new

Get trending papers in your email inbox!

Subscribe

Daily Papers

byAK and the research community

Oct 16

SWIM: Compact Environment Representation for Reinforcement Learning Human Swimming

Deep reinforcement learning (RL) has driven rapid progress in physically-based motion generation, yet synthesizing robust motion policies in dense fluid environments (e.g. swimming) remains unsolved. Unlike land motion, where environmental impact is sparse and can be coarsely modeled (e.g. gravity, normal reaction), swimming requires continuous, full-body coordination under pressure and flow forces across the entire body surface; fully-coupled rigid-fluid simulation is far too slow for the millions of interactions RL requires. We propose SWIM, an RL framework for physically-based human swimming learned from a single reference motion. Its core is a compact, low-dimensional environment representation: a dual-branch graph-convolutional VQ-VAE that tokenizes per-link body-water forces and torques, informative enough for control yet robust to the rapidly changing force exchanges that would otherwise destabilize training. We pair this with a GPU-based Lagrangian solver with rigid-fluid coupling that yields 10-15x faster training. Across hundreds of training runs and several hundred zero-shot conditions, SWIM generalizes to unseen goals and trajectories, fluids with varying density, external flows and perturbations, altered body morphologies, and all four competitive swimming styles. Against imitation-learning baselines (MimicKit-DeepMimic, MimicKit-AMP, ADD) and alternative force models (a PINN world model, MuJoCo's inertial fluid model, and an underwater-robotics simulator), SWIM achieves better stability, goal satisfaction, and physical realism: a 63.9% success rate on held-out generalization versus 36.8% for the strongest baseline.

  • 5 authors
·
Oct 1

RoboForge: Physically Optimized Text-guided Whole-Body Locomotion for Humanoids

While generative models have become effective at producing human-like motions from text, transferring these motions to humanoid robots for physical execution remains challenging. Existing pipelines are often limited by retargeting, where kinematic quality is undermined by physical infeasibility, contact-transition errors, and the high cost of real-world dynamical data. We present a unified latent-driven framework that bridges natural language and whole-body humanoid locomotion through a retarget-free, physics-optimized pipeline. Rather than treating generation and control as separate stages, our key insight is to couple them bidirectionally under physical constraints.We introduce a Physical Plausibility Optimization (PP-Opt) module as the coupling interface. In the forward direction, PP-Opt refines a teacher-student distillation policy with a plausibility-centric reward to suppress artifacts such as floating, skating, and penetration. In the backward direction, it converts reward-optimized simulation rollouts into high-quality explicit motion data, which is used to fine-tune the motion generator toward a more physically plausible latent distribution. This bidirectional design forms a self-improving cycle: the generator learns a physically grounded latent space, while the controller learns to execute latent-conditioned behaviors with dynamical integrity.Extensive experiments on the Unitree G1 humanoid show that our bidirectional optimization improves tracking accuracy and success rates. Across IsaacLab and MuJoCo, the implicit latent-driven pipeline consistently outperforms conventional explicit retargeting baselines in both precision and stability. By coupling diffusion-based motion generation with physical plausibility optimization, our framework provides a practical path toward deployable text-guided humanoid intelligence.

  • 7 authors
·
Mar 18

Text2HOI: Text-guided 3D Motion Generation for Hand-Object Interaction

This paper introduces the first text-guided work for generating the sequence of hand-object interaction in 3D. The main challenge arises from the lack of labeled data where existing ground-truth datasets are nowhere near generalizable in interaction type and object category, which inhibits the modeling of diverse 3D hand-object interaction with the correct physical implication (e.g., contacts and semantics) from text prompts. To address this challenge, we propose to decompose the interaction generation task into two subtasks: hand-object contact generation; and hand-object motion generation. For contact generation, a VAE-based network takes as input a text and an object mesh, and generates the probability of contacts between the surfaces of hands and the object during the interaction. The network learns a variety of local geometry structure of diverse objects that is independent of the objects' category, and thus, it is applicable to general objects. For motion generation, a Transformer-based diffusion model utilizes this 3D contact map as a strong prior for generating physically plausible hand-object motion as a function of text prompts by learning from the augmented labeled dataset; where we annotate text labels from many existing 3D hand and object motion data. Finally, we further introduce a hand refiner module that minimizes the distance between the object surface and hand joints to improve the temporal stability of the object-hand contacts and to suppress the penetration artifacts. In the experiments, we demonstrate that our method can generate more realistic and diverse interactions compared to other baseline methods. We also show that our method is applicable to unseen objects. We will release our model and newly labeled data as a strong foundation for future research. Codes and data are available in: https://github.com/JunukCha/Text2HOI.

  • 4 authors
·
Mar 31, 2024

MEgoHand: Multimodal Egocentric Hand-Object Interaction Motion Generation

Egocentric hand-object motion generation is crucial for immersive AR/VR and robotic imitation but remains challenging due to unstable viewpoints, self-occlusions, perspective distortion, and noisy ego-motion. Existing methods rely on predefined 3D object priors, limiting generalization to novel objects, which restricts their generalizability to novel objects. Meanwhile, recent multimodal approaches suffer from ambiguous generation from abstract textual cues, intricate pipelines for modeling 3D hand-object correlation, and compounding errors in open-loop prediction. We propose MEgoHand, a multimodal framework that synthesizes physically plausible hand-object interactions from egocentric RGB, text, and initial hand pose. MEgoHand introduces a bi-level architecture: a high-level "cerebrum" leverages a vision language model (VLM) to infer motion priors from visual-textual context and a monocular depth estimator for object-agnostic spatial reasoning, while a low-level DiT-based flow-matching policy generates fine-grained trajectories with temporal orthogonal filtering to enhance stability. To address dataset inconsistency, we design a dataset curation paradigm with an Inverse MANO Retargeting Network and Virtual RGB-D Renderer, curating a unified dataset of 3.35M RGB-D frames, 24K interactions, and 1.2K objects. Extensive experiments across five in-domain and two cross-domain datasets demonstrate the effectiveness of MEgoHand, achieving substantial reductions in wrist translation error (86.9%) and joint rotation error (34.1%), highlighting its capacity to accurately model fine-grained hand joint structures and generalize robustly across diverse scenarios.

  • 4 authors
·
May 21, 2025

Proprio: Latent Self-Scoring and Inference-Time Refinement for Physically Plausible Video Generation

Modern video generative models produce visually impressive results, yet frequently violate basic physical principles. We propose Proprio, a training-free framework that enables a frozen video generator to assess and improve the physical plausibility of its own outputs. Inspired by proprioception, the biological sense of one's own movement, Proprio treats the model's flow residual under controlled latent perturbations as a self-scoring signal. Samples that are better explained by the generator's learned dynamics induce smaller and more stable residuals. We aggregate this signal across timesteps and perturbations, focus it on motion-relevant regions with a dynamic spatiotemporal mask, and use it for best-of-N search, gradient-based self-refinement, or both. Across text-to-video and image-to-video benchmarks, Proprio consistently improves physical plausibility, outperforming VLM-based scoring, and external world-model baselines in several settings. With TurboWan2.2, Proprio improves Physics-IQ from 32.2 to 37.5 (+16.5%) and VideoPhy2-hard physical commonsense from 45.6 to 55.0 (+20.6%). Human evaluation further shows that raters prefer Proprio-selected or refined videos for physical plausibility in roughly two-thirds of comparisons. These results suggest that frozen video generators contain actionable internal signals for evaluating and improving the physical plausibility of their own outputs.

  • 4 authors
·
May 26

Planning with Sketch-Guided Verification for Physics-Aware Video Generation

Recent video generation approaches increasingly rely on planning intermediate control signals such as object trajectories to improve temporal coherence and motion fidelity. However, these methods mostly employ single-shot plans that are typically limited to simple motions, or iterative refinement which requires multiple calls to the video generator, incuring high computational cost. To overcome these limitations, we propose SketchVerify, a training-free, sketch-verification-based planning framework that improves motion planning quality with more dynamically coherent trajectories (i.e., physically plausible and instruction-consistent motions) prior to full video generation by introducing a test-time sampling and verification loop. Given a prompt and a reference image, our method predicts multiple candidate motion plans and ranks them using a vision-language verifier that jointly evaluates semantic alignment with the instruction and physical plausibility. To efficiently score candidate motion plans, we render each trajectory as a lightweight video sketch by compositing objects over a static background, which bypasses the need for expensive, repeated diffusion-based synthesis while achieving comparable performance. We iteratively refine the motion plan until a satisfactory one is identified, which is then passed to the trajectory-conditioned generator for final synthesis. Experiments on WorldModelBench and PhyWorldBench demonstrate that our method significantly improves motion quality, physical realism, and long-term consistency compared to competitive baselines while being substantially more efficient. Our ablation study further shows that scaling up the number of trajectory candidates consistently enhances overall performance.

