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Maneesh Agrawala

Publications and source records attributed to Maneesh Agrawala.

At least 37 records · Page 2Linked to original sources

Kinematic Kitbashing

We introduce Kinematic Kitbashing, an optimization framework that synthesizes articulated 3D objects by assembling reusable parts conditioned on an abstract kinematic graph. Given the graph and a library of articulated parts, our method optimizes per-part similarity transformations that place, orient, and scale each component into a coherent articulated object; optional graph edits further enable novel assemblies beyond the prescribed connectivity. Central to our method is an exemplar-based analogy for part placement: each reused component is paired with a single source asset that exemplifies how it attaches to its parent. We capture this attachment context using vector distance fields and measure consistency by integrating the matching error over the joint's full motion range. This yields a kinematics-aware attachment energy that favors placements that preserve the exemplar's local attachment neighborhood throughout articulation. To incorporate task-level functionality, we use this attachment energy as a prior in an annealed Langevin sampling framework, enabling gradient-free optimization of black-box functionality objectives. We demonstrate the versatility of kinematic kitbashing across diverse applications, including instantiating kinematic graphs from user-selected or automatically retrieved parts, synthesizing assemblies with user-defined functionality, and re-targeting articulations via graph edits.

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Self-Consistency for LLM-Based Motion Trajectory Generation and Verification

Self-consistency has proven to be an effective technique for improving LLM performance on natural language reasoning tasks in a lightweight, unsupervised manner. In this work, we study how to adapt self-consistency to visual domains. Specifically, we consider the generation and verification of LLM-produced motion graphics trajectories. Given a prompt (e.g., "Move the circle in a spiral path"), we first sample diverse motion trajectories from an LLM, and then identify groups of consistent trajectories via clustering. Our key insight is to model the family of shapes associated with a prompt as a prototype trajectory paired with a group of geometric transformations (e.g., rigid, similarity, and affine). Two trajectories can then be considered consistent if one can be transformed into the other under the warps allowable by the transformation group. We propose an algorithm that automatically recovers a shape family, using hierarchical relationships between a set of candidate transformation groups. Our approach improves the accuracy of LLM-based trajectory generation by 4-6%. We further extend our method to support verification, observing 11% precision gains over VLM baselines. Our code and dataset are available at https://majiaju.io/trajectory-self-consistency .

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StreamDiffusionV2: A Streaming System for Dynamic and Interactive Video Generation

Generative models are reshaping the live-streaming industry by redefining how content is created, styled, and delivered. Previous image-based streaming diffusion models have powered efficient and creative live streaming products but have hit limits on temporal consistency due to the foundation of image-based designs. Recent advances in video diffusion have markedly improved temporal consistency and sampling efficiency for offline generation. However, offline generation systems primarily optimize throughput by batching large workloads. In contrast, live online streaming operates under strict service-level objectives (SLOs): time-to-first-frame must be minimal, and every frame must meet a per-frame deadline with low jitter. Besides, scalable multi-GPU serving for real-time streams remains largely unresolved so far. To address this, we present StreamDiffusionV2, a training-free pipeline for interactive live streaming with video diffusion models. StreamDiffusionV2 integrates an SLO-aware batching scheduler and a block scheduler, together with a sink-token--guided rolling KV cache, a motion-aware noise controller, and other system-level optimizations. Moreover, we introduce a scalable pipeline orchestration that parallelizes the diffusion process across denoising steps and network layers, achieving near-linear FPS scaling without violating latency guarantees. The system scales seamlessly across heterogeneous GPU environments and supports flexible denoising steps (e.g., 1--4), enabling both ultra-low-latency and higher-quality modes. Without TensorRT or quantization, StreamDiffusionV2 renders the first frame within 0.5s and attains 58.28 FPS with a 14B-parameter model and 64.52 FPS with a 1.3B-parameter model on four H100 GPUs, making state-of-the-art generative live streaming practical and accessible--from individual creators to enterprise-scale platforms.

