Abstract:Human-to-robot (H2R) object handover is a fundamental capability for human-robot collaboration, yet progress is hindered by the scarcity of large-scale, human-centric datasets and the significant sim-to-real gap. To address these challenges, we introduce Hand2Bot, an RGB-D video dataset that provides rich contextual information such as body posture and facial expressions, specifically collected for handover scenarios with real-world noise patterns. We further propose PassGen, a generative pipeline that leverages stable video diffusion and an Intention-Aware Temporal Face Encoder to synthesize realistic handover sequences while ensuring hand-object consistency. To bridge the sim-to-real gap, we implement a morphology-based depth editing strategy that replicates realistic sensor noise found in physical depth maps. Experimental evaluations demonstrate that our framework achieves high intention identification accuracy and low false trigger rates in both ablation studies and real-world deployment on a physical robot platform. Our results confirm that training on PassGen allows for robust zero-shot transfer and earlier intention anticipation compared to traditional hand-centric baselines, effectively enabling socially aware robotic behavior in shared workspaces.
Abstract:Character image animation remains a foundational yet challenging task in computer vision. Existing approaches can be broadly categorized into three paradigms: methods based on explicit motion representations suffer from extraction errors and identity drift; methods based on implicit motion features lose fine-grained dynamics through compression; and in-context learning approaches avoid intermediate representations but incur prohibitive computational costs. Furthermore, all current systems are designed for offline synthesis, unable to meet the real-time requirements of interactive applications such as digital avatars and live-streaming hosts. To address these limitations, we present Wan-Animate-2, an end-to-end character animation framework that directly consumes the driving video within a redesigned Diffusion Transformer. Our architecture achieves superior motion fidelity and identity preservation by eliminating intermediate motion extractors entirely. We further introduce text driven viewpoint control that decouples the output camera perspective from the driving video--a capability rarely supported by prior character animation methods that rely on explicit motion representations. Beyond generation quality, we present Wan-Animate-2-Lite, an efficient variant that reduces inference latency to real-time thresholds through a three-stage training paradigm: teacher forcing pretraining with error buffer mechanism, and Self-Forcing distillation with chunk-wise backpropagation. This enables streaming character animation for interactive applications, opening new deployment scenarios that were previously infeasible. Qualitative evaluations and user studies demonstrate that Wan-Animate-2 achieves high-fidelity animation results across diverse characters and motion patterns. To foster further research and community development, we will release the Wan-Animate-2-Base model weights to the public.
Abstract:We present a real-time human-centric world model for upper-body interactive generation, aiming to synthesize coherent local world dynamics centered on a person, where coordinated body, hand, and facial motions evolve jointly with controllable human-object discrete interaction. To this end, we adopt a continuous-discrete joint control scheme with two complementary components: a continuous human state and a discrete interaction state. For continuous human-state control, we introduce a unified implicit representation based on multi-scale motion encoding, in which motion latents from the upper body, hands, and face are fused into a shared latent space. This multi-scale design improves expressiveness across different spatial scales, captures fine-grained human dynamics more effectively, and enables direct control without explicit retargeting. For discrete object interaction-state control, we represent object contact using a small set of language-encoded discrete interaction states, where text serves as an explicit interaction-state command, such as \emph{no contact} or \emph{grasp}, rather than an open-ended generation prompt, and we further construct a dedicated rendering pipeline for human-object interaction data to supervise such discrete interaction states. By combining continuous implicit human-state control with discrete interaction-state control, our model enables precise modeling of how a person moves and interacts with the local environment, including controllable changes to nearby scene states. Finally, we distill the model for efficient streaming real-time inference, achieving 25 FPS on two H100 GPUs. Experiments demonstrate improved fine-grained motion fidelity, more realistic hand-object coordination, and effective real-time interaction, establishing a practical step beyond motion reproduction toward real-time human-centric world modeling.