  • 8 authors
·
Nov 21, 2025 2

FinePhys: Fine-grained Human Action Generation by Explicitly Incorporating Physical Laws for Effective Skeletal Guidance

Despite significant advances in video generation, synthesizing physically plausible human actions remains a persistent challenge, particularly in modeling fine-grained semantics and complex temporal dynamics. For instance, generating gymnastics routines such as "switch leap with 0.5 turn" poses substantial difficulties for current methods, often yielding unsatisfactory results. To bridge this gap, we propose FinePhys, a Fine-grained human action generation framework that incorporates Physics to obtain effective skeletal guidance. Specifically, FinePhys first estimates 2D poses in an online manner and then performs 2D-to-3D dimension lifting via in-context learning. To mitigate the instability and limited interpretability of purely data-driven 3D poses, we further introduce a physics-based motion re-estimation module governed by Euler-Lagrange equations, calculating joint accelerations via bidirectional temporal updating. The physically predicted 3D poses are then fused with data-driven ones, offering multi-scale 2D heatmap guidance for the diffusion process. Evaluated on three fine-grained action subsets from FineGym (FX-JUMP, FX-TURN, and FX-SALTO), FinePhys significantly outperforms competitive baselines. Comprehensive qualitative results further demonstrate FinePhys's ability to generate more natural and plausible fine-grained human actions.

  • 6 authors
·
May 19, 2025 1

Towards Physically Plausible Video Generation via VLM Planning

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

  • 11 authors
·
Mar 30, 2025 3

Force Prompting: Video Generation Models Can Learn and Generalize Physics-based Control Signals

Recent advances in video generation models have sparked interest in world models capable of simulating realistic environments. While navigation has been well-explored, physically meaningful interactions that mimic real-world forces remain largely understudied. In this work, we investigate using physical forces as a control signal for video generation and propose force prompts which enable users to interact with images through both localized point forces, such as poking a plant, and global wind force fields, such as wind blowing on fabric. We demonstrate that these force prompts can enable videos to respond realistically to physical control signals by leveraging the visual and motion prior in the original pretrained model, without using any 3D asset or physics simulator at inference. The primary challenge of force prompting is the difficulty in obtaining high quality paired force-video training data, both in the real world due to the difficulty of obtaining force signals, and in synthetic data due to limitations in the visual quality and domain diversity of physics simulators. Our key finding is that video generation models can generalize remarkably well when adapted to follow physical force conditioning from videos synthesized by Blender, even with limited demonstrations of few objects. Our method can generate videos which simulate forces across diverse geometries, settings, and materials. We also try to understand the source of this generalization and perform ablations that reveal two key elements: visual diversity and the use of specific text keywords during training. Our approach is trained on only around 15k training examples for a single day on four A100 GPUs, and outperforms existing methods on force adherence and physics realism, bringing world models closer to real-world physics interactions. We release all datasets, code, weights, and interactive video demos at our project page.

  • 7 authors
·
May 25, 2025 2

FlowHOI: Flow-based Semantics-Grounded Generation of Hand-Object Interactions for Dexterous Robot Manipulation

Recent vision-language-action (VLA) models can generate plausible end-effector motions, yet they often fail in long-horizon, contact-rich tasks because the underlying hand-object interaction (HOI) structure is not explicitly represented. An embodiment-agnostic interaction representation that captures this structure would make manipulation behaviors easier to validate and transfer across robots. We propose FlowHOI, a two-stage flow-matching framework that generates semantically grounded, temporally coherent HOI sequences, comprising hand poses, object poses, and hand-object contact states, conditioned on an egocentric observation, a language instruction, and a 3D Gaussian splatting (3DGS) scene reconstruction. We decouple geometry-centric grasping from semantics-centric manipulation, conditioning the latter on compact 3D scene tokens and employing a motion-text alignment loss to semantically ground the generated interactions in both the physical scene layout and the language instruction. To address the scarcity of high-fidelity HOI supervision, we introduce a reconstruction pipeline that recovers aligned hand-object trajectories and meshes from large-scale egocentric videos, yielding an HOI prior for robust generation. Across the GRAB and HOT3D benchmarks, FlowHOI achieves the highest action recognition accuracy and a 1.7times higher physics simulation success rate than the strongest diffusion-based baseline, while delivering a 40times inference speedup. We further demonstrate real-robot execution on four dexterous manipulation tasks, illustrating the feasibility of retargeting generated HOI representations to real-robot execution pipelines.

  • 7 authors
·
Feb 12

PhysisForcing: Physics Reinforced World Simulator for Robotic Manipulation

Video generation models have emerged as a promising paradigm for embodied world simulation. However, both general-domain video generators and robot-specific data fine-tuned models can still produce physically implausible manipulations, including discontinuous motion trajectories and inconsistent robot-object interactions, which limits their reliability as world simulators. Through extensive experiments, we find that such physical instability mainly arises from two factors: deformation of moving objects and implausible spatio-temporal correlations among interacting entities, particularly during contact. Building on this observation, we propose PhysisForcing, a scalable training framework that strengthens physical consistency by focusing supervision on physics-informative regions through joint optimization of pixel-level and semantic-level features. The framework consists of a pixel-level trajectory alignment loss, which supervises DiT features using reference point trajectories, and a semantic-level relational alignment loss, which aligns DiT features with inter-region relations extracted from a frozen video understanding encoder. Extensive experiments on R-Bench, PAI-Bench, and EZS-Bench show that PhysisForcing consistently improves embodied video generation over strong baselines, improving the Wan2.2-I2V-A14B and Cosmos3-Nano base models on R-Bench by 22.3\% and 9.2\% (7.1\% and 3.7\% over vanilla finetuning), with the Cosmos3-Nano variant attaining the best overall score. Beyond generation, as a world model under the WorldArena action-planner protocol it raises the closed-loop success rate from 16.0\% to 24.0\% and further improves downstream policy success, indicating that physically aligned video models yield stronger representations for robotic manipulation.

nvidia NVIDIA
·
Jun 25 1

Learning to Generate Object Interactions with Physics-Guided Video Diffusion

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

  • 5 authors
·
Oct 2, 2025

SpriteHand: Real-Time Versatile Hand-Object Interaction with Autoregressive Video Generation

Modeling and synthesizing complex hand-object interactions remains a significant challenge, even for state-of-the-art physics engines. Conventional simulation-based approaches rely on explicitly defined rigid object models and pre-scripted hand gestures, making them inadequate for capturing dynamic interactions with non-rigid or articulated entities such as deformable fabrics, elastic materials, hinge-based structures, furry surfaces, or even living creatures. In this paper, we present SpriteHand, an autoregressive video generation framework for real-time synthesis of versatile hand-object interaction videos across a wide range of object types and motion patterns. SpriteHand takes as input a static object image and a video stream in which the hands are imagined to interact with the virtual object embedded in a real-world scene, and generates corresponding hand-object interaction effects in real time. Our model employs a causal inference architecture for autoregressive generation and leverages a hybrid post-training approach to enhance visual realism and temporal coherence. Our 1.3B model supports real-time streaming generation at around 18 FPS and 640x368 resolution, with an approximate 150 ms latency on a single NVIDIA RTX 5090 GPU, and more than a minute of continuous output. Experiments demonstrate superior visual quality, physical plausibility, and interaction fidelity compared to both generative and engine-based baselines.

  • 7 authors
·
Dec 1, 2025

Motion Mamba: Efficient and Long Sequence Motion Generation with Hierarchical and Bidirectional Selective SSM

Human motion generation stands as a significant pursuit in generative computer vision, while achieving long-sequence and efficient motion generation remains challenging. Recent advancements in state space models (SSMs), notably Mamba, have showcased considerable promise in long sequence modeling with an efficient hardware-aware design, which appears to be a promising direction to build motion generation model upon it. Nevertheless, adapting SSMs to motion generation faces hurdles since the lack of a specialized design architecture to model motion sequence. To address these challenges, we propose Motion Mamba, a simple and efficient approach that presents the pioneering motion generation model utilized SSMs. Specifically, we design a Hierarchical Temporal Mamba (HTM) block to process temporal data by ensemble varying numbers of isolated SSM modules across a symmetric U-Net architecture aimed at preserving motion consistency between frames. We also design a Bidirectional Spatial Mamba (BSM) block to bidirectionally process latent poses, to enhance accurate motion generation within a temporal frame. Our proposed method achieves up to 50% FID improvement and up to 4 times faster on the HumanML3D and KIT-ML datasets compared to the previous best diffusion-based method, which demonstrates strong capabilities of high-quality long sequence motion modeling and real-time human motion generation. See project website https://steve-zeyu-zhang.github.io/MotionMamba/

  • 6 authors
·
Mar 12, 2024 4

Exploring the Evolution of Physics Cognition in Video Generation: A Survey

Recent advancements in video generation have witnessed significant progress, especially with the rapid advancement of diffusion models. Despite this, their deficiencies in physical cognition have gradually received widespread attention - generated content often violates the fundamental laws of physics, falling into the dilemma of ''visual realism but physical absurdity". Researchers began to increasingly recognize the importance of physical fidelity in video generation and attempted to integrate heuristic physical cognition such as motion representations and physical knowledge into generative systems to simulate real-world dynamic scenarios. Considering the lack of a systematic overview in this field, this survey aims to provide a comprehensive summary of architecture designs and their applications to fill this gap. Specifically, we discuss and organize the evolutionary process of physical cognition in video generation from a cognitive science perspective, while proposing a three-tier taxonomy: 1) basic schema perception for generation, 2) passive cognition of physical knowledge for generation, and 3) active cognition for world simulation, encompassing state-of-the-art methods, classical paradigms, and benchmarks. Subsequently, we emphasize the inherent key challenges in this domain and delineate potential pathways for future research, contributing to advancing the frontiers of discussion in both academia and industry. Through structured review and interdisciplinary analysis, this survey aims to provide directional guidance for developing interpretable, controllable, and physically consistent video generation paradigms, thereby propelling generative models from the stage of ''visual mimicry'' towards a new phase of ''human-like physical comprehension''.

