解决交互式长视频生成中的稳定性问题,防止画面漂移崩溃
StableWorld: Towards Stable and Consistent Long Interactive Video Generation

- 引入动态帧淘汰机制,实时清除失真帧保留几何一致帧
- 在多个模型上实现显著更稳定的长期交互视频生成
- 适合需要长时间连续交互的视频生成应用
本文探讨了交互式视频生成中被忽视的稳定性和时序一致性挑战。尽管世界建模取得进展,现有方法仍存在严重不稳定和时序退化问题,常导致空间漂移和场景崩溃。我们分析发现,错误累积主要源于同一场景内生成帧逐渐偏离初始干净状态,并向后续帧传播。为此提出简单有效的方法StableWorld:动态帧淘汰机制。通过持续过滤劣化帧并保留几何一致帧,从源头防止累积漂移,显著提升交互生成的稳定性和时序一致性。在Matrix-Game、Open-Oasis和Hunyuan-GameCraft等多个交互视频模型上验证,StableWorld具备模型无关性,可有效提升稳定性、时序一致性与跨场景泛化能力。
原文摘要 · Abstract (English)
In this paper, we explore the overlooked challenge of stability and temporal consistency in interactive video generation, which synthesizes dynamic and controllable video worlds through interactive behaviors such as camera movements and text prompts. Despite remarkable progress in world modeling, current methods still suffer from severe instability and temporal degradation, often leading to spatial drift and scene collapse during long-horizon interactions. To better understand this issue, we initially investigate the underlying causes of instability and identify that the major source of error accumulation originates from the same scene, where generated frames gradually deviate from the initial clean state and propagate errors to subsequent frames. Building upon this observation, we propose a simple yet effective method, \textbf{StableWorld}, a Dynamic Frame Eviction Mechanism. By continuously filtering out degraded frames while retaining geometrically consistent ones, StableWorld effectively prevents cumulative drift at its source, leading to more stable and temporal consistency of interactive generation. Promising results on multiple interactive video models, \eg, Matrix-Game, Open-Oasis, and Hunyuan-GameCraft, demonstrate that StableWorld is model-agnostic and can be applied to different interactive video generation frameworks to substantially improve stability, temporal consistency, and generalization across diverse interactive scenarios.
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