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Oct 20

TextCraftor: Your Text Encoder Can be Image Quality Controller

Diffusion-based text-to-image generative models, e.g., Stable Diffusion, have revolutionized the field of content generation, enabling significant advancements in areas like image editing and video synthesis. Despite their formidable capabilities, these models are not without their limitations. It is still challenging to synthesize an image that aligns well with the input text, and multiple runs with carefully crafted prompts are required to achieve satisfactory results. To mitigate these limitations, numerous studies have endeavored to fine-tune the pre-trained diffusion models, i.e., UNet, utilizing various technologies. Yet, amidst these efforts, a pivotal question of text-to-image diffusion model training has remained largely unexplored: Is it possible and feasible to fine-tune the text encoder to improve the performance of text-to-image diffusion models? Our findings reveal that, instead of replacing the CLIP text encoder used in Stable Diffusion with other large language models, we can enhance it through our proposed fine-tuning approach, TextCraftor, leading to substantial improvements in quantitative benchmarks and human assessments. Interestingly, our technique also empowers controllable image generation through the interpolation of different text encoders fine-tuned with various rewards. We also demonstrate that TextCraftor is orthogonal to UNet finetuning, and can be combined to further improve generative quality.

  • 9 authors
·
Mar 27, 2024 1

Decoder-Only LLMs are Better Controllers for Diffusion Models

Groundbreaking advancements in text-to-image generation have recently been achieved with the emergence of diffusion models. These models exhibit a remarkable ability to generate highly artistic and intricately detailed images based on textual prompts. However, obtaining desired generation outcomes often necessitates repetitive trials of manipulating text prompts just like casting spells on a magic mirror, and the reason behind that is the limited capability of semantic understanding inherent in current image generation models. Specifically, existing diffusion models encode the text prompt input with a pre-trained encoder structure, which is usually trained on a limited number of image-caption pairs. The state-of-the-art large language models (LLMs) based on the decoder-only structure have shown a powerful semantic understanding capability as their architectures are more suitable for training on very large-scale unlabeled data. In this work, we propose to enhance text-to-image diffusion models by borrowing the strength of semantic understanding from large language models, and devise a simple yet effective adapter to allow the diffusion models to be compatible with the decoder-only structure. Meanwhile, we also provide a supporting theoretical analysis with various architectures (e.g., encoder-only, encoder-decoder, and decoder-only), and conduct extensive empirical evaluations to verify its effectiveness. The experimental results show that the enhanced models with our adapter module are superior to the stat-of-the-art models in terms of text-to-image generation quality and reliability.

  • 4 authors
·
Feb 6, 2025

pyMEAL: A Multi-Encoder Augmentation-Aware Learning for Robust and Generalizable Medical Image Translation

Medical imaging is critical for diagnostics, but clinical adoption of advanced AI-driven imaging faces challenges due to patient variability, image artifacts, and limited model generalization. While deep learning has transformed image analysis, 3D medical imaging still suffers from data scarcity and inconsistencies due to acquisition protocols, scanner differences, and patient motion. Traditional augmentation uses a single pipeline for all transformations, disregarding the unique traits of each augmentation and struggling with large data volumes. To address these challenges, we propose a Multi-encoder Augmentation-Aware Learning (MEAL) framework that leverages four distinct augmentation variants processed through dedicated encoders. Three fusion strategies such as concatenation (CC), fusion layer (FL), and adaptive controller block (BD) are integrated to build multi-encoder models that combine augmentation-specific features before decoding. MEAL-BD uniquely preserves augmentation-aware representations, enabling robust, protocol-invariant feature learning. As demonstrated in a Computed Tomography (CT)-to-T1-weighted Magnetic Resonance Imaging (MRI) translation study, MEAL-BD consistently achieved the best performance on both unseen- and predefined-test data. On both geometric transformations (like rotations and flips) and non-augmented inputs, MEAL-BD outperformed other competing methods, achieving higher mean peak signal-to-noise ratio (PSNR) and structural similarity index measure (SSIM) scores. These results establish MEAL as a reliable framework for preserving structural fidelity and generalizing across clinically relevant variability. By reframing augmentation as a source of diverse, generalizable features, MEAL supports robust, protocol-invariant learning, advancing clinically reliable medical imaging solutions.

  • 6 authors
·
May 30, 2025

Reflex: Visually Grounded Reactive Humanoid Control

Humans effortlessly react to the world; they adeptly return a tennis shot, catch a falling cup, step aside from a passing cart, or pass a box tossed during truck unloading. These everyday actions require anticipating a moving target and reflexively responding with the whole body within about a second. Such visual reactive whole-body control remains challenging for humanoids, which must (1) coordinate whole-body control, (2) react to object dynamics in real time, and (3) ground perception in egocentric vision. We study catching thrown boxes as a representative task that demands all three capabilities; existing systems cover only part of it, relying on end-effectors, motion capture, or marked objects. We present Reflex, a three-stage framework that learns these capabilities stage by stage while connecting them through a compact representation of object dynamics. First, a state-based policy learns whole-body catching with reinforcement learning. Second, the policy learns to infer the dynamics of a moving box from delayed and incomplete observations. Third, an egocentric RGB-D encoder learns to recover this dynamics representation directly from visual observations while keeping the whole-body controller fixed. This decomposition provides each capability with a direct training signal and makes visual learning substantially more scalable. In simulation, Reflex achieves 85.7% catch success from egocentric RGB-D, compared with 87.9% when given privileged box observations. Temporal visual history is critical: removing it reduces success by 35.6 and 39.8 points on centered and laterally offset throws. On a real Unitree G1, Reflex catches human-thrown boxes with 65% and 40% success at 2.5 and 5 m, reaching 76% and 59% of human catchers' success at the same distances.

ESP-MedSAM: Efficient Self-Prompting SAM for Universal Image Segmentation

The Segment Anything Model (SAM) has demonstrated outstanding adaptation to medical image segmentation but still faces three major challenges. Firstly, the huge computational costs of SAM limit its real-world applicability. Secondly, SAM depends on manual annotations (e.g., points, boxes) as prompts, which are laborious and impractical in clinical scenarios. Thirdly, SAM handles all segmentation targets equally, which is suboptimal for diverse medical modalities with inherent heterogeneity. To address these issues, we propose an Efficient Self-Prompting SAM for universal medical image segmentation, named ESP-MedSAM. We devise a Multi-Modal Decoupled Knowledge Distillation (MMDKD) strategy to distil common image knowledge and domain-specific medical knowledge from the foundation model to train a lightweight image encoder and a modality controller. Further, they combine with the additionally introduced Self-Patch Prompt Generator (SPPG) and Query-Decoupled Modality Decoder (QDMD) to construct ESP-MedSAM. Specifically, SPPG aims to generate a set of patch prompts automatically and QDMD leverages a one-to-one strategy to provide an independent decoding channel for every modality. Extensive experiments indicate that ESP-MedSAM outperforms state-of-the-arts in diverse medical imaging segmentation takes, displaying superior zero-shot learning and modality transfer ability. Especially, our framework uses only 31.4% parameters compared to SAM-Base.

  • 13 authors
·
Jul 19, 2024

Learning to Collocate Visual-Linguistic Neural Modules for Image Captioning

Humans tend to decompose a sentence into different parts like sth do sth at someplace and then fill each part with certain content. Inspired by this, we follow the principle of modular design to propose a novel image captioner: learning to Collocate Visual-Linguistic Neural Modules (CVLNM). Unlike the widely used neural module networks in VQA, where the language (\ie, question) is fully observable, the task of collocating visual-linguistic modules is more challenging. This is because the language is only partially observable, for which we need to dynamically collocate the modules during the process of image captioning. To sum up, we make the following technical contributions to design and train our CVLNM: 1) distinguishable module design -- four modules in the encoder including one linguistic module for function words and three visual modules for different content words (\ie, noun, adjective, and verb) and another linguistic one in the decoder for commonsense reasoning, 2) a self-attention based module controller for robustifying the visual reasoning, 3) a part-of-speech based syntax loss imposed on the module controller for further regularizing the training of our CVLNM. Extensive experiments on the MS-COCO dataset show that our CVLNM is more effective, \eg, achieving a new state-of-the-art 129.5 CIDEr-D, and more robust, \eg, being less likely to overfit to dataset bias and suffering less when fewer training samples are available. Codes are available at https://github.com/GCYZSL/CVLMN

  • 4 authors
·
Oct 3, 2022

OmniVTA: Visuo-Tactile World Modeling for Contact-Rich Robotic Manipulation

Contact-rich manipulation tasks, such as wiping and assembly, require accurate perception of contact forces, friction changes, and state transitions that cannot be reliably inferred from vision alone. Despite growing interest in visuo-tactile manipulation, progress is constrained by two persistent limitations: existing datasets are small in scale and narrow in task coverage, and current methods treat tactile signals as passive observations rather than using them to model contact dynamics or enable closed-loop control explicitly. In this paper, we present OmniViTac, a large-scale visuo-tactile-action dataset comprising 21{,}000+ trajectories across 86 tasks and 100+ objects, organized into six physics-grounded interaction patterns. Building on this dataset, we propose OmniVTA, a world-model-based visuo-tactile manipulation framework that integrates four tightly coupled modules: a self-supervised tactile encoder, a two-stream visuo-tactile world model for predicting short-horizon contact evolution, a contact-aware fusion policy for action generation, and a 60Hz reflexive controller that corrects deviations between predicted and observed tactile signals in a closed loop. Real-robot experiments across all six interaction categories show that OmniVTA outperforms existing methods and generalizes well to unseen objects and geometric configurations, confirming the value of combining predictive contact modeling with high-frequency tactile feedback for contact-rich manipulation. All data, models, and code will be made publicly available on the project website at https://mrsecant.github.io/OmniVTA.