  • 11 authors
·
Mar 27, 2025 2

Video Generation Models in Robotics -- Applications, Research Challenges, Future Directions

Video generation models have emerged as high-fidelity models of the physical world, capable of synthesizing high-quality videos capturing fine-grained interactions between agents and their environments conditioned on multi-modal user inputs. Their impressive capabilities address many of the long-standing challenges faced by physics-based simulators, driving broad adoption in many problem domains, e.g., robotics. For example, video models enable photorealistic, physically consistent deformable-body simulation without making prohibitive simplifying assumptions, which is a major bottleneck in physics-based simulation. Moreover, video models can serve as foundation world models that capture the dynamics of the world in a fine-grained and expressive way. They thus overcome the limited expressiveness of language-only abstractions in describing intricate physical interactions. In this survey, we provide a review of video models and their applications as embodied world models in robotics, encompassing cost-effective data generation and action prediction in imitation learning, dynamics and rewards modeling in reinforcement learning, visual planning, and policy evaluation. Further, we highlight important challenges hindering the trustworthy integration of video models in robotics, which include poor instruction following, hallucinations such as violations of physics, and unsafe content generation, in addition to fundamental limitations such as significant data curation, training, and inference costs. We present potential future directions to address these open research challenges to motivate research and ultimately facilitate broader applications, especially in safety-critical settings.

  • 12 authors
·
Jan 12

SafeFlow: Real-Time Text-Driven Humanoid Whole-Body Control via Physics-Guided Rectified Flow and Selective Safety Gating

Recent advances in real-time interactive text-driven motion generation have enabled humanoids to perform diverse behaviors. However, kinematics-only generators often exhibit physical hallucinations, producing motion trajectories that are physically infeasible to track with a downstream motion tracking controller or unsafe for real-world deployment. These failures often arise from the lack of explicit physics-aware objectives for real-robot execution and become more severe under out-of-distribution (OOD) user inputs. Hence, we propose SafeFlow, a text-driven humanoid whole-body control framework that combines physics-guided motion generation with a 3-Stage Safety Gate driven by explicit risk indicators. SafeFlow adopts a two-level architecture. At the high level, we generate motion trajectories using Physics-Guided Rectified Flow Matching in a VAE latent space to improve real-robot executability, and further accelerate sampling via Reflow to reduce the number of function evaluations (NFE) for real-time control. The 3-Stage Safety Gate enables selective execution by detecting semantic OOD prompts using a Mahalanobis score in text-embedding space, filtering unstable generations via a directional sensitivity discrepancy metric, and enforcing final hard kinematic constraints such as joint and velocity limits before passing the generated trajectory to a low-level motion tracking controller. Extensive experiments on the Unitree G1 demonstrate that SafeFlow outperforms prior diffusion-based methods in success rate, physical compliance, and inference speed, while maintaining diverse expressiveness.

  • 4 authors
·
Mar 25

ReVision: High-Quality, Low-Cost Video Generation with Explicit 3D Physics Modeling for Complex Motion and Interaction

In recent years, video generation has seen significant advancements. However, challenges still persist in generating complex motions and interactions. To address these challenges, we introduce ReVision, a plug-and-play framework that explicitly integrates parameterized 3D physical knowledge into a pretrained conditional video generation model, significantly enhancing its ability to generate high-quality videos with complex motion and interactions. Specifically, ReVision consists of three stages. First, a video diffusion model is used to generate a coarse video. Next, we extract a set of 2D and 3D features from the coarse video to construct a 3D object-centric representation, which is then refined by our proposed parameterized physical prior model to produce an accurate 3D motion sequence. Finally, this refined motion sequence is fed back into the same video diffusion model as additional conditioning, enabling the generation of motion-consistent videos, even in scenarios involving complex actions and interactions. We validate the effectiveness of our approach on Stable Video Diffusion, where ReVision significantly improves motion fidelity and coherence. Remarkably, with only 1.5B parameters, it even outperforms a state-of-the-art video generation model with over 13B parameters on complex video generation by a substantial margin. Our results suggest that, by incorporating 3D physical knowledge, even a relatively small video diffusion model can generate complex motions and interactions with greater realism and controllability, offering a promising solution for physically plausible video generation.

  • 5 authors
·
Apr 30, 2025 2

PhysAlign: Physics-Coherent Image-to-Video Generation through Feature and 3D Representation Alignment

Video Diffusion Models (VDMs) offer a promising approach for simulating dynamic scenes and environments, with broad applications in robotics and media generation. However, existing models often generate temporally incoherent content that violates basic physical intuition, significantly limiting their practical applicability. We propose PhysAlign, an efficient framework for physics-coherent image-to-video (I2V) generation that explicitly addresses this limitation. To overcome the critical scarcity of physics-annotated videos, we first construct a fully controllable synthetic data generation pipeline based on rigid-body simulation, yielding a highly-curated dataset with accurate, fine-grained physics and 3D annotations. Leveraging this data, PhysAlign constructs a unified physical latent space by coupling explicit 3D geometry constraints with a Gram-based spatio-temporal relational alignment that extracts kinematic priors from video foundation models. Extensive experiments demonstrate that PhysAlign significantly outperforms existing VDMs on tasks requiring complex physical reasoning and temporal stability, without compromising zero-shot visual quality. PhysAlign shows the potential to bridge the gap between raw visual synthesis and rigid-body kinematics, establishing a practical paradigm for genuinely physics-grounded video generation. The project page is available at https://physalign.github.io/PhysAlign.

  • 7 authors
·
Mar 13

Toward Physically Consistent Driving Video World Models under Challenging Trajectories

Video generation models have shown strong potential as world models for autonomous driving simulation. However, existing approaches are primarily trained on real-world driving datasets, which mostly contain natural and safe driving scenarios. As a result, current models often fail when conditioned on challenging or counterfactual trajectories-such as imperfect trajectories generated by simulators or planning systems-producing videos with severe physical inconsistencies and artifacts. To address this limitation, we propose PhyGenesis, a world model designed to generate driving videos with high visual fidelity and strong physical consistency. Our framework consists of two key components: (1) a physical condition generator that transforms potentially invalid trajectory inputs into physically plausible conditions, and (2) a physics-enhanced video generator that produces high-fidelity multi-view driving videos under these conditions. To effectively train these components, we construct a large-scale, physics-rich heterogeneous dataset. Specifically, in addition to real-world driving videos, we generate diverse challenging driving scenarios using the CARLA simulator, from which we derive supervision signals that guide the model to learn physically grounded dynamics under extreme conditions. This challenging-trajectory learning strategy enables trajectory correction and promotes physically consistent video generation. Extensive experiments demonstrate that PhyGenesis consistently outperforms state-of-the-art methods, especially on challenging trajectories. Our project page is available at: https://wm-research.github.io/PhyGenesis/.

  • 13 authors
·
Mar 25 2

BioMoDiffuse: Physics-Guided Biomechanical Diffusion for Controllable and Authentic Human Motion Synthesis

Human motion generation holds significant promise in fields such as animation, film production, and robotics. However, existing methods often fail to produce physically plausible movements that adhere to biomechanical principles. While recent autoregressive and diffusion models have improved visual quality, they frequently overlook essential biodynamic features, such as muscle activation patterns and joint coordination, leading to motions that either violate physical laws or lack controllability. This paper introduces BioMoDiffuse, a novel biomechanics-aware diffusion framework that addresses these limitations. It features three key innovations: (1) A lightweight biodynamic network that integrates muscle electromyography (EMG) signals and kinematic features with acceleration constraints, (2) A physics-guided diffusion process that incorporates real-time biomechanical verification via modified Euler-Lagrange equations, and (3) A decoupled control mechanism that allows independent regulation of motion speed and semantic context. We also propose a set of comprehensive evaluation protocols that combines traditional metrics (FID, R-precision, etc.) with new biomechanical criteria (smoothness, foot sliding, floating, etc.). Our approach bridges the gap between data-driven motion synthesis and biomechanical authenticity, establishing new benchmarks for physically accurate motion generation.

