Paper Information
Title: WonderPlay: Dynamic 3D Scene Generation from a Single Image and Actions
Authors: Zizhang Li, Hong-Xing Yu, Wei Liu, Yin Yang, Charles Herrmann, Gordon Wetzstein, Jiajun Wu
Venue: ICCV 2025 (Highlight)
Link: [Paper], [Project], [GitHub]

Teaser Image

alt text

Introduction

์ฝ๊ธฐ ์ „์— ํ•˜๋‚˜๋ฅผ ์ „์ œ๋กœ ๊น”๊ณ  ๋“ค์–ด๊ฐ€๋Š”๊ฒŒ ์ข‹์„ ