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Erwin Wu

Publications and source records attributed to Erwin Wu.

14 recordsLinked to original sources

StreamDuo: A Live Commentator and a Research Agent for Unseen Games

Streaming video LLMs can now commentate live gameplay, but they are trained and tested on the same games. We study cross-game streaming commentary, in which a model trained on one game commentates games it has never seen, and find that current commentators transfer their timing but not their knowledge of the game world. We propose StreamDuo, which pairs a trainable commentator with a frozen research agent that reads the wiki of the game being played. When the commentator sees something it cannot name, it sends the current frames, and the research agent returns a few wiki entries two seconds later while the stream continues. We train only the commentator, on a single game, in two stages. Information-gain labels teach it to ask only where an answer would help it say what the human caster said, and on-policy self-distillation from a copy of itself that sees the ideal answer teaches it to use noisy answers. Trained on Baldur's Gate 3 and tested on ten unseen games, StreamDuo raises entity recall from 0.082 to 0.116 over Proact-VL trained on the same data, cuts source-game leakage from 9.9% to 1.0%, and achieves the best timing and the highest judged liveliness and overall quality among streaming models.

cs.CV↗

DirCast: Live Esports Directing and Commentary with a Single Streaming Video-Language Model

A live esports broadcast needs a director who chooses which camera goes on air and a caster who talks over that choice, every second and without knowing what comes next. Streaming video language models have learned to commentate, but only over a broadcast that a human director has already produced. We study live broadcast production, in which a model receives the raw camera of every player and must both direct and commentate from the past alone. We present DirCast, a single streaming video language model that does both. Every second it scans all cameras at low resolution, decides with a hold-or-switch director whether and where to cut, and reads the chosen camera at high resolution before it speaks. Its context keeps what went on air and what was said and lets the other views expire, which bounds the cost of a stream of any length. We build a dataset of 27 professional Dota 2 matches with a camera for every hero, the human director's choices and the casters' commentary. DirCast directs better than rule-based and zero-shot directors including GPT-5, and its commentary wins 29.2 percent of comparisons against GPT-4o under the Proact-VL protocol, against 19.4 percent for the strongest of eleven streaming commentators that watch the human broadcast.

cs.CV↗

PAWA: Panoramic Action-conditioned World Modeling for Multiple Agents

A multiplayer world model must predict how the independent actions of several players change a shared environment, including changes outside a player's current field of view. A point-of-view (POV) video captures such changes only after they enter its field of view, whereas panoramic video records the surroundings in every viewing direction and has served as an intermediate representation of the world state in recent world models. Learning this task therefore requires synchronized POV and panoramic videos of interacting players together with their actions, yet no existing dataset provides this combination in Minecraft, an established testbed in which players act independently in a shared, modifiable 3D world. We present PAWA, a dataset and framework for action-conditioned panoramic multiplayer world modeling. The dataset pairs each player's POV video with world-stabilized panoramic video and aligned actions. Its distributed pipeline decouples CPU gameplay capture from GPU rendering, scales beyond 64 simultaneous players, and re-renders each recorded session under new observation configurations without replaying the gameplay. On this dataset, we develop a dual-tower model that jointly predicts POV and panoramic video and couples the two streams through cross-attention that aligns tokens observing the same direction in a shared world frame. We further introduce a quadratic-phase player encoding that provides many more player codes than existing rotary codes at the same embedding dimension. Experiments show that PAWA outperforms state-of-the-art multiplayer world models in POV prediction quality while also producing high-fidelity panoramic predictions. The dataset and collection pipeline are open source to support further research on multiplayer world models.

cs.CV↗

SPW-Nav: A Streaming Panoramic World Model for Language-Guided Navigation

Language-guided panoramic video generation benefits various downstream applications, such as interactive 3D scene exploration, virtual reality experiences, and embodied agent training. Existing panoramic generators follow predefined trajectories, and interactive world models act through low-level actions in perspective views. We propose SPW-Nav, a streaming panoramic world model that understands movement instructions and streams one minute of 2K 360-degree video in real time from a single panorama. SPW-Nav interprets each instruction in the previously generated panorama as camera motion. Spherical rotation decoupling applies rotation exactly on the sphere, pose-aligned conditioning keeps translation inputs bounded over long streams, and a multi-term memory with a few-step generator continues the scene as instructions change. We also build SPW-NavSet, panoramic videos with camera trajectories and verified instructions. Driven by language, SPW-Nav outperforms prior panoramic generators in camera-following accuracy and video quality, and supports on-the-fly instruction switching.