  • 3 authors
·
Mar 8, 2025

Motion-2-to-3: Leveraging 2D Motion Data to Boost 3D Motion Generation

Text-driven human motion synthesis is capturing significant attention for its ability to effortlessly generate intricate movements from abstract text cues, showcasing its potential for revolutionizing motion design not only in film narratives but also in virtual reality experiences and computer game development. Existing methods often rely on 3D motion capture data, which require special setups resulting in higher costs for data acquisition, ultimately limiting the diversity and scope of human motion. In contrast, 2D human videos offer a vast and accessible source of motion data, covering a wider range of styles and activities. In this paper, we explore leveraging 2D human motion extracted from videos as an alternative data source to improve text-driven 3D motion generation. Our approach introduces a novel framework that disentangles local joint motion from global movements, enabling efficient learning of local motion priors from 2D data. We first train a single-view 2D local motion generator on a large dataset of text-motion pairs. To enhance this model to synthesize 3D motion, we fine-tune the generator with 3D data, transforming it into a multi-view generator that predicts view-consistent local joint motion and root dynamics. Experiments on the HumanML3D dataset and novel text prompts demonstrate that our method efficiently utilizes 2D data, supporting realistic 3D human motion generation and broadening the range of motion types it supports. Our code will be made publicly available at https://zju3dv.github.io/Motion-2-to-3/.

  • 11 authors
·
Dec 17, 2024

ProPhy: Progressive Physical Alignment for Dynamic World Simulation

Recent advances in video generation have shown remarkable potential for constructing world simulators. However, current models still struggle to produce physically consistent results, particularly when handling large-scale or complex dynamics. This limitation arises primarily because existing approaches respond isotropically to physical prompts and neglect the fine-grained alignment between generated content and localized physical cues. To address these challenges, we propose ProPhy, a Progressive Physical Alignment Framework that enables explicit physics-aware conditioning and anisotropic generation. ProPhy employs a two-stage Mixture-of-Physics-Experts (MoPE) mechanism for discriminative physical prior extraction, where Semantic Experts infer semantic-level physical principles from textual descriptions, and Refinement Experts capture token-level physical dynamics. This mechanism allows the model to learn fine-grained, physics-aware video representations that better reflect underlying physical laws. Furthermore, we introduce a physical alignment strategy that transfers the physical reasoning capabilities of vision-language models (VLMs) into the Refinement Experts, facilitating a more accurate representation of dynamic physical phenomena. Extensive experiments on physics-aware video generation benchmarks demonstrate that ProPhy produces more realistic, dynamic, and physically coherent results than existing state-of-the-art methods.

  • 10 authors
·
Dec 5, 2025 2

Programmable Motion Generation for Open-Set Motion Control Tasks

Character animation in real-world scenarios necessitates a variety of constraints, such as trajectories, key-frames, interactions, etc. Existing methodologies typically treat single or a finite set of these constraint(s) as separate control tasks. They are often specialized, and the tasks they address are rarely extendable or customizable. We categorize these as solutions to the close-set motion control problem. In response to the complexity of practical motion control, we propose and attempt to solve the open-set motion control problem. This problem is characterized by an open and fully customizable set of motion control tasks. To address this, we introduce a new paradigm, programmable motion generation. In this paradigm, any given motion control task is broken down into a combination of atomic constraints. These constraints are then programmed into an error function that quantifies the degree to which a motion sequence adheres to them. We utilize a pre-trained motion generation model and optimize its latent code to minimize the error function of the generated motion. Consequently, the generated motion not only inherits the prior of the generative model but also satisfies the required constraints. Experiments show that we can generate high-quality motions when addressing a wide range of unseen tasks. These tasks encompass motion control by motion dynamics, geometric constraints, physical laws, interactions with scenes, objects or the character own body parts, etc. All of these are achieved in a unified approach, without the need for ad-hoc paired training data collection or specialized network designs. During the programming of novel tasks, we observed the emergence of new skills beyond those of the prior model. With the assistance of large language models, we also achieved automatic programming. We hope that this work will pave the way for the motion control of general AI agents.

  • 5 authors
·
May 29, 2024

"PhyWorldBench": A Comprehensive Evaluation of Physical Realism in Text-to-Video Models

Video generation models have achieved remarkable progress in creating high-quality, photorealistic content. However, their ability to accurately simulate physical phenomena remains a critical and unresolved challenge. This paper presents PhyWorldBench, a comprehensive benchmark designed to evaluate video generation models based on their adherence to the laws of physics. The benchmark covers multiple levels of physical phenomena, ranging from fundamental principles like object motion and energy conservation to more complex scenarios involving rigid body interactions and human or animal motion. Additionally, we introduce a novel ""Anti-Physics"" category, where prompts intentionally violate real-world physics, enabling the assessment of whether models can follow such instructions while maintaining logical consistency. Besides large-scale human evaluation, we also design a simple yet effective method that could utilize current MLLM to evaluate the physics realism in a zero-shot fashion. We evaluate 12 state-of-the-art text-to-video generation models, including five open-source and five proprietary models, with a detailed comparison and analysis. we identify pivotal challenges models face in adhering to real-world physics. Through systematic testing of their outputs across 1,050 curated prompts-spanning fundamental, composite, and anti-physics scenarios-we identify pivotal challenges these models face in adhering to real-world physics. We then rigorously examine their performance on diverse physical phenomena with varying prompt types, deriving targeted recommendations for crafting prompts that enhance fidelity to physical principles.

  • 11 authors
·
Jul 17, 2025 1

MotionBricks: Scalable Real-Time Motions with Modular Latent Generative Model and Smart Primitives

Despite transformative advances in generative motion synthesis, real-time interactive motion control remains dominated by traditional techniques. In this work, we identify two key challenges in bridging research and production: 1) Real-time scalability: Industry applications demand real-time generation of a vast repertoire of motion skills, while generative methods exhibit significant degradation in quality and scalability under real-time computation constraints, and 2) Integration: Industry applications demand fine-grained multi-modal control involving velocity commands, style selection, and precise keyframes, a need largely unmet by existing text- or tag-driven models. To overcome these limitations, we introduce MotionBricks: a large-scale, real-time generative framework with a two-fold solution. First, we propose a large-scale modular latent generative backbone tailored for robust real-time motion generation, effectively modeling a dataset of over 350,000 motion clips with a single model. Second, we introduce smart primitives that provide a unified, robust, and intuitive interface for authoring both navigation and object interaction. Applications can be designed in a plug-and-play manner like assembling bricks without expert animation knowledge. Quantitatively, we show that MotionBricks produces state-of-the-art motion quality on open-source and proprietary datasets of various scales, while also achieving a real-time throughput of 15,000 FPS with 2ms latency. We demonstrate the flexibility and robustness of MotionBricks in a complete production-level animation demo, covering navigation and object-scene interaction across various styles with a unified model. To showcase our framework's application beyond animation, we deploy MotionBricks on the Unitree G1 humanoid robot to demonstrate its flexibility and generalization for real-time robotic control.

  • 16 authors
·
Apr 26

Controllable Exaggeration for Generative Motion Models via Training-Time Adaptation and Inference-Time Guidance

Recent motion generative models have demonstrated strong capabilities in synthesizing physically plausible character motion, but often overlook established animation principles used by professional animators to ground and design their animation work. Understanding and incorporating these principles into motion generative pipelines is essential for producing motions that serve not only physically grounded applications but also the needs of the character animation community. This enables the creation of characters that not only move in physically plausible ways but also feel alive, expressive, and engaging. To close this gap, we focus on the Exaggeration principle of animation and investigate how it can be incorporated into modern motion generative pipelines to produce more expressive character motions. To this end, we introduce a framework that operates at two stages of existing motion generative pipelines. The first stage introduces exaggeration during training, where we perform supervised fine-tuning of pre-trained text-to-motion models on our curated exaggeration dataset. The second stage operates at inference time, where we: (i) introduce a mathematical formulation of exaggeration based on dynamic movement primitives (DMPs); and (ii) leverage this formulation as an exaggeration guidance signal to guide existing diffusion and flow-matching text-to-motion generation models toward exaggerated motion without additional training. Through qualitative and quantitative evaluations against three strong motion generation models, we show that our methods generate more exaggerated and expressive motions while preserving neutral reference motion intent and physical plausibility.

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

PhyCo: Learning Controllable Physical Priors for Generative Motion

Modern video diffusion models excel at appearance synthesis but still struggle with physical consistency: objects drift, collisions lack realistic rebound, and material responses seldom match their underlying properties. We present PhyCo, a framework that introduces continuous, interpretable, and physically grounded control into video generation. Our approach integrates three key components: (i) a large-scale dataset of over 100K photorealistic simulation videos where friction, restitution, deformation, and force are systematically varied across diverse scenarios; (ii) physics-supervised fine-tuning of a pretrained diffusion model using a ControlNet conditioned on pixel-aligned physical property maps; and (iii) VLM-guided reward optimization, where a fine-tuned vision-language model evaluates generated videos with targeted physics queries and provides differentiable feedback. This combination enables a generative model to produce physically consistent and controllable outputs through variations in physical attributes-without any simulator or geometry reconstruction at inference. On the Physics-IQ benchmark, PhyCo significantly improves physical realism over strong baselines, and human studies confirm clearer and more faithful control over physical attributes. Our results demonstrate a scalable path toward physically consistent, controllable generative video models that generalize beyond synthetic training environments.