  • 14 authors
·
Mar 22

MaskedMimic: Unified Physics-Based Character Control Through Masked Motion Inpainting

Crafting a single, versatile physics-based controller that can breathe life into interactive characters across a wide spectrum of scenarios represents an exciting frontier in character animation. An ideal controller should support diverse control modalities, such as sparse target keyframes, text instructions, and scene information. While previous works have proposed physically simulated, scene-aware control models, these systems have predominantly focused on developing controllers that each specializes in a narrow set of tasks and control modalities. This work presents MaskedMimic, a novel approach that formulates physics-based character control as a general motion inpainting problem. Our key insight is to train a single unified model to synthesize motions from partial (masked) motion descriptions, such as masked keyframes, objects, text descriptions, or any combination thereof. This is achieved by leveraging motion tracking data and designing a scalable training method that can effectively utilize diverse motion descriptions to produce coherent animations. Through this process, our approach learns a physics-based controller that provides an intuitive control interface without requiring tedious reward engineering for all behaviors of interest. The resulting controller supports a wide range of control modalities and enables seamless transitions between disparate tasks. By unifying character control through motion inpainting, MaskedMimic creates versatile virtual characters. These characters can dynamically adapt to complex scenes and compose diverse motions on demand, enabling more interactive and immersive experiences.

  • 5 authors
·
Sep 22, 2024 2

ENPIRE: Agentic Robot Policy Self-Improvement in the Real World

Achieving dexterous robotic manipulation in the real world heavily relies on human supervision and algorithm engineering, which becomes a central bottleneck in the pursuit of general physical intelligence. Although emerging coding agents can generate code to automate algorithm search, their successes remain largely confined in digital environments. We conjecture that the missing abstraction to automate robotics research is a repeatable feedback loop for real-world policy improvement: reset the scene, execute a policy, verify the outcome, and refine the next iteration. To bridge this gap, we introduce ENPIRE, a harness framework for coding agents that instantiates this physical feedback routine with four core modules: an Environment module (EN) for automatic reset and verification, a Policy Improvement module (PI) that launches policy refinement, a Rollout module (R) to evaluate policies with one or multiple physical robots operating in parallel, and an Evolution module (E) in which coding agents analyze logs, consult literature, improve training infrastructure and algorithm code to address failure modes. This closed-loop system transforms real-world manipulation learning into a controllable optimization procedure, minimizing human effort while allowing fair ablations across training recipe and agent variants. Powered by ENPIRE, frontier coding agents can autonomously train a policy to achieve a 99% success rate on challenging, dexterous manipulation tasks, such as organizing a pin box, fastening a zip tie, and tool use, a process that further accelerates when we dispatch an agent team on a robot fleet. Our results suggest a practical and scalable path toward deploying coding agents to autonomously advancing robotics in the physical world.

nvidia NVIDIA
·
Jun 17 6

GPC: Large-Scale Generative Pretraining for Transferable Motor Control

Developing controllers capable of completing a wide range of tasks in a natural and life-like manner is a key challenge in enabling practical applications of physics-based character animation. In this work, we introduce Generative Pretrained Controllers (GPC), which leverage tokenization and next-token modeling to create general-purpose, reusable generative controllers from large-scale motion datasets. Our framework utilizes end-to-end reinforcement learning to jointly optimize a "motion vocabulary", modeled via Finite Scalar Quantization (FSQ), along with a corresponding control policy that can map the discrete codes to physics-based controls. After the "codebook" has been learned, the underlying structure of this large vocabulary is modeled by training a GPT-style autoregressive transformer, leading to a powerful generative controller that generates controls for a physically simulated character by performing next-token prediction. Once the generative controller has been trained, we propose a suite of adaptation techniques for finetuning the controller for new downstream tasks. Our proposed framework greatly simplifies the training process compared to previous tokenized methods, and achieves a 99.98% success rate in reproducing a vast corpus of motion clips. The generative controller exhibits a variety of natural emergent behaviors, such as responsive behaviors to perturbations and recovery behaviors after falling. This results in highly robust general purpose controllers for a variety of downstream applications.

  • 4 authors
·
Jun 27

ControlAR: Controllable Image Generation with Autoregressive Models

Autoregressive (AR) models have reformulated image generation as next-token prediction, demonstrating remarkable potential and emerging as strong competitors to diffusion models. However, control-to-image generation, akin to ControlNet, remains largely unexplored within AR models. Although a natural approach, inspired by advancements in Large Language Models, is to tokenize control images into tokens and prefill them into the autoregressive model before decoding image tokens, it still falls short in generation quality compared to ControlNet and suffers from inefficiency. To this end, we introduce ControlAR, an efficient and effective framework for integrating spatial controls into autoregressive image generation models. Firstly, we explore control encoding for AR models and propose a lightweight control encoder to transform spatial inputs (e.g., canny edges or depth maps) into control tokens. Then ControlAR exploits the conditional decoding method to generate the next image token conditioned on the per-token fusion between control and image tokens, similar to positional encodings. Compared to prefilling tokens, using conditional decoding significantly strengthens the control capability of AR models but also maintains the model's efficiency. Furthermore, the proposed ControlAR surprisingly empowers AR models with arbitrary-resolution image generation via conditional decoding and specific controls. Extensive experiments can demonstrate the controllability of the proposed ControlAR for the autoregressive control-to-image generation across diverse inputs, including edges, depths, and segmentation masks. Furthermore, both quantitative and qualitative results indicate that ControlAR surpasses previous state-of-the-art controllable diffusion models, e.g., ControlNet++. Code, models, and demo will soon be available at https://github.com/hustvl/ControlAR.

  • 9 authors
·
Oct 3, 2024 2

EmoFace: Audio-driven Emotional 3D Face Animation

Audio-driven emotional 3D face animation aims to generate emotionally expressive talking heads with synchronized lip movements. However, previous research has often overlooked the influence of diverse emotions on facial expressions or proved unsuitable for driving MetaHuman models. In response to this deficiency, we introduce EmoFace, a novel audio-driven methodology for creating facial animations with vivid emotional dynamics. Our approach can generate facial expressions with multiple emotions, and has the ability to generate random yet natural blinks and eye movements, while maintaining accurate lip synchronization. We propose independent speech encoders and emotion encoders to learn the relationship between audio, emotion and corresponding facial controller rigs, and finally map into the sequence of controller values. Additionally, we introduce two post-processing techniques dedicated to enhancing the authenticity of the animation, particularly in blinks and eye movements. Furthermore, recognizing the scarcity of emotional audio-visual data suitable for MetaHuman model manipulation, we contribute an emotional audio-visual dataset and derive control parameters for each frames. Our proposed methodology can be applied in producing dialogues animations of non-playable characters (NPCs) in video games, and driving avatars in virtual reality environments. Our further quantitative and qualitative experiments, as well as an user study comparing with existing researches show that our approach demonstrates superior results in driving 3D facial models. The code and sample data are available at https://github.com/SJTU-Lucy/EmoFace.