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Teaching Spell Checkers to Teach: Pedagogical Program Synthesis for Interactive Learning

Spelling taught through memorization often fails many learners, particularly children with language-based learning disorders who struggle with the phonological skills necessary to spell words accurately. Educators such as speech-language pathologists (SLPs) address this instructional gap by using an inquiry-based approach to teach spelling that targets the phonology, morphology, meaning, and etymology of words. Yet, these strategies rarely appear in everyday writing tools, which simply detect and autocorrect errors. We introduce SPIRE (Spelling Inquiry Engine), a spell check system that brings this inquiry-based pedagogy into the act of composition. SPIRE implements Pedagogical Program Synthesis, a novel approach for operationalizing the inherently dynamic pedagogy of spelling instruction. SPIRE represents SLP instructional moves in a domain-specific language, synthesizes tailored programs in real-time from learner errors, and renders them as interactive interfaces for inquiry-based interventions. With SPIRE, spelling errors become opportunities to explore word meanings, word structures, morphological families, word origins, and grapheme-phoneme correspondences, supporting metalinguistic reasoning alongside correction. Evaluation with SLPs and learners shows alignment with professional practice and potential for integration into writing workflows.

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LouvreSAE: Sparse Autoencoders for Interpretable and Controllable Style Transfer

Artistic style transfer in generative models remains a significant challenge, as existing methods often introduce style only via model fine-tuning, additional adapters, or prompt engineering, all of which can be computationally expensive and may still entangle style with subject matter. In this paper, we introduce a training- and inference-light, interpretable method for representing and transferring artistic style. Our approach leverages an art-specific Sparse Autoencoder (SAE) on top of latent embeddings of generative image models. Trained on artistic data, our SAE learns an emergent, largely disentangled set of stylistic and compositional concepts, corresponding to style-related elements pertaining brushwork, texture, and color palette, as well as semantic and structural concepts. We call it LouvreSAE and use it to construct style profiles: compact, decomposable steering vectors that enable style transfer without any model updates or optimization. Unlike prior concept-based style transfer methods, our method requires no fine-tuning, no LoRA training, and no additional inference passes, enabling direct steering of artistic styles from only a few reference images. We validate our method on ArtBench10, achieving or surpassing existing methods on style evaluations (VGG Style Loss and CLIP Score Style) while being 1.7-20x faster and, critically, interpretable.

cs.CV↗

Mixture of Contexts for Long Video Generation

Long video generation is fundamentally a long context memory problem: models must retain and retrieve salient events across a long range without collapsing or drifting. However, scaling diffusion transformers to generate long-context videos is fundamentally limited by the quadratic cost of self-attention, which makes memory and computation intractable and difficult to optimize for long sequences. We recast long-context video generation as an internal information retrieval task and propose a simple, learnable sparse attention routing module, Mixture of Contexts (MoC), as an effective long-term memory retrieval engine. In MoC, each query dynamically selects a few informative chunks plus mandatory anchors (caption, local windows) to attend to, with causal routing that prevents loop closures. As we scale the data and gradually sparsify the routing, the model allocates compute to salient history, preserving identities, actions, and scenes over minutes of content. Efficiency follows as a byproduct of retrieval (near-linear scaling), which enables practical training and synthesis, and the emergence of memory and consistency at the scale of minutes.

cs.GR↗

Radial Attention: $O(n\log n)$ Sparse Attention with Energy Decay for Long Video Generation

Recent advances in diffusion models have enabled high-quality video generation, but the additional temporal dimension significantly increases computational costs, making training and inference on long videos prohibitively expensive. In this paper, we identify a phenomenon we term Spatiotemporal Energy Decay in video diffusion models: post-softmax attention scores diminish as spatial and temporal distance between tokens increase, akin to the physical decay of signal or waves over space and time in nature. Motivated by this, we propose Radial Attention, a scalable sparse attention mechanism with $\mathcal{O}(n \log n)$ complexity that translates energy decay into exponentially decaying compute density, which is significantly more efficient than standard $\mathcal{O}(n^2)$ dense attention and more expressive than linear attention. Specifically, Radial Attention employs a simple, static attention mask where each token attends to spatially nearby tokens, with the attention window size shrinking with temporal distance. Moreover, it allows pre-trained video diffusion models to extend their generation length with efficient LoRA-based fine-tuning. Extensive experiments show that Radial Attention maintains video quality across Wan2.1-14B, HunyuanVideo, and Mochi 1, achieving up to a 1.9$\times$ speedup over the original dense attention. With minimal tuning, it enables video generation up to 4$\times$ longer while reducing training costs by up to 4.4$\times$ compared to direct fine-tuning and accelerating inference by up to 3.7$\times$ compared to dense attention inference. Code is released at \href{https://github.com/mit-han-lab/radial-attention}{https://github.com/mit-han-lab/radial-attention}.