  • 4 authors
·
Apr 29 1

VideoPhy-2: A Challenging Action-Centric Physical Commonsense Evaluation in Video Generation

Large-scale video generative models, capable of creating realistic videos of diverse visual concepts, are strong candidates for general-purpose physical world simulators. However, their adherence to physical commonsense across real-world actions remains unclear (e.g., playing tennis, backflip). Existing benchmarks suffer from limitations such as limited size, lack of human evaluation, sim-to-real gaps, and absence of fine-grained physical rule analysis. To address this, we introduce VideoPhy-2, an action-centric dataset for evaluating physical commonsense in generated videos. We curate 200 diverse actions and detailed prompts for video synthesis from modern generative models. We perform human evaluation that assesses semantic adherence, physical commonsense, and grounding of physical rules in the generated videos. Our findings reveal major shortcomings, with even the best model achieving only 22% joint performance (i.e., high semantic and physical commonsense adherence) on the hard subset of VideoPhy-2. We find that the models particularly struggle with conservation laws like mass and momentum. Finally, we also train VideoPhy-AutoEval, an automatic evaluator for fast, reliable assessment on our dataset. Overall, VideoPhy-2 serves as a rigorous benchmark, exposing critical gaps in video generative models and guiding future research in physically-grounded video generation. The data and code is available at https://videophy2.github.io/.

  • 6 authors
·
Mar 8, 2025

Motion Forcing: A Decoupled Framework for Robust Video Generation in Motion Dynamics

The ultimate goal of video generation is to satisfy a fundamental trilemma: achieving high visual quality, maintaining rigorous physical consistency, and enabling precise controllability. While recent models can maintain this balance in simple, isolated scenarios, we observe that this equilibrium is fragile and often breaks down as scene complexity increases (e.g., involving collisions or dense traffic). To address this, we introduce Motion Forcing, a framework designed to stabilize this trilemma even in complex generative tasks. Our key insight is to explicitly decouple physical reasoning from visual synthesis via a hierarchical ``Point-Shape-Appearance'' paradigm. This approach decomposes generation into verifiable stages: modeling complex dynamics as sparse geometric anchors (Point), expanding them into dynamic depth maps that explicitly resolve 3D geometry (Shape), and finally rendering high-fidelity textures (Appearance). Furthermore, to foster robust physical understanding, we employ a Masked Point Recovery strategy. By randomly masking input anchors during training and enforcing the reconstruction of complete dynamic depth, the model is compelled to move beyond passive pattern matching and learn latent physical laws (e.g., inertia) to infer missing trajectories. Extensive experiments on autonomous driving benchmarks show that Motion Forcing significantly outperforms state-of-the-art baselines, maintaining trilemma stability across complex scenes. Evaluations on physics and robotics further confirm our framework's generality.

  • 5 authors
·
Mar 11

Phantom: Physics-Infused Video Generation via Joint Modeling of Visual and Latent Physical Dynamics

Recent advances in generative video modeling, driven by large-scale datasets and powerful architectures, have yielded remarkable visual realism. However, emerging evidence suggests that simply scaling data and model size does not endow these systems with an understanding of the underlying physical laws that govern real-world dynamics. Existing approaches often fail to capture or enforce such physical consistency, resulting in unrealistic motion and dynamics. In his work, we investigate whether integrating the inference of latent physical properties directly into the video generation process can equip models with the ability to produce physically plausible videos. To this end, we propose Phantom, a Physics-Infused Video Generation model that jointly models the visual content and latent physical dynamics. Conditioned on observed video frames and inferred physical states, Phantom jointly predicts latent physical dynamics and generates future video frames. Phantom leverages a physics-aware video representation that serves as an abstract yet informaive embedding of the underlying physics, facilitating the joint prediction of physical dynamics alongside video content without requiring an explicit specification of a complex set of physical dynamics and properties. By integrating the inference of physical-aware video representation directly into the video generation process, Phantom produces video sequences that are both visually realistic and physically consistent. Quantitative and qualitative results on both standard video generation and physics-aware benchmarks demonstrate that Phantom not only outperforms existing methods in terms of adherence to physical dynamics but also delivers competitive perceptual fidelity.

DartControl: A Diffusion-Based Autoregressive Motion Model for Real-Time Text-Driven Motion Control

Text-conditioned human motion generation, which allows for user interaction through natural language, has become increasingly popular. Existing methods typically generate short, isolated motions based on a single input sentence. However, human motions are continuous and can extend over long periods, carrying rich semantics. Creating long, complex motions that precisely respond to streams of text descriptions, particularly in an online and real-time setting, remains a significant challenge. Furthermore, incorporating spatial constraints into text-conditioned motion generation presents additional challenges, as it requires aligning the motion semantics specified by text descriptions with geometric information, such as goal locations and 3D scene geometry. To address these limitations, we propose DartControl, in short DART, a Diffusion-based Autoregressive motion primitive model for Real-time Text-driven motion control. Our model effectively learns a compact motion primitive space jointly conditioned on motion history and text inputs using latent diffusion models. By autoregressively generating motion primitives based on the preceding history and current text input, DART enables real-time, sequential motion generation driven by natural language descriptions. Additionally, the learned motion primitive space allows for precise spatial motion control, which we formulate either as a latent noise optimization problem or as a Markov decision process addressed through reinforcement learning. We present effective algorithms for both approaches, demonstrating our model's versatility and superior performance in various motion synthesis tasks. Experiments show our method outperforms existing baselines in motion realism, efficiency, and controllability. Video results are available on the project page: https://zkf1997.github.io/DART/.

  • 3 authors
·
Oct 7, 2024

Controllable Longer Image Animation with Diffusion Models

Generating realistic animated videos from static images is an important area of research in computer vision. Methods based on physical simulation and motion prediction have achieved notable advances, but they are often limited to specific object textures and motion trajectories, failing to exhibit highly complex environments and physical dynamics. In this paper, we introduce an open-domain controllable image animation method using motion priors with video diffusion models. Our method achieves precise control over the direction and speed of motion in the movable region by extracting the motion field information from videos and learning moving trajectories and strengths. Current pretrained video generation models are typically limited to producing very short videos, typically less than 30 frames. In contrast, we propose an efficient long-duration video generation method based on noise reschedule specifically tailored for image animation tasks, facilitating the creation of videos over 100 frames in length while maintaining consistency in content scenery and motion coordination. Specifically, we decompose the denoise process into two distinct phases: the shaping of scene contours and the refining of motion details. Then we reschedule the noise to control the generated frame sequences maintaining long-distance noise correlation. We conducted extensive experiments with 10 baselines, encompassing both commercial tools and academic methodologies, which demonstrate the superiority of our method. Our project page: https://wangqiang9.github.io/Controllable.github.io/

  • 5 authors
·
May 27, 2024

PhysX-Anything: Simulation-Ready Physical 3D Assets from Single Image

3D modeling is shifting from static visual representations toward physical, articulated assets that can be directly used in simulation and interaction. However, most existing 3D generation methods overlook key physical and articulation properties, thereby limiting their utility in embodied AI. To bridge this gap, we introduce PhysX-Anything, the first simulation-ready physical 3D generative framework that, given a single in-the-wild image, produces high-quality sim-ready 3D assets with explicit geometry, articulation, and physical attributes. Specifically, we propose the first VLM-based physical 3D generative model, along with a new 3D representation that efficiently tokenizes geometry. It reduces the number of tokens by 193x, enabling explicit geometry learning within standard VLM token budgets without introducing any special tokens during fine-tuning and significantly improving generative quality. In addition, to overcome the limited diversity of existing physical 3D datasets, we construct a new dataset, PhysX-Mobility, which expands the object categories in prior physical 3D datasets by over 2x and includes more than 2K common real-world objects with rich physical annotations. Extensive experiments on PhysX-Mobility and in-the-wild images demonstrate that PhysX-Anything delivers strong generative performance and robust generalization. Furthermore, simulation-based experiments in a MuJoCo-style environment validate that our sim-ready assets can be directly used for contact-rich robotic policy learning. We believe PhysX-Anything can substantially empower a broad range of downstream applications, especially in embodied AI and physics-based simulation.

  • 5 authors
·
Nov 17, 2025 2

Physion-Eval: Evaluating Physical Realism in Generated Video via Human Reasoning

Video generation models are increasingly used as world simulators for storytelling, simulation, and embodied AI. As these models advance, a key question arises: do generated videos obey the physical laws of the real world? Existing evaluations largely rely on automated metrics or coarse human judgments such as preferences or rubric-based checks. While useful for assessing perceptual quality, these methods provide limited insight into when and why generated dynamics violate real-world physical constraints. We introduce Physion-Eval, a large-scale benchmark of expert human reasoning for diagnosing physical realism failures in videos generated by five state-of-the-art models across egocentric and exocentric views, containing 10,990 expert reasoning traces spanning 22 fine-grained physical categories. Each generated video is derived from a corresponding real-world reference video depicting a clear physical process, and annotated with temporally localized glitches, structured failure categories, and natural-language explanations of the violated physical behavior. Using this dataset, we reveal a striking limitation of current video generation models: in physics-critical scenarios, 83.3% of exocentric and 93.5% of egocentric generated videos exhibit at least one human-identifiable physical glitch. We hope Physion-Eval will set a new standard for physical realism evaluation and guide the development of physics-grounded video generation. The benchmark is publicly available at https://huggingface.co/datasets/PhysionLabs/Physion-Eval.

