic human inputs on the fly, allowing users to instantly steer the musical trajectory without interrupting the audio flow. Ultimately, this work recontextualizes generative text-to-music models not as passive prompt-and-wait systems, but as responsive instruments, opening new frontiers for live human-AI musical co-creation.

  • 3 authors
·
Jun 22

4DStreamCtrl: Interactive Video Generation with Online 4D Control

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

  • 7 authors
·
Aug 26

Attend Locally, Remember Linearly: Linear Attention as Cross-Frame Memory for Autoregressive Video Diffusion

Autoregressive (AR) video diffusion is a powerful paradigm for streaming and interactive video generation. However, its reliance on softmax self-attention leads to quadratic compute complexity in sequence length and memory usage due to key-value caching, which limits its scalability to long video horizons. Existing remedies (e.g., sparse attention and KV-cache compression) reduce per-step cost but still rely on a linearly growing cache or irreversibly discard past context, and thus fail to address linear memory growth and streaming context management. To address this scalability bottleneck, we propose ARL2 (Attend Locally, Remember Linearly), a hybrid attention module that replaces quadratic cross-frame attention with a fixed-size recurrent state. We decompose self-attention into two branches: an intra-frame softmax branch for spatial detail and local dependencies, and an inter-frame gated recurrent linear branch that maintains a fixed-size state for streaming context. Our key insight is that softmax attention captures fine-grained local interactions, while a recurrent state provides controllable long-range memory. This design achieves linear-time scaling with constant memory while improving temporal consistency over the full-softmax model. To prevent noisy intermediate states from corrupting memory, we update the recurrent state only after the denoised pass. To avoid within-frame information asymmetry, all tokens share the same pre-update state rather than sequential updates. To the best of our knowledge, this is the first work to convert a pretrained AR video diffusion model into a hybrid linear attention architecture, through an efficient two-stage training scheme for AR video. With 75% of layers replaced by hybrid linear attention, the model achieves up to 2.26 wall-clock speedup and 54% memory reduction, while maintaining comparable quality with improving temporal consistency.

  • 3 authors
·
May 19

Foveated Diffusion: Efficient Spatially Adaptive Image and Video Generation

Diffusion and flow matching models have unlocked unprecedented capabilities for creative content creation, such as interactive image and streaming video generation. The growing demand for higher resolutions, frame rates, and context lengths, however, makes efficient generation increasingly challenging, as computational complexity grows quadratically with the number of generated tokens. Our work seeks to optimize the efficiency of the generation process in settings where the user's gaze location is known or can be estimated, for example, by using eye tracking. In these settings, we leverage the eccentricity-dependent acuity of human vision: while a user perceives very high-resolution visual information in a small region around their gaze location (the foveal region), the ability to resolve detail quickly degrades in the periphery of the visual field. Our approach starts with a mask modeling the foveated resolution to allocate tokens non-uniformly, assigning higher token density to foveal regions and lower density to peripheral regions. An image or video is generated in a mixed-resolution token setting, yielding results perceptually indistinguishable from full-resolution generation, while drastically reducing the token count and generation time. To this end, we develop a principled mechanism for constructing mixed-resolution tokens directly from high-resolution data, allowing a foveated diffusion model to be post-trained from an existing base model while maintaining content consistency across resolutions. We validate our approach through extensive analysis and a carefully designed user study, demonstrating the efficacy of foveation as a practical and scalable axis for efficient generation.

  • 4 authors
·
Mar 23

KuaiLive: A Real-time Interactive Dataset for Live Streaming Recommendation

Live streaming platforms have become a dominant form of online content consumption, offering dynamically evolving content, real-time interactions, and highly engaging user experiences. These unique characteristics introduce new challenges that differentiate live streaming recommendation from traditional recommendation settings and have garnered increasing attention from industry in recent years. However, research progress in academia has been hindered by the lack of publicly available datasets that accurately reflect the dynamic nature of live streaming environments. To address this gap, we introduce KuaiLive, the first real-time, interactive dataset collected from Kuaishou, a leading live streaming platform in China with over 400 million daily active users. The dataset records the interaction logs of 23,772 users and 452,621 streamers over a 21-day period. Compared to existing datasets, KuaiLive offers several advantages: it includes precise live room start and end timestamps, multiple types of real-time user interactions (click, comment, like, gift), and rich side information features for both users and streamers. These features enable more realistic simulation of dynamic candidate items and better modeling of user and streamer behaviors. We conduct a thorough analysis of KuaiLive from multiple perspectives and evaluate several representative recommendation methods on it, establishing a strong benchmark for future research. KuaiLive can support a wide range of tasks in the live streaming domain, such as top-K recommendation, click-through rate prediction, watch time prediction, and gift price prediction. Moreover, its fine-grained behavioral data also enables research on multi-behavior modeling, multi-task learning, and fairness-aware recommendation. The dataset and related resources are publicly available at https://imgkkk574.github.io/KuaiLive.

  • 7 authors
·
Aug 7, 2025

ShotStream: Streaming Multi-Shot Video Generation for Interactive Storytelling

Multi-shot video generation is crucial for long narrative storytelling, yet current bidirectional architectures suffer from limited interactivity and high latency. We propose ShotStream, a novel causal multi-shot architecture that enables interactive storytelling and efficient on-the-fly frame generation. By reformulating the task as next-shot generation conditioned on historical context, ShotStream allows users to dynamically instruct ongoing narratives via streaming prompts. We achieve this by first fine-tuning a text-to-video model into a bidirectional next-shot generator, which is then distilled into a causal student via Distribution Matching Distillation. To overcome the challenges of inter-shot consistency and error accumulation inherent in autoregressive generation, we introduce two key innovations. First, a dual-cache memory mechanism preserves visual coherence: a global context cache retains conditional frames for inter-shot consistency, while a local context cache holds generated frames within the current shot for intra-shot consistency. And a RoPE discontinuity indicator is employed to explicitly distinguish the two caches to eliminate ambiguity. Second, to mitigate error accumulation, we propose a two-stage distillation strategy. This begins with intra-shot self-forcing conditioned on ground-truth historical shots and progressively extends to inter-shot self-forcing using self-generated histories, effectively bridging the train-test gap. Extensive experiments demonstrate that ShotStream generates coherent multi-shot videos with sub-second latency, achieving 16 FPS on a single GPU. It matches or exceeds the quality of slower bidirectional models, paving the way for real-time interactive storytelling. Training and inference code, as well as the models, are available on our

  • 8 authors
·
Mar 26 6

Super Star: Towards Streaming Real-time Interactive Agents for Digital Humans

Existing co-speech gesture generation methods are predominantly studied in offline settings, where gestures are synthesized from complete speech segments. However, interactive digital humans in real-world scenarios are required to generate speech-synchronous gestures online, using only currently available response audio under strict latency constraints. As a result, prior methods are unsuitable for real-time interaction, as they either rely on future speech information or incur substantial inference delay. In this paper, we formulate online co-speech gesture generation for interactive digital humans and propose a real-time interactive framework that couples a streaming speech response module with an online gesture generation module. Specifically, the gesture generator is designed as a causal multimodal autoregressive model that predicts body motion from streaming response speech and motion history, enabling low-latency and speech-aligned gesture synthesis without access to future speech. To support this setting, we further propose an offline data synthesis pipeline tailored to virtual companion scenarios, which leverages topic- and emotion-aware subject corpora to construct diverse human-agent dialogues and then generates co-speech gestures conditioned on the agent responses. Moreover, to bridge the gap between offline data construction and online deployment, we establish a self-evolving training loop by incorporating user feedback collected during online interaction into the data generation process, enabling continual adaptation to user preferences. Extensive experiments demonstrate that our framework achieves superior better latency-quality trade-off, stronger speech-motion synchronization, and higher user preference than competitive existing baselines. Project Page: https://super-star-2026.github.io/

  • 7 authors
·
Jul 21 1

Causal-rCM: A Unified Teacher-Forcing and Self-Forcing Open Recipe for Autoregressive Diffusion Distillation in Streaming Video Generation and Interactive World Models

Autoregressive video diffusion with causal diffusion transformers has emerged as a major paradigm for real-time streaming video generation and action-conditioned interactive world models. In this work, we extend rCM, an advanced diffusion distillation framework, to autoregressive video diffusion. The core philosophy of rCM lies in the complementarity between forward and reverse divergences, represented by consistency models (CMs) and distribution matching distillation (DMD), respectively, in diffusion distillation. This philosophy naturally carries over to the autoregressive setting, where teacher-forcing (TF) provides an offline, forward-divergence causal training paradigm, while self-forcing (SF) corresponds to an on-policy, reverse-divergence refinement. Our contributions are: (1) through extensive experiments, we show that teacher-forcing CM is currently the best complement to self-forcing DMD as an initialization strategy (2) we present the first implementation of teacher-forcing-based continuous-time CMs (e.g., sCM/MeanFlow) for autoregressive video diffusion, enabled by our custom-mask FlashAttention-2 JVP kernel, achieving 10times faster convergence compared to discrete-time CMs (dCMs) (3) we introduce Causal-rCM, a leading, unified, and scalable algorithm-infrastructure open recipe for diffusion distillation and causal training (4) we achieve state-of-the-art streaming video generation performance in both frame-wise and chunk-wise settings, using only synthetic data for training. Notably, our distilled 2-step causal Wan2.1-1.3B model achieves a VBench-T2V score of 84.63 with only 1 or 2 sampling steps. We further apply Causal-rCM to Cosmos 3, an advanced omnimodal world foundation model for physical AI with action-conditioned generation capability, enabling an interactive world model.

nvidia NVIDIA
·
Jun 23

AlayaVista: Streaming World Modeling from Panoramic States to Perspective Video

Interactive video world models must maintain broad scene context under camera motion while producing high-fidelity observations with low latency. Existing approaches face a representation trade-off: perspective models operate on local views and must preserve off-screen content over long rollouts, whereas broader spatial coverage is typically obtained by synthesizing full-sphere videos or constructing explicit 3D representations. Motivated by the complementary roles of global context and selective local acuity in visual perception, we present AlayaVista, a camera-controllable streaming video world model that decouples panoramic world evolution from perspective observation synthesis. Given a single perspective image, AlayaVista constructs a 360-degree scene prior using a pretrained panorama expansion model and then evolves the scene as a camera-conditioned panoramic latent state. A latent viewport renderer maps this state to the requested perspective video latents, while a perspective refiner restores details, suppresses artifacts, and performs super-resolution. To support efficient streaming, we adapt the panoramic generator to chunk-autoregressive generation and distill both panoramic generation and perspective refinement into few-step processes. To provide the supervision required by this design, we construct MUGEN, a large-scale real-world panoramic video dataset containing 1,318 hours of videos at resolutions of at least 4K, together with rich semantic and geometric annotations.