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Hollywood Town: Long-Video Generation via Cross-Modal Multi-Agent Orchestration

Recent advancements in multi-agent systems have demonstrated significant potential for enhancing creative task performance, such as long video generation. This study introduces three innovations to improve multi-agent collaboration. First, we propose OmniAgent, a hierarchical, graph-based multi-agent framework for long video generation that leverages a film-production-inspired architecture to enable modular specialization and scalable inter-agent collaboration. Second, inspired by context engineering, we propose hypergraph nodes that enable temporary group discussions among agents lacking sufficient context, reducing individual memory requirements while ensuring adequate contextual information. Third, we transition from directed acyclic graphs (DAGs) to directed cyclic graphs with limited retries, allowing agents to reflect and refine outputs iteratively, thereby improving earlier stages through feedback from subsequent nodes. These contributions lay the groundwork for developing more robust multi-agent systems in creative tasks.

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Frame Context Packing and Drift Prevention in Next-Frame-Prediction Video Diffusion Models

We present a neural network structure, FramePack, to train next-frame (or next-frame-section) prediction models for video generation. FramePack compresses input frame contexts with frame-wise importance so that more frames can be encoded within a fixed context length, with more important frames having longer contexts. The frame importance can be measured using time proximity, feature similarity, or hybrid metrics. The packing method allows for inference with thousands of frames and training with relatively large batch sizes. We also present drift prevention methods to address observation bias (error accumulation), including early-established endpoints, adjusted sampling orders, and discrete history representation. Ablation studies validate the effectiveness of the anti-drifting methods in both single-directional video streaming and bi-directional video generation. Finally, we show that existing video diffusion models can be finetuned with FramePack, and analyze the differences between different packing schedules.

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Taming Flow-based I2V Models for Creative Video Editing

Although image editing techniques have advanced significantly, video editing, which aims to manipulate videos according to user intent, remains an emerging challenge. Most existing image-conditioned video editing methods either require inversion with model-specific design or need extensive optimization, limiting their capability of leveraging up-to-date image-to-video (I2V) models to transfer the editing capability of image editing models to the video domain. To this end, we propose IF-V2V, an Inversion-Free method that can adapt off-the-shelf flow-matching-based I2V models for video editing without significant computational overhead. To circumvent inversion, we devise Vector Field Rectification with Sample Deviation to incorporate information from the source video into the denoising process by introducing a deviation term into the denoising vector field. To further ensure consistency with the source video in a model-agnostic way, we introduce Structure-and-Motion-Preserving Initialization to generate motion-aware temporally correlated noise with structural information embedded. We also present a Deviation Caching mechanism to minimize the additional computational cost for denoising vector rectification without significantly impacting editing quality. Evaluations demonstrate that our method achieves superior editing quality and consistency over existing approaches, offering a lightweight plug-and-play solution to realize visual creativity.

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CineVision: An Interactive Pre-visualization Storyboard System for Director-Cinematographer Collaboration

Effective communication between directors and cinematographers is fundamental in film production, yet traditional approaches relying on visual references and hand-drawn storyboards often lack the efficiency and precision necessary during pre-production. We present CineVision, an AI-driven platform that integrates scriptwriting with real-time visual pre-visualization to bridge this communication gap. By offering dynamic lighting control, style emulation based on renowned filmmakers, and customizable character design, CineVision enables directors to convey their creative vision with heightened clarity and rapidly iterate on scene composition. In a 24-participant lab study, CineVision yielded shorter task times and higher usability ratings than two baseline methods, suggesting a potential to ease early-stage communication and accelerate storyboard drafts under controlled conditions. These findings underscore CineVision's potential to streamline pre-production processes and foster deeper creative synergy among filmmaking teams, particularly for new collaborators. Our code and demo are available at https://github.com/TonyHongtaoWu/CineVision.

