Autoregressive (AR) video generative models rely on video tokenizers that compress pixels into discrete token sequences. The length of these token sequences is crucial for balancing reconstruction quality against downstream generation computational cost. Traditional video tokenizers apply a uniform token assignment across temporal blocks of different videos, often wasting tokens on simple, static, or repetitive segments while underserving dynamic or complex ones. To address this inefficiency, we introduce EVATok , a framework to produce E fficient V ideo A daptive Tok enizers. Our framework estimates optimal token assignments for each video to achieve the best quality-cost trade-off, develops lightweight routers for fast prediction of these optimal assignments, and trains adaptive tokenizers that encode videos based on the assignments predicted by routers. We demonstrate that EVATok delivers substantial improvements in efficiency and overall quality for video reconstruction and downstream AR generation. Enhanced by our advanced training recipe that integrates video semantic encoders, EVATok achieves superior reconstruction and state-of-the-art class-to-video generation on UCF-101, with at least 24.4\% savings in average token usage compared to the prior state-of-the-art LARP and our fixed-length baseline.
We present Depth Anything 3 (DA3), a model that predicts spatially consistent geometry from an arbitrary number of visual inputs, with or without known camera poses. In pursuit of minimal modeling, DA3 yields two key insights: a single plain transformer (e.g., vanilla DINOv2 encoder) is sufficient as a backbone without architectural specialization, and a singular depth-ray prediction target obviates the need for complex multi-task learning. Through our teacher-student training paradigm, the model achieves a level of detail and generalization on par with Depth Anything 2 (DA2). We establish a new visual geometry benchmark covering camera pose estimation, any-view geometry and visual rendering. On this benchmark, DA3 sets a new state-of-the-art across all tasks, surpassing prior SOTA VGGT by an average of 35.7\% in camera pose accuracy and 23.6\% in geometric accuracy. Moreover, it outperforms DA2 in monocular depth estimation. All models are trained exclusively on public academic datasets.
This work presents Sa2VA, the first comprehensive, unified model for dense grounded understanding of both images and videos. Unlike existing multi-modal large language models, which are often limited to specific modalities and tasks, Sa2VA supports a wide range of image and video tasks, including referring segmentation and conversation, with minimal single-stage instruction tuning. Sa2VA combines SAM-2, a foundation video segmentation model, with MLLM, advanced vision-language models, and unifies text, image, and video into a shared LLM token space. Using the LLM, Sa2VA generates instruction tokens that guide SAM-2 in producing precise masks, enabling a grounded, multi-modal understanding of both static and dynamic visual content. Additionally, we introduce Ref-SAV, an auto-labeled dataset containing over 72k object expressions in complex video scenes, designed to boost model performance. We also manually validate 2k video objects in the Ref-SAV dataset to benchmark referring video object segmentation in complex environments. Experiments show that Sa2VA achieves strong performance across multiple tasks, particularly in referring video object segmentation, highlighting its potential for complex real-world applications. In addition, Sa2VA can be easily extended to various MLLMs, including Qwen-VL and Intern-VL, which can be updated with a rapid process in current open-source MLLMs. Code and models have been provided to the community.
Learning transferable knowledge from unlabeled video data and applying it in new environments is a hallmark of advanced artificial intelligence. We present VideoWorld 2, which extends VideoWorld and offers the first investigation into learning transferable knowledge directly from raw real-world videos. At its core, VideoWorld 2 introduces a disentangled Latent Dynamics Model (dLDM) that decouples action dynamics from visual appearance: a pretrained video diffusion model handles appearance modeling, enabling the dLDM to learn latent codes that focus on compact and meaningful task-related changes. These latent codes are then modeled autoregressively as a sequence to learn task policies and support long-horizon reasoning. We evaluate VideoWorld 2 on real-world video handcraft making tasks, where prior video generation and latent-dynamics models struggle to operate reliably. VideoWorld 2 achieves over a 70% improvement in task success rate and produces coherent long execution videos. In robotics, we show that VideoWorld 2 can acquire effective manipulation knowledge from the Open-X dataset, which substantially improves task performance on CALVIN. This study reveals the potential of learning transferable world knowledge directly from raw videos, with all code, data, and models to be open-sourced for further research.