Abstract:We present Wan-Streamer v0.3, which reframes our native-streaming interaction model under a single organizing view: a video is a world plus an event stream. The world is the persistent context in which a video unfolds, including the environment, scene, subjects, ambient acoustic conditions, voice characteristics, and other relatively stable conditions. The event stream is everything that changes over time within that world, including scene or environmental changes, subject behavior, speech, and other sounds. This yields a general-purpose pretraining task over large amounts of real video: given a world and incoming input, predict how the world moves, changes, and responds in real time. The resulting competence can be specialized to a broad family of real-time downstream tasks. We instantiate it on real-time full-duplex audio-visual interaction, where the event stream is the agent's speech together with free-form behavior. Functionally, the model's multimodal understanding process is vision-language-action-like: it maps multimodal user input to language-form speech and behavior actions. Wan-Streamer v0.3 preserves the v0.2 operating point: 640x368 video at 25 FPS, a 160 ms streaming unit, approximately 200 ms model-side response latency, and approximately 550 ms total interaction latency under a 350 ms bidirectional network budget.
Abstract:Recent advances in generative models and technological innovations have significantly addressed the fundamental challenges of character image animation. However, existing approaches predominantly focus on character animation from a single reference image, substantially limiting their applicability in scenarios such as multiple character interaction animation. To fill this gap, this paper introduces MultiAnimate, a comprehensive framework that enables concurrent animation of multiple characters within a shared environment while preserving both identity consistency and spatial relationships. The framework achieves these objectives through multiple well-designed mechanisms. First, we incorporate an identity-specific reference net that enables appearance extraction from multiple reference images, distinguishing MultiAnimate from existing approaches constrained to single reference inputs. Second, we implement an identity-aware pose encoder to address the character-pose binding challenge, wherein an attention mechanism enables the network to accurately differentiate and process multiple pose sequences during generation. Third, we introduce an interaction guider module that enhances the framework's capability to handle complex inter-character interactions by leveraging character-specific mask information, serving as an optional component that refines the pose sequences. Extensive experiments and ablation analyses demonstrate our framework's superiority in multiple character animation, particularly in scenarios involving complex motion sequences.
Abstract:We present WanToFight, a generative game engine that simulates real-time, two-player The King of Fighters '97 (KOF~'97) gameplay from keyboard input. Prior generative game engines target either single-player first-person settings or non-real-time cooperative scenarios; multi-player control, real-time inference, complex physical interaction, and adversarial gameplay have not been jointly addressed. WanToFight closes this gap with three components built on the Wan-1.3B video diffusion transformer: a streaming autoregressive generator with block-causal attention and a rolling KV cache; a visually grounded Player Association module that binds each player's keyboard signal to a character identity; and a gated, locally causal keyboard injection module trained with a single-player-to-full-gameplay curriculum. A four-step DMD-distilled student paired with a pruned VAE decoder sustains 30FPS at 512x384 on a single NVIDIA RTX 5090 over the duration of a complete match. To our knowledge, WanToFight is the first generative game engine to combine multi-player control, real-time inference, complex physical interaction, and adversarial gameplay in one system.
Abstract:Generating long-duration, high-definition, and rhythmically synchronized dance videos directly from music remains a significant challenge, primarily due to the temporal constraints of current diffusion models, which typically fail beyond 20 seconds. Existing approaches, whether they rely on intermediate 3D skeletons or on end-to-end video synthesis, suffer from temporal drift, identity inconsistency, and repetitive motion patterns when extended to longer horizons. To address these limitations, we propose a novel hierarchical framework for minute-scale coherent music-to-dance generation. Our method decouples the process into global keyframe planning and local temporal refinement, leveraging full-track musical context to ensure long-range coherence. Key innovations include dynamic frame rate adaptation via time-mapped RoPE embeddings for precise alignment, an optical-flow-based loss function to enhance motion continuity, and motion-speed control to preserve high-fidelity details during rapid movements. Extensive experiments demonstrate that our framework surpasses the conventional duration barrier, generating stable, 720p/30fps videos exceeding one minute with superior temporal stability. Furthermore, the model exhibits robust versatility across five distinct dance genres, conditioned on both audio and textual prompts, establishing a new state-of-the-art in coherent, long-form dance video synthesis.