  • 10 authors
·
Mar 19

Generative Physical AI in Vision: A Survey

Generative Artificial Intelligence (AI) has rapidly advanced the field of computer vision by enabling machines to create and interpret visual data with unprecedented sophistication. This transformation builds upon a foundation of generative models to produce realistic images, videos, and 3D/4D content. Conventional generative models primarily focus on visual fidelity while often neglecting the physical plausibility of the generated content. This gap limits their effectiveness in applications that require adherence to real-world physical laws, such as robotics, autonomous systems, and scientific simulations. As generative models evolve to increasingly integrate physical realism and dynamic simulation, their potential to function as "world simulators" expands. Therefore, the field of physics-aware generation in computer vision is rapidly growing, calling for a comprehensive survey to provide a structured analysis of current efforts. To serve this purpose, the survey presents a systematic review, categorizing methods based on how they incorporate physical knowledge, either through explicit simulation or implicit learning. It also analyzes key paradigms, discusses evaluation protocols, and identifies future research directions. By offering a comprehensive overview, this survey aims to help future developments in physically grounded generation for computer vision. The reviewed papers are summarized at https://tinyurl.com/Physics-Aware-Generation.

  • 8 authors
·
Jan 18, 2025

PhysX: Physical-Grounded 3D Asset Generation

3D modeling is moving from virtual to physical. Existing 3D generation primarily emphasizes geometries and textures while neglecting physical-grounded modeling. Consequently, despite the rapid development of 3D generative models, the synthesized 3D assets often overlook rich and important physical properties, hampering their real-world application in physical domains like simulation and embodied AI. As an initial attempt to address this challenge, we propose PhysX, an end-to-end paradigm for physical-grounded 3D asset generation. 1) To bridge the critical gap in physics-annotated 3D datasets, we present PhysXNet - the first physics-grounded 3D dataset systematically annotated across five foundational dimensions: absolute scale, material, affordance, kinematics, and function description. In particular, we devise a scalable human-in-the-loop annotation pipeline based on vision-language models, which enables efficient creation of physics-first assets from raw 3D assets.2) Furthermore, we propose PhysXGen, a feed-forward framework for physics-grounded image-to-3D asset generation, injecting physical knowledge into the pre-trained 3D structural space. Specifically, PhysXGen employs a dual-branch architecture to explicitly model the latent correlations between 3D structures and physical properties, thereby producing 3D assets with plausible physical predictions while preserving the native geometry quality. Extensive experiments validate the superior performance and promising generalization capability of our framework. All the code, data, and models will be released to facilitate future research in generative physical AI.

  • 4 authors
·
Jul 16, 2025 1

PhysHMR: Learning Humanoid Control Policies from Vision for Physically Plausible Human Motion Reconstruction

Reconstructing physically plausible human motion from monocular videos remains a challenging problem in computer vision and graphics. Existing methods primarily focus on kinematics-based pose estimation, often leading to unrealistic results due to the lack of physical constraints. To address such artifacts, prior methods have typically relied on physics-based post-processing following the initial kinematics-based motion estimation. However, this two-stage design introduces error accumulation, ultimately limiting the overall reconstruction quality. In this paper, we present PhysHMR, a unified framework that directly learns a visual-to-action policy for humanoid control in a physics-based simulator, enabling motion reconstruction that is both physically grounded and visually aligned with the input video. A key component of our approach is the pixel-as-ray strategy, which lifts 2D keypoints into 3D spatial rays and transforms them into global space. These rays are incorporated as policy inputs, providing robust global pose guidance without depending on noisy 3D root predictions. This soft global grounding, combined with local visual features from a pretrained encoder, allows the policy to reason over both detailed pose and global positioning. To overcome the sample inefficiency of reinforcement learning, we further introduce a distillation scheme that transfers motion knowledge from a mocap-trained expert to the vision-conditioned policy, which is then refined using physically motivated reinforcement learning rewards. Extensive experiments demonstrate that PhysHMR produces high-fidelity, physically plausible motion across diverse scenarios, outperforming prior approaches in both visual accuracy and physical realism.

  • 5 authors
·
Oct 2, 2025

PhysMaster: Mastering Physical Representation for Video Generation via Reinforcement Learning

Video generation models nowadays are capable of generating visually realistic videos, but often fail to adhere to physical laws, limiting their ability to generate physically plausible videos and serve as ''world models''. To address this issue, we propose PhysMaster, which captures physical knowledge as a representation for guiding video generation models to enhance their physics-awareness. Specifically, PhysMaster is based on the image-to-video task where the model is expected to predict physically plausible dynamics from the input image. Since the input image provides physical priors like relative positions and potential interactions of objects in the scenario, we devise PhysEncoder to encode physical information from it as an extra condition to inject physical knowledge into the video generation process. The lack of proper supervision on the model's physical performance beyond mere appearance motivates PhysEncoder to apply reinforcement learning with human feedback to physical representation learning, which leverages feedback from generation models to optimize physical representations with Direct Preference Optimization (DPO) in an end-to-end manner. PhysMaster provides a feasible solution for improving physics-awareness of PhysEncoder and thus of video generation, proving its ability on a simple proxy task and generalizability to wide-ranging physical scenarios. This implies that our PhysMaster, which unifies solutions for various physical processes via representation learning in the reinforcement learning paradigm, can act as a generic and plug-in solution for physics-aware video generation and broader applications.

  • 5 authors
·
Oct 15, 2025 2

MechVerse: Evaluating Physical Motion Consistency in Video Generation Models

Text- and image-conditioned video generation models have achieved strong visual fidelity and temporal coherence, but they often fail to generate motion governed by kinematic and geometric constraints. In these settings, object parts must remain rigid, maintain contact or coupling with neighboring components, and transfer motion consistently across connected parts. These requirements are especially explicit in articulated mechanical assemblies, where motion is constrained by rigid-link geometry, contact/coupling relations, and transmission through kinematic chains. A generated video may therefore appear plausible while violating the intended mechanism, such as rotating a part that should translate, deforming a rigid component, breaking coupling between parts, or failing to move downstream components. To evaluate this gap, We introduce MechVerse, a benchmark for mechanically consistent image-to-video generation. MechVerse contains 21,156 synthetic clips from 1,357 mechanical assemblies across 141 categories, organized into three tiers of increasing kinematic complexity: independent articulation, pairwise coupling, and densely coupled multi-part mechanisms. Each clip is paired with a structured prompt describing part identities, stationary supports, moving components, motion primitives, direction, speed/extent, and inter-part dependencies. We evaluate proprietary, open-source, and fine-tuned image-to-video models using standard video metrics, instruction-following scores, and human judgments of motion correctness and kinematic coupling. Results show that current models can preserve appearance and smoothness while failing to generate mechanically admissible motion, with errors increasing as coupling complexity grows. MechVerse provides a benchmark for measuring and improving mechanism-aware video generation from image and language inputs.

  • 4 authors
·
May 13

KMM: Key Frame Mask Mamba for Extended Motion Generation

Human motion generation is a cut-edge area of research in generative computer vision, with promising applications in video creation, game development, and robotic manipulation. The recent Mamba architecture shows promising results in efficiently modeling long and complex sequences, yet two significant challenges remain: Firstly, directly applying Mamba to extended motion generation is ineffective, as the limited capacity of the implicit memory leads to memory decay. Secondly, Mamba struggles with multimodal fusion compared to Transformers, and lack alignment with textual queries, often confusing directions (left or right) or omitting parts of longer text queries. To address these challenges, our paper presents three key contributions: Firstly, we introduce KMM, a novel architecture featuring Key frame Masking Modeling, designed to enhance Mamba's focus on key actions in motion segments. This approach addresses the memory decay problem and represents a pioneering method in customizing strategic frame-level masking in SSMs. Additionally, we designed a contrastive learning paradigm for addressing the multimodal fusion problem in Mamba and improving the motion-text alignment. Finally, we conducted extensive experiments on the go-to dataset, BABEL, achieving state-of-the-art performance with a reduction of more than 57% in FID and 70% parameters compared to previous state-of-the-art methods. See project website: https://steve-zeyu-zhang.github.io/KMM

  • 8 authors
·
Nov 10, 2024 2

PhyMotion: Structured 3D Motion Reward for Physics-Grounded Human Video Generation

Generating realistic human motion is a central yet unsolved challenge in video generation. While reinforcement learning (RL)-based post-training has driven recent gains in general video quality, extending it to human motion remains bottlenecked by a reward signal that cannot reliably score motion realism. Existing video rewards primarily rely on 2D perceptual signals, without explicitly modeling the 3D body state, contact, and dynamics underlying articulated human motion, and often assign high scores to videos with floating bodies or physically implausible movements. To address this, we propose PhyMotion, a structured, fine-grained motion reward that grounds recovered 3D human trajectories in a physics simulator and evaluates motion quality along multiple dimensions of physical feasibility. Concretely, we recover SMPL body meshes from generated videos, retarget them onto a humanoid in the MuJoCo physics simulator, and evaluate the resulting motion along three axes: kinematic plausibility, contact and balance consistency, and dynamic feasibility. Each component provides a continuous and interpretable signal tied to a specific aspect of motion quality, allowing the reward to capture which aspects of motion are physically correct or violated. Experiments show that PhyMotion achieves stronger correlation with human judgments than existing reward formulations. These gains carry over to RL-based post-training, where optimizing PhyMotion leads to larger and more consistent improvements than optimizing existing rewards, improving motion realism across both autoregressive and bidirectional video generators under both automatic metrics and blind human evaluation (+68 Elo gain). Ablations show that the three axes provide complementary supervision signals, while the reward preserves overall video generation quality with only modest training overhead.