Models like OpenAI-o3 pioneer visual grounded reasoning by dynamically ref- erencing visual regions, just like human “thinking with images”. However, no benchmark exists to evaluate these capabilities holistically. To bridge this gap, we propose TreeBench (Traceable Evidence Evaluation Benchmark), a diagnostic benchmark built on three principles: (1) focused visual perception of subtle targets in complex scenes, (2) traceable evidence via bounding box evaluation, and (3) second-order reasoning to test object interactions and spatial hierarchies beyond simple object localization. Prioritizing images with dense objects, we initially sample 1K high-quality images from SA-1B, and incorporate eight LMM experts to manually annotate questions, candidate options, and answers for each image. After three stages of quality control, TreeBench consists of 405 challenging vi- sual question-answering pairs, even the most advanced models struggle with this benchmark, where none of them reach 60% accuracy, e.g., OpenAI-o3 scores only 54.87. Furthermore, we introduce TreeVGR (Traceable Evidence Enhanced Visual Grounded Reasoning), a training paradigm to supervise localization and reasoning jointly with reinforcement learning, enabling accurate localizations and explainable reasoning pathways. Initialized from Qwen2.5-VL-7B, it improves V* Bench (+16.8), MME-RealWorld (+12.6), and TreeBench (+13.4), proving traceability is key to advancing vision-grounded reasoning. The code and data will be released.
Visual generation with discrete tokens has gained significant attention as it enables a unified token prediction paradigm shared with language models, promising seamless multimodal architectures. However, current discrete generation methods remain limited to low-dimensional latent tokens (typically 8-32 dims), sacrificing the semantic richness essential for understanding. While high-dimensional pretrained representations (768-1024 dims) could bridge this gap, their discrete generation poses fundamental challenges. In this paper, we present Cubic Discrete Diffusion (CubiD), the first discrete generation model for high-dimensional representations. CubiD performs fine-grained masking throughout the high-dimensional discrete representation – any dimension at any position can be masked and predicted from partial observations. This enables the model to learn rich correlations both within and across spatial positions, with the number of generation steps fixed at T regardless of feature dimensionality, where T ≪ hwd. On ImageNet-256, CubiD achieves state-of-the-art discrete generation with strong scaling behavior from 900M to 3.7B parameters. Crucially, we validate that these discretized tokens preserve original representation capabilities, demonstrating that the same discrete tokens can effectively serve both understanding and generation tasks. We hope this work will inspire future research toward unified multimodal architectures. Code is available at: https://github.com/YuqingWang1029/CubiD.
The development of multi-view image synthesis is constrained by the scarcity of training data. One promising solution is to finetune well-trained video generative models to synthesize 360-degree videos of objects. While these methods benefit from the strong generative priors inherited from the pretrained knowledge, they are limited by the high computational costs incurred by the large number of viewpoints. Existing methods commonly adopt temporal attention mechanism to address this. However, these methods suffer from undesirable artifacts such as 3D inconsistency and over-smoothing in the generated results. In this paper, we introduce a novel approach to unlock the video priors for multi-view synthesis by reducing generation into a sparser yet more precise process. Specifically, we introduce two strategies to achieve this: i) Condensing the video diffusion model to synthesize highly consistent sparse multiview images. ii) Extracting dense geometrical priors from the pretrained video diffusion models to enhance the generation stability. The combination of these two strategies formulates a novel framework for multi-view synthesis, which is capable of synthesizing highly consistent sparse multiview images with strong generalization ability. Extensive experiments demonstrate that our approach achieves superior efficiency, generalization, and consistency, outperforming state-of-the-art multi-view synthesis methods.
