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Jinwei Qi

Publications and source records attributed to Jinwei Qi.

18 recordsLinked to original sources

Real-Time Human-Centric World Modeling for Upper-Body Human-Object Interaction

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.

cs.CV

Video = World + Event Stream

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.

cs.CV

Wan-Streamer v0.2: Higher Resolution, Same Latency

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.

cs.CV

Wan-Streamer v0.1: End-to-end Real-time Interactive Foundation Models

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.

cs.CV

PortraitDirector: A Hierarchical Disentanglement Framework for Controllable and Real-time Facial Reenactment

Existing facial reenactment methods struggle with a trade-off between expressiveness and fine-grained controllability. Holistic facial reenactment models often sacrifice granular control for expressiveness, while methods designed for control may struggle with fidelity and robust disentanglement. Instead of treating facial motion as a monolithic signal, we explore an alternative compositional perspective. In this paper, we introduce PortraitDirector, a novel framework that formulates face reenactment as a hierarchical composition task, achieving high-fidelity and controllable results. We employ a Hierarchical Motion Disentanglement and Composition strategy, deconstructing facial motion into a Spatial Layer for physical movements and a Semantic Layer for emotional content. The Spatial Layer comprises: (i) global head pose, managed via a dedicated representation and injection pathway; (ii) spatially separated local facial expressions, distilled from cropped facial regions and purged of emotional cues via Emotion-Filtering Module leveraging an information bottleneck. The Semantic Layer contains a derived global emotion. The disentangled components are then recomposed into an expressive motion latent. Furthermore, we engineer the framework for real-time performance through a suite of optimizations, including diffusion distillation, causal attention and VAE acceleration. PortraitDirector achieves streaming, high-fidelity, controllable 512 x 512 face reenactment at 20 FPS with a end-to-end 800 ms latency on a single 5090 GPU.

cs.CV

Charge-Unified Semiconductor Switching Theory

Semiconductors and their downstream applications sustain the electronic, information, energy and industrial systems underpinning modern society. Improving their sustainability is therefore an urgent global priority, particularly as global electricity generation is projected to increase more than 2.5 fold by 2050. Yet, since the invention of the transistor in 1947, a unified, global view of circuit elements as media for charge redistribution and transfer one that reveals switching inertia and the dynamical nature of switching while connecting microscopic and macroscopic domains across the semiconductor value chain through a common theoretical language has remained absent. Switching consequently lacks a unified mechanistic account of its physical origins and spatiotemporal evolution, with fundamental disconnects between charge- and energy-conservation frameworks, among carrier dynamic mechanisms and across equivalent-circuit formalisms. These limitations fragment research domains and impede sustainability gains, particularly those requiring cross-domain causal information. Here, we present Charge-Unified Semiconductor Switching Theory (CUSST), a general theory that unifies circuit elements through a charge-mediated view, reveals switching inertia and the dynamical nature of switching, bridges these long-standing disconnects and establishes a unified conceptual, mechanistic, formal and analytical framework. Through these unifications, CUSST provides an unusually simple representation of otherwise fragmented switching phenomena. It establishes a unified micro-macro spatiotemporal view of switching, generalizes circuit theory, extends the application of conservation laws and provides a foundation for developing new theoretical systems.

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Wan-Animate: Unified Character Animation and Replacement with Holistic Replication

We introduce Wan-Animate, a unified framework for character animation and replacement. Given a character image and a reference video, Wan-Animate can animate the character by precisely replicating the expressions and movements of the character in the video to generate high-fidelity character videos. Alternatively, it can integrate the animated character into the reference video to replace the original character, replicating the scene's lighting and color tone to achieve seamless environmental integration. Wan-Animate is built upon the Wan model. To adapt it for character animation tasks, we employ a modified input paradigm to differentiate between reference conditions and regions for generation. This design unifies multiple tasks into a common symbolic representation. We use spatially-aligned skeleton signals to replicate body motion and implicit facial features extracted from source images to reenact expressions, enabling the generation of character videos with high controllability and expressiveness. Furthermore, to enhance environmental integration during character replacement, we develop an auxiliary Relighting LoRA. This module preserves the character's appearance consistency while applying the appropriate environmental lighting and color tone. Experimental results demonstrate that Wan-Animate achieves state-of-the-art performance. We are committed to open-sourcing the model weights and its source code.