SCENIC: Scene-aware Semantic Navigation with Instruction-guided Control

Synthesizing natural human motion that adapts to complex environments while allowing creative control remains a fundamental challenge in motion synthesis. Existing models often fall short, either by assuming flat terrain or lacking the ability to control motion semantics through text. To address these limitations, we introduce SCENIC, a diffusion model designed to generate human motion that adapts to dynamic terrains within virtual scenes while enabling semantic control through natural language. The key technical challenge lies in simultaneously reasoning about complex scene geometry while maintaining text control. This requires understanding both high-level navigation goals and fine-grained environmental constraints. The model must ensure physical plausibility and precise navigation across varied terrain, while also preserving user-specified text control, such as ``carefully stepping over obstacles" or ``walking upstairs like a zombie." Our solution introduces a hierarchical scene reasoning approach. At its core is a novel scene-dependent, goal-centric canonicalization that handles high-level goal constraint, and is complemented by an ego-centric distance field that captures local geometric details. This dual representation enables our model to generate physically plausible motion across diverse 3D scenes. By implementing frame-wise text alignment, our system achieves seamless transitions between different motion styles while maintaining scene constraints. Experiments demonstrate our novel diffusion model generates arbitrarily long human motions that both adapt to complex scenes with varying terrain surfaces and respond to textual prompts. Additionally, we show SCENIC can generalize to four real-scene datasets. Our code, dataset, and models will be released at https://virtualhumans.mpi-inf.mpg.de/scenic/.

  • 6 authors
·
Dec 20, 2024

PhyWorld: Physics-Faithful World Model for Video Generation

World simulators can provide safe and scalable environments for training Physical AI systems before real-world deployment. Large video generation models are emerging as a promising basis for such simulators because they can generate diverse and realistic visual futures. However, using them as world simulators requires physically faithful video continuations, namely, generated videos that preserve the physical state implied by the conditioning input, and evolve in ways consistent with basic physical principles. We propose PhyWorld, a video generation world model designed to produce temporally coherent and physically faithful scene continuations through two-stage post-training. In the first stage, we improve video-to-video continuation with flow matching fine-tuning, encouraging stable visual attributes and coherent motion dynamics across frames. In the second stage, we align generated dynamics with physical principles using Direct Preference Optimization (DPO) over physics preference pairs, guiding the model toward outputs with higher physical plausibility. To evaluate PhyWorld, we use both standard video-quality benchmarks and a dedicated physical-faithfulness benchmark with per-law scoring. Experiments show that PhyWorld improves video consistency, achieving an average score of 0.769 on VBench compared with 0.756 or below for state-of-the-art baselines. PhyWorld also improves physical plausibility, reaching an average score of 3.09 on our physical-faithfulness benchmark compared with 2.99 for the strongest baseline. These results suggest that post-training large video generation models with continuation and physics-preference signals can make them more effective world simulators for Physical AI.

  • 13 authors
·
May 18

Universal Humanoid Motion Representations for Physics-Based Control

We present a universal motion representation that encompasses a comprehensive range of motor skills for physics-based humanoid control. Due to the high-dimensionality of humanoid control as well as the inherent difficulties in reinforcement learning, prior methods have focused on learning skill embeddings for a narrow range of movement styles (e.g. locomotion, game characters) from specialized motion datasets. This limited scope hampers its applicability in complex tasks. Our work closes this gap, significantly increasing the coverage of motion representation space. To achieve this, we first learn a motion imitator that can imitate all of human motion from a large, unstructured motion dataset. We then create our motion representation by distilling skills directly from the imitator. This is achieved using an encoder-decoder structure with a variational information bottleneck. Additionally, we jointly learn a prior conditioned on proprioception (humanoid's own pose and velocities) to improve model expressiveness and sampling efficiency for downstream tasks. Sampling from the prior, we can generate long, stable, and diverse human motions. Using this latent space for hierarchical RL, we show that our policies solve tasks using natural and realistic human behavior. We demonstrate the effectiveness of our motion representation by solving generative tasks (e.g. strike, terrain traversal) and motion tracking using VR controllers.

  • 7 authors
·
Oct 6, 2023

NeuROK: Generative 4D Neural Object Kinematics

Data-driven approaches have revolutionized 3D vision, enabling transformers to effectively reconstruct and generate static 3D objects. However, generating simulative 4D dynamics -- realistic temporal deformations of static objects under various physical conditions -- remains challenging and often ad hoc, despite its importance in building comprehensive 3D world models. Most existing methods assume a predefined physical model and use system identification to estimate parameters, restricting these methods to specific categories and small-scale datasets. We propose that these restrictions can be overcome by learning a data-driven kinematic state parameterization for object-centric physical systems. Specifically, we learn both a latent space representing all possible states of the object and a decoder that maps any sampled latent to a plausibly deformed shape of the object. We refer to this parameterization as Neural Object Kinematics (NeuROK), and learn a transformer-based encoder-decoder model on a curated large-scale 4D dataset. This formulation and the learned model significantly simplify the generation of simulative dynamics since we only need to consider the dynamics within a low-dimensional latent space from the Lagrangian mechanics' perspective in classical physics. We demonstrate the effectiveness and generality of this neural simulation framework across diverse dynamic object types, showing clear advantages over prior works. Project page: https://chen-geng.com/neurok

  • 6 authors
·
May 27 2

PhysGM: Large Physical Gaussian Model for Feed-Forward 4D Synthesis

Despite advances in physics-based 3D motion synthesis, current methods face key limitations: reliance on pre-reconstructed 3D Gaussian Splatting (3DGS) built from dense multi-view images with time-consuming per-scene optimization; physics integration via either inflexible, hand-specified attributes or unstable, optimization-heavy guidance from video models using Score Distillation Sampling (SDS); and naive concatenation of prebuilt 3DGS with physics modules, which ignores physical information embedded in appearance and yields suboptimal performance. To address these issues, we propose PhysGM, a feed-forward framework that jointly predicts 3D Gaussian representation and physical properties from a single image, enabling immediate simulation and high-fidelity 4D rendering. Unlike slow appearance-agnostic optimization methods, we first pre-train a physics-aware reconstruction model that directly infers both Gaussian and physical parameters. We further refine the model with Direct Preference Optimization (DPO), aligning simulations with the physically plausible reference videos and avoiding the high-cost SDS optimization. To address the absence of a supporting dataset for this task, we propose PhysAssets, a dataset of 50K+ 3D assets annotated with physical properties and corresponding reference videos. Experiments show that PhysGM produces high-fidelity 4D simulations from a single image in one minute, achieving a significant speedup over prior work while delivering realistic renderings.Our project page is at:https://hihixiaolv.github.io/PhysGM.github.io/

  • 8 authors
·
Aug 19, 2025

Enhancing Physical Plausibility in Video Generation by Reasoning the Implausibility

Diffusion models can generate realistic videos, but existing methods rely on implicitly learning physical reasoning from large-scale text-video datasets, which is costly, difficult to scale, and still prone to producing implausible motions that violate fundamental physical laws. We introduce a training-free framework that improves physical plausibility at inference time by explicitly reasoning about implausibility and guiding the generation away from it. Specifically, we employ a lightweight physics-aware reasoning pipeline to construct counterfactual prompts that deliberately encode physics-violating behaviors. Then, we propose a novel Synchronized Decoupled Guidance (SDG) strategy, which leverages these prompts through synchronized directional normalization to counteract lagged suppression and trajectory-decoupled denoising to mitigate cumulative trajectory bias, ensuring that implausible content is suppressed immediately and consistently throughout denoising. Experiments across different physical domains show that our approach substantially enhances physical fidelity while maintaining photorealism, despite requiring no additional training. Ablation studies confirm the complementary effectiveness of both the physics-aware reasoning component and SDG. In particular, the aforementioned two designs of SDG are also individually validated to contribute critically to the suppression of implausible content and the overall gains in physical plausibility. This establishes a new and plug-and-play physics-aware paradigm for video generation.

