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4,294篇论文匹配“Physics”
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Songjin Cai, Linjie Zhong, Ling Guo, Changxing Ding

Generating realistic and physically plausible 3D Human-Object Interactions (HOI) remains a key challenge in motion generation. One primary reason is that describing these physical constraints with words alone is difficult. To address this limitation, we propose a new paradigm: extracting rich interaction priors from easily accessible 2D images. Specifically, we introduce ViHOI, a novel framework that enables diffusion-based generative models to leverage rich, task-specific priors from 2D images to enhance generation quality. We utilize a large Vision-Language Model (VLM) as a powerful prior-extraction engine and adopt a layer-decoupled strategy to obtain visual and textual priors. Concurrently, we design a Q-Former-based adapter that compresses the VLM's high-dimensional features into compact prior tokens, which significantly facilitates the conditional training of our diffusion model. Our framework is trained on motion-rendered images from the dataset to ensure strict semantic alignment between visual inputs and motion sequences. During inference, it leverages reference images synthesized by a text-to-image generation model to improve generalization to unseen objects and interaction categories. Experimental results demonstrate that ViHOI achieves state-of-the-art performance, outperforming existing methods across multiple benchmarks and demonstrating superior generalization. The code for this work will be released at https//github.com/MPI-Lab/ViHOI.

Chengzhi Hong, Bijun Li

Monocular 3D lane detection remains challenging due to depth ambiguity and weak geometric constraints. Mainstream methods rely on depth guidance, BEV projection, and anchor- or curve-based heads with simplified physical assumptions, remapping high-dimensional image features while only weakly encoding road geometry. Lacking an invariant geometric-topological coupling between lanes and the underlying road surface, 2D-to-3D lifting is ill-posed and brittle, often degenerating into concavities, bulges, and twists. To address this, we propose the Road-Manifold Assumption: the road is a smooth 2D manifold in R3, lanes are embedded 1D submanifolds, and sampled lane points are dense observations, thereby coupling metric and topology across surfaces, curves, and point sets. Building on this, we propose ReManNet, which first produces initial lane predictions with an image backbone and detection heads, then encodes geometry as Riemannian Gaussian descriptors on the symmetric positive-definite (SPD) manifold, and fuses these descriptors with visual features through a lightweight gate to maintain coherent 3D reasoning. We also propose the 3D Tunnel Lane IoU (3D-TLIoU) loss, a joint point-curve objective that computes slice-wise overlap of tubular neighborhoods along each lane to improve shape-level alignment. Extensive experiments on standard benchmarks demonstrate that ReManNet achieves state-of-the-art (SOTA) or competitive results. On OpenLane, it improves F1 by +8.2% over the baseline and by +1.8% over the previous best, with scenario-level gains of up to +6.6%. The code will be publicly available at https://github.com/changehome717/ReManNet.

Gwanghyun Kim, Junghun James Kim, Suh Yoon Jeon, Jason Park, Se Young Chun

Reconstructing textured 3D human models from a single image is fundamental for AR/VR and digital human applications. However, existing methods mostly focus on single individuals and thus fail in multi-human scenes, where naive composition of individual reconstructions often leads to artifacts such as unrealistic overlaps, missing geometry in occluded regions, and distorted interactions. These limitations highlight the need for approaches that incorporate group-level context and interaction priors. We introduce a holistic method that explicitly models both group- and instance-level information. To mitigate perspective-induced geometric distortions, we first transform the input into a canonical orthographic space. Our primary component, Human Group-Instance Multi-View Diffusion (HUG-MVD), then generates complete multi-view normals and images by jointly modeling individuals and group context to resolve occlusions and proximity. Subsequently, the Human Group-Instance Geometric Reconstruction (HUG-GR) module optimizes the geometry by leveraging explicit, physics-based interaction priors to enforce physical plausibility and accurately model inter-human contact. Finally, the multi-view images are fused into a high-fidelity texture. Together, these components form our complete framework, HUG3D. Extensive experiments show that HUG3D significantly outperforms both single-human and existing multi-human methods, producing physically plausible, high-fidelity 3D reconstructions of interacting people from a single image.

