Abstract:Humans often specify and create through visual artifacts: typography sheets, sketches, reference images, and annotated scenes. Yet modern visual generators still ask users to serialize this intent into text, a bottleneck that compresses signals like spatial structure, exact appearance, and glyph shape. We propose \textbf{\emph{visual-to-visual} (V2V)} generation, in which the user conditions a generative model with a visual specification page rather than a text prompt. The page is not an edit target, but a visual document that specifies the desired output. We introduce \textbf{V2V-Zero}, a training-free framework that exposes this interface in existing vision-language model (VLM) conditioned generators by replacing text-only conditioning with final-layer hidden states extracted from visual pages, exploiting the fact that the frozen VLM already maps both text and images into the generator's conditioning space. On GenEval, V2V-Zero reaches 0.85 with a frozen Qwen-Image backbone, closely matching its optimized text-to-image performance without fine-tuning. To evaluate the broader V2V space, we introduce \textbf{Simple-V2V Bench}, spanning seven visual-conditioning tasks and seven models, including GPT Image 2, Nano Banana 2, Seedream 5.0 Lite, open-weight baselines, and a video extension. V2V-Zero scores 32.7/100, outperforming evaluated open-weight image baselines and revealing a clear capability hierarchy: attribute binding is strong, content generation is unreliable, and structural control remains hard even for commercial systems. A HunyuanVideo-1.5 extension scores 20.2/100, showing the interface transfers beyond images. Mechanistic analysis shows the default reasoning path is primarily visually routed, with 95.0\% of conditioning-token attention mass on visual-page hidden states.
Abstract:As AI systems move from generating text to accomplishing goals through sustained interaction, the ability to model environment dynamics becomes a central bottleneck. Agents that manipulate objects, navigate software, coordinate with others, or design experiments require predictive environment models, yet the term world model carries different meanings across research communities. We introduce a "levels x laws" taxonomy organized along two axes. The first defines three capability levels: L1 Predictor, which learns one-step local transition operators; L2 Simulator, which composes them into multi-step, action-conditioned rollouts that respect domain laws; and L3 Evolver, which autonomously revises its own model when predictions fail against new evidence. The second identifies four governing-law regimes: physical, digital, social, and scientific. These regimes determine what constraints a world model must satisfy and where it is most likely to fail. Using this framework, we synthesize over 400 works and summarize more than 100 representative systems spanning model-based reinforcement learning, video generation, web and GUI agents, multi-agent social simulation, and AI-driven scientific discovery. We analyze methods, failure modes, and evaluation practices across level-regime pairs, propose decision-centric evaluation principles and a minimal reproducible evaluation package, and outline architectural guidance, open problems, and governance challenges. The resulting roadmap connects previously isolated communities and charts a path from passive next-step prediction toward world models that can simulate, and ultimately reshape, the environments in which agents operate.
Abstract:Instruction-based video editing is a natural way to control video content with text, but adapting a video generation model into an editor usually appears data-hungry. At the same time, high-quality video editing data remains scarce. In this paper, we show that a video generation backbone can become a strong video editor without large scale video editing data. We present InsEdit, an instruction-based editing model built on HunyuanVideo-1.5. InsEdit combines a visual editing architecture with a video data pipeline based on Mutual Context Attention (MCA), which creates aligned video pairs where edits can begin in the middle of a clip rather than only from the first frame. With only O(100)K video editing data, InsEdit achieves state-of-the-art results among open-source methods on our video instruction editing benchmarks. In addition, because our training recipe also includes image editing data, the final model supports image editing without any modification.
Abstract:Generative models can now produce photorealistic imagery, yet they still struggle with the long, multi-goal prompts that professional designers issue. To expose this gap and better evaluate models' performance in real-world settings, we introduce Long Goal Bench (LGBench), a 2,000-task suite (1,000 T2I and 1,000 I2I) whose average instruction contains 18 to 22 tightly coupled goals spanning global layout, local object placement, typography, and logo fidelity. We find that even state-of-the-art models satisfy fewer than 72 percent of the goals and routinely miss localized edits, confirming the brittleness of current pipelines. To address this, we present VisionDirector, a training-free vision-language supervisor that (i) extracts structured goals from long instructions, (ii) dynamically decides between one-shot generation and staged edits, (iii) runs micro-grid sampling with semantic verification and rollback after every edit, and (iv) logs goal-level rewards. We further fine-tune the planner with Group Relative Policy Optimization, yielding shorter edit trajectories (3.1 versus 4.2 steps) and stronger alignment. VisionDirector achieves new state of the art on GenEval (plus 7 percent overall) and ImgEdit (plus 0.07 absolute) while producing consistent qualitative improvements on typography, multi-object scenes, and pose editing.
Abstract:Pan-sharpening aims to generate high-resolution multispectral (HRMS) images by integrating a high-resolution panchromatic (PAN) image with its corresponding low-resolution multispectral (MS) image. To achieve effective fusion, it is crucial to fully exploit the complementary information between the two modalities. Traditional CNN-based methods typically rely on channel-wise concatenation with fixed convolutional operators, which limits their adaptability to diverse spatial and spectral variations. While cross-attention mechanisms enable global interactions, they are computationally inefficient and may dilute fine-grained correspondences, making it difficult to capture complex semantic relationships. Recent advances in the Multimodal Diffusion Transformer (MMDiT) architecture have demonstrated impressive success in image generation and editing tasks. Unlike cross-attention, MMDiT employs in-context conditioning to facilitate more direct and efficient cross-modal information exchange. In this paper, we propose MMMamba, a cross-modal in-context fusion framework for pan-sharpening, with the flexibility to support image super-resolution in a zero-shot manner. Built upon the Mamba architecture, our design ensures linear computational complexity while maintaining strong cross-modal interaction capacity. Furthermore, we introduce a novel multimodal interleaved (MI) scanning mechanism that facilitates effective information exchange between the PAN and MS modalities. Extensive experiments demonstrate the superior performance of our method compared to existing state-of-the-art (SOTA) techniques across multiple tasks and benchmarks.