  • 4 authors
·
Jul 17, 2024

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

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

  • 1 authors
·
May 10

Multi-Stage Cable Routing through Hierarchical Imitation Learning

We study the problem of learning to perform multi-stage robotic manipulation tasks, with applications to cable routing, where the robot must route a cable through a series of clips. This setting presents challenges representative of complex multi-stage robotic manipulation scenarios: handling deformable objects, closing the loop on visual perception, and handling extended behaviors consisting of multiple steps that must be executed successfully to complete the entire task. In such settings, learning individual primitives for each stage that succeed with a high enough rate to perform a complete temporally extended task is impractical: if each stage must be completed successfully and has a non-negligible probability of failure, the likelihood of successful completion of the entire task becomes negligible. Therefore, successful controllers for such multi-stage tasks must be able to recover from failure and compensate for imperfections in low-level controllers by smartly choosing which controllers to trigger at any given time, retrying, or taking corrective action as needed. To this end, we describe an imitation learning system that uses vision-based policies trained from demonstrations at both the lower (motor control) and the upper (sequencing) level, present a system for instantiating this method to learn the cable routing task, and perform evaluations showing great performance in generalizing to very challenging clip placement variations. Supplementary videos, datasets, and code can be found at https://sites.google.com/view/cablerouting.

  • 8 authors
·
Jul 17, 2023

SCOUT: Sim-to-Real Text-Based Person Retrieval by Embedding-Space Prediction over Frozen Video Features

Text-based person retrieval under a sim-to-real gap (synthetic training data, a real-image gallery) is usually tackled with costly fine-tuned cross-encoders. We ask whether a frozen-encoder system can compete. We present SCOUT, which casts cross-modal retrieval as prediction in embedding space. A trainable predictor maps the patch tokens of a frozen video encoder into the embedding space of a frozen text encoder under a bidirectional InfoNCE objective, and no encoder is fine-tuned in the base model. The video encoder is V-JEPA, the text encoder is EmbeddingGemma, and the predictor is initialized from a Qwen3.5-0.8B decoder. We make three findings. First, the best frozen text encoder is simply the one whose geometry best matches the video features. A training-free alignment score ranks three candidate text encoders in the same order as their retrieval accuracy on our held-out split (Spearman ρ= 1.0); a fourth, LLM-based encoder shows the rule is metric-dependent, holding for a neighborhood-overlap score (ρ= 0.8) but not for a linear probe (ρ= -0.2). Second, two precision-targeted levers, parameter-efficient ExPLoRA adaptation of the video encoder and a training-free attribute-decomposed reranker built on a vision-language model, improve the top-rank precision that otherwise limits the frozen system, adding 2.2 points of leaderboard R@1. Third, a local-versus-public calibration study explains which interventions transfer to the real domain. On AI City Challenge 2026 Track 4 the full retrieve-fuse-rerank system reaches 84.25 mAP@10 on the final leaderboard, while a single frozen model submitted alone reaches 60.63. Our trained components cost about 95 GPU-hours. CMP, the dataset authors' fine-tuned cross-encoder that trains for sixteen GPU-days, is one fusion member of the full system, not an alternative. Code and annotations: https://github.com/abtraore/SCOUT-ECCV

  • 3 authors
·
Sep 15

AnyControl: Create Your Artwork with Versatile Control on Text-to-Image Generation

The field of text-to-image (T2I) generation has made significant progress in recent years, largely driven by advancements in diffusion models. Linguistic control enables effective content creation, but struggles with fine-grained control over image generation. This challenge has been explored, to a great extent, by incorporating additional user-supplied spatial conditions, such as depth maps and edge maps, into pre-trained T2I models through extra encoding. However, multi-control image synthesis still faces several challenges. Specifically, current approaches are limited in handling free combinations of diverse input control signals, overlook the complex relationships among multiple spatial conditions, and often fail to maintain semantic alignment with provided textual prompts. This can lead to suboptimal user experiences. To address these challenges, we propose AnyControl, a multi-control image synthesis framework that supports arbitrary combinations of diverse control signals. AnyControl develops a novel Multi-Control Encoder that extracts a unified multi-modal embedding to guide the generation process. This approach enables a holistic understanding of user inputs, and produces high-quality, faithful results under versatile control signals, as demonstrated by extensive quantitative and qualitative evaluations. Our project page is available in https://any-control.github.io.

  • 5 authors
·
Jun 27, 2024

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

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

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

  • 7 authors
·
May 26, 2025 3

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

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

AlibabaTongyiLab TongyiLab
·
Dec 9, 2025 5

Streaming Neural Speech Codecs through Time-Invariant Representations

Neural speech codecs are increasingly used as intermediate representations in codec-based speech generation systems. TiCodec introduces a factorized representation that separates time-varying speech content from time-invariant information through a Time-Invariant Representation Extraction (TIRE) module, potentially reducing the amount of information that must be modeled at the frame-level. In this work, we investigate the nature of the information captured by TIRE representations and their suitability for low-latency speech processing. Using a series of probing tasks, we analyze the influence of the encoder layer and show that intermediate layers capture complementary speaker- and environment-related information while containing little linguistic content. We further study several segment selection strategies for TIRE training and demonstrate that cross-file sampling improves the robustness of invariant representations. Based on these findings, we propose Dual-TIRE, a multi-level architecture that exploits the complementarity of different encoder layers and improves speech reconstruction quality and speaker similarity. Finally, we evaluate TiCodec in a streaming inference setting using successive 660ms processing blocks. Results show that streaming operation can be achieved without significant degradation in reconstruction performance, highlighting the potential of factorized neural codec representations for future low-latency speech generation systems.

  • 5 authors
·
Jul 5

4DStreamCtrl: Interactive Video Generation with Online 4D Control

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

  • 7 authors
·
Aug 26

DexTrack: Towards Generalizable Neural Tracking Control for Dexterous Manipulation from Human References

We address the challenge of developing a generalizable neural tracking controller for dexterous manipulation from human references. This controller aims to manage a dexterous robot hand to manipulate diverse objects for various purposes defined by kinematic human-object interactions. Developing such a controller is complicated by the intricate contact dynamics of dexterous manipulation and the need for adaptivity, generalizability, and robustness. Current reinforcement learning and trajectory optimization methods often fall short due to their dependence on task-specific rewards or precise system models. We introduce an approach that curates large-scale successful robot tracking demonstrations, comprising pairs of human references and robot actions, to train a neural controller. Utilizing a data flywheel, we iteratively enhance the controller's performance, as well as the number and quality of successful tracking demonstrations. We exploit available tracking demonstrations and carefully integrate reinforcement learning and imitation learning to boost the controller's performance in dynamic environments. At the same time, to obtain high-quality tracking demonstrations, we individually optimize per-trajectory tracking by leveraging the learned tracking controller in a homotopy optimization method. The homotopy optimization, mimicking chain-of-thought, aids in solving challenging trajectory tracking problems to increase demonstration diversity. We showcase our success by training a generalizable neural controller and evaluating it in both simulation and real world. Our method achieves over a 10% improvement in success rates compared to leading baselines. The project website with animated results is available at https://meowuu7.github.io/DexTrack/.

  • 5 authors
·
Feb 13, 2025 2

OpenRUA: Robot-Use Agents Are Zero-Shot Visuomotor Policies

Coding agents are extending their reach into the physical world by writing and executing robot control programs. One might expect the agents to use the existing mature software stack that engineers have developed over decades to access sensors and control motion. Yet prior work primarily engineers complex custom harnesses to orchestrate agents for robot use, particularly by prescribing specialized workflows and providing bespoke interfaces. This raises the question: "Is such additional harness engineering necessary?" We introduce OpenRUA, a zero-abstraction harness that bypasses bespoke abstraction layers by providing off-the-shelf coding agents with only terminal access to the robot's native software interface ROS 2. OpenRUA employs a minimalist workspace-as-harness design, only offering ROS 2 documentation and basic tools while leaving the coding agent to organize its own work without orchestrating any agentic workflow. Within this workspace, OpenRUA recasts perception as file I/O and manipulation as coding. With Claude Code powered by Claude Opus 5, OpenRUA achieves success rates of 99.0% on CaP-Bench and 87.0% on LIBERO-PRO, demonstrating that an off-the-shelf coding agent can serve as a zero-shot visuomotor policy through the robot's native interface, without bespoke primitives or task-specific training. Under this minimalist design, further analysis reveals striking emergent behaviors of coding agents: (1) For perception, the agent spontaneously writes programs that process raw sensory inputs and derive metric measurements in 96.80% of episodes. (2) For manipulation, the agent spontaneously builds motion-control clients (e.g., gripper control) in 95.87% of episodes and closed-loop control programs (e.g., adjusting motion based on sensor feedback) in 50.13% of episodes. Our code is available at https://github.com/terminalworld/OpenRUA.