Alex Wang, Zhiwei Dong, Qicheng Bai, Chenshi Zhang, Yujie Yi, Guang Dai, Yong Liu, Mengmeng Wang

Recent generative models allow robots to generate future visual outcomes for action guidance, yet most still address imagination and control independently, resulting in visually coherent rollouts but physically inconsistent behaviors. While structural priors enhance spatial grounding, these methods remain visually correlation-driven rather than causally informed, overlooking the bidirectional coupling between robot actions and the evolving environment. We formalize the coupling as interaction dynamics, which specify where environmental changes occur and how actions cause them. Based on this formulation, we introduce DynBridge, an end-to-end framework that unifies imagination and control through the shared dynamics representation. Specifically, DynBridge realizes this via three components: (1) an Interaction Dynamics Generator that forecasts interaction dynamics via joint trajectory generation and action prediction; (2) an Action-Conditioned Dynamics Aggregator that integrates dynamics under control signals; and (3) a Dynamics-Guided Action Predictor that leverages the aggregated dynamics to produce executable, context-aware actions. Results demonstrate that DynBridge consistently outperforms prior methods on simulated and real-world benchmarks without external pretraining.

Yiheng Zhang, Zhuojiang Cai, Mingdao Wang, Meitong Guo, Tianxiao Li, Li Lin, Yuwang Wang

In text-driven 3D scene generation, object layout serves as a crucial intermediate representation that bridges high-level language instructions with detailed geometric output. It not only provides a structural blueprint for ensuring physical plausibility but also supports semantic controllability and interactive editing. However, the learning capabilities of current 3D indoor layout generation models are constrained by the limited scale, diversity, and annotation quality of existing datasets. To address this, we introduce M3DLayout, a large-scale, multi-source dataset for 3D indoor layout generation. M3DLayout comprises 21,367 layouts and over 433k object instances, integrating three distinct sources: real-world scans, professional CAD designs, and procedurally generated scenes. Each layout is paired with detailed structured text describing global scene summaries, relational placements of large furniture, and fine-grained arrangements of smaller items. This diverse and richly annotated resource enables models to learn complex spatial and semantic patterns across a wide variety of indoor environments. To assess the potential of M3DLayout, we establish a benchmark using both a text-conditioned diffusion model and a text-conditioned autoregressive model. Experimental results demonstrate that our dataset provides a solid foundation for training layout generation models. Its multi-source composition enhances diversity, notably through the Inf3DLayout subset which provides rich small-object information, enabling the generation of more complex and detailed scenes. We hope that M3DLayout can serve as a valuable resource for advancing research in text-driven 3D scene synthesis. All dataset and code will be made public upon acceptance.

Yuquan Yang, Hui Zhang, Wenyu Lu, Ziyin Zhang, Chuanming Zhang, Xiaohua Xu

Current collaborative perception systems have significantly improved 3D object detection performance. However, widely used LiDAR and camera systems often suffer performance degradation under adverse weather conditions. The weather-robust 4D radar provides a promising solution to address this challenge. Nevertheless, the effective fusion of sparse 4D radar measurements with degraded LiDAR data remains a significant challenge due to cross-modal corruption and information loss. In this work, we propose a novel hybrid robust collaborative perception framework (HRCP), designed to improve the collaborative perception performance under adverse weather conditions through LiDAR-4D radar fusion. Specifically, we introduce a hybrid collaboration strategy that considers their distinct physical properties and differently processes them during information transmission. Additionally, we propose a bidirectional cross-modal gating (BCMG) module that enables LiDAR and 4D radar to mutually validate feature reliability, ensuring consistent cross-modal representation, and an adaptive feature enhancement (AFE) module that enables comprehensive refinement of degraded and suppressed regions to mitigate information loss. Extensive experimental results demonstrate that our method outperforms previous state-of-the-art approaches under adverse weather conditions.