Building 4D video representations to model underlying spacetime constitutes a crucial step toward understanding dynamic scenes, yet there is no consensus on the paradigm: current approaches resort to additional estimators such as depth, flow, or tracking, or to heavy per-scene optimization, making them brittle and hard to generalize. In a video, its atomic unit, the pixel, follows a continuous 3D trajectory that unfolds over time, acting as the atomic primitive of dynamics. Recognizing this, we propose to represent any video as a Trajectory Field: a dense mapping that assigns each pixel in each frame to a parametric 3D trajectory. To this end, we introduce Trace Anything, a neural network that predicts the trajectory field in a feed-forward manner. Specifically, for each video frame, the model outputs a series of control point maps, defining parametric trajectories for each pixel. Together, our representation and model directly construct a 4D video representation in a single forward pass, without additional estimators or global alignment. We develop a synthetic data platform to construct a training dataset and a benchmark for trajectory field estimation. Experiments show that Trace Anything surpasses existing methods or performs competitively on the new benchmark and established point tracking benchmarks, with significant efficiency gains. Moreover, it facilitates downstream applications such as goal-conditioned manipulation, simple motion extrapolation, and spatio-temporal fusion. We will release the code, the model weights, and the data platform.
Diffusion models with large-scale pre-training have achieved significant success in the field of visual content generation, particularly exemplified by Diffusion Transformers (DiT). However, DiT models have faced challenges with quadratic complexity efficiency, especially when handling long sequences. In this paper, we aim to incorporate the sub-quadratic modeling capability of Gated Linear Attention (GLA) into the 2D diffusion backbone. Specifically, we introduce Diffusion Gated Linear Attention Transformers (DiG), a simple, adoptable solution with minimal parameter overhead. We offer two variants, i,e, a plain and U-shape architecture, showing superior efficiency and competitive effectiveness. In addition to superior performance to DiT and other sub-quadratic-time diffusion models at 256 x 256 resolution, DiG demonstrates greater efficiency than these methods starting from a 512 resolution. Specifically, DiG-S/2 is 2.5x faster and saves 75.7% GPU memory compared to DiT-S/2 at a 1792 resolution. Additionally, DiG-XL/2 is 4.2x faster than the Mamba-based model at a 1024 resolution and 1.8x faster than DiT with FlashAttention-2 at a 2048 resolution.
This paper introduces SAIL, a single transformer unified multimodal large language model (MLLM) that integrates raw pixel encoding and language decoding within a singular architecture. Unlike existing modular MLLMs, which rely on a pre-trained vision transformer (ViT), SAIL eliminates the need for a separate vision encoder, presenting a more minimalist architecture design. Instead of introducing novel architectural components, SAIL adapts mix-attention mechanisms and multimodal positional encodings to better align with the distinct characteristics of visual and textual modalities. We systematically compare SAIL's properties-including scalability, cross-modal information flow patterns, and visual representation capabilities-with those of modular MLLMs. By scaling both training data and model size, SAIL achieves performance comparable to modular MLLMs. Notably, the removal of pretrained ViT components enhances SAIL's scalability and results in significantly different cross-modal information flow patterns. Moreover, SAIL demonstrates strong visual representation capabilities, achieving results on par with ViT-22B in vision tasks such as semantic segmentation. Code and models are available at https://github.com/bytedance/SAIL.
This technical report presents a cost-efficient strategy for training a video generation foundation model. We present a mid-sized research model with approximately 7 billion parameters (7B) called Seaweed-7B trained from scratch using 665,000 H100 GPU hours. Despite being trained with moderate computational resources, Seaweed-7B demonstrates highly competitive performance compared to contemporary video generation models of much larger size. Design choices are especially crucial in a resource-constrained setting. This technical report highlights the key design decisions that enhance the performance of the medium-sized diffusion model. Empirically, we make two observations: (1) Seaweed-7B achieves performance comparable to, or even surpasses, larger models trained on substantially greater GPU resources, and (2) our model, which exhibits strong generalization ability, can be effectively adapted across a wide range of downstream applications either by lightweight fine-tuning or continue training. See the project page at https://seaweed.video/
With the explosive growth of 3D content creation, there is an increasing demand for automatically converting static 3D models into articulation-ready versions that support realistic animation. Traditional approaches rely heavily on manual annotation, which is both time-consuming and labor-intensive. Moreover, the lack of large-scale benchmarks has hindered the development of learning-based solutions. In this work, we present MagicArticulate, an effective framework that automatically transforms static 3D models into articulation-ready assets. Our key contributions are threefold. First, we introduce Articulation-XL, a large-scale benchmark containing over 33k 3D models with high-quality articulation annotations, carefully curated from Objaverse-XL. Second, we propose a novel skeleton generation method that formulates the task as a sequence modeling problem, leveraging an auto-regressive transformer to naturally handle varying numbers of bones or joints within skeletons and their inherent dependencies across different 3D models. Third, we predict skinning weights using a functional diffusion process that incorporates volumetric geodesic distance priors between vertices and joints. Extensive experiments demonstrate that MagicArticulate significantly outperforms existing methods across diverse object categories, achieving high-quality articulation that enables realistic animation. Project page: https://chaoyuesong.github.io/MagicArticulate.
