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Ziqi Cai

Publications and source records attributed to Ziqi Cai.

12 recordsLinked to original sources

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↗

StreamAV-Bench: A Comprehensive Benchmark for Streaming Audio-Video Generation

Recent advancements in generative models are pushing video generation toward unbounded streaming audio-video generation for real-time interactive worlds. However, existing benchmarks primarily evaluate completed sequences and struggle to capture streaming properties. To bridge this gap, we introduce StreamAV-Bench, the first comprehensive benchmark tailored for streaming audio-video generation. StreamAV-Bench establishes a unified evaluation framework, including the progressive track for instruction adherence and long-horizon stability, and the interactive track for interactive response and state retention and reuse. With expert-verified evaluation cases across 32 fine-grained dimensions, we conduct an extensive evaluation of 13 representative systems. Our analysis reveals that current models suffer from temporal drift in progressive generation and responsiveness bottlenecks during interactive control. Based on a comprehensive failure analysis, we share insights to advance the development of native joint audio-video streaming models.

cs.SD↗

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↗

MAVIN: Multi-Shot Audio-Visual Generation with Customized Narrative Control

While recent generative models produce high-fidelity videos, they struggle with the complex narrative control required for coherent multi-shot audio-visual generation. Existing methods suffer from temporal misalignment, limited controllability, and incomplete scripting. In this paper, we propose MAVIN, the first framework for multi-shot audio-visual generation with customized narrative control. To resolve temporal misalignment, we propose boundary-aware attention, which leverages hierarchical captions and boundary-aware token routing to render audio-visual elements within their respective temporal boundaries. To improve the controllability for multi-subject scenarios, we propose ID-aware propagation, utilizing identity embeddings and an identity-aware mask to bind specific identities to consistent visual appearances and vocal timbres. To provide comprehensive audio-visual narratives, we present a multi-agent scripting pipeline to transform free-form user inputs into hierarchical captions. Furthermore, we construct MAVINSet, a multi-shot audio-visual dataset for robust training and evaluation. Extensive experiments demonstrate that MAVIN achieves state-of-the-art performance, opening up a new avenue for integrating generative models into professional filmmaking workflows.

cs.CV↗

Video Generation Models Are Inherent Lighting Estimators

Recovering dynamic environment maps from a single in-the-wild video is crucial for photorealistic rendering, yet remains a challenge. Recent video generation models can produce photorealistic scenes with complex lighting, possessing an inherent understanding of lighting. In this paper, we introduce V-LITE (Video generation models are inherent lighting estimators), a framework that unlocks this internal knowledge by reframing lighting estimation as a guided video inpainting task. Inspired by VFX industry practices, we insert a synthetic chrome ball into the scene to compel the model to generate physically plausible reflections from the surrounding spatio-temporal context. To bridge the gap from LDR-native models to the HDR domain, we design an HDR-aware VAE and employ an efficient LoRA-based fine-tuning strategy. We then construct a mixed dataset comprising high-fidelity HDR images to provide realistic HDR priors, and in-the-wild HDR videos to provide dynamic spatio-temporal context. Extensive experiments demonstrate that V-LITE produces temporally coherent HDR environment maps, revealing that modern video diffusion models are not merely synthesizers but also powerful, inherently capable estimators of physical scene lighting.

cs.CV↗

Anisotropic Core-Shell Swift Heavy Ion Tracks in beta-Ga2O3

Swift heavy ion (SHI) irradiation generates nanoscale ion tracks through intense electronic excitation, yet the microscopic mechanisms governing their morphology and phase stability in low symmetry oxides remain poorly understood. Here, a multiscale atomistic simulation framework is used to investigate the formation and recovery of SHI-induced tracks in monoclinic $β$-Ga2O3 over a wide range of electronic energy losses (Se) and crystallographic orientations. A sequence of distinct structural responses is identified with increasing Se: (i) complete lattice recovery at low Se; (ii) recrystallization into a metastable $γ$-Ga2O3 phase at intermediate Se; and (iii) the formation of core-shell ion tracks at high Se, consisting of an amorphous core surrounded by a recrystallized $γ$-phase shell. Despite the essentially isotropic initial energy deposition, the final ion-track morphology exhibits pronounced crystallographic anisotropy, governed by orientation-dependent recovery dynamics. The superior recrystallization along the [010] direction is attributed to its exceptionally high elastic stiffness. Notably, SHI irradiation perpendicular to the (100) plane induces a more severe structural response at low Se ($\le$ 10 keV/nm), however, at higher Se, it yields a smaller residual ion track compared to the other orientations. The simulated ion-track sizes show excellent quantitative agreement with the available experimental measurements over a wide range of Se values. These findings establish a unified atomic-scale picture of core-shell track formation and anisotropic recovery in $β$-Ga2O3.