Xia Su, Ruiqi Chen, Benlin Liu, Jingwei Ma, Zonglin Di, Ranjay Krishna, Jon Froehlich

Vision-Language Models (VLMs) have shown remarkable progress in Vision-Language Navigation (VLN), offering new possibilities for navigation decision-making that could benefit both robotic platforms and human users. However, real-world navigation is inherently conditioned by the agent's mobility constraints. For example, a sweeping robot cannot traverse stairs, while a quadruped can. We introduce Capability-Conditioned Navigation (CapNav), a benchmark designed to evaluate how well VLMs can navigate complex indoor spaces given an agent's specific physical and operational capabilities. CapNav defines five representative human and robot agents, each described with physical dimensions, mobility capabilities, and environmental interaction abilities. CapNav provides 45 real-world indoor scenes, 473 navigation tasks, and 2365 QA pairs to test if VLMs can traverse indoor environments based on agent capabilities. We evaluate 13 modern VLMs and find that current VLM's navigation performance drops sharply as mobility constraints tighten, and that even state-of-the-art models struggle with obstacle types that require reasoning on spatial dimensions. We conclude by discussing the implications for capability-aware navigation and the opportunities for advancing embodied spatial reasoning in future VLMs. The benchmark is available at https://makeabilitylab.github.io/CapNav/

Xiaolong Qian, Qi Jiang, Lei Sun, Zongxi Yu, Kailun Yang, Peixuan Wu, Jiacheng Zhou, Yao Gao, Yaoguang Ma, Ming-Hsuan Yang 等

Beyond the commonly recognized optical aberrations, the imaging performance of simplified optical systems--including single-lens and metalens designs--is often further degraded by veiling glare caused by stray-light scattering from non-ideal optical surfaces and coatings, particularly in complex real-world environments.This compound degradation undermines traditional lens aberration correction yet remains underexplored. A major challenge is that conventional scattering models (e.g., for dehazing) fail to fit veiling glare due to its spatial-varying and depth-independent nature.Consequently, paired high-quality data are difficult to prepare via simulation, hindering application of data-driven veiling glare removal models.To this end, we propose VeilGen, a generative model that learns to simulate veiling glare by estimating its underlying optical transmission and glare maps in an unsupervised manner from target images, regularized by Stable Diffusion (SD)-based priors.VeilGen enables paired dataset generation with realistic compound degradation of optical aberrations and veiling glare, while also providing the estimated latent optical transmission and glare maps to guide the veiling glare removal process.We further introduce DeVeiler, a restoration network trained with a reversibility constraint, which utilizes the predicted latent maps to guide an inverse process of the learned scattering model.Extensive experiments on challenging compact optical systems demonstrate that our approach delivers superior restoration quality and physical fidelity compared with existing methods.These suggest that VeilGen reliably synthesizes realistic veiling glare, and its learned latent maps effectively guide the restoration process in DeVeiler. All code and datasets will be publicly released.

Teng Wang, Yanting Lu, Ruize Wang

We present AutoTraces, an autoregressive vision-language-trajectory model for robot trajectory forecasting in humam-populated environments, which harnesses the inherent reasoning capabilities of large language models (LLMs) to model complex human behaviors. In contrast to prior works that rely solely on textual representations, our key innovation lies in a novel trajectory tokenization scheme, which represents physical waypoints as discrete tokens, seamlessly integrated into the LLM's space through a lightweight encoder-decoder architecture. This design preserves the LLM's native autoregressive generation mechanism while extending it to physical coordinate spaces, facilitates modeling of long-term interactions in trajectory data. We further introduce an automated chain-of-thought (CoT) generation mechanism that leverages a multimodal LLM to infer spatio-temporal relationships from visual observations and trajectory data, eliminating reliance on manual annotation. Through a two-stage training strategy, our AutoTraces achieves SOTA forecasting accuracy, particularly in long-horizon prediction, while exhibiting strong cross-scene generalization and supporting flexible-length forecasting.

Haoming Song, Delin Qu, Yuanqi Yao, Qizhi Chen, Jiarui Li, Qi Lv, Yiwen Tang, Li Kang, Heng Zhou, Xianqiang Gao 等

Humans naturally allocate more time before acting when handling complex tasks in the physical world. This paradigm has recently led to remarkable advances in boosting Large Language Models (LLMs) on complex tasks in digital domains. However, the potential of test-time computing remains largely unexplored for robotic foundation models that interact with the physical world. In this work, we propose FM-Steer, a test-time computing framework that augments flow-based Vision-Language-Action (VLA) generalist policies with value-guided sampling and cascaded action denoising, enabling stronger control performance and real-time action rates for dexterous robot manipulation. FM-Steer first introduces an intermediate flow verifier to estimate state-action values for candidate actions. At test time, the policy iteratively samples multiple noisy action proposals and retains the one with the highest predicted value, yielding value-aligned, high-quality actions without retraining. To satisfy the stringent frequency demands of robot control, FM-Steer further introduces cascaded action denoising, decoupling expensive value-guided sampling from fast action refinement. A lightweight Lite-Flow denoiser asynchronously takes the selected high-value noisy action and rapidly denoises it to produce the final control signal, enabling fluid, high-rate execution. During deployment, the intermediate verifier operates at a low frequency to provide value-guided sampling, while the Lite-Flow denoiser continually processes selected candidates to maintain real-time control. Extensive experiments demonstrate that FM-Steer scales flow-based VLA models effectively at test time and achieves state-of-the-art performance across diverse simulation benchmarks and real-world dexterous robotic tasks. The source code is available on the project page: https://hume-vla.github.io.