This work explores whether a deep generative model can learn complex knowledge solely from visual input, in contrast to the prevalent focus on text-based models like large language models (LLMs). We develop VideoWorld, an auto-regressive video generation model trained on unlabeled video data, and test its knowledge acquisition abilities in video-based Go and robotic control tasks. Our experiments reveal two key findings: (1) video-only training provides sufficient information for learning knowledge, including rules, reasoning and planning capabilities, and (2) the representation of visual change is crucial for knowledge acquisition. To improve both the efficiency and efficacy of this process, we introduce the Latent Dynamics Model (LDM) as a key component of VideoWorld. Remarkably, VideoWorld reaches a 5-dan professional level in the Video-GoBench with just a 300-million-parameter model, without relying on search algorithms or reward mechanisms typical in reinforcement learning. In robotic tasks, VideoWorld effectively learns diverse control operations and generalizes across environments, approaching the performance of oracle models in CALVIN and RLBench. This study opens new avenues for knowledge acquisition from visual data, with all code, data, and models open-sourced for further research.
Recent 3D content generation pipelines commonly employ Variational Autoencoders (VAEs) to encode shapes into compact latent representations for diffusion-based generation. However, the widely adopted uniform point sampling strategy in Shape VAE training often leads to a significant loss of geometric details, limiting the quality of shape reconstruction and downstream generation tasks. We present Dora-VAE, a novel approach that enhances VAE reconstruction through our proposed sharp edge sampling strategy and a dual cross-attention mechanism. By identifying and prioritizing regions with high geometric complexity during training, our method significantly improves the preservation of fine-grained shape features. Such sampling strategy and the dual attention mechanism enable the VAE to focus on crucial geometric details that are typically missed by uniform sampling approaches. To systematically evaluate VAE reconstruction quality, we additionally propose Dora-bench, a benchmark that quantifies shape complexity through the density of sharp edges, introducing a new metric focused on reconstruction accuracy at these salient geometric features. Extensive experiments on the Dora-bench demonstrate that Dora-VAE achieves comparable reconstruction quality to the state-of-the-art dense XCube-VAE while requiring a latent space at least 8x smaller (1,280 vs. > 10,000 codes). Project page: https://aruichen.github.io/Dora.
Referring video object segmentation (RVOS) is a challenging task that requires the model to segment the object in a video given the language description. MeViS is a recently proposed dataset that contains motion expressions of the target objects, leading to a challenging benchmark, compared with existing RVOS benchmarks. On the other hand, for referring expression tasks, a new trend is to adopt multi-modal large language model (MLLM) to achieve better image and text alignment. In this report, we show that with a simple modification to the test time inference method on stronger MLLMs, we can lead to stronger results on MeVIS. In particular, we adopt the recent method Sa2VA, a unified model for dense grounded understanding of both images and videos. By enlarging the scope of key frames, without any further training, we can achieve the 3rd place in the 4th PVUW workshop.
Scaling video generation models is believed to be promising in building world models that adhere to fundamental physical laws. However, whether these models can discover physical laws purely from vision can be questioned. A world model learning the true law should give predictions robust to nuances and correctly extrapolate on unseen scenarios. In this work, we evaluate across three key scenarios: in-distribution, out-of-distribution, and combinatorial generalization. We developed a 2D simulation testbed for object movement and collisions to generate videos deterministically governed by one or more classical mechanics laws. We focus on the scaling behavior of training diffusion-based video generation models to predict object movements based on initial frames. Our scaling experiments show perfect generalization within the distribution, measurable scaling behavior for combinatorial generalization, but failure in out-of-distribution scenarios. Further experiments reveal two key insights about the generalization mechanisms of these models: (1) the models fail to abstract general physical rules and instead exhibit "case-based" generalization behavior, i.e., mimicking the closest training example; (2) when generalizing to new cases, models are observed to prioritize different factors when referencing training data: color > size > velocity > shape. Our study suggests that scaling alone is insufficient for video generation models to uncover fundamental physical laws.