  • 7 authors
·
Sep 30 2

Generative Cinematographer: Composing Camera and Object Motion in 3D

Current controllable video generation systems often rely on 2D motion trajectories or sparse drag signals for object motion. These controls are ambiguous because the same 2D trajectory can correspond to different 3D motions, especially when the camera and objects move simultaneously. We present Generative Cinematographer (GenCine), a system that lifts a single image into an editable 3D scene scaffold where artists jointly author camera and foreground motion. Artists specify a camera path and move selected foreground regions using local 3D motion handles. Several handles can move different parts of a subject independently, providing a piecewise-rigid approximation to non-rigid motion without a physics simulator or category-specific prior. To communicate these controls to a pretrained video model, we project them into guidance maps. These maps record where the controlled regions appear in each frame, assign each handle a fixed color across frames and encode the current 3D positions of its controlled points in the same world coordinate system as the background. This lets us describe object motion relative to the scene even as the camera moves. For training, we recover controls from the motion observed in real videos and use ground-truth geometry and trajectories from synthetic videos. We train a lightweight guidance branch and LoRA adapters on a pretrained Wan model to follow these controls. Our experiments show consistent camera-relative motion, improved geometric consistency under viewpoint changes, and strong controllability across diverse real-world scenes.

  • 7 authors
·
Sep 30

Athena-WBC: Capability-Aligned Policy Experts for Long-Tail Humanoid Whole-Body Control

Large-scale humanoid motion-tracking controllers are commonly improved by reallocating training effort: difficult motions are sampled more often, isolated into smaller subsets, or assigned to specialized experts. We show that this view is incomplete. In strong whole-body-control baselines, a residual set of feasible training clips remains unsolved even under targeted training, especially for high-dynamic transitions and balance-critical motions. These failures arise not only from insufficient exposure, but from a mismatch between the motion demands and the effective capability induced by the default training recipe. We propose Athena-WBC, a compact teacher-student pipeline with capability-aligned policy experts for long-tail humanoid whole-body control. Dynamic experts use a tracking-focused, constraint-aware objective that removes conservative effort and temporal-control penalties while preserving physical feasibility constraints; balance experts use a gravity curriculum to improve early-training survivability. The resulting privileged teachers are motion-routed for DAgger distillation and then compressed into a single controller with deployable observations followed by RL fine-tuning. Experiments on a full-size humanoid show improved recovery of training-set long-tail motions and better held-out tracking than a strong SONIC-recipe baseline, using only a small number of experts.

  • 5 authors
·
Aug 23

SCI: A Metacognitive Control for Signal Dynamics

Modern deep learning systems are typically deployed as open-loop function approximators: they map inputs to outputs in a single pass, without regulating how much computation or explanatory effort is spent on a given case. In safety-critical settings, this is brittle: easy and ambiguous inputs receive identical processing, and uncertainty is only read off retrospectively from raw probabilities. We introduce the Surgical Cognitive Interpreter (SCI), a lightweight closed-loop metacognitive control layer that wraps an existing stochastic model and turns prediction into an iterative process. SCI monitors a scalar interpretive state SP(t), here instantiated as a normalized entropy-based confidence signal, and adaptively decides whether to stop, continue sampling, or abstain. The goal is not to improve accuracy per se, but to regulate interpretive error ΔSP and expose a safety signal that tracks when the underlying model is likely to fail. We instantiate SCI around Monte Carlo dropout classifiers in three domains: vision (MNIST digits), medical time series (MIT-BIH arrhythmia), and industrial condition monitoring (rolling-element bearings). In all cases, the controller allocates more inference steps to misclassified inputs than to correct ones (up to about 3-4x on MNIST and bearings, and 1.4x on MIT-BIH). The resulting ΔSP acts as a usable safety signal for detecting misclassifications (AUROC 0.63 on MNIST, 0.70 on MIT-BIH, 0.86 on bearings). Code and reproducibility: https://github.com/vishal-1344/sci

  • 1 authors
·
Nov 15, 2025

Cross-Embodiment Robot Manipulation Skill Transfer using Latent Space Alignment

This paper focuses on transferring control policies between robot manipulators with different morphology. While reinforcement learning (RL) methods have shown successful results in robot manipulation tasks, transferring a trained policy from simulation to a real robot or deploying it on a robot with different states, actions, or kinematics is challenging. To achieve cross-embodiment policy transfer, our key insight is to project the state and action spaces of the source and target robots to a common latent space representation. We first introduce encoders and decoders to associate the states and actions of the source robot with a latent space. The encoders, decoders, and a latent space control policy are trained simultaneously using loss functions measuring task performance, latent dynamics consistency, and encoder-decoder ability to reconstruct the original states and actions. To transfer the learned control policy, we only need to train target encoders and decoders that align a new target domain to the latent space. We use generative adversarial training with cycle consistency and latent dynamics losses without access to the task reward or reward tuning in the target domain. We demonstrate sim-to-sim and sim-to-real manipulation policy transfer with source and target robots of different states, actions, and embodiments. The source code is available at https://github.com/ExistentialRobotics/cross_embodiment_transfer.

  • 4 authors
·
Jun 3, 2024

ZYT-World: A Real-Time Controllable World Model for Closed-Loop Autonomous-Driving Simulation

Generative world models offer controllable and repeatable closed-loop simulation for end-to-end and vision-language-action driving policies, but production deployment exposes three unresolved requirements: faithfully reproducing a mixed fisheye-pinhole rig at native resolutions; reconciling causal, per-timestep interaction with long-horizon stability and low latency; and preserving scene identity when a location is revisited. We present ZYT-World, a single architecture that natively generates four fisheye views with field of view > 180° and three pinhole views. Projection-specific Plucker adapters encode camera geometry, ego-motion adaptive layer normalization provides global motion control, and a lightweight pixel-aligned layout conditions traffic participants and signals through instance-level boxes, headings and colors. Heterogeneous training combines full-rig geometric coverage with high-resolution detail. Teacher forcing, causal consistency distillation, self-rollout distribution matching distillation, and RigCritic transform a 40-step bidirectional teacher into a one-step, per-latent streaming generator, with RigCritic evaluating the seven-view rig jointly. A 19M-parameter variational autoencoder decoder (TinyVAE), W8A8 quantization, and our inference engine reduce decoding, backbone, and incremental-execution costs, respectively. Finally, cross-trajectory pairs derived from real captures train a plug-in implicit-memory module that preserves place-specific evidence. On the internal multi-view test set, the one-step model retains more than 90% of the teacher's PSNR and SSIM, while FID, FVD, and LPIPS stay within 11% of the teacher. Under the generator-only timing in Figure 2, it is 107.7 times faster than the 40-step bidirectional teacher. TinyVAE decodes 59.8 times faster than Wan. 30s rollouts and cross-trajectory revisits show the intended long-horizon and memory behavior.

  • 23 authors
·
Sep 21

DisPose: Disentangling Pose Guidance for Controllable Human Image Animation

Controllable human image animation aims to generate videos from reference images using driving videos. Due to the limited control signals provided by sparse guidance (e.g., skeleton pose), recent works have attempted to introduce additional dense conditions (e.g., depth map) to ensure motion alignment. However, such strict dense guidance impairs the quality of the generated video when the body shape of the reference character differs significantly from that of the driving video. In this paper, we present DisPose to mine more generalizable and effective control signals without additional dense input, which disentangles the sparse skeleton pose in human image animation into motion field guidance and keypoint correspondence. Specifically, we generate a dense motion field from a sparse motion field and the reference image, which provides region-level dense guidance while maintaining the generalization of the sparse pose control. We also extract diffusion features corresponding to pose keypoints from the reference image, and then these point features are transferred to the target pose to provide distinct identity information. To seamlessly integrate into existing models, we propose a plug-and-play hybrid ControlNet that improves the quality and consistency of generated videos while freezing the existing model parameters. Extensive qualitative and quantitative experiments demonstrate the superiority of DisPose compared to current methods. Code: https://github.com/lihxxx/DisPose{https://github.com/lihxxx/DisPose}.