Kota Shimomura, Hidehisa Arai, Tsubasa Takahashi, Takayoshi Yamashita, Hironobu Fujiyoshi

3D Gaussian Splatting (3DGS) has recently emerged as a powerful explicit representation enabling fast, high-fidelity rendering, making it a promising foundation for closed-loop simulators and perception models in autonomous driving. However, conventional 3DGS implicitly assumes consistent exposure and tone mapping across views. Real driving data violates this assumption due to heterogeneous camera pipelines and dynamic outdoor illumination, baking exposure discrepancies and sensor noise into the radiance field and producing artifacts and inconsistent illumination especially in static backgrounds crucial for realistic simulation. These issues are amplified in autonomous driving, where sparse viewpoints, varying exposures, and outdoor lighting interact, while prior work mainly targets dynamic-object reconstruction and overlooks cross-view photometric consistency.To address this limitation, we introduce P2GS, a physically consistent Gaussian Splatting framework that jointly decomposes a view-invariant linear HDR radiance field, per-view exposure scales, and tone-mapping functions from only LDR images without HDR supervision. P2GS employs a unified optimization strategy grounded in the physical image-formation process, enforcing relative-exposure consistency and HDR-domain radiance regularization. This yields a radiance field robust to inter-camera illumination differences while preserving the real-time efficiency of standard 3DGS. Experiments across real and simulated driving environments show that P2GS matches or surpasses prior methods in LDR reconstruction while providing substantially improved photometric consistency, reliable exposure normalization, and physically coherent illumination across diverse scenes.

Zhumei Wang, Zechen Hu, Ruoxi Guo, Huaijin Pi, Ziyong Feng, Liang Zhang, Mingtao Pei, Siyuan Huang

Human motion recovery for real-world interaction demands both precise action details and metric-scale trajectories. Recovering absolute human pose from monocular input presents a viable solution, but faces two main challenges: (1) models' reliance on 3D training data from constrained environments limits their out-of-distribution generalization; and (2) the inherent difficulty of estimating metric-scale poses from monocular observations. This paper introduces Mocap-2-to-3, a novel framework that differs from prior HMR methods by recovering absolute poses from monocular input and leveraging abundant 2D data to enhance 3D motion recovery. To effectively utilize the action priors and diversity in large-scale 2D datasets, we reformulate 3D motion as a multi-view synthesis process and divide the training into two stages: a single-view diffusion model is first pre-trained on extensive 2D data, followed by multi-view fine-tuning on 3D data, thus achieving a combination of strong priors and geometric constraints. Furthermore, to recover absolute poses, we introduce a novel human motion representation that decouples the learning of local pose and global movements, while encoding ground geometric priors to accelerate convergence, thereby yielding more precise positioning in the physical world. Experiments on in-the-wild benchmarks show that our method outperforms state-of-the-art approaches in both camera-space motion realism and world-grounded human positioning, while exhibiting strong generalization capability.

Eric Li, Arijit Dasgupta, Yoni Friedman, Mathieu Huot, Vikash Mansinghka, Thomas O'Connell, William T. Freeman, Joshua B. Tenenbaum