Large-scale image-text contrastive pre-training models, such as CLIP, have been demonstrated to effectively learn high-quality multimodal representations. However, there is limited research on learning video-text representations for general video multimodal tasks based on these powerful features. Towards this goal, we propose a novel video-text pre-training method dubbed VLAB: Video Language pre-training by feature Adapting and Blending, which transfers CLIP representations to video pre-training tasks and develops unified video multimodal models for a wide range of video-text tasks. Specifically, VLAB is founded on two key strategies: feature adapting and feature blending. In the former, we introduce a new video adapter module to address CLIP's deficiency in modeling temporal information and extend the model's capability to encompass both contrastive and generative tasks. In the latter, we propose an end-to-end training method that further enhances the model's performance by exploiting the complementarity of image and video features. We validate the effectiveness and versatility of VLAB through extensive experiments on highly competitive video multimodal tasks, including video text retrieval, video captioning, and video question answering. Remarkably, VLAB outperforms competing methods significantly and sets new records in video question answering on MSRVTT, MSVD, and TGIF datasets. It achieves an accuracy of 49.6, 61.0, and 79.0, respectively. Codes and models will be released.
Creating content with specified identities (ID) has attracted significant interest in the field of image generative models. However, its extension to video generation is not well explored. In this work, we propose a simple yet effective subject identity controllable video generation framework, termed Video Custom Diffusion (VCD). With a specified identity defined by a few images, VCD reinforces the identity information extraction, and injects frame-wise correlation for stable video outputs. We propose three novel components: 1) an ID module to extract ID features; 2) a 3D Gaussian Noise Prior for better inter-frame consistency; and 3) Face VCD and Tiled VCD modules to upscale the video with detailed characteristics. We conducted extensive experiments to show that VCD is able to generate stable and high-quality videos with specific human subjects animated in diverse scenes and motions. We further show that VCD could integrate conditional input and prompt travel to enable more delicate controls.
Generating emotional talking faces from a single portrait image remains a significant challenge. The simultaneous achievement of expressive emotional talking and accurate lip-sync is particularly difficult, as expressiveness is often compromised for lip-sync accuracy. Prevailing generative works usually struggle to juggle to generate subtle variations of emotional expression and lip-synchronized talking. To address these challenges, we suggest modeling the implicit and explicit correlations between audio and emotional talking faces with a unified framework. As human emotional expressions usually present subtle and implicit relations with speech audio, we propose incorporating audio and emotional style embeddings into the diffusion-based generation process, for realistic generation while concentrating on emotional expressions. We then propose lip-based explicit correlation learning to construct a strong mapping of audio to lip motions, assuring lip-audio synchronization. Furthermore, we deploy a video-to-video rendering module to transfer expressions and lip motions from a proxy 3D avatar to an arbitrary portrait. Both quantitatively and qualitatively, MagicTalk outperforms state-of-the-art methods in terms of expressiveness, lip-sync, and perceptual quality.
Semantic segmentation tasks naturally require high-resolution information for pixel-wise segmentation and global context information for class prediction. While existing vision transformers demonstrate promising performance, they often utilize high resolution context modeling, resulting in a computational bottleneck. In this work, we challenge conventional wisdom and introduce the Low-Resolution Self-Attention (LRSA) mechanism to capture global context at a significantly reduced computational cost. Our approach involves computing self-attention in a fixed low-resolution space regardless of the input image's resolution, with additional 3x3 depth-wise convolutions to capture fine details in the high-resolution space. We demonstrate the effectiveness of our LRSA approach by building the LRFormer, a vision transformer with an encoder-decoder structure. Extensive experiments on the ADE20K, COCO-Stuff, and Cityscapes datasets demonstrate that LRFormer outperforms state-of-the-art models. The code will be made available at https://github.com/yuhuan-wu/LRFormer.