  • 7 authors
·
Dec 12, 2024 2

OmniVCus: Feedforward Subject-driven Video Customization with Multimodal Control Conditions

Existing feedforward subject-driven video customization methods mainly study single-subject scenarios due to the difficulty of constructing multi-subject training data pairs. Another challenging problem that how to use the signals such as depth, mask, camera, and text prompts to control and edit the subject in the customized video is still less explored. In this paper, we first propose a data construction pipeline, VideoCus-Factory, to produce training data pairs for multi-subject customization from raw videos without labels and control signals such as depth-to-video and mask-to-video pairs. Based on our constructed data, we develop an Image-Video Transfer Mixed (IVTM) training with image editing data to enable instructive editing for the subject in the customized video. Then we propose a diffusion Transformer framework, OmniVCus, with two embedding mechanisms, Lottery Embedding (LE) and Temporally Aligned Embedding (TAE). LE enables inference with more subjects by using the training subjects to activate more frame embeddings. TAE encourages the generation process to extract guidance from temporally aligned control signals by assigning the same frame embeddings to the control and noise tokens. Experiments demonstrate that our method significantly surpasses state-of-the-art methods in both quantitative and qualitative evaluations. Video demos are at our project page: https://caiyuanhao1998.github.io/project/OmniVCus/. Our code will be released at https://github.com/caiyuanhao1998/Open-OmniVCus

  • 14 authors
·
Jun 29, 2025

Infrastructure-Native Computing with Electric Power Grids

Computing is conventionally implemented by hardware engineered for information processing. Here we investigate infrastructure-native computing: the use of a physical system built for another primary function as a fixed computational operator. In time-domain simulations of an IEEE 14-bus electrical network, Kirchhoff's current law and Ohm's law relate voltage-reference perturbations applied at distributed controllable nodes interfaced by power electronics converters to current responses through a topology-dependent transformation. A trained digital encoder and decoder exploit this transformation for image classification, reaching 91.5% accuracy on MNIST and 82.25% on Fashion-MNIST. The modeled operator is represented by 933 surrogate parameters, compared with 12,340 task-trained parameters for an accuracy-matched fully connected core transformation. Current superposition further supports concurrent spatial sharing of the operator and sequential temporal reuse, with per-stream accuracies above 85% and 93%, respectively, in surrogate-model evaluations. Evaluations on CIFAR-10 and repeated 10-class tasks sampled from a Butterflies-and-Moths dataset show that the incremental utility of the physical operator depends on the representation supplied by upstream digital feature extraction. These results provide a simulation-based proof of concept for infrastructure-native computing with electrical networks and identify topology, accessible control channels, and input representation as determinants of its computational utility.

  • 3 authors
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Oct 5

Vision-Predictor-Action: Towards Efficient Embodied AI via Neuro-Symbolic JEPA Predictors

Vision-Language-Action (VLA) models commonly generate robot actions token by token through Large Language Model (LLM) decoders, causing inference latency to grow with action sequence length and limiting closed-loop control frequency. We present Goal-Conditioned Vision-Predictor-Action (VPA), which replaces autoregressive decoders with a lightweight latent control loop. A shared vision encoder and a frozen text encoder embed observations, goal images, and instructions; a neuro-symbolic selector chooses a discrete skill; a Joint-Embedding Predictive Architecture (JEPA) predictor forecasts the next latent state; and a flow-matching solver generates an entire action chunk in a few integration steps, so that sequential network evaluations per decision step do not depend on the action horizon. We analyze inference complexity, regularization against representation collapse, and conditions under which latent sub-goal thresholding limits error accumulation across task phases. As an initial proof of concept, we evaluated VPA on the LIBERO-10 suite. The trainable model has under 20M parameters (checkpoint under 75 MB, excluding a frozen 63.4M-parameter CLIP text encoder); a decision step of a single-camera reference configuration takes 10-14 ms on an Apple M4; and trained only on LIBERO-10 demonstrations in under three hours on a single GPU, a two-camera policy succeeded in 40.0% of 200 evaluation episodes. These preliminary results from a single training run suggest the approach is workable. Code and weights are available at https://github.com/ylee-sling/Vision-Predictor-Action and https://huggingface.co/ylee-sling/vpa-libero10, and archived at https://doi.org/10.5281/zenodo.22960920.

  • 1 authors
·
Oct 10

MaskControl: Spatio-Temporal Control for Masked Motion Synthesis

Recent advances in motion diffusion models have enabled spatially controllable text-to-motion generation. However, these models struggle to achieve high-precision control while maintaining high-quality motion generation. To address these challenges, we propose MaskControl, the first approach to introduce controllability to the generative masked motion model. Our approach introduces two key innovations. First, Logits Regularizer implicitly perturbs logits at training time to align the distribution of motion tokens with the controlled joint positions, while regularizing the categorical token prediction to ensure high-fidelity generation. Second, Logit Optimization explicitly optimizes the predicted logits during inference time, directly reshaping the token distribution that forces the generated motion to accurately align with the controlled joint positions. Moreover, we introduce Differentiable Expectation Sampling (DES) to combat the non-differential distribution sampling process encountered by logits regularizer and optimization. Extensive experiments demonstrate that MaskControl outperforms state-of-the-art methods, achieving superior motion quality (FID decreases by ~77\%) and higher control precision (average error 0.91 vs. 1.08). Additionally, MaskControl enables diverse applications, including any-joint-any-frame control, body-part timeline control, and zero-shot objective control. Video visualization can be found at https://www.ekkasit.com/ControlMM-page/

  • 10 authors
·
Oct 17, 2025

SIEDD: Shared-Implicit Encoder with Discrete Decoders

Implicit Neural Representations (INRs) offer exceptional fidelity for video compression by learning per-video optimized functions, but their adoption is crippled by impractically slow encoding times. Existing attempts to accelerate INR encoding often sacrifice reconstruction quality or crucial coordinate-level control essential for adaptive streaming and transcoding. We introduce SIEDD (Shared-Implicit Encoder with Discrete Decoders), a novel architecture that fundamentally accelerates INR encoding without these compromises. SIEDD first rapidly trains a shared, coordinate-based encoder on sparse anchor frames to efficiently capture global, low-frequency video features. This encoder is then frozen, enabling massively parallel training of lightweight, discrete decoders for individual frame groups, further expedited by aggressive coordinate-space sampling. This synergistic design delivers a remarkable 20-30X encoding speed-up over state-of-the-art INR codecs on HD and 4K benchmarks, while maintaining competitive reconstruction quality and compression ratios. Critically, SIEDD retains full coordinate-based control, enabling continuous resolution decoding and eliminating costly transcoding. Our approach significantly advances the practicality of high-fidelity neural video compression, demonstrating a scalable and efficient path towards real-world deployment. Our codebase is available at https://github.com/VikramRangarajan/SIEDD .

  • 4 authors
·
Jun 28, 2025

Preserving Unstable Modes Through Inverse Dynamics in JEPA World Models

Robotic systems often exhibit unstable modes, along which small perturbations and disturbances can cause unbounded growth unless corrected through feedback. Controlling such systems from high-dimensional visual observations requires representations that preserve these modes. Joint-embedding predictive architectures (JEPAs) provide a natural framework for learning such representations and their dynamics from visual data. However, we demonstrate that next step prediction combined with anti-collapse regularization does not guarantee that controllable unstable modes are preserved: the training loss can be minimized while these modes are collapsed, making stabilization from the learned representation impossible. To address this, we augment world-model training with an action reconstruction objective (i.e., an inverse dynamics loss) that encourages control-aware representations, namely, visual representations that preserve crucial features for control. We prove that exact action reconstruction makes the encoder injective on the finite-horizon reachable subspace. Thus, the encoder cannot discard any state direction reachable by an action sequence within H steps. Moreover, we show that, as H grows, the dominant eigenspace of the finite-horizon controllability Gramian converges to the controllable unstable subspace. We establish our theoretical results for linear systems and demonstrate empirically that our findings extend to nonlinear visual control tasks (CartPole, Walker2D, and PointMaze), highlighting the benefits of control-aware representation learning.

  • 4 authors
·
Oct 5

NAC: Neural Action Codec for Vision-Language-Action Models

Vision-language-action (VLA) models rely on discrete action tokenizers to bridge continuous robot control and autoregressive sequence modeling, yet existing tokenizers often trade off between compression, latency, and downstream performance. We revisit this design through the lens of neural audio codecs-convolutional encoder-decoder architectures with residual vector quantization that serve as the standard front end for audio foundation models. Motivated by their success, we introduce the Neural Action Codec (NAC), which treats short robot action trajectories as multi-channel 1D signals and compresses them using a multi-scale RVQGAN architecture. We observe that audio-specific mel-spectrogram objectives are ill-suited for kinematic signals; however, by replacing them with simple time-domain and non-mel spectral reconstruction losses, audio-codec-style models can autoencode actions with high fidelity without substantial architectural changes. NAC provides a compact, ordered token space via offset codebooks, enabling standard autoregressive policies to operate over short, structured sequences. Meanwhile, a Vocos-style decoder with an ISTFT head and adversarial discriminators recovers smooth, detailed trajectories. Across LIBERO-10, RoboMimic, and a suite of real-world manipulation tasks, NAC achieves lower reconstruction error and higher success rates than binning, FAST, and prior VQ-based tokenizers at comparable or better compression rates. These results demonstrate that repurposed neural audio codecs offer a strong, practical backbone for learned action tokenization in modern VLAs.