cs.CV

Wan-S2V: Audio-Driven Cinematic Video Generation

Current state-of-the-art (SOTA) methods for audio-driven character animation demonstrate promising performance for scenarios primarily involving speech and singing. However, they often fall short in more complex film and television productions, which demand sophisticated elements such as nuanced character interactions, realistic body movements, and dynamic camera work. To address this long-standing challenge of achieving film-level character animation, we propose an audio-driven model, which we refere to as Wan-S2V, built upon Wan. Our model achieves significantly enhanced expressiveness and fidelity in cinematic contexts compared to existing approaches. We conducted extensive experiments, benchmarking our method against cutting-edge models such as Hunyuan-Avatar and Omnihuman. The experimental results consistently demonstrate that our approach significantly outperforms these existing solutions. Additionally, we explore the versatility of our method through its applications in long-form video generation and precise video lip-sync editing.

cs.CV

Controllable and Expressive One-Shot Video Head Swapping

In this paper, we propose a novel diffusion-based multi-condition controllable framework for video head swapping, which seamlessly transplant a human head from a static image into a dynamic video, while preserving the original body and background of target video, and further allowing to tweak head expressions and movements during swapping as needed. Existing face-swapping methods mainly focus on localized facial replacement neglecting holistic head morphology, while head-swapping approaches struggling with hairstyle diversity and complex backgrounds, and none of these methods allow users to modify the transplanted head expressions after swapping. To tackle these challenges, our method incorporates several innovative strategies through a unified latent diffusion paradigm. 1) Identity-preserving context fusion: We propose a shape-agnostic mask strategy to explicitly disentangle foreground head identity features from background/body contexts, combining hair enhancement strategy to achieve robust holistic head identity preservation across diverse hair types and complex backgrounds. 2) Expression-aware landmark retargeting and editing: We propose a disentangled 3DMM-driven retargeting module that decouples identity, expression, and head poses, minimizing the impact of original expressions in input images and supporting expression editing. While a scale-aware retargeting strategy is further employed to minimize cross-identity expression distortion for higher transfer precision. Experimental results demonstrate that our method excels in seamless background integration while preserving the identity of the source portrait, as well as showcasing superior expression transfer capabilities applicable to both real and virtual characters.

cs.CV

OmniTalker: One-shot Real-time Text-Driven Talking Audio-Video Generation With Multimodal Style Mimicking

Although significant progress has been made in audio-driven talking head generation, text-driven methods remain underexplored. In this work, we present OmniTalker, a unified framework that jointly generates synchronized talking audio-video content from input text while emulating the speaking and facial movement styles of the target identity, including speech characteristics, head motion, and facial dynamics. Our framework adopts a dual-branch diffusion transformer (DiT) architecture, with one branch dedicated to audio generation and the other to video synthesis. At the shallow layers, cross-modal fusion modules are introduced to integrate information between the two modalities. In deeper layers, each modality is processed independently, with the generated audio decoded by a vocoder and the video rendered using a GAN-based high-quality visual renderer. Leveraging the in-context learning capability of DiT through a masked-infilling strategy, our model can simultaneously capture both audio and visual styles without requiring explicit style extraction modules. Thanks to the efficiency of the DiT backbone and the optimized visual renderer, OmniTalker achieves real-time inference at 25 FPS. To the best of our knowledge, OmniTalker is the first one-shot framework capable of jointly modeling speech and facial styles in real time. Extensive experiments demonstrate its superiority over existing methods in terms of generation quality, particularly in preserving style consistency and ensuring precise audio-video synchronization, all while maintaining efficient inference.

cs.CV

Exploring Timeline Control for Facial Motion Generation

This paper introduces a new control signal for facial motion generation: timeline control. Compared to audio and text signals, timelines provide more fine-grained control, such as generating specific facial motions with precise timing. Users can specify a multi-track timeline of facial actions arranged in temporal intervals, allowing precise control over the timing of each action. To model the timeline control capability, We first annotate the time intervals of facial actions in natural facial motion sequences at a frame-level granularity. This process is facilitated by Toeplitz Inverse Covariance-based Clustering to minimize human labor. Based on the annotations, we propose a diffusion-based generation model capable of generating facial motions that are natural and accurately aligned with input timelines. Our method supports text-guided motion generation by using ChatGPT to convert text into timelines. Experimental results show that our method can annotate facial action intervals with satisfactory accuracy, and produces natural facial motions accurately aligned with timelines.