AlayaLab Alaya Lab
·
Sep 12 2

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

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

  • 7 authors
·
Sep 14 1

Reward Forcing: Efficient Streaming Video Generation with Rewarded Distribution Matching Distillation

Efficient streaming video generation is critical for simulating interactive and dynamic worlds. Existing methods distill few-step video diffusion models with sliding window attention, using initial frames as sink tokens to maintain attention performance and reduce error accumulation. However, video frames become overly dependent on these static tokens, resulting in copied initial frames and diminished motion dynamics. To address this, we introduce Reward Forcing, a novel framework with two key designs. First, we propose EMA-Sink, which maintains fixed-size tokens initialized from initial frames and continuously updated by fusing evicted tokens via exponential moving average as they exit the sliding window. Without additional computation cost, EMA-Sink tokens capture both long-term context and recent dynamics, preventing initial frame copying while maintaining long-horizon consistency. Second, to better distill motion dynamics from teacher models, we propose a novel Rewarded Distribution Matching Distillation (Re-DMD). Vanilla distribution matching treats every training sample equally, limiting the model's ability to prioritize dynamic content. Instead, Re-DMD biases the model's output distribution toward high-reward regions by prioritizing samples with greater dynamics rated by a vision-language model. Re-DMD significantly enhances motion quality while preserving data fidelity. We include both quantitative and qualitative experiments to show that Reward Forcing achieves state-of-the-art performance on standard benchmarks while enabling high-quality streaming video generation at 23.1 FPS on a single H100 GPU.

  • 12 authors
·
Dec 4, 2025 3

SANA-Streaming: Real-time Streaming Video Editing with Hybrid Diffusion Transformer

Real-time streaming video-to-video editing (V2V) is critical for interactive applications such as live broadcasting and gaming, yet it remains a formidable challenge due to the stringent requirements for temporal consistency and inference throughput. In this paper, we present SANA-Streaming, a system-algorithm co-designed framework for high-resolution, real-time streaming video editing on consumer GPUs, with the following three core designs: (1) Hybrid Diffusion Transformer architecture introduces softmax attention in part of the blocks to improve local modeling capabilities while preserving the efficiency of linear layers. (2) Cycle-Reverse Regularization is a novel training strategy that enforces semantic consistency by predicting source frames from generated content via flow matching, improving temporal consistency without requiring paired long edited videos. (3) Efficient System Co-design combines fused GDN kernels and Mixed-Precision Quantization (MPQ) optimized for the NVIDIA Blackwell (RTX 5090) architecture. By profiling real-world throughput, our MPQ maximizes Tensor Core utilization while maintaining generation quality. The resulting system achieves real-time 1280 x 704 resolution editing at 24 end-to-end FPS on a single RTX 5090 GPU, with the DiT core running at 58 FPS. Experimental results demonstrate that our co-design approach significantly outperforms existing SOTA methods in both temporal coherence and system throughput.

nvidia NVIDIA
·
May 27 2

SWIFT: Prompt-Adaptive Memory for Efficient Interactive Long Video Generation

Streaming long-video generation faces a central challenge in continuous semantic switching, requiring adaptive memory to preserve coherent visual evolution. Current approaches rely on cache rebuilding at prompt boundaries or fixed memory budgets, but they introduce redundant computation and limit flexible semantic adaptation. This limitation arises from a mismatch between cached video history and prompt updates, as memory preserves visual continuity while prompt switches demand rapid semantic adaptation. Motivated by this observation, we present SWIFT, Semantic Windowing and Injection for Flexible Transitions, a training-free framework for multi-prompt long-video generation that enables efficient semantic switching while preserving temporal coherence in causal video diffusion models. SWIFT introduces a lightweight Semantic Injection Cache that augments cached video memory rather than reconstructing it from scratch at every prompt boundary. To avoid uniformly perturbing all attention channels, we further perform head-wise semantic injection, so that each attention head receives a prompt update proportional to its alignment with the current video state. In addition, we introduce an Adaptive Dynamic Window that allocates temporal memory according to prompt phase, using larger local context near switching boundaries and smaller windows during stable segments to reduce average inference cost. To preserve long-range semantic consistency under compressed local attention, we further maintain segment-level semantic anchors that summarize prompt-conditioned video history and reintroduce it as compact memory tokens. Compared with current state-of-the-art methods, SWIFT preserves generation quality while achieving 22.6 FPS on a single H100 GPU, establishing a substantially more efficient solution for multi-prompt long-video generation. Our code is available at https://github.com/ShanwenTan/SWIFT.

  • 7 authors
·
May 9

ARMS: Anchor-Relational Motion Streaming for Seamless Solo-Social Motion Transitions

Generating temporally continuous and socially coherent human motion from text remains a fundamental challenge, particularly in realistic streams where people act alone, enter interactions, and later disengage. Most existing methods generate fixed-length motion clips under static agent configurations, which makes them brittle to solo-social transitions and unsuitable for incremental generation over long horizons. We propose ARMS, an Anchor-Relational Motion Streaming framework that unifies solo motion and human-human interaction within a single causal generative process. ARMS introduces a dynamics-asymmetric representation that decouples per-person temporal evolution from inter-person alignment via a partner-referenced relative-translation term, enabling seamless switching of social coupling without sacrificing long-horizon stability or spatial consistency between agents. On top of a causal latent space, a causal relational diffusion model progressively refines motion segment by segment using only past context, capturing both intra-person temporal dependencies and inter-person relations. Mode-aware relational gating activates or masks cross-agent connections, allowing the same model to support both solo and interaction generation. Experiments show that ARMS improves transition smoothness and social coherence compared to interaction-centric baselines, while also achieving competitive results on human-human interaction benchmarks.

  • 5 authors
·
Jul 6

StreamDiT: Real-Time Streaming Text-to-Video Generation

Recently, great progress has been achieved in text-to-video (T2V) generation by scaling transformer-based diffusion models to billions of parameters, which can generate high-quality videos. However, existing models typically produce only short clips offline, restricting their use cases in interactive and real-time applications. This paper addresses these challenges by proposing StreamDiT, a streaming video generation model. StreamDiT training is based on flow matching by adding a moving buffer. We design mixed training with different partitioning schemes of buffered frames to boost both content consistency and visual quality. StreamDiT modeling is based on adaLN DiT with varying time embedding and window attention. To practice the proposed method, we train a StreamDiT model with 4B parameters. In addition, we propose a multistep distillation method tailored for StreamDiT. Sampling distillation is performed in each segment of a chosen partitioning scheme. After distillation, the total number of function evaluations (NFEs) is reduced to the number of chunks in a buffer. Finally, our distilled model reaches real-time performance at 16 FPS on one GPU, which can generate video streams at 512p resolution. We evaluate our method through both quantitative metrics and human evaluation. Our model enables real-time applications, e.g. streaming generation, interactive generation, and video-to-video. We provide video results and more examples in our project website: <a href="https://cumulo-autumn.github.io/StreamDiT/">this https URL.</a>

  • 5 authors
·
Jul 4, 2025 5

ARDY: Autoregressive Diffusion with Hybrid Representation for Interactive Human Motion Generation

Generating realistic 3D human motions in real-time within interactive applications is key for animation, simulation, and humanoid robotics. While recent offline motion generation approaches offer precise control via text and kinematic constraints, they lack the inference speed required for interactive settings. Conversely, existing online methods enable real-time synthesis but often sacrifice controllability or struggle with complex text semantics and long-horizon goals due to limited context windows. In this work, we introduce ARDY, a streaming generation framework that bridges this gap by enabling high-fidelity motion generation controllable via online text prompts and flexible kinematic constraints. ARDY employs a hybrid representation that combines explicit root features with a latent body embedding, balancing precise trajectory control with efficient generative learning. We propose a two-stage autoregressive transformer denoiser that features variable history context and supports conditioning on flexible, long-horizon kinematic constraints. By training on a large-scale motion capture dataset and being directly conditioned on text labels and kinematic constraints sampled from ground truth poses, ARDY natively learns controllable generation that supports online prompting and flexible long-horizon goals. Extensive evaluations on the HumanML3D benchmark and the large-scale, high-fidelity Bones Rigplay dataset demonstrate ARDY's high motion quality and constraint adherence, validating the efficacy of our key architectural decisions. Finally, we demonstrate the method's practical versatility through an interactive demo featuring dynamic text control, diverse keyframe pose constraints, path following, and interactive locomotion control via mouse and keyboard. Supplementary video results, code, and model releases can be found at https://research.nvidia.com/labs/sil/projects/ardy/.

nvidia NVIDIA
·
Jul 8 1

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

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

RELIC: Interactive Video World Model with Long-Horizon Memory

A truly interactive world model requires three key ingredients: real-time long-horizon streaming, consistent spatial memory, and precise user control. However, most existing approaches address only one of these aspects in isolation, as achieving all three simultaneously is highly challenging-for example, long-term memory mechanisms often degrade real-time performance. In this work, we present RELIC, a unified framework that tackles these three challenges altogether. Given a single image and a text description, RELIC enables memory-aware, long-duration exploration of arbitrary scenes in real time. Built upon recent autoregressive video-diffusion distillation techniques, our model represents long-horizon memory using highly compressed historical latent tokens encoded with both relative actions and absolute camera poses within the KV cache. This compact, camera-aware memory structure supports implicit 3D-consistent content retrieval and enforces long-term coherence with minimal computational overhead. In parallel, we fine-tune a bidirectional teacher video model to generate sequences beyond its original 5-second training horizon, and transform it into a causal student generator using a new memory-efficient self-forcing paradigm that enables full-context distillation over long-duration teacher as well as long student self-rollouts. Implemented as a 14B-parameter model and trained on a curated Unreal Engine-rendered dataset, RELIC achieves real-time generation at 16 FPS while demonstrating more accurate action following, more stable long-horizon streaming, and more robust spatial-memory retrieval compared with prior work. These capabilities establish RELIC as a strong foundation for the next generation of interactive world modeling.