cs.CV↗

World2Motion: Turning Video World Models into 3D Human Motion Generators

We present World2Motion, a framework that generates scene-aware 3D human motion and corresponding video from a single image and a text prompt. While existing 3D motion generators learn from motion datasets, their generalization is constrained by limited coverage of environments. In contrast, video world models such as Cosmos 3 offer broader environmental priors but are not designed for full-body motion generation; recovering motion from their generated videos requires costly two-stage inference. To address these, we turn Cosmos 3 into a single-stage 3D motion generator. This adaptation has two challenges: the scarcity of paired video--motion data and temporal instability in the generated motion. First, we construct a training dataset combining synthetic video--motion pairs with real videos paired with estimated 3D motion. Second, we propose a shift-decoupled noise schedule that assigns different noise levels to video and motion through shared denoising progress. This design accommodates the different denoising requirements of the two modalities, reducing motion jitter. Experiments on a multi-source interaction benchmark show that World2Motion has better motion--text alignment and scene interaction compared with the evaluated 3D motion generators. It also matches the interaction success rate of the two-stage baseline while achieving approximately 3.3$\times$ faster inference. Our project page is available at https://fyantu.github.io/World2Motion/.

cs.CV↗

Motion Style Slider: Endpoint-Supervised Continuous Style Control for Human Motion Diffusion

Existing human motion diffusion methods provide strong motion generation quality, and recent style transfer models can inject target style cues, but fine-grained continuous control of style intensity remains underexplored. In production, style intensity is subjective across artists and directors, so the practical requirement is not a universal absolute unit, but a reliable monotonic control axis. We propose Motion Style Slider, a motion-to-motion style transfer framework for endpoint-supervised continuous control. Given a content motion and a style motion, we construct a style direction in a learned motion-style embedding space and condition diffusion generation with a scalar intensity. The training objective combines diffusion denoising with latent intensity regularization to encourage smooth and monotonic style scaling without requiring intermediate-intensity ground-truth motions. Our framework is compatible with pretrained motion diffusion backbones and supports heterogeneous style datasets, including the multi-actor style motion dataset. To test out-of-range usability, we additionally introduce a small real-capture over-reaction extension and evaluate large-intensity behavior against these unseen targets. Experiments measure controllability, interpolation/extrapolation behavior, content preservation, and motion realism, with ablations on direction construction and loss design.

cs.CV↗

KaiNinja: Extending Native 3D Generators to the Part Level

Native 3D generators turn one image into a single mesh. TRELLIS.2 and its peers deliver high-fidelity non-watertight geometry with materials, but the output is one fused object, while downstream work such as editing, rigging and simulation operates on part-level assets. A naive idea is to run a 3D segmentation network on the fused mesh that TRELLIS.2 generates, but such pipelines are slow and bounded by the accuracy of the segmentation. We want a simple way to extend an existing native 3D generator to the part level. But we face a critical problem: the O-Voxel grid stores one sheet of surface per voxel, so a single volume cannot represent the interface where two parts touch, at any resolution. We introduce a dual-volume representation to solve this problem and put forward KaiNinja, a part-level extension of TRELLIS.2 built on a dual-volume form of its O-Voxel representation. KaiNinja keeps the generation speed and quality of TRELLIS.2 while extending it to the part level, with no mask or segmenter in the pipeline. Its training data come from sources of many kinds, including CAD models and assets authored by an LLM-driven agent; to our knowledge it is the first 3D generative model trained on agent-authored part data. Surprisingly, we also find that whole-object fidelity improves over the same backbone fine-tuned on the same dataset. Against part generation pipelines of different paradigms, it lowers whole-object Chamfer distance by 40% and raises strict part F-score by 16%.

cs.GR↗

MASS: Multiplayer World Models with Authoritative Shared State

Current video world models struggle in multiplayer environments because they entangle world state with view-dependent visual latents, leading to redundant compute, view inconsistencies, and poor scalability. We propose MASS (Multiplayer world models with Authoritative Shared State) to resolve this limitation. Inspired by multiplayer game architectures, MASS disentangles world dynamics and view rendering. A learned Logic Engine advances a global, authoritative typed state from joint actions without any hand-written transition function, acting as the sole recurrent memory and synchronization reference. From this shared state, a learned Rendering Engine generates independent and consistent views for any requested camera on demand. This explicit disentangling allows MASS to achieve superior state accuracy and lower cross-view inconsistency compared to state-of-the-art multi-view baselines on a matched multiplayer Snake benchmark. It advances predicted worlds with 1,024 concurrent players for 10,000 recurrent steps. Our results show that explicit, authoritative state modeling provides a practical foundation for scalable and consistent multi-agent world simulation.

cs.CV↗

InterPet4D: A Multimodal 4D Human-Pet Interaction Dataset for Pet Motion Generation

Human-pet interaction estimation and generation remain underexplored due to the absence of a high-quality large-scale dataset. We present InterPet4D, the first multimodal dataset capturing natural interactions between humans and dogs. Using a synchronized multi-view capture system, we record human-dog obedience tasks and provide annotations for both humans and dogs, including multi-view and egocentric videos, segmentations, 2D and 3D keypoints, meshes, and audio tracks. InterPet4D consists of 6.8 million frames collected from 13 dogs of 11 breeds interacting with 23 human participants. We further introduce the InterPetMoGen framework for human-pet interaction motion generation. Our proposed model achieves an FID score of 11.21 and substantially outperforms the Seq2Seq and DiT baselines, demonstrating the effectiveness of InterPet4D for modeling realistic human-pet interactions.

