Papers for
video game developers
Papers whose findings have a practical use for this group, as judged from the abstract. Open a paper to read what it means in practice.
Vidu S2 enables real-time editable interactive video with avatars
Vidu S2: Real-Time Interactive, Editable, and Spatial Video Generation
Abstract: We present Vidu S2, which comprises Vidu S2-Avatar, a real-time interactive digital-character model, and Vidu S2-Editing, a real-time video editing model. Moreover, we explore the feasibility of real-time spatial video generation for both Vidu S2-Avatar and Vidu S2-Editing. Compared with Vidu S1, Vidu S2-Avatar supports real-time 720p video generation, generation with dynamic references that can be updated at any moment, and stronger instruction following, such as dancing. Vidu S2-Editing supports editing a video stream in real time, including style rendering, clothing replacement, character replacement, and background replacement. Experiments show that Vidu S2 outperforms all baselines. A playable online demo is available at https://vidu.com/vidu-stream.
World models improve video view changes with trained-free control
World in World: Explore the World with World Models
Abstract: Autoregressive video world models enable interactive, long-horizon exploration, but flexible control remains challenging. Exploring a source video from new viewpoints requires the generated rollout to remain synchronised with the recorded event, place observed content in the requested view, plausibly complete newly exposed regions, and recover previously generated appearance on revisits. Existing methods typically address these requirements through task-specific modules or additional training. We present World in World, a training-free inference-time interface that converts heterogeneous control evidence into camera- and time-labelled clean visual states, which are read through the native self attention of a frozen causal video model. The evidence comprises source-video observations, target-view scene projections, geometry renderings that guide completion of newly exposed subject regions, and retrieved generated states beyond the rolling cache. Each evidence source carries token-level support and its own availability schedule. A correspondence router combines persistent point identities with geometry to establish token correspondences, guiding supported queries towards matching source-video tokens. Evidence-wise attention CFG (EWA) then independently regulates each auxiliary channel's additional contribution using attention responses from the same denoising forward pass. The shared interface supports camera-controlled rerendering, long-horizon revisiting, and human-motion transfer with the same frozen backbone. We evaluate World in World on camera-controlled video rerendering under diverse viewpoint changes, assessing perceptual quality, temporal consistency, and camera-following accuracy.
CamPilot improves text to movie creation with cinematic camera control
CamPilot: A Multi-Agent Cinematic Assistant for Camera-Controlled Movie Generation
Abstract: The integration of large language models (LLMs) into video generation has enabled rapid text-to-video creation and improved visual quality. However, it still falls short of professional filmmaking, where cinematographic language is less refined than human-crafted camera work and multi-shot continuity remains challenging. To address these limitations, we introduce CamPilot, a multi-agent framework that integrates cinematographic planning and camera-work control to produce more coherent, logically structured, and human-aesthetic movies. CamPilot adopts a GRPO-based learning paradigm to learn camera work planning from 14K real-world professional movies, internalizing motion patterns and composition principles that support reasoning over shooting techniques (e.g., camera angle, motion, and focal behavior) and cross-shot relationships for controllable camera-viewpoint generation. Multiple agents further collaborate and evolve to improve overall output quality. To support this work and further studies in this domain, we establish CamEval, a benchmark for evaluating camera work quality and cinematic engagement. Empirical results show that CamPilot outperforms state-of-the-art text-to-movie generation methods on cinematographic control and quality, highlighting the impact of professional camera design on movie generation.
Mask forcing improves real time video generation with fewer artifacts
Mask Forcing: Improving Autoregressive Video Diffusion Distillation via Dual-Noise Masking Rollout
Abstract: Autoregressive (AR) video diffusion models have shown great potential in real-time video generation. Recent methods distill pretrained bidirectional video diffusion models into causal AR students through Distribution Matching Distillation (DMD), but the generated videos often suffer from over-saturation and over-smoothing issues, resulting in limited visual quality and realism. The key contributing factor is the mode-seeking behavior of the reverse KL objective in DMD, which can cause the student distribution to collapse onto only a few modes of the teacher distribution. To address this, we propose Mask Forcing, a Dual-Noise Masking Rollout strategy that perturbs the AR student self-rollout to mitigate mode collapse induced by reverse-KL mode seeking. The core idea is to inject cleaner signals into noisy rollout inputs via random masks along spatial and temporal axes during the self-rollout process of AR diffusion distillation. Such perturbations encourage the student rollouts to explore more regions of the teacher distribution, allowing DMD to provide learning signals beyond the modes already covered by the student. Moreover, the cleaner tokens act as denoising guidance for other noisier tokens, improving the intermediate rollout predictions and reducing error accumulation. Extensive experiments demonstrate that our method improves multiple AR video diffusion distillation methods with higher visual quality efficiently, without incorporating real video data or additional post-training stages.