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Efficient Autoregressive Shape Generation via Octree-Based Adaptive Tokenization

Many 3D generative models rely on variational autoencoders (VAEs) to learn compact shape representations. However, existing methods encode all shapes into a fixed-size token, disregarding the inherent variations in scale and complexity across 3D data. This leads to inefficient latent representations that can compromise downstream generation. We address this challenge by introducing Octree-based Adaptive Tokenization, a novel framework that adjusts the dimension of latent representations according to shape complexity. Our approach constructs an adaptive octree structure guided by a quadric-error-based subdivision criterion and allocates a shape latent vector to each octree cell using a query-based transformer. Building upon this tokenization, we develop an octree-based autoregressive generative model that effectively leverages these variable-sized representations in shape generation. Extensive experiments demonstrate that our approach reduces token counts by 50% compared to fixed-size methods while maintaining comparable visual quality. When using a similar token length, our method produces significantly higher-quality shapes. When incorporated with our downstream generative model, our method creates more detailed and diverse 3D content than existing approaches.

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Captain Cinema: Towards Short Movie Generation

We present Captain Cinema, a generation framework for short movie generation. Given a detailed textual description of a movie storyline, our approach firstly generates a sequence of keyframes that outline the entire narrative, which ensures long-range coherence in both the storyline and visual appearance (e.g., scenes and characters). We refer to this step as top-down keyframe planning. These keyframes then serve as conditioning signals for a video synthesis model, which supports long context learning, to produce the spatio-temporal dynamics between them. This step is referred to as bottom-up video synthesis. To support stable and efficient generation of multi-scene long narrative cinematic works, we introduce an interleaved training strategy for Multimodal Diffusion Transformers (MM-DiT), specifically adapted for long-context video data. Our model is trained on a specially curated cinematic dataset consisting of interleaved data pairs. Our experiments demonstrate that Captain Cinema performs favorably in the automated creation of visually coherent and narrative consistent short movies in high quality and efficiency. Project page: https://thecinema.ai

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Cube: A Roblox View of 3D Intelligence

Foundation models trained on vast amounts of data have demonstrated remarkable reasoning and generation capabilities in the domains of text, images, audio and video. Our goal at Roblox is to build such a foundation model for 3D intelligence, a model that can support developers in producing all aspects of a Roblox experience, from generating 3D objects and scenes to rigging characters for animation to producing programmatic scripts describing object behaviors. We discuss three key design requirements for such a 3D foundation model and then present our first step towards building such a model. We expect that 3D geometric shapes will be a core data type and describe our solution for 3D shape tokenizer. We show how our tokenization scheme can be used in applications for text-to-shape generation, shape-to-text generation and text-to-scene generation. We demonstrate how these applications can collaborate with existing large language models (LLMs) to perform scene analysis and reasoning. We conclude with a discussion outlining our path to building a fully unified foundation model for 3D intelligence.

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SimStep: Chain-of-Abstractions for Incremental Specification and Debugging of AI-Generated Interactive Simulations

Programming-by-prompting with generative AI offers a new paradigm for end-user programming, shifting the focus from syntactic fluency to semantic intent. This shift holds particular promise for non-programmers such as educators, who can describe instructional goals in natural language to generate interactive learning content. Yet in bypassing direct code authoring, many of programming's core affordances - such as traceability, stepwise refinement, and behavioral testing - are lost. We propose the Chain-of-Abstractions (CoA) framework as a way to recover these affordances while preserving the expressive flexibility of natural language. CoA decomposes the synthesis process into a sequence of cognitively meaningful, task-aligned representations that function as checkpoints for specification, inspection, and refinement. We instantiate this approach in SimStep, an authoring environment for teachers that scaffolds simulation creation through four intermediate abstractions: Concept Graph, Scenario Graph, Learning Goal Graph, and UI Interaction Graph. To address ambiguities and misalignments, SimStep includes an inverse correction process that surfaces in-filled model assumptions and enables targeted revision without requiring users to manipulate code. Evaluations with educators show that CoA enables greater authoring control and interpretability in programming-by-prompting workflows.