cs.CV

ChatAnyone: Stylized Real-time Portrait Video Generation with Hierarchical Motion Diffusion Model

Real-time interactive video-chat portraits have been increasingly recognized as the future trend, particularly due to the remarkable progress made in text and voice chat technologies. However, existing methods primarily focus on real-time generation of head movements, but struggle to produce synchronized body motions that match these head actions. Additionally, achieving fine-grained control over the speaking style and nuances of facial expressions remains a challenge. To address these limitations, we introduce a novel framework for stylized real-time portrait video generation, enabling expressive and flexible video chat that extends from talking head to upper-body interaction. Our approach consists of the following two stages. The first stage involves efficient hierarchical motion diffusion models, that take both explicit and implicit motion representations into account based on audio inputs, which can generate a diverse range of facial expressions with stylistic control and synchronization between head and body movements. The second stage aims to generate portrait video featuring upper-body movements, including hand gestures. We inject explicit hand control signals into the generator to produce more detailed hand movements, and further perform face refinement to enhance the overall realism and expressiveness of the portrait video. Additionally, our approach supports efficient and continuous generation of upper-body portrait video in maximum 512 * 768 resolution at up to 30fps on 4090 GPU, supporting interactive video-chat in real-time. Experimental results demonstrate the capability of our approach to produce portrait videos with rich expressiveness and natural upper-body movements.

cs.CV

Text/Speech-Driven Full-Body Animation

Due to the increasing demand in films and games, synthesizing 3D avatar animation has attracted much attention recently. In this work, we present a production-ready text/speech-driven full-body animation synthesis system. Given the text and corresponding speech, our system synthesizes face and body animations simultaneously, which are then skinned and rendered to obtain a video stream output. We adopt a learning-based approach for synthesizing facial animation and a graph-based approach to animate the body, which generates high-quality avatar animation efficiently and robustly. Our results demonstrate the generated avatar animations are realistic, diverse and highly text/speech-correlated.

cs.GR

CM-GANs: Cross-modal Generative Adversarial Networks for Common Representation Learning

It is known that the inconsistent distribution and representation of different modalities, such as image and text, cause the heterogeneity gap that makes it challenging to correlate such heterogeneous data. Generative adversarial networks (GANs) have shown its strong ability of modeling data distribution and learning discriminative representation, existing GANs-based works mainly focus on generative problem to generate new data. We have different goal, aim to correlate heterogeneous data, by utilizing the power of GANs to model cross-modal joint distribution. Thus, we propose Cross-modal GANs to learn discriminative common representation for bridging heterogeneity gap. The main contributions are: (1) Cross-modal GANs architecture is proposed to model joint distribution over data of different modalities. The inter-modality and intra-modality correlation can be explored simultaneously in generative and discriminative models. Both of them beat each other to promote cross-modal correlation learning. (2) Cross-modal convolutional autoencoders with weight-sharing constraint are proposed to form generative model. They can not only exploit cross-modal correlation for learning common representation, but also preserve reconstruction information for capturing semantic consistency within each modality. (3) Cross-modal adversarial mechanism is proposed, which utilizes two kinds of discriminative models to simultaneously conduct intra-modality and inter-modality discrimination. They can mutually boost to make common representation more discriminative by adversarial training process. To the best of our knowledge, our proposed CM-GANs approach is the first to utilize GANs to perform cross-modal common representation learning. Experiments are conducted to verify the performance of our proposed approach on cross-modal retrieval paradigm, compared with 10 methods on 3 cross-modal datasets.

cs.MM

Cross-media Multi-level Alignment with Relation Attention Network

With the rapid growth of multimedia data, such as image and text, it is a highly challenging problem to effectively correlate and retrieve the data of different media types. Naturally, when correlating an image with textual description, people focus on not only the alignment between discriminative image regions and key words, but also the relations lying in the visual and textual context. Relation understanding is essential for cross-media correlation learning, which is ignored by prior cross-media retrieval works. To address the above issue, we propose Cross-media Relation Attention Network (CRAN) with multi-level alignment. First, we propose visual-language relation attention model to explore both fine-grained patches and their relations of different media types. We aim to not only exploit cross-media fine-grained local information, but also capture the intrinsic relation information, which can provide complementary hints for correlation learning. Second, we propose cross-media multi-level alignment to explore global, local and relation alignments across different media types, which can mutually boost to learn more precise cross-media correlation. We conduct experiments on 2 cross-media datasets, and compare with 10 state-of-the-art methods to verify the effectiveness of proposed approach.