  • 14 authors
·
Dec 3, 2025 2

PEARL: Personalized Streaming Video Understanding Model

Human cognition of new concepts is inherently a streaming process: we continuously recognize new objects or identities and update our memories over time. However, current multimodal personalization methods are largely limited to static images or offline videos. This disconnects continuous visual input from instant real-world feedback, limiting their ability to provide the real-time, interactive personalized responses essential for future AI assistants. To bridge this gap, we first propose and formally define the novel task of Personalized Streaming Video Understanding (PSVU). To facilitate research in this new direction, we introduce PEARL-Bench, the first comprehensive benchmark designed specifically to evaluate this challenging setting. It evaluates a model's ability to respond to personalized concepts at exact timestamps under two modes: (1) Frame-level, focusing on a specific person or object in discrete frames, and (2) a novel Video-level, focusing on personalized actions unfolding across continuous frames. PEARL-Bench comprises 132 unique videos and 2,173 fine-grained annotations with precise timestamps. Concept diversity and annotation quality are strictly ensured through a combined pipeline of automated generation and human verification. To tackle this challenging new setting, we further propose PEARL, a plug-and-play, training-free strategy that serves as a strong baseline. Extensive evaluations across 8 offline and online models demonstrate that PEARL achieves state-of-the-art performance. Notably, it brings consistent PSVU improvements when applied to 3 distinct architectures, proving to be a highly effective and robust strategy. We hope this work advances vision-language model (VLM) personalization and inspires further research into streaming personalized AI assistants. Code is available at https://github.com/Yuanhong-Zheng/PEARL.

Causal Forcing++: Scalable Few-Step Autoregressive Diffusion Distillation for Real-Time Interactive Video Generation

Real-time interactive video generation requires low-latency, streaming, and controllable rollout. Existing autoregressive (AR) diffusion distillation methods have achieved strong results in the chunk-wise 4-step regime by distilling bidirectional base models into few-step AR students, but they remain limited by coarse response granularity and non-negligible sampling latency. In this paper, we study a more aggressive setting: frame-wise autoregression with only 1--2 sampling steps. In this regime, we identify the initialization of a few-step AR student as the key bottleneck: existing strategies are either target-misaligned, incapable of few-step generation, or too costly to scale. We propose Causal Forcing++, a principled and scalable pipeline that uses causal consistency distillation (causal CD) for few-step AR initialization. The core idea is that causal CD learns the same AR-conditional flow map as causal ODE distillation, but obtains supervision from a single online teacher ODE step between adjacent timesteps, avoiding the need to precompute and store full PF-ODE trajectories. This makes the initialization both more efficient and easier to optimize. The resulting pipeline, \ours, surpasses the SOTA 4-step chunk-wise Causal Forcing under the \textbf{frame-wise 2-step setting} by 0.1 in VBench Total, 0.3 in VBench Quality, and 0.335 in VisionReward, while reducing first-frame latency by 50\% and Stage 2 training cost by sim4times. We further extend the pipeline to action-conditioned world model generation in the spirit of Genie3. Project Page: https://github.com/thu-ml/Causal-Forcing and https://github.com/shengshu-ai/minWM .

ABot-World-0: Infinite Interactive World Rollout on a Single Desktop GPU

We present ABot-World-0, an action-conditioned video world model for real-time, long-horizon closed-loop interaction, supported by a multi-source data infrastructure spanning AAA games, simulation engines, and internet videos to learn controllable world dynamics. WorldExplorer performs agent-driven collection guided by training feedback, while a unified pipeline applies 14 deterministic quality checks, VLM-based assessment, and synchronized action and text annotation. We progressively distill a bidirectional action-conditioned teacher into a causal student through teacher forcing and ODE distillation, and introduce LongForcing to align long student self-rollouts with an extended-horizon teacher, mitigating accumulated distribution shift and autoregressive drift. Raw keyboard actions provide a unified control interface for scene roaming and third-person character interaction, while reference-character memory provides persistent appearance cues for identity consistency during third-person rollouts. For deployment, we co-design a streaming inference stack with a lightweight VAE decoder, efficient attention, memory-aware scheduling, and low-bit DiT inference. Across optimized low-bit configurations, ABot-World-0 streams 720P video at up to 16 FPS on a single NVIDIA RTX 5090 desktop GPU, with 1.2s action-to-first-frame latency and approximately 19GiB peak VRAM. Experiments on WorldRoamBench and extended interactive rollouts demonstrate competitive controllability and coherent long-horizon world evolution.

EgoEdit: Dataset, Real-Time Streaming Model, and Benchmark for Egocentric Video Editing

We study instruction-guided editing of egocentric videos for interactive AR applications. While recent AI video editors perform well on third-person footage, egocentric views present unique challenges - including rapid egomotion and frequent hand-object interactions - that create a significant domain gap. Moreover, existing offline editing pipelines suffer from high latency, limiting real-time interaction. To address these issues, we present a complete ecosystem for egocentric video editing. First, we construct EgoEditData, a carefully designed and manually curated dataset specifically designed for egocentric editing scenarios, featuring rich hand-object interactions, while explicitly preserving hands. Second, we develop EgoEdit, an instruction-following egocentric video editor that supports real-time streaming inference on a single GPU. Finally, we introduce EgoEditBench, an evaluation suite targeting instruction faithfulness, hand and interaction preservation, and temporal stability under egomotion. Across both egocentric and general editing tasks, EgoEdit produces temporally stable, instruction-faithful results with interactive latency. It achieves clear gains on egocentric editing benchmarks-where existing methods struggle-while maintaining performance comparable to the strongest baselines on general editing tasks. EgoEditData and EgoEditBench will be made public for the research community. See our website at https://snap-research.github.io/EgoEdit

snap-research Snap Research
·
Dec 5, 2025 2

Astra: General Interactive World Model with Autoregressive Denoising

Recent advances in diffusion transformers have empowered video generation models to generate high-quality video clips from texts or images. However, world models with the ability to predict long-horizon futures from past observations and actions remain underexplored, especially for general-purpose scenarios and various forms of actions. To bridge this gap, we introduce Astra, an interactive general world model that generates real-world futures for diverse scenarios (e.g., autonomous driving, robot grasping) with precise action interactions (e.g., camera motion, robot action). We propose an autoregressive denoising architecture and use temporal causal attention to aggregate past observations and support streaming outputs. We use a noise-augmented history memory to avoid over-reliance on past frames to balance responsiveness with temporal coherence. For precise action control, we introduce an action-aware adapter that directly injects action signals into the denoising process. We further develop a mixture of action experts that dynamically route heterogeneous action modalities, enhancing versatility across diverse real-world tasks such as exploration, manipulation, and camera control. Astra achieves interactive, consistent, and general long-term video prediction and supports various forms of interactions. Experiments across multiple datasets demonstrate the improvements of Astra in fidelity, long-range prediction, and action alignment over existing state-of-the-art world models.

THU1911 Tsinghua University
·
Dec 9, 2025

X-VC: Zero-shot Streaming Voice Conversion in Codec Space

Zero-shot voice conversion (VC) aims to convert a source utterance into the voice of an unseen target speaker while preserving its linguistic content. Although recent systems have improved conversion quality, building zero-shot VC systems for interactive scenarios remains challenging because high-fidelity speaker transfer and low-latency streaming inference are difficult to achieve simultaneously. In this work, we present X-VC, a zero-shot streaming VC system that performs one-step conversion in the latent space of a pretrained neural codec. X-VC uses a dual-conditioning acoustic converter that jointly models source codec latents and frame-level acoustic conditions derived from target reference speech, while injecting utterance-level target speaker information through adaptive normalization. To reduce the mismatch between training and inference, we train the model with generated paired data and a role-assignment strategy that combines standard, reconstruction, and reversed modes. For streaming inference, we further adopt a chunkwise inference scheme with overlap smoothing that is aligned with the segment-based training paradigm of the codec. Experiments on Seed-TTS-Eval show that X-VC achieves the best streaming WER in both English and Chinese, strong speaker similarity in same-language and cross-lingual settings, and substantially lower offline real-time factor than the compared baselines. These results suggest that codec-space one-step conversion is a practical approach for building high-quality low-latency zero-shot VC systems. Audio samples are available at https://x-vc.github.io. Our code and checkpoints will also be released.

  • 10 authors
·
Apr 13

OmniInteract: Benchmarking Real-World Streaming Interaction for Real-Time Omnimodal Assistants

We introduce OmniInteract, a streaming benchmark for real-time omnimodal large language models evaluated through native online inference over audio-visual streams. Unlike offline video understanding or text-prompted streaming QA, OmniInteract preserves the original audio-visual stream and requires models to process it online, without access to future content. User queries and ambient sounds are embedded in the audio track, requiring models to detect multimodal triggers, decide when to respond, and answer while the stream unfolds. OmniInteract contains 250 videos with 1,430 temporally grounded response slots: 1,062 1Q1A slots across real-time, proactive, and nested scenarios, and 368 1QnA slots for continuous task monitoring and step guidance. Each slot includes a trigger, response window, and target answer. We evaluate response correctness, timing, invalid outputs, interruption handling, and context continuity using Interaction-Aware Quality-Timeliness F1, Interruption Diagnostic Suite, and Nested Chain Completion Score. Experiments show that current models remain weak in streaming interaction, with the best overall IA-QTF1 reaching only 0.368 and the best 1QnA IA-QTF1 only 0.052. Further study on mathematical reasoning in full-duplex settings shows that offline capability does not necessarily transfer to online interaction. Code and datasets will be made publicly accessible at https://github.com/Lucky-Lance/OmniInteract.

