Bingwen Zhu

CV
h-index57
5papers
29citations
Novelty38%
AI Score46

5 Papers

ROMay 31
$τ_0$-WM: A Unified Video-Action World Model for Robotic Manipulation

Pengfei Zhou, Shengcong Chen, Di Chen et al.

Robotic manipulation requires models that generate executable actions while anticipating and evaluating their future consequences before physical execution. We present $τ_0$-World Model ($τ_0$-WM), a unified video-action world model that integrates policy learning, video prediction, and action evaluation within a single future-predictive framework. Built on a shared video diffusion backbone, $τ_0$-WM provides two complementary interfaces. First, a video action model jointly predicts future visual latents and continuous action chunks from multi-view observations, language instructions, and robot state. Second, an action-conditioned video simulator rolls out candidate action chunks into multi-view futures and predicts dense task-progress scores. The model is trained on approximately $27{,}300$ hours of real-robot teleoperation, UMI-style interaction, egocentric human videos, and rollout or failure trajectories using modality-specific supervision masks. At inference time, $τ_0$-WM uses test-time computation to sample action candidates, rank them with re-denoising consistency, and invoke simulator-based rectification for low-quality candidates. On challenging long-horizon and fine-grained robotic manipulation tasks, $τ_0$-WM shows superior performance over other relevant baselines.

CVApr 14, 2025Code
Aligning Anime Video Generation with Human Feedback

Bingwen Zhu, Yudong Jiang, Baohan Xu et al.

Anime video generation faces significant challenges due to the scarcity of anime data and unusual motion patterns, leading to issues such as motion distortion and flickering artifacts, which result in misalignment with human preferences. Existing reward models, designed primarily for real-world videos, fail to capture the unique appearance and consistency requirements of anime. In this work, we propose a pipeline to enhance anime video generation by leveraging human feedback for better alignment. Specifically, we construct the first multi-dimensional reward dataset for anime videos, comprising 30k human-annotated samples that incorporating human preferences for both visual appearance and visual consistency. Based on this, we develop AnimeReward, a powerful reward model that employs specialized vision-language models for different evaluation dimensions to guide preference alignment. Furthermore, we introduce Gap-Aware Preference Optimization (GAPO), a novel training method that explicitly incorporates preference gaps into the optimization process, enhancing alignment performance and efficiency. Extensive experiment results show that AnimeReward outperforms existing reward models, and the inclusion of GAPO leads to superior alignment in both quantitative benchmarks and human evaluations, demonstrating the effectiveness of our pipeline in enhancing anime video quality. Our code and dataset are publicly available at https://github.com/bilibili/Index-anisora.

GRDec 13, 2024Code
AniSora: Exploring the Frontiers of Animation Video Generation in the Sora Era

Yudong Jiang, Baohan Xu, Siqian Yang et al.

Animation has gained significant interest in the recent film and TV industry. Despite the success of advanced video generation models like Sora, Kling, and CogVideoX in generating natural videos, they lack the same effectiveness in handling animation videos. Evaluating animation video generation is also a great challenge due to its unique artist styles, violating the laws of physics and exaggerated motions. In this paper, we present a comprehensive system, AniSora, designed for animation video generation, which includes a data processing pipeline, a controllable generation model, and an evaluation benchmark. Supported by the data processing pipeline with over 10M high-quality data, the generation model incorporates a spatiotemporal mask module to facilitate key animation production functions such as image-to-video generation, frame interpolation, and localized image-guided animation. We also collect an evaluation benchmark of 948 various animation videos, with specifically developed metrics for animation video generation. Our entire project is publicly available on https://github.com/bilibili/Index-anisora/tree/main.

CVApr 21, 2024
Zero-shot High-fidelity and Pose-controllable Character Animation

Bingwen Zhu, Fanyi Wang, Tianyi Lu et al.

Image-to-video (I2V) generation aims to create a video sequence from a single image, which requires high temporal coherence and visual fidelity. However, existing approaches suffer from inconsistency of character appearances and poor preservation of fine details. Moreover, they require a large amount of video data for training, which can be computationally demanding. To address these limitations, we propose PoseAnimate, a novel zero-shot I2V framework for character animation. PoseAnimate contains three key components: 1) a Pose-Aware Control Module (PACM) that incorporates diverse pose signals into text embeddings, to preserve character-independent content and maintain precise alignment of actions. 2) a Dual Consistency Attention Module (DCAM) that enhances temporal consistency and retains character identity and intricate background details. 3) a Mask-Guided Decoupling Module (MGDM) that refines distinct feature perception abilities, improving animation fidelity by decoupling the character and background. We also propose a Pose Alignment Transition Algorithm (PATA) to ensure smooth action transition. Extensive experiment results demonstrate that our approach outperforms the state-of-the-art training-based methods in terms of character consistency and detail fidelity. Moreover, it maintains a high level of temporal coherence throughout the generated animations.

CVFeb 15
EgoSound: Benchmarking Sound Understanding in Egocentric Videos

Bingwen Zhu, Yuqian Fu, Qiaole Dong et al.

Multimodal Large Language Models (MLLMs) have recently achieved remarkable progress in vision-language understanding. Yet, human perception is inherently multisensory, integrating sight, sound, and motion to reason about the world. Among these modalities, sound provides indispensable cues about spatial layout, off-screen events, and causal interactions, particularly in egocentric settings where auditory and visual signals are tightly coupled. To this end, we introduce EgoSound, the first benchmark designed to systematically evaluate egocentric sound understanding in MLLMs. EgoSound unifies data from Ego4D and EgoBlind, encompassing both sighted and sound-dependent experiences. It defines a seven-task taxonomy spanning intrinsic sound perception, spatial localization, causal inference, and cross-modal reasoning. Constructed through a multi-stage auto-generative pipeline, EgoSound contains 7315 validated QA pairs across 900 videos. Comprehensive experiments on nine state-of-the-art MLLMs reveal that current models exhibit emerging auditory reasoning abilities but remain limited in fine-grained spatial and causal understanding. EgoSound establishes a challenging foundation for advancing multisensory egocentric intelligence, bridging the gap between seeing and truly hearing the world.