  • 5 authors
·
Sep 29, 2025

InterControl: Zero-shot Human Interaction Generation by Controlling Every Joint

Text-conditioned motion synthesis has made remarkable progress with the emergence of diffusion models. However, the majority of these motion diffusion models are primarily designed for a single character and overlook multi-human interactions. In our approach, we strive to explore this problem by synthesizing human motion with interactions for a group of characters of any size in a zero-shot manner. The key aspect of our approach is the adaptation of human-wise interactions as pairs of human joints that can be either in contact or separated by a desired distance. In contrast to existing methods that necessitate training motion generation models on multi-human motion datasets with a fixed number of characters, our approach inherently possesses the flexibility to model human interactions involving an arbitrary number of individuals, thereby transcending the limitations imposed by the training data. We introduce a novel controllable motion generation method, InterControl, to encourage the synthesized motions maintaining the desired distance between joint pairs. It consists of a motion controller and an inverse kinematics guidance module that realistically and accurately aligns the joints of synthesized characters to the desired location. Furthermore, we demonstrate that the distance between joint pairs for human-wise interactions can be generated using an off-the-shelf Large Language Model (LLM). Experimental results highlight the capability of our framework to generate interactions with multiple human characters and its potential to work with off-the-shelf physics-based character simulators.

  • 5 authors
·
Nov 27, 2023

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

MotionMaestro: Masked Tokenization for Unified Motion Generation

Human motion generation plays an important role in applications such as character animation, virtual environments, and embodied interaction. While existing approaches have achieved remarkable progress, many of them are developed for individual tasks, including text-to-motion, pose-conditioned generation, and trajectory control. Although these tasks involve different types of conditions, a unified framework capable of handling them within a common representation would greatly simplify motion generation systems. We observe that diverse motion conditions can be naturally formulated as different observation patterns over motion sequences, where each task corresponds to a specific masking strategy. Based on this insight, we introduce MotionMaestro, a unified motion generation framework that learns a shared representation for complete motions and heterogeneous partial observations through masked motion tokenization. MotionMaestro employs a three-stage training strategy that first learns a masked motion tokenizer, then refines its reconstruction ability on clean motions, and finally trains a conditional flow-matching generator in the learned latent space. Furthermore, we introduce an observation map and an observation loss to explicitly preserve provided motion conditions during generation. With this unified representation and conditioning mechanism, MotionMaestro supports text-guided and unconditional synthesis, pose conditioning and partial completion, temporal interpolation, trajectory control, and motion continuation. Experiments on the large-scale RoMo and MotionMillion datasets show state-of-the-art performance across diverse motion generation tasks.

  • 3 authors
·
Sep 25

Optimal-state Dynamics Estimation for Physics-based Human Motion Capture from Videos

Human motion capture from monocular videos has made significant progress in recent years. However, modern approaches often produce temporal artifacts, e.g. in form of jittery motion and struggle to achieve smooth and physically plausible motions. Explicitly integrating physics, in form of internal forces and exterior torques, helps alleviating these artifacts. Current state-of-the-art approaches make use of an automatic PD controller to predict torques and reaction forces in order to re-simulate the input kinematics, i.e. the joint angles of a predefined skeleton. However, due to imperfect physical models, these methods often require simplifying assumptions and extensive preprocessing of the input kinematics to achieve good performance. To this end, we propose a novel method to selectively incorporate the physics models with the kinematics observations in an online setting, inspired by a neural Kalman-filtering approach. We develop a control loop as a meta-PD controller to predict internal joint torques and external reaction forces, followed by a physics-based motion simulation. A recurrent neural network is introduced to realize a Kalman filter that attentively balances the kinematics input and simulated motion, resulting in an optimal-state dynamics prediction. We show that this filtering step is crucial to provide an online supervision that helps balancing the shortcoming of the respective input motions, thus being important for not only capturing accurate global motion trajectories but also producing physically plausible human poses. The proposed approach excels in the physics-based human pose estimation task and demonstrates the physical plausibility of the predictive dynamics, compared to state of the art. The code is available on https://github.com/cuongle1206/OSDCap

  • 4 authors
·
May 13, 2025

MoCo: Motion-Consistent Human Video Generation via Structure-Appearance Decoupling

Generating human videos with consistent motion from text prompts remains a significant challenge, particularly for whole-body or long-range motion. Existing video generation models prioritize appearance fidelity, resulting in unrealistic or physically implausible human movements with poor structural coherence. Additionally, most existing human video datasets primarily focus on facial or upper-body motions, or consist of vertically oriented dance videos, limiting the scope of corresponding generation methods to simple movements. To overcome these challenges, we propose MoCo, which decouples the process of human video generation into two components: structure generation and appearance generation. Specifically, our method first employs an efficient 3D structure generator to produce a human motion sequence from a text prompt. The remaining video appearance is then synthesized under the guidance of the generated structural sequence. To improve fine-grained control over sparse human structures, we introduce Human-Aware Dynamic Control modules and integrate dense tracking constraints during training. Furthermore, recognizing the limitations of existing datasets, we construct a large-scale whole-body human video dataset featuring complex and diverse motions. Extensive experiments demonstrate that MoCo outperforms existing approaches in generating realistic and structurally coherent human videos.

  • 8 authors
·
Aug 24, 2025

FlowHMR: Physically Plausible Motion Capture from Video

We present FlowHMR, a framework for recovering physically plausible global 3D human motion from monocular video. Previous learning-based methods typically regress human motion directly from video and train the network with geometric supervision. However, recovering human motion from monocular video is inherently ambiguous in depth, and direct regression tends to collapse toward an averaged solution. Moreover, the recovered motions are not guaranteed to be physically plausible, so physics-based tracking of them often fails. To address these challenges, we formulate video motion capture as a video-conditioned motion generation problem and first pretrain a flow matching model for this task. Given an input video, the pretrained model generates diverse motion candidates, but not all of them are faithful to the video or physically trackable. We therefore post-train the model using Group Relative Policy Optimization (GRPO) with two rewards. A fidelity reward encourages consistency with the input video. A tracking reward favors motions that a physics-based controller can track successfully. Together, these rewards shift the model's output preference, so the post-trained model stays faithful to the input video while producing more physically plausible motion. We further introduce Wild-4K, a large and diverse dataset of about 4K internet videos, for evaluating human motion recovery in the wild. Qualitative and quantitative experiments on Wild-4K show that our method outperforms state-of-the-art methods in overall motion fidelity and achieves a physical tracking success rate of 82.47%, compared with 62.82% for the strongest baseline, GVHMR.

  • 11 authors
·
Oct 1

Neural Voxel Dynamics: Learning Implicit 3D Physics via Volumetric Feature Advection

We present a self-supervised framework for learning implicit 3D physical dynamics directly from video-derived supervisory signals. While current generative video models achieve high visual fidelity, they lack a 3D geometric foundation, often resulting in physical inconsistencies and a failure to maintain object permanence. We address this by shifting the predictive bottleneck from 2D image space to a `lifted' 3D Volumetric Latent Space. Our method unprojects semantic features from a Video Joint-Embedding Predictive Architecture (V-JEPA) into a voxelized grid, grounded by monocular depth priors. This lifting enables a Volumetric Feature Advection to learn an action-conditioned transition operator that treats physics as a spatio-temporal state advection problem, i.e., learn implicit 3D physics. Unlike state-of-the-art hybrid models that rely on explicit classical simulators for training and/or inference, our architecture tracks material states implicitly within high-dimensional V-JEPA features. This allows for the emergent simulation of heterogeneous phenomena (e.g., rigid body motion in fluid flow) within a single, unified pipeline. Supervised solely via end-to-end video-derived signal plus action conditions, without access to physics engine internal states, labels, or surrogate models, our model demonstrates good long-term structural stability and physical plausibility on multiple benchmarks (CLEVERER, PhysInOne, PhysGaia). We believe that this work opens a scalable pathway toward general-purpose dynamic world models that internalize the 3D invariants of the physical world solely through passive observation of monocular videos.

  • 2 authors
·
Jun 23

How Far is Video Generation from World Model: A Physical Law Perspective

OpenAI's Sora highlights the potential of video generation for developing world models that adhere to fundamental physical laws. However, the ability of video generation models to discover such laws purely from visual data without human priors can be questioned. A world model learning the true law should give predictions robust to nuances and correctly extrapolate on unseen scenarios. In this work, we evaluate across three key scenarios: in-distribution, out-of-distribution, and combinatorial generalization. We developed a 2D simulation testbed for object movement and collisions to generate videos deterministically governed by one or more classical mechanics laws. This provides an unlimited supply of data for large-scale experimentation and enables quantitative evaluation of whether the generated videos adhere to physical laws. We trained diffusion-based video generation models to predict object movements based on initial frames. Our scaling experiments show perfect generalization within the distribution, measurable scaling behavior for combinatorial generalization, but failure in out-of-distribution scenarios. Further experiments reveal two key insights about the generalization mechanisms of these models: (1) the models fail to abstract general physical rules and instead exhibit "case-based" generalization behavior, i.e., mimicking the closest training example; (2) when generalizing to new cases, models are observed to prioritize different factors when referencing training data: color > size > velocity > shape. Our study suggests that scaling alone is insufficient for video generation models to uncover fundamental physical laws, despite its role in Sora's broader success. See our project page at https://phyworld.github.io

  • 8 authors
·
Nov 4, 2024 2