  • 11 authors
·
May 25 2

minWM: A Full-Stack Open-Source Framework for Real-Time Interactive Video World Models

Recent video diffusion foundation models have achieved remarkable progress in high-quality video generation, yet turning them into real-time interactive video world models remains challenging. Interactive world models require controllable, causal, and low-latency rollout, which in practice demands a full pipeline spanning data construction, controllable fine-tuning, autoregressive training, few-step distillation, and streaming inference. In this work, we present minWM, a full-stack open-source framework for building real-time interactive video world models. minWM provides an end-to-end pipeline that converts existing bidirectional T2V/TI2V video foundation models into camera-controllable few-step autoregressive world models. Specifically, minWM first fine-tunes a bidirectional video diffusion model with camera control, and then applies the Causal Forcing / Causal Forcing++ pipeline, including AR diffusion training, causal ODE or causal consistency distillation, and asymmetric DMD, to distill it into a few-step autoregressive generator for low-latency rollout. The framework is modular and architecture-extensible: we instantiate it on representative open backbones, including Wan2.1-T2V-1.3B and HY1.5-TI2V-8B, covering both cross-attention-based condition injection and MMDiT-style architectures. minWM also supports adapting existing video world models, such as HY-WorldPlay, to new data distributions, training recipes, and latency targets. Beyond releasing runnable scripts, checkpoints, documentation, and inference code, we provide practical ablations on camera trajectory quality, controllability training steps, and minimal batch-size requirements. We hope minWM serves as a reproducible and extensible recipe for building and adapting real-time interactive video world models. Project Page: [https://github.com/shengshu-ai/minWM](https://github.com/shengshu-ai/minWM)

  • 12 authors
·
May 27 3

LiveEdit: Towards Real-Time Diffusion-Based Streaming Video Editing

Streaming video editing has made rapid progress, yet practical deployment is still limited by two core issues: maintaining stable backgrounds and non-edited regions over time, and achieving the low latency required for real-time interactive scenarios. Meanwhile, recent streaming video generation methods are mostly developed for synthesis and cannot be directly applied to editing due to the strict preservation requirement and region-specific control. In this work, we present a novel streaming video editing framework that performs causal, frame-by-frame editing with strong content preservation and real-time responsiveness. Our key design is a three-stage distillation pipeline that progressively transfers editing capability from a powerful bidirectional foundation model to an efficient unidirectional streaming editor, enabling stable long-horizon edits without sacrificing visual fidelity. To further support real-time deployment, we introduce an AR-oriented mask cache that reuses region-related computation across frames, substantially reducing redundant processing and accelerating inference. Finally, we establish a dedicated benchmark for streaming video editing. Extensive evaluations demonstrate that our method achieves state-of-the-art visual quality among streaming baselines while drastically boosting inference speed to 12.66 FPS, making it suitable for interactive and augmented reality applications.

TextOp: Real-time Interactive Text-Driven Humanoid Robot Motion Generation and Control

Recent advances in humanoid whole-body motion tracking have enabled the execution of diverse and highly coordinated motions on real hardware. However, existing controllers are commonly driven either by predefined motion trajectories, which offer limited flexibility when user intent changes, or by continuous human teleoperation, which requires constant human involvement and limits autonomy. This work addresses the problem of how to drive a universal humanoid controller in a real-time and interactive manner. We present TextOp, a real-time text-driven humanoid motion generation and control framework that supports streaming language commands and on-the-fly instruction modification during execution. TextOp adopts a two-level architecture in which a high-level autoregressive motion diffusion model continuously generates short-horizon kinematic trajectories conditioned on the current text input, while a low-level motion tracking policy executes these trajectories on a physical humanoid robot. By bridging interactive motion generation with robust whole-body control, TextOp unlocks free-form intent expression and enables smooth transitions across multiple challenging behaviors such as dancing and jumping, within a single continuous motion execution. Extensive real-robot experiments and offline evaluations demonstrate instant responsiveness, smooth whole-body motion, and precise control. The project page and the open-source code are available at https://text-op.github.io/

  • 7 authors
·
Feb 6

CosyVoice 2: Scalable Streaming Speech Synthesis with Large Language Models

In our previous work, we introduced CosyVoice, a multilingual speech synthesis model based on supervised discrete speech tokens. By employing progressive semantic decoding with two popular generative models, language models (LMs) and Flow Matching, CosyVoice demonstrated high prosody naturalness, content consistency, and speaker similarity in speech in-context learning. Recently, significant progress has been made in multi-modal large language models (LLMs), where the response latency and real-time factor of speech synthesis play a crucial role in the interactive experience. Therefore, in this report, we present an improved streaming speech synthesis model, CosyVoice 2, which incorporates comprehensive and systematic optimizations. Specifically, we introduce finite-scalar quantization to improve the codebook utilization of speech tokens. For the text-speech LM, we streamline the model architecture to allow direct use of a pre-trained LLM as the backbone. In addition, we develop a chunk-aware causal flow matching model to support various synthesis scenarios, enabling both streaming and non-streaming synthesis within a single model. By training on a large-scale multilingual dataset, CosyVoice 2 achieves human-parity naturalness, minimal response latency, and virtually lossless synthesis quality in the streaming mode. We invite readers to listen to the demos at https://funaudiollm.github.io/cosyvoice2.

  • 19 authors
·
Dec 13, 2024 2

LongLive: Real-time Interactive Long Video Generation

We present LongLive, a frame-level autoregressive (AR) framework for real-time and interactive long video generation. Long video generation presents challenges in both efficiency and quality. Diffusion and Diffusion-Forcing models can produce high-quality videos but suffer from low efficiency due to bidirectional attention. Causal attention AR models support KV caching for faster inference, but often degrade in quality on long videos due to memory challenges during long-video training. In addition, beyond static prompt-based generation, interactive capabilities, such as streaming prompt inputs, are critical for dynamic content creation, enabling users to guide narratives in real time. This interactive requirement significantly increases complexity, especially in ensuring visual consistency and semantic coherence during prompt transitions. To address these challenges, LongLive adopts a causal, frame-level AR design that integrates a KV-recache mechanism that refreshes cached states with new prompts for smooth, adherent switches; streaming long tuning to enable long video training and to align training and inference (train-long-test-long); and short window attention paired with a frame-level attention sink, shorten as frame sink, preserving long-range consistency while enabling faster generation. With these key designs, LongLive fine-tunes a 1.3B-parameter short-clip model to minute-long generation in just 32 GPU-days. At inference, LongLive sustains 20.7 FPS on a single NVIDIA H100, achieves strong performance on VBench in both short and long videos. LongLive supports up to 240-second videos on a single H100 GPU. LongLive further supports INT8-quantized inference with only marginal quality loss.

nvidia NVIDIA
·
Sep 26, 2025 2

MotionStream: Real-Time Video Generation with Interactive Motion Controls

Current motion-conditioned video generation methods suffer from prohibitive latency (minutes per video) and non-causal processing that prevents real-time interaction. We present MotionStream, enabling sub-second latency with up to 29 FPS streaming generation on a single GPU. Our approach begins by augmenting a text-to-video model with motion control, which generates high-quality videos that adhere to the global text prompt and local motion guidance, but does not perform inference on the fly. As such, we distill this bidirectional teacher into a causal student through Self Forcing with Distribution Matching Distillation, enabling real-time streaming inference. Several key challenges arise when generating videos of long, potentially infinite time-horizons: (1) bridging the domain gap from training on finite length and extrapolating to infinite horizons, (2) sustaining high quality by preventing error accumulation, and (3) maintaining fast inference, without incurring growth in computational cost due to increasing context windows. A key to our approach is introducing carefully designed sliding-window causal attention, combined with attention sinks. By incorporating self-rollout with attention sinks and KV cache rolling during training, we properly simulate inference-time extrapolations with a fixed context window, enabling constant-speed generation of arbitrarily long videos. Our models achieve state-of-the-art results in motion following and video quality while being two orders of magnitude faster, uniquely enabling infinite-length streaming. With MotionStream, users can paint trajectories, control cameras, or transfer motion, and see results unfold in real-time, delivering a truly interactive experience.

adobe Adobe
·
Nov 3, 2025 7

Knot Forcing: Taming Autoregressive Video Diffusion Models for Real-time Infinite Interactive Portrait Animation

Real-time portrait animation is essential for interactive applications such as virtual assistants and live avatars, requiring high visual fidelity, temporal coherence, ultra-low latency, and responsive control from dynamic inputs like reference images and driving signals. While diffusion-based models achieve strong quality, their non-causal nature hinders streaming deployment. Causal autoregressive video generation approaches enable efficient frame-by-frame generation but suffer from error accumulation, motion discontinuities at chunk boundaries, and degraded long-term consistency. In this work, we present a novel streaming framework named Knot Forcing for real-time portrait animation that addresses these challenges through three key designs: (1) a chunk-wise generation strategy with global identity preservation via cached KV states of the reference image and local temporal modeling using sliding window attention; (2) a temporal knot module that overlaps adjacent chunks and propagates spatio-temporal cues via image-to-video conditioning to smooth inter-chunk motion transitions; and (3) A "running ahead" mechanism that dynamically updates the reference frame's temporal coordinate during inference, keeping its semantic context ahead of the current rollout frame to support long-term coherence. Knot Forcing enables high-fidelity, temporally consistent, and interactive portrait animation over infinite sequences, achieving real-time performance with strong visual stability on consumer-grade GPUs.

AlibabaTongyiLab TongyiLab
·
Dec 25, 2025 3

SoulX-FlashTalk: Real-Time Infinite Streaming of Audio-Driven Avatars via Self-Correcting Bidirectional Distillation

Deploying massive diffusion models for real-time, infinite-duration, audio-driven avatar generation presents a significant engineering challenge, primarily due to the conflict between computational load and strict latency constraints. Existing approaches often compromise visual fidelity by enforcing strictly unidirectional attention mechanisms or reducing model capacity. To address this problem, we introduce SoulX-FlashTalk, a 14B-parameter framework optimized for high-fidelity real-time streaming. Diverging from conventional unidirectional paradigms, we use a Self-correcting Bidirectional Distillation strategy that retains bidirectional attention within video chunks. This design preserves critical spatiotemporal correlations, significantly enhancing motion coherence and visual detail. To ensure stability during infinite generation, we incorporate a Multi-step Retrospective Self-Correction Mechanism, enabling the model to autonomously recover from accumulated errors and preventing collapse. Furthermore, we engineered a full-stack inference acceleration suite incorporating hybrid sequence parallelism, Parallel VAE, and kernel-level optimizations. Extensive evaluations confirm that SoulX-FlashTalk is the first 14B-scale system to achieve a sub-second start-up latency (0.87s) while reaching a real-time throughput of 32 FPS, setting a new standard for high-fidelity interactive digital human synthesis.