Abstract:Federated learning (FL) avoids explicit data exposure by keeping raw data on local clients, yet privacy risks remain in the training process and the learned model itself. Recently, centralized Taking Away Training Data (TATD) attacks have shown that malicious training could abuse the memorization capacity of deep models to store and later recover training data. However, this memorization-based threat has not been systematically studied under FL environments, where multi-client averaging could overwrite encoded training data. In this paper, we study a white-box TATD attack in which a malicious server selects n target clients from K participating clients and actively writes private training data into the global model during federated training. We propose FedCVESA, a federated variant of Correlation Value Encoding Attack (CVEA), by adding a Pearson-correlation regularizer to the loss function of target clients, so that private training data are gradually encoded into selected model parameters, referred to as carrier parameters. To reduce the overwriting of carrier parameters during server aggregation, we further propose segmented aggregation over dispersed carrier parameters, preserving selected carrier parameters while keeping standard averaging on the remaining parameters. Experiments on MNIST, Fashion-MNIST, and CIFAR-10 under Dirichlet non-IID partitions show that the proposed method can steal semantically meaningful private training images from the trained model while maintaining acceptable main-task utility in a controlled proof-of-concept setting. These results demonstrate that FL can become a parameter-level memorization channel for active TATD attack under the studied white-box malicious-server setting.
Abstract:We present Wan-Streamer v0.2, a latency-preserving upgrade of the native-streaming, end-to-end audio-visual interaction model. v0.2 keeps the v0.1 modeling formulation, but raises the interactive output stream from 192x336 to 640x368 while preserving approximately 200 ms model-side signal-to-signal latency at 25 FPS. The higher-resolution stream supports scene-grounded mid-shot agents whose posture, gaze, hands, nearby objects, and local scene layout remain legible during real-time conversation. To support the larger visual stream without adding user-visible delay, v0.2 keeps the thinker as a single-GPU low-latency path for streaming perception, the short language/state Transformer pass that builds the generation cache, and final decoding. The performer becomes a multi-GPU Ulysses-style context-parallel group for the expensive next-unit latent generation. Each performer rank writes incoming K/V into a pre-sharded local cache. The long high-resolution latent video sequence is split across ranks for denoising and gathered through Ulysses communication, while the much shorter audio latent sequence is generated without sequence sharding. In this split, the thinker's language/state computation reaches the performer only as K/V conditioning, so no separate language sequence has to be communicated inside the performer group. This concentrates additional hardware on visual generation while preserving the compact thinker-performer boundary, keeping total remote interaction latency at approximately 550 ms when a 350 ms bidirectional network budget is included.
Abstract:We present Wan-Streamer, a native-streaming, end-to-end interactive foundation model designed from the ground up for real-time, low-latency, full-duplex audio-visual interaction. Wan-Streamer seamlessly models language, audio, and video as both input and output within a single Transformer, where the sequence is represented as interleaved visual, audio, and text input tokens together with visual, audio, and text output tokens, coordinated by block-causal attention for incremental streaming. Unlike cascaded interactive systems that rely on separate VAD, ASR, language, TTS, audio-driven animation, or video-generation modules, Wan-Streamer does not rely on external language, speech, avatar, or video-generation modules: perception, reasoning, generation, response timing, turn management, and cross-modal synchronization are learned jointly within one unified model, reducing pipeline latency and error accumulation. To support natural audio-visual responsiveness, we redesign the entire stack around streamability, including causal encoders, causal decoders, block-causal attention, and low-latency multimodal token scheduling, enabling streaming units as short as 160 ms at 25 fps. Wan-Streamer achieves approximately 200 ms model-side response latency and approximately 550 ms total interaction latency when combined with 350 ms bidirectional network latency, supporting sub-second duplex audio-visual communication. These results position Wan-Streamer as a unified, end-to-end, multimodal interactive foundation model for low-latency streaming interaction.