  • 2 authors
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Jun 18

EntroPack: Fast and Accurate Entropy-Coded Weight Compression at Arbitrary Bitrates

Weight compression helps large neural networks fit deployment memory budgets, but common fixed-width formats offer only coarse storage choices. Entropy coding supports finer rates, yet the achieved size depends on the quantized weight distribution and coding overhead. Exploiting this flexibility requires accurate rate selection and efficient weight reconstruction for inference. We present EntroPack, an entropy-coded weight compressor that supports arbitrary target bitrates without activation calibration or fine-tuning. It combines row-normalized E_8 lattice quantization with a conditional probability model of lattice coordinates. Sampled storage estimates select the quantization resolution without repeated full-stream encoding. The final coordinates are entropy-coded in independently decodable tiles, enabling fast, fused symbol decoding and numerical weight reconstruction on the GPU. EntroPack supports floating-point and integer weight containers, such as BF16, FP16, FP8, and INT8, with storage bitrate controlled independently of numerical precision. Online decoding adds latency that grows with weight count, making the method well suited to compute-intensive workloads such as diffusion denoising and Transformer prefill. Experiments demonstrate fast encoding and modest inference overhead in these settings. When compressing the linear-layer weights of the image generator Z-Image-Turbo, EntroPack achieves substantially lower weight and denoiser output errors than fixed-width formats at comparable storage rates, with modest denoising-step overhead. Targeting 4 bits per parameter, it achieves lower weight and denoiser output errors than NF4, including about 24% lower relative L_2 weight error, with less storage. Source code is available at https://github.com/modelscope/entropack.

  • 3 authors
·
Sep 27

Probing the Latent World: Emergent Discrete Symbols and Physical Structure in Latent Representations

Video world models trained with Joint Embedding Predictive Architectures (JEPA) acquire rich spatiotemporal representations by predicting masked regions in latent space rather than reconstructing pixels. This removes the visual verification pathway of generative models, creating a structural interpretability gap: the encoder has learned physical structure inaccessible in any inspectable form. Existing probing methods either operate in continuous space without a structured intermediate layer, or attach generative components whose parameters confound attribution of behavior to the encoder. We propose the AI Mother Tongue (AIM) framework as a passive quantization probe: a lightweight, vocabulary-free probe that converts V-JEPA 2 continuous latent vectors into discrete symbol sequences without task-specific supervision or modifying the encoder. Because the encoder is kept completely frozen, any symbolic structure in the AIM codebook is attributable entirely to V-JEPA 2 pre-trained representations -- not to the probe. We evaluate through category-contrast experiments on Kinetics-mini along three physical dimensions: grasp angle, object geometry, and motion temporal structure. AIM symbol distributions differ significantly across all three experiments (chi^2 p < 10^{-4}; MI 0.036--0.117 bits, NMI 1.2--3.9% of the 3-bit maximum; JSD up to 0.342; codebook active ratio 62.5%). The experiments reveal that V-JEPA 2 latent space is markedly compact: diverse action categories share a common representational core, with semantic differences encoded as graded distributional variations rather than categorical boundaries. These results establish Stage 1 of a four-stage roadmap toward an action-conditioned symbolic world model, demonstrating that structured symbolic manifolds are discoverable properties of frozen JEPA latent spaces.

  • 1 authors
·
Mar 19

ARC-Encoder: learning compressed text representations for large language models

Recent techniques such as retrieval-augmented generation or chain-of-thought reasoning have led to longer contexts and increased inference costs. Context compression techniques can reduce these costs, but the most effective approaches require fine-tuning the target model or even modifying its architecture. This can degrade its general abilities when not used for this specific purpose. Here we explore an alternative approach: an encoder that compresses the context into continuous representations which replace token embeddings in decoder LLMs. First, we perform a systematic study of training strategies and architecture choices for the encoder. Our findings led to the design of an Adaptable text Representations Compressor, named ARC-Encoder, which outputs x-times fewer continuous representations (typically x!in!{4,8}) than text tokens. We evaluate ARC-Encoder across a variety of LLM usage scenarios, ranging from in-context learning to context window extension, on both instruct and base decoders. Results show that ARC-Encoder achieves state-of-the-art performance on several benchmarks while improving computational efficiency at inference. Finally, we demonstrate that our models can be adapted to multiple decoders simultaneously, allowing a single encoder to generalize across different decoder LLMs. This makes ARC-Encoder a flexible and efficient solution for portable encoders that work seamlessly with multiple LLMs. We release a training code at https://github.com/kyutai-labs/ARC-Encoder , fine-tuning dataset and pretrained models are available at https://huggingface.co/collections/kyutai/arc-encoders-68ee18787301407d60a57047 .

kyutai Kyutai
·
Oct 23, 2025 1

GE-Act 2.0: Pretraining and Scaling a World-Action Model for Robotic Manipulation

World-action models (WAM) predict future states to guide robot actions, enabling learning from both action-free video and action-labeled interaction. Most inherit pretrained video generators, leaving WAM pretraining and scaling underexplored. We introduce Genie Envisioner Act 2.0 (GE-Act 2.0), a world-action model whose trainable generative and action components are all initialized from scratch on manipulation data. It combines a control-oriented autoencoder (CoAE), a single-step visual planner (SVP), and an inverse dynamics model (IDM). CoAE retains action- and instruction-relevant information under aggressive compression, while SVP produces a complete future state in one differentiable pass, so visual planning and inverse dynamics can be pretrained separately on complementary data. The components are then jointly trained with knowledge-aligned selective optimization (KASO), which reduces mismatched supervision by selecting only predicted futures judged behaviorally compatible with the recorded action. We evaluate pretrained checkpoints directly, without per-task fine-tuning, on 100 tasks across 20 manipulation skill groups with held-out scenes, backgrounds, lighting, and object instances. Scaling co-training data from 300 to 30,000 hours raises success from 17.1% to 44.1% on G1-OP and from 13.4% to 31.1% on G2-90D; despite comprising less than 2% of the co-training data, G2-90D improves by 17.7 points, suggesting cross-embodiment transfer. Gains span 19/20 and 18/20 skill groups, and skill-specific coverage strongly correlates with zero-shot out-of-distribution (OOD) success (Pearson r=0.80; Spearman rho=0.85). Under the same protocol, the model grounds object, color, shape, and position references in at least 90% of trials and follows explicit instructions even when they conflict with an already-committed behavior or a conventional scene association.

CoNeTTE: An efficient Audio Captioning system leveraging multiple datasets with Task Embedding

Automated Audio Captioning (AAC) involves generating natural language descriptions of audio content, using encoder-decoder architectures. An audio encoder produces audio embeddings fed to a decoder, usually a Transformer decoder, for caption generation. In this work, we describe our model, which novelty, compared to existing models, lies in the use of a ConvNeXt architecture as audio encoder, adapted from the vision domain to audio classification. This model, called CNext-trans, achieved state-of-the-art scores on the AudioCaps (AC) dataset and performed competitively on Clotho (CL), while using four to forty times fewer parameters than existing models. We examine potential biases in the AC dataset due to its origin from AudioSet by investigating unbiased encoder's impact on performance. Using the well-known PANN's CNN14, for instance, as an unbiased encoder, we observed a 1.7% absolute reduction in SPIDEr score (where higher scores indicate better performance). To improve cross-dataset performance, we conducted experiments by combining multiple AAC datasets (AC, CL, MACS, WavCaps) for training. Although this strategy enhanced overall model performance across datasets, it still fell short compared to models trained specifically on a single target dataset, indicating the absence of a one-size-fits-all model. To mitigate performance gaps between datasets, we introduced a Task Embedding (TE) token, allowing the model to identify the source dataset for each input sample. We provide insights into the impact of these TEs on both the form (words) and content (sound event types) of the generated captions. The resulting model, named CoNeTTE, an unbiased CNext-trans model enriched with dataset-specific Task Embeddings, achieved SPIDEr scores of 44.1% and 30.5% on AC and CL, respectively. Code available: https://github.com/Labbeti/conette-audio-captioning.