  • 10 authors
·
Dec 29, 2025

Moonshine v2: Ergodic Streaming Encoder ASR for Latency-Critical Speech Applications

Latency-critical speech applications (e.g., live transcription, voice commands, and real-time translation) demand low time-to-first-token (TTFT) and high transcription accuracy, particularly on resource-constrained edge devices. Full-attention Transformer encoders remain a strong accuracy baseline for automatic speech recognition (ASR) because every frame can directly attend to every other frame, which resolves otherwise locally ambiguous acoustics using distant lexical context. However, this global dependency incurs quadratic complexity in sequence length, inducing an inherent "encode-the-whole-utterance" latency profile. For streaming use cases, this causes TTFT to grow linearly with utterance length as the encoder must process the entire prefix before any decoder token can be emitted. To better meet the needs of on-device, streaming ASR use cases we introduce Moonshine v2, an ergodic streaming-encoder ASR model that employs sliding-window self-attention to achieve bounded, low-latency inference while preserving strong local context. Our models achieve state of the art word error rates across standard benchmarks, attaining accuracy on-par with models 6x their size while running significantly faster. These results demonstrate that carefully designed local attention is competitive with the accuracy of full attention at a fraction of the size and latency cost, opening new possibilities for interactive speech interfaces on edge devices.

  • 4 authors
·
Feb 12 1

Hallo-Live: Real-Time Streaming Joint Audio-Video Avatar Generation with Asynchronous Dual-Stream and Human-Centric Preference Distillation

Real-time text-driven joint audio-video avatar generation requires jointly synthesizing portrait video and speech with high fidelity and precise synchronization, yet existing audio-visual diffusion models remain too slow for interactive use and often degrade noticeably after aggressive acceleration. We present Hallo-Live, a streaming framework for joint audio-visual avatar generation that combines asynchronous dual-stream diffusion with human-centric preference-guided distillation. To reduce articulation lag in causal generation, we introduce Future-Expanding Attention, which allows each video block to access synchronous audio together with a short horizon of future phonetic cues. To mitigate the quality loss of few-step distillation, we further propose Human-Centric Preference-Guided DMD (HP-DMD), which reweights training samples using rewards from visual fidelity, speech naturalness, and audio-visual synchronization. On two NVIDIA H200 GPUs, Hallo-Live runs at 20.38 FPS with 0.94 seconds latency, yielding 16.0x higher throughput and 99.3x lower latency than the teacher model Ovi. Despite this speedup, it retains strong generation quality, reaching comparable VideoAlign overall score and Sync Confidence score while outperforming other accelerated baselines in the overall quality-efficiency trade-off. Qualitative results further show robust generalization across photorealistic, multi-speaker, and stylized scenarios. To the best of our knowledge, Hallo-Live is the first framework to combine streaming dual-stream diffusion with preference-guided distillation for real-time, text-driven audio-visual generation.

  • 7 authors
·
Apr 25

FashionChameleon: Towards Real-Time and Interactive Human-Garment Video Customization

Human-centric video customization, particularly at the garment level, has shown significant commercial value. However, existing approaches cannot support low-latency and interactive garment control, which is crucial for applications such as e-commerce and content creation. This paper studies how to achieve interactive multi-garment video customization while preserving motion coherence using only single-garment video data. We present FashionChameleon, a real-time and interactive framework for human-garment customization in autoregressive video generation, where users can interactively switch garment during generation. FashionChameleon consists of three key techniques: (i) Instead of training on multi-garment video data, we train a Teacher Model with In-Context Learning on a single reference-garment pair. By retaining the image-to-video training paradigm while enforcing a mismatch between the reference and garment image, the model is encouraged to implicitly preserve coherence during single-garment switching. (ii) To achieve consistency and efficiency during generation, we introduce Streaming Distillation with In-Context Learning, which fine-tunes the model with in-context teacher forcing and improves extrapolation consistency via gradient-reweighted distribution matching distillation. (iii) To extend the model for interactive multi-garment video customization, we propose Training-Free KV Cache Rescheduling, which includes garment KV refresh, historical KV withdraw, and reference KV disentangle to achieve garment switching while preserving motion coherence. Our FashionChameleon uniquely supports interactive customization and consistent long-video extrapolation, while achieving real-time generation at 23.8 FPS on a single GPU, 30-180times faster than existing baselines.

AGI-LAB-HF AGI Lab
·
May 14 2

Wan-Streamer v0.1: End-to-end Real-time Interactive Foundation Models

We present Wan-Streamer, a native-streaming, end-to-end interactive foundation model designed from the ground up for real-time, low-latency, full-duplex audio-visual interaction. Wan-Streamer seamlessly models language, audio, and video as both input and output within a single Transformer, where the sequence is represented as interleaved visual, audio, and text input tokens together with visual, audio, and text output tokens, coordinated by block-causal attention for incremental streaming. Unlike cascaded interactive systems that rely on separate VAD, ASR, language, TTS, audio-driven animation, or video-generation modules, Wan-Streamer does not rely on external language, speech, avatar, or video-generation modules: perception, reasoning, generation, response timing, turn management, and cross-modal synchronization are learned jointly within one unified model, reducing pipeline latency and error accumulation. To support natural audio-visual responsiveness, we redesign the entire stack around streamability, including causal encoders, causal decoders, block-causal attention, and low-latency multimodal token scheduling, enabling streaming units as short as 160 ms at 25 fps. Wan-Streamer achieves approximately 200 ms model-side response latency and approximately 550 ms total interaction latency when combined with 350 ms bidirectional network latency, supporting sub-second duplex audio-visual communication. These results position Wan-Streamer as a unified, end-to-end, multimodal interactive foundation model for low-latency streaming interaction.

Wan-AI Wan-AI
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Jun 22 13

ReWorld: An Interactive World Model with Long-Horizon Memory

An interactive world model must follow the user's actions, remember the places it has shown, and stream in real time. The tension is structural: control wants a short horizon, memory wants an unbounded one. ReWorld separates the two during training and bounds them at inference. Mixed per-head attention windows confine most heads to the recent past while a small set of global heads attends over the entire history, and random head routing keeps either capability from binding to particular heads; random chunk dropping makes sparse histories in-distribution. At inference the whole past lives under a fixed budget: a bounded KV cache backed by a pose-indexed landmark bank, from which the model retrieves the landmarks nearest the current pose. A metric-scale-aligned data engine places eight sources -- Unreal-rendered fly-throughs, game roaming, and real-world footage -- on one physical action scale, so the same key press moves the camera the same distance in every source, and palindrome trajectories supply the revisit evidence that memory training needs. Distribution-matching distillation confined to a LoRA adapter then compresses sampling to four steps: one backbone serves both a high-fidelity multi-step mode and a real-time interactive one, streaming 704x1280 video across photorealistic, game-style, and stylized worlds. Under a three-axis protocol covering action following, long-horizon recall, and video quality, against six recent interactive world models it attains the best control fidelity (11.95^circ rotation error and the best camera-motion consistency) and the best generation quality; and on minute-long out-and-back rollouts (64\,s, 384 latents), its fixed 12-chunk cache still regenerates the starting view -- at rollout lengths where a sliding window has long evicted the evidence and full-KV attention runs out of memory.

AlibabaTongyiLab TongyiLab
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Aug 23 2

StreamErase: Towards Ultra-Fast Streaming Video Erasing

Current video object removal methods suffer from prohibitive latency (minutes per video) and non-causal processing that prevents real-time interaction. We present StreamErase, enabling sub-second latency with up to 26 FPS streaming generation on a single GPU. Our approach first augments a text-to-video model with mask input to generate high-quality videos that erase target objects and synthesize coherent backgrounds, but does not perform inference on the fly. As such, we progressively transfer the erasing capability from a powerful bidirectional foundation model to an efficient unidirectional streaming eraser, enabling long-horizon erasing without sacrificing visual fidelity. Several key challenges arise when generating videos over long, potentially infinite horizons: (1) bridging the domain gap from training on finite length and extrapolating to long horizons, (2) sustaining high quality by preventing error accumulation, and (3) maintaining fast inference, without increasing computational cost as the context grows. To address these challenges, we carefully designed sliding-window causal attention with attention sinks. By incorporating self-rollout with attention sinks and KV cache rolling during training, we simulate inference-time extrapolations with a fixed context window, enabling constant-speed generation of arbitrarily long videos. Finally, we establish a dedicated benchmark, LongErase, for streaming long-video object removal. Our model achieves strong performance compared to existing video object erasing models and generalizes well to real-world video scenarios, uniquely enabling infinite-length streaming. With StreamErase, users can input a mask and see the erasing results unfold in real-time, delivering a truly interactive experience.

  • 7 authors
·
Oct 13 2

StreamMind: Unlocking Full Frame Rate Streaming Video Dialogue through Event-Gated Cognition

With the rise of real-world human-AI interaction applications, such as AI assistants, the need for Streaming Video Dialogue is critical. To address this need, we introduce StreamMind, a video LLM framework that achieves ultra-FPS streaming video processing (100 fps on a single A100) and enables proactive, always-on responses in real time, without explicit user intervention. To solve the key challenge of the contradiction between linear video streaming speed and quadratic transformer computation cost, we propose a novel perception-cognition interleaving paradigm named ''event-gated LLM invocation'', in contrast to the existing per-time-step LLM invocation. By introducing a Cognition Gate network between the video encoder and the LLM, LLM is only invoked when relevant events occur. To realize the event feature extraction with constant cost, we propose Event-Preserving Feature Extractor (EPFE) based on state-space method, generating a single perception token for spatiotemporal features. These techniques enable the video LLM with full-FPS perception and real-time cognition response. Experiments on Ego4D and SoccerNet streaming tasks, as well as standard offline benchmarks, demonstrate state-of-the-art performance in both model capability and real-time efficiency, paving the way for ultra-high-FPS applications, such as Game AI and interactive media. The code and data is available at https://aka.ms/StreamMind.

  • 7 authors
·
Sep 6, 2025

EditStream: A Unified Autoregressive Framework for Interactive Video Generation and Editing

Interactive video generation and editing are becoming increasingly important for creative design. In this report, we introduce EditStream: a unified framework for interactive video generation and editing. EditStream unifies multiple video creation and manipulation tasks within a single DiT-based model through flexible task-specific conditioning, and further transforms it into a fast, few-step autoregressive model for efficient streaming. It supports Text-to-Video, Image-to-Video, Video-to-Video, Editing Propagation, Reference-guided Video Editing, and Camera Pose Change, enabling flexible control over video generation, transformation, and editing within one system. To make the unified model practical for interactive use, we develop a two-stage distillation approach that combines Velocity Moment Matching (VMM) with autoregressive unrolling. VMM matches conditional velocity moments at student-reached intermediate states to preserve generation quality and motion, while unrolling exposes the student to its own autoregressive predictions to improve temporal stability. Together, they alleviate common challenges in few-step autoregressive video generation, including over-saturation, degraded motion, temporal instability, and complex training. EditStream provides a practical and scalable solution that bridges high-quality diffusion-based video models with interactive creative workflows.