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Uncovering Conceptual Blindspots in Generative Image Models Using Sparse Autoencoders

Despite their impressive performance, generative image models trained on large-scale datasets frequently fail to produce images with seemingly simple concepts -- e.g., human hands or objects appearing in groups of four -- that are reasonably expected to appear in the training data. These failure modes have largely been documented anecdotally, leaving open the question of whether they reflect idiosyncratic anomalies or more structural limitations of these models. To address this, we introduce a systematic approach for identifying and characterizing "conceptual blindspots" -- concepts present in the training data but absent or misrepresented in a model's generations. Our method leverages sparse autoencoders (SAEs) to extract interpretable concept embeddings, enabling a quantitative comparison of concept prevalence between real and generated images. We train an archetypal SAE (RA-SAE) on DINOv2 features with 32,000 concepts -- the largest such SAE to date -- enabling fine-grained analysis of conceptual disparities. Applied to four popular generative models (Stable Diffusion 1.5/2.1, PixArt, and Kandinsky), our approach reveals specific suppressed blindspots (e.g., bird feeders, DVD discs, and whitespaces on documents) and exaggerated blindspots (e.g., wood background texture and palm trees). At the individual datapoint level, we further isolate memorization artifacts -- instances where models reproduce highly specific visual templates seen during training. Overall, we propose a theoretically grounded framework for systematically identifying conceptual blindspots in generative models by assessing their conceptual fidelity with respect to the underlying data-generating process.

cs.GR↗

MoVer: Motion Verification for Motion Graphics Animations

While large vision-language models can generate motion graphics animations from text prompts, they regularly fail to include all spatio-temporal properties described in the prompt. We introduce MoVer, a motion verification DSL based on first-order logic that can check spatio-temporal properties of a motion graphics animation. We identify a general set of such properties that people commonly use to describe animations (e.g., the direction and timing of motions, the relative positioning of objects, etc.). We implement these properties as predicates in MoVer and provide an execution engine that can apply a MoVer program to any input SVG-based motion graphics animation. We then demonstrate how MoVer can be used in an LLM-based synthesis and verification pipeline for iteratively refining motion graphics animations. Given a text prompt, our pipeline synthesizes a motion graphics animation and a corresponding MoVer program. Executing the verification program on the animation yields a report of the predicates that failed and the report can be automatically fed back to LLM to iteratively correct the animation. To evaluate our pipeline, we build a synthetic dataset of 5600 text prompts paired with ground truth MoVer verification programs. We find that while our LLM-based pipeline is able to automatically generate a correct motion graphics animation for 58.8% of the test prompts without any iteration, this number raises to 93.6% with up to 50 correction iterations. Our code and dataset are at https://mover-dsl.github.io.

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Instance Segmentation of Scene Sketches Using Natural Image Priors

Sketch segmentation involves grouping pixels within a sketch that belong to the same object or instance. It serves as a valuable tool for sketch editing tasks, such as moving, scaling, or removing specific components. While image segmentation models have demonstrated remarkable capabilities in recent years, sketches present unique challenges for these models due to their sparse nature and wide variation in styles. We introduce InkLayer, a method for instance segmentation of raster scene sketches. Our approach adapts state-of-the-art image segmentation and object detection models to the sketch domain by employing class-agnostic fine-tuning and refining segmentation masks using depth cues. Furthermore, our method organizes sketches into sorted layers, where occluded instances are inpainted, enabling advanced sketch editing applications. As existing datasets in this domain lack variation in sketch styles, we construct a synthetic scene sketch segmentation dataset, InkScenes, featuring sketches with diverse brush strokes and varying levels of detail. We use this dataset to demonstrate the robustness of our approach.

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