  • 3 authors
·
Sep 1, 2023

CRISP -- Compliant ROS2 Controllers for Learning-Based Manipulation Policies and Teleoperation

Learning-based controllers, such as diffusion policies and vision-language action models, often generate low-frequency or discontinuous robot state changes. Achieving smooth reference tracking requires a low-level controller that converts high-level targets commands into joint torques, enabling compliant behavior during contact interactions. We present CRISP, a lightweight C++ implementation of compliant Cartesian and joint-space controllers for the ROS2 control standard, designed for seamless integration with high-level learning-based policies as well as teleoperation. The controllers are compatible with any manipulator that exposes a joint-torque interface. Through our Python and Gymnasium interfaces, CRISP provides a unified pipeline for recording data from hardware and simulation and deploying high-level learning-based policies seamlessly, facilitating rapid experimentation. The system has been validated on hardware with the Franka Robotics FR3 and in simulation with the Kuka IIWA14 and Kinova Gen3. Designed for rapid integration, flexible deployment, and real-time performance, our implementation provides a unified pipeline for data collection and policy execution, lowering the barrier to applying learning-based methods on ROS2-compatible manipulators. Detailed documentation is available at the project website - https://utiasDSL.github.io/crisp_controllers.

  • 6 authors
·
Sep 8, 2025

Enfold: Folding World Model Imagination into Predictive Representations for Ultra-Efficient Embodied Control

World generative models are typically used through what they produce: a rendered future, a video-conditioned action, or latent context computed by a costly generative branch. We argue that their more reusable asset is the computation that constructs a future. As a generator transforms a corrupted future into a coherent trajectory, its intermediate states organize appearance, spatial layout, and interaction across levels of abstraction. Can this future-generative computation be internalized in a representation inferred from the present alone? We present Enfold, which transfers this computation into a representation predicted from the current visual context and language instruction. During training, multi-level states exposed as the generator processes the observed future supervise a current-only encoder. The learned representation is fed back to condition future generation and is read by task heads without allowing task gradients to reshape the encoder. At deployment, action prediction no longer executes the generator. Across LIBERO, RoboTwin2.0, and real-robot tasks, Enfold supports strong control while reducing action latency by 3.7times relative to Fast--WAM, Enfold-Flash reaches 10.1times. Representation analyses show that it suppresses nuisance variation and preferentially captures changes that emerge over longer horizons. When the current scene is altered by human intervention, both the generated continuation and the executed actions adapt, which is inconsistent with fixed trajectory replay. These results recast a world generator as a source of predictive control representations: its future need not be materialized at every step if its internal structure can be enfolded into the present.

  • 13 authors
·
Aug 5 3

SCAIL-2: Unifying Controlled Character Animation with End-to-end In-Context Conditioning

Controlled character animation requires transferring motion from a driving sequence to a reference character. Prior works heavily rely on intermediate representations, including pose skeletons to represent motion or masked background to represent environment, which inevitably leads to information loss. To address this, we present SCAIL-2, an framework that bypasses those intermediates and achieves end-to-end character animation. By directly concatenating driving videos to the sequence, the model can obtain all the required visual information from the input video. To address lack of end-to-end data, we unify sub-tasks of character animation with decoupled conditions and then curate a pipeline to synthesize MotionPair-60K, an end-to-end motion transfer dataset containing heterogeneous tasks of character animation. To archive the unification, we utilize in-context mask conditioning and mode-specific RoPE as soft guidance beyond textual instructions and raw visual information. To address synthetic discrepancy in detailed regions, we propose Bias-Aware DPO to construct preference items to mitigate the errors. Extensive experiments demonstrate that our method substantially outperforms existing state-of-the-art approaches in various character animation tasks. A large subset of synthetic data as well as model weights will be released at our project page: https://teal024.github.io/SCAIL-2/.

zai-org Z.ai
·
Jun 8 2

Ctrl-Adapter: An Efficient and Versatile Framework for Adapting Diverse Controls to Any Diffusion Model

ControlNets are widely used for adding spatial control in image generation with different conditions, such as depth maps, canny edges, and human poses. However, there are several challenges when leveraging the pretrained image ControlNets for controlled video generation. First, pretrained ControlNet cannot be directly plugged into new backbone models due to the mismatch of feature spaces, and the cost of training ControlNets for new backbones is a big burden. Second, ControlNet features for different frames might not effectively handle the temporal consistency. To address these challenges, we introduce Ctrl-Adapter, an efficient and versatile framework that adds diverse controls to any image/video diffusion models, by adapting pretrained ControlNets (and improving temporal alignment for videos). Ctrl-Adapter provides diverse capabilities including image control, video control, video control with sparse frames, multi-condition control, compatibility with different backbones, adaptation to unseen control conditions, and video editing. In Ctrl-Adapter, we train adapter layers that fuse pretrained ControlNet features to different image/video diffusion models, while keeping the parameters of the ControlNets and the diffusion models frozen. Ctrl-Adapter consists of temporal and spatial modules so that it can effectively handle the temporal consistency of videos. We also propose latent skipping and inverse timestep sampling for robust adaptation and sparse control. Moreover, Ctrl-Adapter enables control from multiple conditions by simply taking the (weighted) average of ControlNet outputs. With diverse image/video diffusion backbones (SDXL, Hotshot-XL, I2VGen-XL, and SVD), Ctrl-Adapter matches ControlNet for image control and outperforms all baselines for video control (achieving the SOTA accuracy on the DAVIS 2017 dataset) with significantly lower computational costs (less than 10 GPU hours).

  • 4 authors
·
Apr 15, 2024

DynamiCtrl: Rethinking the Basic Structure and the Role of Text for High-quality Human Image Animation

With diffusion transformer (DiT) excelling in video generation, its use in specific tasks has drawn increasing attention. However, adapting DiT for pose-guided human image animation faces two core challenges: (a) existing U-Net-based pose control methods may be suboptimal for the DiT backbone; and (b) removing text guidance, as in previous approaches, often leads to semantic loss and model degradation. To address these issues, we propose DynamiCtrl, a novel framework for human animation in video DiT architecture. Specifically, we use a shared VAE encoder for human images and driving poses, unifying them into a common latent space, maintaining pose fidelity, and eliminating the need for an expert pose encoder during video denoising. To integrate pose control into the DiT backbone effectively, we propose a novel Pose-adaptive Layer Norm model. It injects normalized pose features into the denoising process via conditioning on visual tokens, enabling seamless and scalable pose control across DiT blocks. Furthermore, to overcome the shortcomings of text removal, we introduce the "Joint-text" paradigm, which preserves the role of text embeddings to provide global semantic context. Through full-attention blocks, image and pose features are aligned with text features, enhancing semantic consistency, leveraging pretrained knowledge, and enabling multi-level control. Experiments verify the superiority of DynamiCtrl on benchmark and self-collected data (e.g., achieving the best LPIPS of 0.166), demonstrating strong character control and high-quality synthesis. The project page is available at https://gulucaptain.github.io/DynamiCtrl/.

  • 8 authors
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Mar 27, 2025

Uni-Encoder: A Fast and Accurate Response Selection Paradigm for Generation-Based Dialogue Systems

Sample-and-rank is a key decoding strategy for modern generation-based dialogue systems. It helps achieve diverse and high-quality responses by selecting an answer from a small pool of generated candidates. The current state-of-the-art ranking methods mainly use an encoding paradigm called Cross-Encoder, which separately encodes each context-candidate pair and ranks the candidates according to their fitness scores. However, Cross-Encoder repeatedly encodes the same lengthy context for each candidate, resulting in high computational costs. Poly-Encoder addresses the above problems by reducing the interaction between context and candidates, but with a price of performance drop. In this work, we develop a new paradigm called Uni-Encoder, that keeps the full attention over each pair as in Cross-Encoder while only encoding the context once, as in Poly-Encoder. Uni-Encoder encodes all the candidates with the context in one forward pass. We use the same positional embedding for all candidates to ensure they are treated equally and design a new attention mechanism to avoid confusion. Our Uni-Encoder can simulate other ranking paradigms using different attention and response concatenation methods. Extensive experiments show that our proposed paradigm achieves new state-of-the-art results on four benchmark datasets with high computational efficiency. For instance, it improves R10@1 by 2.9% with an approximately 4X faster inference speed on the Ubuntu V2 dataset.