  • 8 authors
·
Aug 15

StreamDiffusion: A Pipeline-level Solution for Real-time Interactive Generation

We introduce StreamDiffusion, a real-time diffusion pipeline designed for interactive image generation. Existing diffusion models are adept at creating images from text or image prompts, yet they often fall short in real-time interaction. This limitation becomes particularly evident in scenarios involving continuous input, such as Metaverse, live video streaming, and broadcasting, where high throughput is imperative. To address this, we present a novel approach that transforms the original sequential denoising into the batching denoising process. Stream Batch eliminates the conventional wait-and-interact approach and enables fluid and high throughput streams. To handle the frequency disparity between data input and model throughput, we design a novel input-output queue for parallelizing the streaming process. Moreover, the existing diffusion pipeline uses classifier-free guidance(CFG), which requires additional U-Net computation. To mitigate the redundant computations, we propose a novel residual classifier-free guidance (RCFG) algorithm that reduces the number of negative conditional denoising steps to only one or even zero. Besides, we introduce a stochastic similarity filter(SSF) to optimize power consumption. Our Stream Batch achieves around 1.5x speedup compared to the sequential denoising method at different denoising levels. The proposed RCFG leads to speeds up to 2.05x higher than the conventional CFG. Combining the proposed strategies and existing mature acceleration tools makes the image-to-image generation achieve up-to 91.07fps on one RTX4090, improving the throughputs of AutoPipline developed by Diffusers over 59.56x. Furthermore, our proposed StreamDiffusion also significantly reduces the energy consumption by 2.39x on one RTX3060 and 1.99x on one RTX4090, respectively.

  • 10 authors
·
Dec 19, 2023 5

RealCam: Real-Time Novel-View Video Generation with Interactive Camera Control

Camera-controlled video-to-video (V2V) generation enables dynamic viewpoint synthesis from monocular footage, holding immense potential for interactive filmmaking and live broadcasting. However, existing implicit synthesis methods fundamentally rely on non-causal, full-sequence processing and rigid prefix-style temporal concatenation. This architectural paradigm mandates bidirectional attention, resulting in prohibitive computational latency, quadratic complexity scaling, and inherent incompatibility with real-time streaming or variable-length inputs. To overcome these limitations, we introduce RealCam, a novel autoregressive framework for interactive, real-time camera-controlled V2V generation. We first design a high-fidelity teacher model grounded in a Cross-frame In-context Learning paradigm. By interleaving source and target frames into synchronized contextual pairs, our design inherently enables length-agnostic generalization and naturally facilitates causal adaptation, breaking the rigid prefix bottleneck. We then distill this teacher into a few-step causal student via Self-Forcing with Distribution Matching Distillation, enabling efficient, on-the-fly streaming synthesis. Furthermore, to mitigate severe loop inconsistency in closed-loop trajectories, we propose Loop-Closed Data Augmentation (LoopAug), a novel paradigm that synthesizes globally consistent loop sequences from existing multiview datasets. Extensive experiments demonstrate that RealCam achieves state-of-the-art visual fidelity and temporal consistency while enabling truly interactive camera control with orders-of-magnitude faster inference than existing paradigms. Our project page is at https://xyc-fly.github.io/RealCam/.

  • 8 authors
·
May 6

DeCoPrune: Efficient KV-Cache Pruning for Autoregressive Video Diffusion via Denoising Consistency

Autoregressive video diffusion supports streaming generation and interactive control, but its KV cache grows continuously with the generated history. Existing compression strategies either discard history using fixed windows or select tokens through local attention and similarity signals, which do not directly measure whether the current chunk contributes information beyond the retained context. We introduce DeCoPrune, a training-free method that treats cache compression as a denoising-consistency problem. We find empirically that denoising difficulty provides a useful proxy for a token's value in long-term retention: tokens with larger step-to-final discrepancies tend to carry visual evidence that is less predictable from the retained context. DeCoPrune measures each current-chunk token's denoising difficulty using the discrepancy between its intermediate clean prediction and final denoised value, retaining high-discrepancy tokens in the long-term cache while pruning those with low discrepancy. To evaluate information retention, we introduce CMBench, comprising 58 approximately one-minute generated or real-world context episodes and 116 Reappear or Revisit continuation tasks that require recalling specific previously observed objects or scenes. Experiments with LingBot World v2 show that DeCoPrune preserves near-FullKV long-range recall while pruning over 85% of historical KV tokens and accelerating continuation generation by over 4times, substantially outperforming the evaluated compression baselines at comparable budgets. These results indicate that denoising consistency can serve as a model-intrinsic signal for retaining long-range information while reducing autoregressive inference cost. Our project homepage is https://decoprune.github.io. The code is available at https://github.com/DeCoPrune/CMBench, and the benchmark at https://huggingface.co/datasets/Aoraku/CMBench.

mmlab-ntu MMLab@NTU
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Oct 4 1

Rolling Forcing: Autoregressive Long Video Diffusion in Real Time

Streaming video generation, as one fundamental component in interactive world models and neural game engines, aims to generate high-quality, low-latency, and temporally coherent long video streams. However, most existing work suffers from severe error accumulation that often significantly degrades the generated stream videos over long horizons. We design Rolling Forcing, a novel video generation technique that enables streaming long videos with minimal error accumulation. Rolling Forcing comes with three novel designs. First, instead of iteratively sampling individual frames, which accelerates error propagation, we design a joint denoising scheme that simultaneously denoises multiple frames with progressively increasing noise levels. This design relaxes the strict causality across adjacent frames, effectively suppressing error growth. Second, we introduce the attention sink mechanism into the long-horizon stream video generation task, which allows the model to keep key value states of initial frames as a global context anchor and thereby enhances long-term global consistency. Third, we design an efficient training algorithm that enables few-step distillation over largely extended denoising windows. This algorithm operates on non-overlapping windows and mitigates exposure bias conditioned on self-generated histories. Extensive experiments show that Rolling Forcing enables real-time streaming generation of multi-minute videos on a single GPU, with substantially reduced error accumulation.

TencentARC ARC Lab, Tencent
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Sep 29, 2025 3

EchoAvatar: Real-time Generative Avatar Animation from Audio Streams

Real-time synthesis of high-fidelity 3D character motion from audio is a pivotal component for next-generation interactive avatars and virtual assistants. However, most existing approaches are limited to offline processing of complete audio sequences or are constrained to specific domains, rarely handling both speech and music effectively. In this paper, we introduce a novel framework designed to generate continuous, coherent full-body motion from streaming speech and music with low latency. Central to our approach is a unified streaming architecture capable of synthesizing continuous motion from incremental audio inputs. We employ a robust training strategy that enforces strong audio dependency, allowing the model to seamlessly generalize across conversational speech and rhythmic music without requiring explicit domain labels or mode switching. Additionally, we explored Reinforcement Learning to refine the quality of online generation. Furthermore, we bridge reactive animation with intent-driven behavior via a tool-call interface that allows upstream Large Language Models to inject explicit semantic control. By combining this controllability with stream audio-driven synthesis, our framework serves as a plug-and-play solution for transforming voice agents into interactive humanoid avatars. Extensive experiments demonstrate that our method outperforms state-of-the-art realtime baselines in motion quality and synchronization while maintaining the flexibility required for live deployment. Our code, pre-trained models, and videos are available at https://robinwitch.github.io/EchoAvatar-Page.

  • 6 authors
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May 26

Ditto: Motion-Space Diffusion for Controllable Realtime Talking Head Synthesis

Recent advances in diffusion models have revolutionized audio-driven talking head synthesis. Beyond precise lip synchronization, diffusion-based methods excel in generating subtle expressions and natural head movements that are well-aligned with the audio signal. However, these methods are confronted by slow inference speed, insufficient fine-grained control over facial motions, and occasional visual artifacts largely due to an implicit latent space derived from Variational Auto-Encoders (VAE), which prevent their adoption in realtime interaction applications. To address these issues, we introduce Ditto, a diffusion-based framework that enables controllable realtime talking head synthesis. Our key innovation lies in bridging motion generation and photorealistic neural rendering through an explicit identity-agnostic motion space, replacing conventional VAE representations. This design substantially reduces the complexity of diffusion learning while enabling precise control over the synthesized talking heads. We further propose an inference strategy that jointly optimizes three key components: audio feature extraction, motion generation, and video synthesis. This optimization enables streaming processing, realtime inference, and low first-frame delay, which are the functionalities crucial for interactive applications such as AI assistants. Extensive experimental results demonstrate that Ditto generates compelling talking head videos and substantially outperforms existing methods in both motion control and realtime performance.

  • 5 authors
·
Nov 29, 2024 2

Fast Autoregressive Video Diffusion and World Models with Temporal Cache Compression and Sparse Attention

Autoregressive video diffusion models enable streaming generation, opening the door to long-form synthesis, video world models, and interactive neural game engines. However, their core attention layers become a major bottleneck at inference time: as generation progresses, the KV cache grows, causing both increasing latency and escalating GPU memory, which in turn restricts usable temporal context and harms long-range consistency. In this work, we study redundancy in autoregressive video diffusion and identify three persistent sources: near-duplicate cached keys across frames, slowly evolving (largely semantic) queries/keys that make many attention computations redundant, and cross-attention over long prompts where only a small subset of tokens matters per frame. Building on these observations, we propose a unified, training-free attention framework for autoregressive diffusion: TempCache compresses the KV cache via temporal correspondence to bound cache growth; AnnCA accelerates cross-attention by selecting frame-relevant prompt tokens using fast approximate nearest neighbor (ANN) matching; and AnnSA sparsifies self-attention by restricting each query to semantically matched keys, also using a lightweight ANN. Together, these modules reduce attention, compute, and memory and are compatible with existing autoregressive diffusion backbones and world models. Experiments demonstrate up to x5--x10 end-to-end speedups while preserving near-identical visual quality and, crucially, maintaining stable throughput and nearly constant peak GPU memory usage over long rollouts, where prior methods progressively slow down and suffer from increasing memory usage.