Navigation agents struggle when environments change during tasks
EvoNav-Bench: Benchmarking Lifelong Navigation in Evolving Environments
Abstract: Lifelong navigation (LN) requires an embodied agent to solve a sequence of navigation subtasks in the same environment. Since solving each subtask from scratch incurs redundant exploration, an LN agent must consolidate experience from earlier stages and reuse it in later stages, often through persistent scene representations such as scene graphs or visual snapshots. However, existing approaches typically assume a stationary environment, whereas in real-world LN settings, human activities can cause the environment to evolve. With the stationary assumption violated, existing methods may fuse outdated prior observations with new observations, yet current benchmarks cannot reveal this failure mode. In this paper, we present EvoNav-Bench, which extends the GOAT-Bench style LN formulation in the context of evolving environments. Built on the ProcTHOR framework, EvoNav-Bench introduces environment modifications between navigation tasks, making prior experience useful but not fully reliable. This design enables controlled evaluation of how environment evolution affects LN agents that reuse prior scene observations. Using EvoNav-Bench, we benchmark three recent methods that build and reuse scene representations for navigation. We also compare three simple heuristic strategies for handling environment evolution: Frontier-Update, Fail-then-Update, and Stage-Reset. Our results show that existing methods are brittle under environment evolution, while the heuristic strategies enable a controlled analysis of how agents can adapt to scene changes and mitigate their impact.
PhysFlow generates videos with more realistic motion and appearance
PhysFlow: Physics-Aware Optical Flow for Motion Controllable Video Generation
Abstract: Video generation models have recently attracted substantial attention for their ability to generate visually compelling videos, yet ensuring physically consistent and plausible dynamics still remains a fundamental challenge, driving a growing line of research on physical realism in video generation. To address this challenge, motivated by the fact that physical regularities are primarily encoded in motion patterns, we propose PhysFlow, a novel two-stage framework for improving the physical plausibility of generated videos by decomposing video generation into motion-aware optical flow generation followed by motion-conditioned appearance synthesis. Specifically, PhysFlow consists of a physics-aware optical-flow video generator called PA-Flow and a flow-guided video generator called FlowRender. During the first stage, PA-Flow employs a physics-aware attention module to model how motion attributes and material properties influence global motion and local deformation, respectively, and generates an optical flow video as an explicit representation of motion. In the second stage, FlowRender leverages the decoupled motion representation as guidance to synthesize realistic textures and appearances, ultimately producing the final physically plausible video. To further support model training with explicit physical supervision, we construct PhysVideo, a physics-based video dataset generated with a physics engine and 3D-GS rendering, containing 10K foreground objects and 50K realistic video sequences with annotations of motion and material properties. Extensive experiments demonstrate that our proposed PhysFlow generates videos with superior physical plausibility while maintaining high visual fidelity compared with existing methods.
Structured orchestration improves ultra long narrative to film generation
Better Call CineCrew: Consistent Ultra-Long Narrative-to-Film Generation
Abstract: Long-form narrative-to-film generation requires shot-level controllability and cross-clip consistency in both visual identity and character behavior-requirements that remain difficult to satisfy with current prompt-based workflows. A core reason existing workflows remain brittle is the lack of a structured intermediate layer between scripts and video models, especially when screenplays are underspecified at key cinematic decision points. We introduce a structured orchestration layer for film-oriented script-to-video generation, implemented as a multi-agent framework that operates between scripts and off-the-shelf video generators. The layer is centered on FilmDSL, a film-oriented domain-specific language that makes cinematic constraints explicit, including shot and camera directives, asset and continuity requirements, and persona cues, so that agents coordinate through a shared structured specification for planning, generation, critique, and repair. Specifically, a generation agent constructs asset packs and storyboard keyframes that anchor composition before clip-by-clip synthesis, while a critic agent produces structured QA signals and triggers targeted refinement without retraining the base model. Experiments on TV-style segments show improved controllability and consistency over text-only and reference-only baselines.