  • 6 authors
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Jun 2, 2021

UniXcoder: Unified Cross-Modal Pre-training for Code Representation

Pre-trained models for programming languages have recently demonstrated great success on code intelligence. To support both code-related understanding and generation tasks, recent works attempt to pre-train unified encoder-decoder models. However, such encoder-decoder framework is sub-optimal for auto-regressive tasks, especially code completion that requires a decoder-only manner for efficient inference. In this paper, we present UniXcoder, a unified cross-modal pre-trained model for programming language. The model utilizes mask attention matrices with prefix adapters to control the behavior of the model and leverages cross-modal contents like AST and code comment to enhance code representation. To encode AST that is represented as a tree in parallel, we propose a one-to-one mapping method to transform AST in a sequence structure that retains all structural information from the tree. Furthermore, we propose to utilize multi-modal contents to learn representation of code fragment with contrastive learning, and then align representations among programming languages using a cross-modal generation task. We evaluate UniXcoder on five code-related tasks over nine datasets. To further evaluate the performance of code fragment representation, we also construct a dataset for a new task, called zero-shot code-to-code search. Results show that our model achieves state-of-the-art performance on most tasks and analysis reveals that comment and AST can both enhance UniXcoder.

  • 6 authors
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Mar 7, 2022

What Matters in Language Conditioned Robotic Imitation Learning over Unstructured Data

A long-standing goal in robotics is to build robots that can perform a wide range of daily tasks from perceptions obtained with their onboard sensors and specified only via natural language. While recently substantial advances have been achieved in language-driven robotics by leveraging end-to-end learning from pixels, there is no clear and well-understood process for making various design choices due to the underlying variation in setups. In this paper, we conduct an extensive study of the most critical challenges in learning language conditioned policies from offline free-form imitation datasets. We further identify architectural and algorithmic techniques that improve performance, such as a hierarchical decomposition of the robot control learning, a multimodal transformer encoder, discrete latent plans and a self-supervised contrastive loss that aligns video and language representations. By combining the results of our investigation with our improved model components, we are able to present a novel approach that significantly outperforms the state of the art on the challenging language conditioned long-horizon robot manipulation CALVIN benchmark. We have open-sourced our implementation to facilitate future research in learning to perform many complex manipulation skills in a row specified with natural language. Codebase and trained models available at http://hulc.cs.uni-freiburg.de

  • 3 authors
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Aug 29, 2022

Efficient Controllable Multi-Task Architectures

We aim to train a multi-task model such that users can adjust the desired compute budget and relative importance of task performances after deployment, without retraining. This enables optimizing performance for dynamically varying user needs, without heavy computational overhead to train and save models for various scenarios. To this end, we propose a multi-task model consisting of a shared encoder and task-specific decoders where both encoder and decoder channel widths are slimmable. Our key idea is to control the task importance by varying the capacities of task-specific decoders, while controlling the total computational cost by jointly adjusting the encoder capacity. This improves overall accuracy by allowing a stronger encoder for a given budget, increases control over computational cost, and delivers high-quality slimmed sub-architectures based on user's constraints. Our training strategy involves a novel 'Configuration-Invariant Knowledge Distillation' loss that enforces backbone representations to be invariant under different runtime width configurations to enhance accuracy. Further, we present a simple but effective search algorithm that translates user constraints to runtime width configurations of both the shared encoder and task decoders, for sampling the sub-architectures. The key rule for the search algorithm is to provide a larger computational budget to the higher preferred task decoder, while searching a shared encoder configuration that enhances the overall MTL performance. Various experiments on three multi-task benchmarks (PASCALContext, NYUDv2, and CIFAR100-MTL) with diverse backbone architectures demonstrate the advantage of our approach. For example, our method shows a higher controllability by ~33.5% in the NYUD-v2 dataset over prior methods, while incurring much less compute cost.

  • 5 authors
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Aug 22, 2023

ViPRA: Video Prediction for Robot Actions

Can we turn a video prediction model into a robot policy? Videos, including those of humans or teleoperated robots, capture rich physical interactions. However, most of them lack labeled actions, which limits their use in robot learning. We present Video Prediction for Robot Actions (ViPRA), a simple pretraining-finetuning framework that learns continuous robot control from these actionless videos. Instead of directly predicting actions, we train a video-language model to predict both future visual observations and motion-centric latent actions, which serve as intermediate representations of scene dynamics. We train these latent actions using perceptual losses and optical flow consistency to ensure they reflect physically grounded behavior. For downstream control, we introduce a chunked flow matching decoder that maps latent actions to robot-specific continuous action sequences, using only 100 to 200 teleoperated demonstrations. This approach avoids expensive action annotation, supports generalization across embodiments, and enables smooth, high-frequency continuous control upto 22 Hz via chunked action decoding. Unlike prior latent action works that treat pretraining as autoregressive policy learning, explicitly models both what changes and how. Our method outperforms strong baselines, with a 16% gain on the SIMPLER benchmark and a 13% improvement across real world manipulation tasks. We will release models and code at https://vipra-project.github.io

  • 5 authors
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Nov 10, 2025

End-to-End Context Compression at Scale

Long-context language model inference is bottlenecked by memory, as the KV cache grows with context length. Recent techniques to compress the KV cache fall short: they either degrade model quality substantially or require considerable time and compute to compress a single long prompt. Furthermore, many methods require the input to fit within the target model's context window, and are generally incompatible with modern production inference engines. Encoder-decoder compressors, which map a long token sequence to a shorter sequence of latent embeddings consumed by a decoder, are an appealing alternative in principle. However, existing approaches are not competitive with KV cache compression on the accuracy-efficiency frontier. In this work, we revisit encoder-decoder compression and close this gap. We first perform an architecture search, pre-training many variants from scratch to determine how best to design and train encoder-decoder compressors. Guided by our findings, we continually pre-train a family of 0.6B-encoder, 4B-decoder models on over 350B tokens each, at compression ratios of 1:4, 1:8, and 1:16. We introduce Latent Context Language Models (LCLMs), a family of compressors that improve the Pareto frontier across general-task performance, compression speed, and peak memory usage. We demonstrate that LCLMs serve as efficient backbones for long-horizon agents, letting the agent skim through a compressed long context and adaptively expand relevant segments on demand.

  • 15 authors
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Jun 7 2

SEAOTTER: Sensor Embedded Autoencoding with One-Time Transcode for Efficient Reconstruction

In robotics systems, vast amounts of visual data are easily captured at high resolution using low-cost, low-power hardware. Yet, limited bandwidth and on-device compute resources prevent full utilization when transmitted via conventional codecs like JPEG/MPEG. Newer codecs, like AV1/AVIF, improve the rate-distortion trade-off, but demand far more resources for encoding, impractical without custom ASICs. Recent asymmetric autoencoders deliver high quality under extreme power and bandwidth constraints, but add prohibitive decoding cost and use bespoke formats that ignore decades of infrastructure built around standards like JPEG. To address these limitations, we introduce a compression framework for cloud robotics based on a Sensor Embedded Autoencoder paired with a One-Time Transcode for Efficient Reconstruction (SEAOTTER). Because the sensor, cloud, and consumer stages face very different power and bandwidth budgets, SEAOTTER combines the compactness of a learned latent with the broad usability of a standard JPEG file. Since naive transcoding degrades performance, we propose a learnable JPEG color and quantization transform that enables increased accuracy for global, dense, and vision-language-based perception. Using SEAOTTER, we train both general-purpose and task-aware transcoding pipelines for a pre-trained, frozen encoder. At a compression ratio of 200:1 and compared to AVIF, we observe 7 times faster encoding, 3.5 times faster decoding, and +8% ImageNet top-1 accuracy, while retaining compatibility with JPEG infrastructure. Our code is available at https://github.com/UT-SysML/seaotter .

  • 2 authors
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Jun 1 4

MotionPersona: Characteristics-aware Locomotion Control

We present MotionPersona, a novel real-time character controller that allows users to characterize a character by specifying attributes such as physical traits, mental states, and demographics, and projects these properties into the generated motions for animating the character. In contrast to existing deep learning-based controllers, which typically produce homogeneous animations tailored to a single, predefined character, MotionPersona accounts for the impact of various traits on human motion as observed in the real world. To achieve this, we develop a block autoregressive motion diffusion model conditioned on SMPLX parameters, textual prompts, and user-defined locomotion control signals. We also curate a comprehensive dataset featuring a wide range of locomotion types and actor traits to enable the training of this characteristic-aware controller. Unlike prior work, MotionPersona is the first method capable of generating motion that faithfully reflects user-specified characteristics (e.g., an elderly person's shuffling gait) while responding in real time to dynamic control inputs. Additionally, we introduce a few-shot characterization technique as a complementary conditioning mechanism, enabling customization via short motion clips when language prompts fall short. Through extensive experiments, we demonstrate that MotionPersona outperforms existing methods in characteristics-aware locomotion control, achieving superior motion quality and diversity. Results, code, and demo can be found at: https://motionpersona25.github.io/.

  • 7 authors
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May 29, 2025