  • 6 authors
·
Feb 2 2

Audio Interaction Model

Audio is an inherently interactive modality, yet today's Large Audio Language Models (LALMs) are offline, and streaming audio models each handle only a single task such as streaming ASR or voice chatting. It is time to unify them into one online LALM: a model that, through an always-on perceive-decide-respond loop, listens to sound, environment, and instructions in real time and reacts on the fly. We formalize this regime as the Audio Interaction Model, and realize it with Audio-Interaction, a unified streaming model that retains offline task execution while adding online general audio instruction following, from dialogue to full voice chatting, deciding when to respond from the semantics of the stream. To enable this, we propose SoundFlow, a framework that instantiates the perceive-decide-respond loop end to end, from data to training to deployment, through streaming-native data construction, comprehension-aware training, and asynchronous low-latency inference for stable real-time interaction. We further construct StreamAudio-2M, a 2.6M-item streaming corpus spanning 7 fundamental abilities and 28 sub-tasks, and Proactive-Sound-Bench for evaluating proactive audio intervention. Across 8 benchmarks, Audio-Interaction preserves competitive performance on mainstream audio tasks while unlocking capabilities inaccessible to offline LALMs, including real-time ASR, streaming audio instruction following, and proactive help.

On-Policy Adversarial Flow Distillation for Autoregressive Video Generation

Autoregressive video generators are attractive for streaming, long-horizon, and interactive applications, but distilling strong black-box teachers into causal students remains difficult. The student must learn under its own rollout distribution, whereas practical teachers may expose only prompt-conditioned completed videos and may differ in architecture, capacity, temporal design, and sampling schedule. This interface makes supervised fine-tuning off-policy, score-based distillation inapplicable, and direct adversarial imitation too sparse for denoising-time credit assignment. We propose Adversarial Flow Distillation (AFD), an on-policy framework for heterogeneous black-box video distillation. AFD queries the teacher and rolls out the current student on the same prompts, trains a prompt-paired Bradley-Terry discriminator to estimate clean-sample teacher-student discrepancy, and converts the resulting on-policy advantage into forward-process flow-matching updates on the student's own noised states. Thus, AFD provides dense velocity-field supervision while requiring no teacher scores, latents, denoising trajectories, step alignment, or reverse-chain reinforcement learning. Experiments across two causal AR student families show that AFD consistently improves motion- and physics-sensitive generation while preserving general video quality, and ablations validate the importance of adaptive on-policy feedback and forward-process credit assignment. The method requires only clean teacher videos and student rollouts, providing a practical route for distilling proprietary or heterogeneous video generators into efficient autoregressive students.

  • 7 authors
·
May 24 3

Playing with Transformer at 30+ FPS via Next-Frame Diffusion

Autoregressive video models offer distinct advantages over bidirectional diffusion models in creating interactive video content and supporting streaming applications with arbitrary duration. In this work, we present Next-Frame Diffusion (NFD), an autoregressive diffusion transformer that incorporates block-wise causal attention, enabling iterative sampling and efficient inference via parallel token generation within each frame. Nonetheless, achieving real-time video generation remains a significant challenge for such models, primarily due to the high computational cost associated with diffusion sampling and the hardware inefficiencies inherent to autoregressive generation. To address this, we introduce two innovations: (1) We extend consistency distillation to the video domain and adapt it specifically for video models, enabling efficient inference with few sampling steps; (2) To fully leverage parallel computation, motivated by the observation that adjacent frames often share the identical action input, we propose speculative sampling. In this approach, the model generates next few frames using current action input, and discard speculatively generated frames if the input action differs. Experiments on a large-scale action-conditioned video generation benchmark demonstrate that NFD beats autoregressive baselines in terms of both visual quality and sampling efficiency. We, for the first time, achieves autoregressive video generation at over 30 Frames Per Second (FPS) on an A100 GPU using a 310M model.

  • 6 authors
·
Jun 2, 2025

Q-ARVD: Quantizing Autoregressive Video Diffusion Models

Autoregressive video diffusion models (ARVDs) have emerged as a promising architecture for streaming video generation, paving the way for real-time interactive video generation and world modeling. Despite their potential, the substantial inference cost of ARVDs remains a major obstacle to practical deployment, making model quantization a natural direction for improving efficiency. However, quantization for ARVDs remains largely unexplored. Our empirical analysis shows that directly applying existing quantization schemes developed for standard diffusion transformers to ARVDs leads to suboptimal performance, revealing quantization behaviors that differ from those observed in bidirectional diffusion models. In this paper, we identify two critical challenges in quantizing ARVDs: (C1) Highly unbalanced frame-wise quantization sensitivity. Error accumulation during autoregressive generation can induce severely skewed quantization sensitivity across frames, following an exponential-like decay pattern. (C2) Prominent and heterogeneous outlier patterns in weights. Weight distributions exhibit pronounced outlier channels, whose patterns vary substantially across layer types and block depths. To address these issues, we propose Q-ARVD, a novel framework for accurate ARVD quantization. (S1) To tackle the highly unbalanced frame-wise sensitivity, Q-ARVD incorporates a final-quality aware frame-weighting mechanism into the quantization objective. (S2) To prevent heterogeneous outliers from degrading performance, Q-ARVD introduces an outlier-aware adaptive dual-scale quantization, which automatically detects the presence and quantity of outlier channels for an arbitrary layer, and isolates them to protect normal channels. Extensive experiments demonstrate the superiority of Q-ARVD.

Ola: Pushing the Frontiers of Omni-Modal Language Model with Progressive Modality Alignment

Recent advances in large language models, particularly following GPT-4o, have sparked increasing interest in developing omni-modal models capable of understanding more modalities. While some open-source alternatives have emerged, there is still a notable lag behind specialized single-modality models in performance. In this paper, we present Ola, an Omni-modal language model that achieves competitive performance across image, video, and audio understanding compared to specialized counterparts. The core design of Ola lies in its progressive modality alignment strategy that extends the supporting modality of the language model progressively. Our training pipeline begins with the most distinct modalities: image and text, then gradually expands the skill sets of the model using speech data that connects language and audio knowledge, and video data that connects all modalities. The progressive learning pipeline also enables us to maintain a relatively small size of the cross-modal alignment data, making developing omni-modal from existing vision-language models easy and less costly. Moreover, to unlock an advanced interactive experience like GPT-4o, we further design a sentence-wise decoding solution for streaming speech generation. Extensive experiments demonstrate that Ola surpasses existing open omni-modal LLMs across all modalities while achieving highly competitive performance compared to state-of-the-art specialized models of similar sizes. We aim to make Ola a fully open omni-modal understanding solution to advance future research in this emerging field. Model weights, code, and data are open-sourced at https://github.com/Ola-Omni/Ola.

  • 7 authors
·
Feb 6, 2025 2

FlashRT: Agent Harness for Guiding Agents to Deploy Real-Time Multimodal Applications

Real-time multimodal applications, including voice agents and interactive video generation, compose heterogeneous models into pipelines whose efficient deployment requires application-specific decisions about placement, streaming, and intra-model parallelism. Existing serving systems and auto-parallelism compilers commit to limited transformations and fixed workload assumptions, so achieving high performance on a new application requires hand-crafting an efficient implementation. We present FlashRT, an agent harness that guides coding agents to lift simple developer-written reference implementations into optimized multi-GPU deployments that flexibly weigh target metrics like latency and throughput. Using a new chain-of-program paradigm, FlashRT directs a generic coding agent through a multi-pass transformation process where an agent transforms the reference into an intermediate representation (IR) to capture data dependencies and persistent-state scopes, validates this IR via a sequential interpreter, and performs static analyses to identify candidate transformations. Then, the agent iteratively implements, verifies, and benchmarks each candidate under a measurement-gated optimization loop to produce effective deployments that span different hardware budgets. Across various applications, including video world models and multimodal LLMs, FlashRT converts reference implementations into highly efficient deployments, delivering up to ~70x latency reduction and 2.8x throughput improvement on NVIDIA B200 GPUs. On AMD MI355X GPUs, FlashRT matches the peak latency reduction while increasing peak throughput improvement to 3.6x, demonstrating that agent-driven optimization can be more scalable on platforms with less mature expert optimization. In fact, for Qwen3-Omni text-to-audio inference, FlashRT reduces response latency by 65% compared to the expert vLLM-Omni implementation on AMD MI355X.

  • 6 authors
·
Jul 19 2

Causal Motion Diffusion Models for Autoregressive Motion Generation

Recent advances in motion diffusion models have substantially improved the realism of human motion synthesis. However, existing approaches either rely on full-sequence diffusion models with bidirectional generation, which limits temporal causality and real-time applicability, or autoregressive models that suffer from instability and cumulative errors. In this work, we present Causal Motion Diffusion Models (CMDM), a unified framework for autoregressive motion generation based on a causal diffusion transformer that operates in a semantically aligned latent space. CMDM builds upon a Motion-Language-Aligned Causal VAE (MAC-VAE), which encodes motion sequences into temporally causal latent representations. On top of this latent representation, an autoregressive diffusion transformer is trained using causal diffusion forcing to perform temporally ordered denoising across motion frames. To achieve fast inference, we introduce a frame-wise sampling schedule with causal uncertainty, where each subsequent frame is predicted from partially denoised previous frames. The resulting framework supports high-quality text-to-motion generation, streaming synthesis, and long-horizon motion generation at interactive rates. Experiments on HumanML3D and SnapMoGen demonstrate that CMDM outperforms existing diffusion and autoregressive models in both semantic fidelity and temporal smoothness, while substantially reducing inference latency.