cond-mat.mtrl-sci↗

ReContraster: Making Your Posters Stand Out with Regional Contrast

Effective poster design requires rapidly capturing attention and clearly conveying messages. Inspired by the ``contrast effects'' principle, we propose ReContraster, the first training-free model to leverage regional contrast to make posters stand out. By emulating the cognitive behaviors of a poster designer, ReContraster introduces the compositional multi-agent system to identify elements, organize layout, and evaluate generated poster candidates. To further ensure harmonious transitions across region boundaries, ReContraster integrates the hybrid denoising strategy during the diffusion process. We additionally contribute a new benchmark dataset for comprehensive evaluation. Seven quantitative metrics and four user studies confirm its superiority over relevant state-of-the-art methods, producing visually striking and aesthetically appealing posters.

cs.CV↗

Lighting-grounded Video Generation with Renderer-based Agent Reasoning

Diffusion models have achieved remarkable progress in video generation, but their controllability remains a major limitation. Key scene factors such as layout, lighting, and camera trajectory are often entangled or only weakly modeled, restricting their applicability in domains like filmmaking and virtual production where explicit scene control is essential. We present LiVER, a diffusion-based framework for scene-controllable video generation. To achieve this, we introduce a novel framework that conditions video synthesis on explicit 3D scene properties, supported by a new large-scale dataset with dense annotations of object layout, lighting, and camera parameters. Our method disentangles these properties by rendering control signals from a unified 3D representation. We propose a lightweight conditioning module and a progressive training strategy to integrate these signals into a foundational video diffusion model, ensuring stable convergence and high fidelity. Our framework enables a wide range of applications, including image-to-video and video-to-video synthesis where the underlying 3D scene is fully editable. To further enhance usability, we develop a scene agent that automatically translates high-level user instructions into the required 3D control signals. Experiments show that LiVER achieves state-of-the-art photorealism and temporal consistency while enabling precise, disentangled control over scene factors, setting a new standard for controllable video generation.

cs.CV↗

DreamPolish: Domain Score Distillation With Progressive Geometry Generation

We introduce DreamPolish, a text-to-3D generation model that excels in producing refined geometry and high-quality textures. In the geometry construction phase, our approach leverages multiple neural representations to enhance the stability of the synthesis process. Instead of relying solely on a view-conditioned diffusion prior in the novel sampled views, which often leads to undesired artifacts in the geometric surface, we incorporate an additional normal estimator to polish the geometry details, conditioned on viewpoints with varying field-of-views. We propose to add a surface polishing stage with only a few training steps, which can effectively refine the artifacts attributed to limited guidance from previous stages and produce 3D objects with more desirable geometry. The key topic of texture generation using pretrained text-to-image models is to find a suitable domain in the vast latent distribution of these models that contains photorealistic and consistent renderings. In the texture generation phase, we introduce a novel score distillation objective, namely domain score distillation (DSD), to guide neural representations toward such a domain. We draw inspiration from the classifier-free guidance (CFG) in textconditioned image generation tasks and show that CFG and variational distribution guidance represent distinct aspects in gradient guidance and are both imperative domains for the enhancement of texture quality. Extensive experiments show our proposed model can produce 3D assets with polished surfaces and photorealistic textures, outperforming existing state-of-the-art methods.

cs.CV↗

Real-time 3D-aware Portrait Video Relighting

Synthesizing realistic videos of talking faces under custom lighting conditions and viewing angles benefits various downstream applications like video conferencing. However, most existing relighting methods are either time-consuming or unable to adjust the viewpoints. In this paper, we present the first real-time 3D-aware method for relighting in-the-wild videos of talking faces based on Neural Radiance Fields (NeRF). Given an input portrait video, our method can synthesize talking faces under both novel views and novel lighting conditions with a photo-realistic and disentangled 3D representation. Specifically, we infer an albedo tri-plane, as well as a shading tri-plane based on a desired lighting condition for each video frame with fast dual-encoders. We also leverage a temporal consistency network to ensure smooth transitions and reduce flickering artifacts. Our method runs at 32.98 fps on consumer-level hardware and achieves state-of-the-art results in terms of reconstruction quality, lighting error, lighting instability, temporal consistency and inference speed. We demonstrate the effectiveness and interactivity of our method on various portrait videos with diverse lighting and viewing conditions.

cs.CV↗