TourPhysics: 物理を世界モデルに導入し、単一画像からの探索と操作を実現
TourPhysics: Bringing Physics to World Models for Exploration and Manipulation from a Single Image
単一画像と物理設定から初期化し、シミュレーションとビデオ生成を組み合わせて、長期的な物理的一貫性を保ちながら探索と操作を行うオンラインフレームワークを提案する。
詳しい要約
1. どんなもの?
2. 先行研究と比べてどこがすごい?
3. 技術・手法の肝は?
4. どうやって有効だと検証した?
5. 議論はある?
6. 次に読むべき論文は?
※ AIが要旨から生成した要約です。正確性は原文をご確認ください。
著者: Xin Zhang, Yabo Chen, Zixuan Duan, Haibin Huang, Chi Zhang, Feng Xu, Xuelong Li
分類: cs.CV
原文アブストラクト
Interactive visual world models must distinguish observation from physical intervention. Camera motion reveals new surfaces, whereas intervention changes object motion, contact, and deformation. Current video world models are largely driven by appearance priors and often lose physical or spatial consistency over long horizons. We present TourPhysics, an online framework initialized from a single image and a declarative physical configuration. TourPhysics extends PhysOmni, our ACM Multimedia 2026 work, from finite physics-grounded video synthesis to persistent exploration and manipulation. TourPhysics combines deterministic simulation with video generation while assigning separate roles to simulator state, geometric evidence, generator controls, and appearance memory. For each action, the simulator computes a finite physical and camera trajectory before the corresponding observation is generated. Accepted observations publish the terminal state and update the appearance memory and subsequent generator controls, while the committed state and simulator geometry remain fixed throughout synthesis and retry. We further separate the simulator geometry used for projection and visibility from the relative depth used to condition the generator. A reference-anchored memory retrieves accepted static appearance through geometric cross-view correspondence and incorporates it through a bounded residual that reverts to the native path when no valid correspondence exists. On simulator-defined camera tours and object manipulations, TourPhysics follows prescribed camera and object trajectories more closely than the evaluated baselines, preserves the input scene, and reduces appearance drift during long-horizon revisits.