  • 3 authors
·
Feb 25 2

EgoPro-Bench: Benchmarking Personalized Proactive Interaction in Egocentric Video Streams

Existing Multimodal Large Language Models (MLLMs) remain primarily reactive, failing to continuously perceive environments or proactively assist users. While emerging benchmarks address proactivity, they are largely confined to alert scenarios, neglect personalized context, and fail to evaluate the precise timing of human-machine interactions (HMI).In this paper, we introduce EgoPro-Bench, a novel benchmark for training and evaluating proactive interaction capabilities based on streaming egocentric videos; it comprises 2,400 videos in the evaluation set and over 12,000 videos in the training set.Unlike previous works, EgoPro-Bench leverages simulated user profiles to generate diverse user intentions and to construct high-fidelity HMI data across 12 distinct domains.Subsequently, we propose a specialized evaluation protocol and metrics, train proactive interaction models designed for efficient reasoning and low-latency interaction on streaming video data, and conduct comprehensive evaluations.Furthermore, we introduce an interaction principle termed "short thinking, better interaction", which allocates a limited token budget prior to intent recognition, thereby enhancing interaction performance.The experiments demonstrate that EgoPro-Bench substantially enhances the intention understanding capabilities of MLLMs and enables accurate identification of appropriate timings for HMI, thereby laying a solid foundation for next-generation user-centric proactive interactive agents.

  • 8 authors
·
May 7

Harnessing Streaming Video in the Wild

Vision-Language Models (VLMs) are increasingly required to process unbounded video streams in applications such as video-call assistants, live commentary, and embodied robots. An ideal streaming system should support proactive interaction, long-horizon memory, and real-time processing, while resting on a VLM backbone capable of handling diverse in-the-wild streaming tasks. However, existing VLMs excel at offline video understanding but fall short in streaming capabilities and lack dedicated infrastructure for streaming deployment. We address this gap on three fronts. (i) For backbone capability, we construct Streaming-Train-248K, a streaming dataset paired with a novel training objective for adapting VLMs to streaming interaction and understanding. (ii) For real-world deployment, we introduce Streaming Harness, a plug-and-play system that endows any VLM with three core abilities: proactive interaction (per-second response decisions), long-term memory (12-hour context retention), and real-time processing (sub-second latency). (iii) To drive continued community progress on streaming capabilities, we design Streaming-Eval, a benchmark that reflects models' capabilities across diverse in-the-wild scenarios. Extensive experiments demonstrate consistent gains from our approach across all core capabilities required for streaming video understanding. We will open-source our data, code, and benchmark to advance the community's shift from offline video understanding to deployable streaming intelligence.

  • 11 authors
·
Jun 6

Wan-Streamer v0.2: Higher Resolution, Same Latency

We present Wan-Streamer v0.2, a latency-preserving upgrade of the native-streaming, end-to-end audio-visual interaction model. v0.2 keeps the v0.1 modeling formulation, but raises the interactive output stream from 192x336 to 640x368 while preserving approximately 200 ms model-side signal-to-signal latency at 25 FPS. The higher-resolution stream supports scene-grounded mid-shot agents whose posture, gaze, hands, nearby objects, and local scene layout remain legible during real-time conversation. To support the larger visual stream without adding user-visible delay, v0.2 keeps the thinker as a single-GPU low-latency path for streaming perception, the short language/state Transformer pass that builds the generation cache, and final decoding. The performer becomes a multi-GPU Ulysses-style context-parallel group for the expensive next-unit latent generation. Each performer rank writes incoming K/V into a pre-sharded local cache. The long high-resolution latent video sequence is split across ranks for denoising and gathered through Ulysses communication, while the much shorter audio latent sequence is generated without sequence sharding. In this split, the thinker's language/state computation reaches the performer only as K/V conditioning, so no separate language sequence has to be communicated inside the performer group. This concentrates additional hardware on visual generation while preserving the compact thinker-performer boundary, keeping total remote interaction latency at approximately 550 ms when a 350 ms bidirectional network budget is included.

Wan-AI Wan-AI
·
Jul 4 3

Live Assistant: Learning Whether, When, and Whom to Assist in Real-World Live Social Streams

Livestreams are long-lasting interactive environments where audiovisual content, viewer activity, host behavior, and platform signals evolve together, creating assistance needs that emerge from the stream itself. We introduce \liveassistant, a framework for mixed-initiative, role-conditioned assistance that formulates livestream interaction as four coupled decisions: whether to act, when to act, whom to address, and what to communicate. At each 10-second interval, one autoregressive policy consumes native audio and video with synchronized comments, gifts, viewer dynamics, and room metadata, then selects OBS, MEM, or ANS. OBS remains silent, MEM records a private semantic update, and ANS specifies a recipient, task, and grounded message. To support this task, we build a trajectory engine that reconstructs real livestream sessions into structured causal supervision, yielding over 320 hours of optimization trajectories and a human-reviewed benchmark of 275 clips and 13,812 decision intervals. We train the policy with Marker-Aware Multiturn Supervised Fine-Tuning (MA-MSFT), which strengthens sparse structured decisions, followed by Streaming Multiturn GSPO (SM-GSPO), which optimizes self-generated trajectories with turn- and trajectory-level credit. On the held-out benchmark, \liveassistant reaches 71.14 state accuracy, 72.67 recipient accuracy, and 58.41 task accuracy, with consistent gains over representative streaming and general multimodal baselines. Together, the formulation, benchmark, and training framework establish livestream assistance as selective participation in a shared social stream.

  • 9 authors
·
Sep 22

EvoStreaming: Your Offline Video Model Is a Natively Streaming Assistant

Streaming video understanding demands more than watching longer videos: assistants must decide when to speak in real time, balancing responsiveness against verbosity. Yet most video-language models (VideoLLMs) are trained for offline inference, and existing streaming benchmarks externalize this timing decision to the evaluator. We address this gap with RealStreamEval, a frame-level multi-turn evaluation protocol that exposes models to sequential observations and penalizes unnecessary responses. Under this protocol, we observed that strong offline VideoLLMs retain useful visual understanding but lack an interaction policy for deciding when to respond. Motivated by this observation, we propose EvoStreaming, a self-evolved streaming adaptation framework in which the base model itself acts as data generator, relevance annotator, and roll-out policy to synthesize streaming trajectories without external supervision. With only 1{,}000 self-generated samples (139times less than the leading streaming instruction-tuning approach) and no architectural changes, EvoStreaming consistently improves the overall RealStreamEval score by up to 10.8 points across five open VideoLLM backbones (Qwen2/2.5/3-VL, InternVL-3.5, MiniCPM-V4.5) while largely preserving offline video performance. These results suggest that data-efficient interaction tuning is a practical path for adapting existing VideoLLMs to streaming assistants.

  • 8 authors
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May 10

Dispider: Enabling Video LLMs with Active Real-Time Interaction via Disentangled Perception, Decision, and Reaction

Active Real-time interaction with video LLMs introduces a new paradigm for human-computer interaction, where the model not only understands user intent but also responds while continuously processing streaming video on the fly. Unlike offline video LLMs, which analyze the entire video before answering questions, active real-time interaction requires three capabilities: 1) Perception: real-time video monitoring and interaction capturing. 2) Decision: raising proactive interaction in proper situations, 3) Reaction: continuous interaction with users. However, inherent conflicts exist among the desired capabilities. The Decision and Reaction require a contrary Perception scale and grain, and the autoregressive decoding blocks the real-time Perception and Decision during the Reaction. To unify the conflicted capabilities within a harmonious system, we present Dispider, a system that disentangles Perception, Decision, and Reaction. Dispider features a lightweight proactive streaming video processing module that tracks the video stream and identifies optimal moments for interaction. Once the interaction is triggered, an asynchronous interaction module provides detailed responses, while the processing module continues to monitor the video in the meantime. Our disentangled and asynchronous design ensures timely, contextually accurate, and computationally efficient responses, making Dispider ideal for active real-time interaction for long-duration video streams. Experiments show that Dispider not only maintains strong performance in conventional video QA tasks, but also significantly surpasses previous online models in streaming scenario responses, thereby validating the effectiveness of our architecture. The code and model are released at https://github.com/Mark12Ding/Dispider.

  • 8 authors
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Jan 6, 2025 6

VideoLLM-online: Online Video Large Language Model for Streaming Video

Recent Large Language Models have been enhanced with vision capabilities, enabling them to comprehend images, videos, and interleaved vision-language content. However, the learning methods of these large multimodal models typically treat videos as predetermined clips, making them less effective and efficient at handling streaming video inputs. In this paper, we propose a novel Learning-In-Video-Stream (LIVE) framework, which enables temporally aligned, long-context, and real-time conversation within a continuous video stream. Our LIVE framework comprises comprehensive approaches to achieve video streaming dialogue, encompassing: (1) a training objective designed to perform language modeling for continuous streaming inputs, (2) a data generation scheme that converts offline temporal annotations into a streaming dialogue format, and (3) an optimized inference pipeline to speed up the model responses in real-world video streams. With our LIVE framework, we built VideoLLM-online model upon Llama-2/Llama-3 and demonstrate its significant advantages in processing streaming videos. For instance, on average, our model can support streaming dialogue in a 5-minute video clip at over 10 FPS on an A100 GPU. Moreover, it also showcases state-of-the-art performance on public offline video benchmarks, such as recognition, captioning, and forecasting. The code, model, data, and demo have been made available at https://showlab.github.io/videollm-online.

  • 10 authors
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Jun 17, 2024 1

APM-Bench: Benchmarking Cross-session Persistent Memory for Egocentric Streaming Video Assistants

To serve as real-world personal assistants, streaming video models need persistent memory that retains past experiences for later use. Yet existing streaming benchmarks and methods often focus on individual continuous videos or short clips, overlooking that real-world interactions are often intermittent and require memory to persist across interruptions. To fill this gap, we introduce APM-Bench, which reformulates real-world streaming interaction as multi-session life trajectories. It contains 549 sessions, 104 trajectories, and 2,719 candidates, spanning both objective and open-ended questions. Each session is a video with fine-grained annotations, and sessions within a trajectory revolve around related activities. Models then use persistent memory to answer questions about past sessions and provide proactive responses while maintaining real-time interaction. This raises challenges: persistent memory must be storable, selectively retain information, be injected at the right time, and remain efficient. Moreover, finite storage may leave required evidence unavailable, so assistants should recognize missing evidence. Therefore, we systematically evaluate general video models under different memory protocols and diverse specialized streaming memory systems, and test whether models acknowledge insufficient evidence. Our evaluation reveals a clear utility--latency--storage trade-off: existing methods still struggle to simultaneously achieve reliable long-term recall, low overhead, and effective proactive assistance across sessions. APM-Bench provides a comprehensive testbed for developing and comparing persistent memory systems under realistic streaming conditions. We hope it encourages future work that jointly considers utility, latency, and storage toward more practical persistent memory for real-world streaming assistants.