Abstract:Interactive Generative Video (IGV) has emerged as a crucial technology in response to the growing demand for high-quality, interactive video content across various domains. In this paper, we define IGV as a technology that combines generative capabilities to produce diverse high-quality video content with interactive features that enable user engagement through control signals and responsive feedback. We survey the current landscape of IGV applications, focusing on three major domains: 1) gaming, where IGV enables infinite exploration in virtual worlds; 2) embodied AI, where IGV serves as a physics-aware environment synthesizer for training agents in multimodal interaction with dynamically evolving scenes; and 3) autonomous driving, where IGV provides closed-loop simulation capabilities for safety-critical testing and validation. To guide future development, we propose a comprehensive framework that decomposes an ideal IGV system into five essential modules: Generation, Control, Memory, Dynamics, and Intelligence. Furthermore, we systematically analyze the technical challenges and future directions in realizing each component for an ideal IGV system, such as achieving real-time generation, enabling open-domain control, maintaining long-term coherence, simulating accurate physics, and integrating causal reasoning. We believe that this systematic analysis will facilitate future research and development in the field of IGV, ultimately advancing the technology toward more sophisticated and practical applications.
Abstract:Modern game development faces significant challenges in creativity and cost due to predetermined content in traditional game engines. Recent breakthroughs in video generation models, capable of synthesizing realistic and interactive virtual environments, present an opportunity to revolutionize game creation. In this position paper, we propose Interactive Generative Video (IGV) as the foundation for Generative Game Engines (GGE), enabling unlimited novel content generation in next-generation gaming. GGE leverages IGV's unique strengths in unlimited high-quality content synthesis, physics-aware world modeling, user-controlled interactivity, long-term memory capabilities, and causal reasoning. We present a comprehensive framework detailing GGE's core modules and a hierarchical maturity roadmap (L0-L4) to guide its evolution. Our work charts a new course for game development in the AI era, envisioning a future where AI-powered generative systems fundamentally reshape how games are created and experienced.




Abstract:We introduce GameGen-X, the first diffusion transformer model specifically designed for both generating and interactively controlling open-world game videos. This model facilitates high-quality, open-domain generation by simulating an extensive array of game engine features, such as innovative characters, dynamic environments, complex actions, and diverse events. Additionally, it provides interactive controllability, predicting and altering future content based on the current clip, thus allowing for gameplay simulation. To realize this vision, we first collected and built an Open-World Video Game Dataset from scratch. It is the first and largest dataset for open-world game video generation and control, which comprises over a million diverse gameplay video clips sampling from over 150 games with informative captions from GPT-4o. GameGen-X undergoes a two-stage training process, consisting of foundation model pre-training and instruction tuning. Firstly, the model was pre-trained via text-to-video generation and video continuation, endowing it with the capability for long-sequence, high-quality open-domain game video generation. Further, to achieve interactive controllability, we designed InstructNet to incorporate game-related multi-modal control signal experts. This allows the model to adjust latent representations based on user inputs, unifying character interaction and scene content control for the first time in video generation. During instruction tuning, only the InstructNet is updated while the pre-trained foundation model is frozen, enabling the integration of interactive controllability without loss of diversity and quality of generated video content.




Abstract:Self-training is a simple yet effective method for semi-supervised learning, during which pseudo-label selection plays an important role for handling confirmation bias. Despite its popularity, applying self-training to landmark detection faces three problems: 1) The selected confident pseudo-labels often contain data bias, which may hurt model performance; 2) It is not easy to decide a proper threshold for sample selection as the localization task can be sensitive to noisy pseudo-labels; 3) coordinate regression does not output confidence, making selection-based self-training infeasible. To address the above issues, we propose Self-Training for Landmark Detection (STLD), a method that does not require explicit pseudo-label selection. Instead, STLD constructs a task curriculum to deal with confirmation bias, which progressively transitions from more confident to less confident tasks over the rounds of self-training. Pseudo pretraining and shrink regression are two essential components for such a curriculum, where the former is the first task of the curriculum for providing a better model initialization and the latter is further added in the later rounds to directly leverage the pseudo-labels in a coarse-to-fine manner. Experiments on three facial and one medical landmark detection benchmark show that STLD outperforms the existing methods consistently in both semi- and omni-supervised settings.
Abstract:For optical coherence tomography angiography (OCTA) images, a limited scanning rate leads to a trade-off between field-of-view (FOV) and imaging resolution. Although larger FOV images may reveal more parafoveal vascular lesions, their application is greatly hampered due to lower resolution. To increase the resolution, previous works only achieved satisfactory performance by using paired data for training, but real-world applications are limited by the challenge of collecting large-scale paired images. Thus, an unpaired approach is highly demanded. Generative Adversarial Network (GAN) has been commonly used in the unpaired setting, but it may struggle to accurately preserve fine-grained capillary details, which are critical biomarkers for OCTA. In this paper, our approach aspires to preserve these details by leveraging the frequency information, which represents details as high-frequencies ($\textbf{hf}$) and coarse-grained backgrounds as low-frequencies ($\textbf{lf}$). In general, we propose a GAN-based unpaired super-resolution method for OCTA images and exceptionally emphasize $\textbf{hf}$ fine capillaries through a dual-path generator. To facilitate a precise spectrum of the reconstructed image, we also propose a frequency-aware adversarial loss for the discriminator and introduce a frequency-aware focal consistency loss for end-to-end optimization. Experiments show that our method outperforms other state-of-the-art unpaired methods both quantitatively and visually.