Human visual perception offers valuable insights for understanding computational principles of motion-based scene interpretation. Humans robustly detect and segment moving entities that constitute independently moveable chunks of matter, whether observing sparse moving dots, textured surfaces, or naturalistic scenes. In contrast, existing computer vision systems lack a unified approach that works across these diverse settings. Inspired by principles of human perception, we propose a generative model that hierarchically groups low-level motion and appearance features into particles (small Gaussians representing local matter), and groups particles into clusters capturing coherently and independently moveable physical entities. We develop a hardware-accelerated inference algorithm based on parallelized block Gibbs sampling to recover stable particle motion and groupings. Our model operates on different kinds of inputs (random dots, stylized textures, or naturalistic RGB video), enabling it to work across settings where biological vision succeeds but existing computer vision approaches do not. We validate this unified framework across three domains: on 2D random dot kinematograms, our approach captures human object perception including graded uncertainty across ambiguous conditions; on a Gestalt-inspired dataset of camouflaged rotating objects, our approach recovers correct 3D structure from motion and thereby accurate 2D object segmentation; and on naturalistic RGB videos, our model tracks the moving 3D matter that makes up deforming objects, enabling robust object-level scene understanding. This work thus establishes a general framework for motion-based perception grounded in principles of human vision.

Zeyu Zhang, Wei Zhai, Jian Yang, Yang Cao

The creation of high-fidelity, physically-based rendering (PBR) materials remains a bottleneck in many graphics pipelines, typically requiring specialized equipment and expert-driven post-processing. To democratize this process, we present MatE, a novel method for generating tileable PBR materials from a single image taken under unconstrained, real-world conditions. Given an image and a user-provided mask, MatE first performs coarse rectification using an estimated depth map as a geometric prior, and then employs a dual-branch diffusion model. Leveraging a learned consistency from rotation-aligned and scale-aligned training data, this model further rectifies residual distortions from the coarse result and translates it into a complete set of material maps, including albedo, normal, roughness and height. Our framework achieves invariance to the unknown illumination and perspective of the input image, allowing for the recovery of intrinsic material properties from casual captures. Through comprehensive experiments on both synthetic and real-world data, we demonstrate the efficacy and robustness of our approach, enabling users to create realistic materials from real-world images.

Haiyan Jiang, Deyu Zhang, Dongdong Weng, Weitao Song, Henry Been-Lirn Duh

3D layout generation and editing play a crucial role in Embodied AI and immersive VR interaction. However, manual creation requires tedious labor, while data-driven generation often lacks diversity. The emergence of large models introduces new possibilities for 3D scene synthesis. We present HOG-Layout that enables text-driven hierarchical scene generation, optimization and real-time scene editing with large language models (LLMs) and vision-language models (VLMs). HOG-Layout improves scene semantic consistency and plausibility through retrieval-augmented generation (RAG) technology, incorporates an optimization module to enhance physical consistency, and adopts a hierarchical representation to enhance inference and optimization, achieving real-time editing. Experimental results demonstrate that HOG-Layout produces more reasonable environments compared with existing baselines, while supporting fast and intuitive scene editing.

Edwin Vargas, Jhon Lopez, Henry Arguello, Ashok Veeraraghavan

Ensuring the authenticity and ownership of digital images is increasingly challenging as modern editing tools enable highly realistic forgeries. Existing image protection systems mainly rely on digital watermarking, which is susceptible to sophisticated digital attacks. To address this limitation, we propose a hybrid optical-digital framework that incorporates physical authentication cues during image formation and preserves them through a learned reconstruction process. At the optical level, a phase mask in the camera aperture produces a Null-space Optical Watermark (NOWA) that lies in the Null Space of the imaging operator and therefore remains invisible in the captured image. Then, a Null-Space Network (NSN) performs measurement-consistent reconstruction that delivers high-quality protected images while preserving the NOWA signature. The proposed design enables tamper localization by projecting the image onto the camera's null space and detecting pixel-level inconsistencies. Our design preserves perceptual quality, resists common degradations such as compression, and establishes a structural security asymmetry: without access to the optical or NSN parameters, adversaries cannot forge the NOWA signature. Experiments with simulations and a prototype camera demonstrate competitive performance in terms of image quality preservation and tamper localization accuracy compared to state-of-the-art digital watermarking and learning-based authentication methods.

