6.1CVJul 15
Bring Music The Horizon: Music-Driven 360$^\circ$ Video GenerationKai Hsu Tsai, Yong Wei Fu, Hung I Yang et al.
Music visualization offers a powerful way to enhance listeners' understanding and experience of music by translating auditory signals into visual forms. However, most existing approaches either rely heavily on lyrics or generate flat, non-immersive videos similar to conventional music videos, which limits their ability to convey the emotional dynamics of music and provide an immersive listening experience. We propose Bring Music The Horizon, an emotion-aware pipeline for music-driven 360$^\circ$ video generation. Given an input song, our work first estimates its emotional trajectory by predicting valence-arousal values at the level of every four bars. These values are then converted into emotion-aware visual guidance using EmotiCrafter, and these guidance vectors can be manipulated by the SEGA framework, which provides fine-grained semantic control for keyframe generation. Finally, image-to-video models are applied to the generated keyframes to synthesize temporally continuous 360$^\circ$ videos for immersive music visualization. Our pipeline generates 360$^\circ$ music visualization videos that reflect the emotional progression and temporal structure of the input song. We demonstrate its capability using songs from different genres and provide qualitative comparisons with From-Sound-To-Sight, a representative audio-to-visual generation baseline, on our project page at https://etoile-et-toi-mp3.github.io/BMTH_Project_Page/.
2.6IVFeb 12
Learning Perceptual Representations for Gaming NR-VQA with Multi-Task FR SignalsYu-Chih Chen, Michael Wang, Chieh-Dun Wen et al.
No-reference video quality assessment (NR-VQA) for gaming videos is challenging due to limited human-rated datasets and unique content characteristics including fast motion, stylized graphics, and compression artifacts. We present MTL-VQA, a multi-task learning framework that uses full-reference metrics as supervisory signals to learn perceptually meaningful features without human labels for pretraining. By jointly optimizing multiple full-reference (FR) objectives with adaptive task weighting, our approach learns shared representations that transfer effectively to NR-VQA. Experiments on gaming video datasets show MTL-VQA achieves performance competitive with state-of-the-art NR-VQA methods across both MOS-supervised and label-efficient/self-supervised settings.
6.2CVDec 29, 2025
Stream-DiffVSR: Low-Latency Streamable Video Super-Resolution via Auto-Regressive DiffusionHau-Shiang Shiu, Chin-Yang Lin, Zhixiang Wang et al.
Diffusion-based video super-resolution (VSR) methods achieve strong perceptual quality but remain impractical for latency-sensitive settings due to reliance on future frames and expensive multi-step denoising. We propose Stream-DiffVSR, a causally conditioned diffusion framework for efficient online VSR. Operating strictly on past frames, it combines a four-step distilled denoiser for fast inference, an Auto-regressive Temporal Guidance (ARTG) module that injects motion-aligned cues during latent denoising, and a lightweight temporal-aware decoder with a Temporal Processor Module (TPM) that enhances detail and temporal coherence. Stream-DiffVSR processes 720p frames in 0.328 seconds on an RTX4090 GPU and significantly outperforms prior diffusion-based methods. Compared with the online SOTA TMP, it boosts perceptual quality (LPIPS +0.095) while reducing latency by over 130x. Stream-DiffVSR achieves the lowest latency reported for diffusion-based VSR, reducing initial delay from over 4600 seconds to 0.328 seconds, thereby making it the first diffusion VSR method suitable for low-latency online deployment. Project page: https://jamichss.github.io/stream-diffvsr-project-page/
GAMIVAL: Video Quality Prediction on Mobile Cloud Gaming ContentYu-Chih Chen, Avinab Saha, Chase Davis et al.
The mobile cloud gaming industry has been rapidly growing over the last decade. When streaming gaming videos are transmitted to customers' client devices from cloud servers, algorithms that can monitor distorted video quality without having any reference video available are desirable tools. However, creating No-Reference Video Quality Assessment (NR VQA) models that can accurately predict the quality of streaming gaming videos rendered by computer graphics engines is a challenging problem, since gaming content generally differs statistically from naturalistic videos, often lacks detail, and contains many smooth regions. Until recently, the problem has been further complicated by the lack of adequate subjective quality databases of mobile gaming content. We have created a new gaming-specific NR VQA model called the Gaming Video Quality Evaluator (GAMIVAL), which combines and leverages the advantages of spatial and temporal gaming distorted scene statistics models, a neural noise model, and deep semantic features. Using a support vector regression (SVR) as a regressor, GAMIVAL achieves superior performance on the new LIVE-Meta Mobile Cloud Gaming (LIVE-Meta MCG) video quality database.