cs.MM

Modality-specific Cross-modal Similarity Measurement with Recurrent Attention Network

Nowadays, cross-modal retrieval plays an indispensable role to flexibly find information across different modalities of data. Effectively measuring the similarity between different modalities of data is the key of cross-modal retrieval. Different modalities such as image and text have imbalanced and complementary relationships, which contain unequal amount of information when describing the same semantics. For example, images often contain more details that cannot be demonstrated by textual descriptions and vice versa. Existing works based on Deep Neural Network (DNN) mostly construct one common space for different modalities to find the latent alignments between them, which lose their exclusive modality-specific characteristics. Different from the existing works, we propose modality-specific cross-modal similarity measurement (MCSM) approach by constructing independent semantic space for each modality, which adopts end-to-end framework to directly generate modality-specific cross-modal similarity without explicit common representation. For each semantic space, modality-specific characteristics within one modality are fully exploited by recurrent attention network, while the data of another modality is projected into this space with attention based joint embedding to utilize the learned attention weights for guiding the fine-grained cross-modal correlation learning, which can capture the imbalanced and complementary relationships between different modalities. Finally, the complementarity between the semantic spaces for different modalities is explored by adaptive fusion of the modality-specific cross-modal similarities to perform cross-modal retrieval. Experiments on the widely-used Wikipedia and Pascal Sentence datasets as well as our constructed large-scale XMediaNet dataset verify the effectiveness of our proposed approach, outperforming 9 state-of-the-art methods.

cs.CV

CCL: Cross-modal Correlation Learning with Multi-grained Fusion by Hierarchical Network

Cross-modal retrieval has become a highlighted research topic for retrieval across multimedia data such as image and text. A two-stage learning framework is widely adopted by most existing methods based on Deep Neural Network (DNN): The first learning stage is to generate separate representation for each modality, and the second learning stage is to get the cross-modal common representation. However, the existing methods have three limitations: (1) In the first learning stage, they only model intra-modality correlation, but ignore inter-modality correlation with rich complementary context. (2) In the second learning stage, they only adopt shallow networks with single-loss regularization, but ignore the intrinsic relevance of intra-modality and inter-modality correlation. (3) Only original instances are considered while the complementary fine-grained clues provided by their patches are ignored. For addressing the above problems, this paper proposes a cross-modal correlation learning (CCL) approach with multi-grained fusion by hierarchical network, and the contributions are as follows: (1) In the first learning stage, CCL exploits multi-level association with joint optimization to preserve the complementary context from intra-modality and inter-modality correlation simultaneously. (2) In the second learning stage, a multi-task learning strategy is designed to adaptively balance the intra-modality semantic category constraints and inter-modality pairwise similarity constraints. (3) CCL adopts multi-grained modeling, which fuses the coarse-grained instances and fine-grained patches to make cross-modal correlation more precise. Comparing with 13 state-of-the-art methods on 6 widely-used cross-modal datasets, the experimental results show our CCL approach achieves the best performance.

cs.MM

Cross-media Similarity Metric Learning with Unified Deep Networks

As a highlighting research topic in the multimedia area, cross-media retrieval aims to capture the complex correlations among multiple media types. Learning better shared representation and distance metric for multimedia data is important to boost the cross-media retrieval. Motivated by the strong ability of deep neural network in feature representation and comparison functions learning, we propose the Unified Network for Cross-media Similarity Metric (UNCSM) to associate cross-media shared representation learning with distance metric in a unified framework. First, we design a two-pathway deep network pretrained with contrastive loss, and employ double triplet similarity loss for fine-tuning to learn the shared representation for each media type by modeling the relative semantic similarity. Second, the metric network is designed for effectively calculating the cross-media similarity of the shared representation, by modeling the pairwise similar and dissimilar constraints. Compared to the existing methods which mostly ignore the dissimilar constraints and only use sample distance metric as Euclidean distance separately, our UNCSM approach unifies the representation learning and distance metric to preserve the relative similarity as well as embrace more complex similarity functions for further improving the cross-media retrieval accuracy. The experimental results show that our UNCSM approach outperforms 8 state-of-the-art methods on 4 widely-used cross-media datasets.

cs.MM