Jiun Tian Hoe, Weipeng Hu, Xudong Jiang, Yap-Peng Tan, Chee Seng Chan

Human-Object Interaction (HOI) modelling captures how humans act upon and relate to objects, typically expressed as <person, action, object> triplets. Existing approaches split into two disjoint families: HOI generation synthesises scenes from structured triplets and layout, but fails to integrate mixed conditions like HOI and object-only entities; and HOI editing modifies interactions via text, yet struggles to decouple pose from physical contact and scale to multiple interactions. We introduce OneHOI, a unified diffusion transformer framework that consolidates HOI generation and editing into a single conditional denoising process driven by shared structured interaction representations. At its core, the Relational Diffusion Transformer (R-DiT) models verb-mediated relations through role- and instance-aware HOI tokens, layout-based spatial Action Grounding, a Structured HOI Attention to enforce interaction topology, and HOI RoPE to disentangle multi-HOI scenes. Trained jointly with modality dropout on our HOI-Edit-44K, along with HOI and object-centric datasets, OneHOI supports layout-guided, layout-free, arbitrary-mask, and mixed-condition control, achieving state-of-the-art results across both HOI generation and editing.

Xueyu Liu, Xiaoyi Zhang, Meilin Liu, Guangze Shi, Jia Shen, Yujie Wang, Cai Zhao, Ziyuan He, Yongfei Wu, Mingqiang Wei 等

Prompt quality plays a critical role in the performance of the Segment Anything Model (SAM), yet existing approaches often rely on heuristic or manually crafted prompts, limiting scalability and generalization. In this paper, we propose Point Prompt Defender, an adversarial reinforcement learning framework that adopts an attack-for-defense paradigm to automatically optimize point prompts. We construct a task-agnostic point prompt environment by representing image patches as nodes in a dual-space graph, where edges encode both physical and semantic distances. Within this environment, an attacker agent learns to activate a subset of prompts that maximally degrade SAM's segmentation performance, while a defender agent learns to suppress these disruptive prompts and restore accuracy. Both agents are trained using Deep Q-Networks with a reward signal based on segmentation quality variation. During inference, only the defender is deployed to refine arbitrary coarse prompt sets, enabling enhanced SAM segmentation performance across diverse tasks without retraining. Extensive experiments show that Point Prompt Defender effectively improves SAM's robustness and generalization, establishing a flexible, interpretable, and plug-and-play framework for prompt-based segmentation.

Yinan Deng, Kejia Hu, Ye Chen, Jianyu Dou, Jiahui Wang, Jingyu Zhao, Haojia Ao, Yi Yang, Yufeng Yue

Scalable robot learning is hindered by the high cost of acquiring diverse, high-quality embodied data. Existing data generation approaches partially mitigate this issue but typically depend on hard-to-access hardware and labor-intensive manual effort, with limited generalization to diverse scene configurations. To overcome these limitations, we propose Video2Robo, a framework that generates high-quality and diverse robot data directly from a single human demonstration video, enabling seamless deployment on physical robots. At its core, Video2Robo leverages 3D Gaussian Splatting (3DGS) as a powerful scene representation, enabling high-fidelity rendering and explicit 3D scene editing. The framework tracks temporally consistent motion trajectories of task-relevant objects from raw video footage and identifies key task skills, guiding robots to execute tasks kinematically plausibly under novel object arrangements. Furthermore, by augmenting backgrounds, textures, lighting, and camera views, Video2Robo further enhances the diversity of generated data. Extensive evaluations in both simulation and real-world environments demonstrate that policies trained on Video2Robo data achieve superior generalization and transfer performance. Project webpage: Video2Robo.

Yu Yuan, Tharindu Wickremasinghe, Zeeshan Nadir, Xijun Wang, Yiheng Chi, Stanley H. Chan

Images and videos are discrete 2D projections of the 4D world (3D space + time). Most visual understanding, prediction, and generation operate directly on 2D observations, leading to suboptimal performance. We propose SeeU, a novel approach that learns the continuous 4D dynamics and generate the unseen visual contents. The principle behind SeeU is a new 2D\to4D\to2D learning framework. SeeU first reconstructs the 4D world from sparse and monocular 2D frames (2D\to4D). It then learns the continuous 4D dynamics on a low-rank representation and physical constraints (discrete 4D\tocontinuous 4D). Finally, SeeU rolls the world forward in time, re-projects it back to 2D at sampled times and viewpoints, and generates unseen regions based on spatial-temporal context awareness (4D\to2D). By modeling dynamics in 4D, SeeU achieves continuous and physically-consistent novel visual generation, demonstrating strong potentials in multiple tasks including unseen temporal generation, unseen spatial generation, and video editing. All data and code will be public at \href https://yuyuanspace.com/SeeU/ here .