cs.CV↗

DyaDiT: A Multi-Modal Diffusion Transformer for Socially Favorable Dyadic Gesture Generation

Generating realistic conversational gestures are essential for achieving natural, socially engaging interactions with digital humans. However, existing methods typically map a single audio stream to a single speaker's motion, without considering social context or modeling the mutual dynamics between two people engaging in conversation. We present DyaDiT, a multi-modal diffusion transformer that generates contextually appropriate human motion from dyadic audio signals. Trained on Seamless Interaction Dataset, DyaDiT takes dyadic audio with optional social-context tokens to produce context-appropriate motion. It fuses information from both speakers to capture interaction dynamics, uses a motion dictionary to encode motion priors, and can optionally utilize the conversational partner's gestures to produce more responsive motion. We evaluate DyaDiT on standard motion generation metrics and conduct quantitative user studies, demonstrating that it not only surpasses existing methods on objective metrics but is also strongly preferred by users, highlighting its robustness and socially favorable motion generation. Code and models will be released upon acceptance.

cs.CV↗

Sensing Your Vocals: Exploring the Activity of Vocal Cord Muscles for Pitch Assessment Using Electromyography and Ultrasonography

Vocal training is difficult because the muscles that control pitch, resonance, and phonation are internal and invisible to learners. This paper investigates how Electromyography (EMG) and ultrasonic imaging (UI) can make these muscles observable for training purposes. We report three studies. First, we analyze the EMG and UI data from 16 singers (beginners, experienced & professionals), revealing differences among three vocal groups of the muscle control proficiency. Second, we use the collected data to create a system that visualizes an expert's muscle activity as reference. This system is tested in a user study with 12 novices, showing that EMG highlighted muscle activation nuances, while UI provided insights into vocal cord length and dynamics. Third, to compare our approach to traditional methods (audio analysis and coach instructions), we conducted a focus group study with 15 experienced singers. Our results suggest that EMG is promising for improving vocal skill development and enhancing feedback systems. We conclude the paper with a detailed comparison of the analyzed modalities (EMG, UI and traditional methods), resulting in recommendations to improve vocal muscle training systems.

cs.HC↗

Towards Interactive Intelligence for Digital Humans

We introduce Interactive Intelligence, a novel paradigm of digital human that is capable of personality-aligned expression, adaptive interaction, and self-evolution. To realize this, we present Mio (Multimodal Interactive Omni-Avatar), an end-to-end framework composed of five specialized modules: Thinker, Talker, Face Animator, Body Animator, and Renderer. This unified architecture integrates cognitive reasoning with real-time multimodal embodiment to enable fluid, consistent interaction. Furthermore, we establish a new benchmark to rigorously evaluate the capabilities of interactive intelligence. Extensive experiments demonstrate that our framework achieves superior performance compared to state-of-the-art methods across all evaluated dimensions. Together, these contributions move digital humans beyond superficial imitation toward intelligent interaction.

cs.CV↗

SimDiff: Simulator-constrained Diffusion Model for Physically Plausible Motion Generation

Generating physically plausible human motion is crucial for applications such as character animation and virtual reality. Existing approaches often incorporate a simulator-based motion projection layer to the diffusion process to enforce physical plausibility. However, such methods are computationally expensive due to the sequential nature of the simulator, which prevents parallelization. We show that simulator-based motion projection can be interpreted as a form of guidance, either classifier-based or classifier-free, within the diffusion process. Building on this insight, we propose SimDiff, a Simulator-constrained Diffusion Model that integrates environment parameters (e.g., gravity, wind) directly into the denoising process. By conditioning on these parameters, SimDiff generates physically plausible motions efficiently, without repeated simulator calls at inference, and also provides fine-grained control over different physical coefficients. Moreover, SimDiff successfully generalizes to unseen combinations of environmental parameters, demonstrating compositional generalization.

cs.CV↗

ColorizeDiffusion: Adjustable Sketch Colorization with Reference Image and Text

Diffusion models have recently demonstrated their effectiveness in generating extremely high-quality images and are now utilized in a wide range of applications, including automatic sketch colorization. Although many methods have been developed for guided sketch colorization, there has been limited exploration of the potential conflicts between image prompts and sketch inputs, which can lead to severe deterioration in the results. Therefore, this paper exhaustively investigates reference-based sketch colorization models that aim to colorize sketch images using reference color images. We specifically investigate two critical aspects of reference-based diffusion models: the "distribution problem", which is a major shortcoming compared to text-based counterparts, and the capability in zero-shot sequential text-based manipulation. We introduce two variations of an image-guided latent diffusion model utilizing different image tokens from the pre-trained CLIP image encoder and propose corresponding manipulation methods to adjust their results sequentially using weighted text inputs. We conduct comprehensive evaluations of our models through qualitative and quantitative experiments as well as a user study.

cs.CV↗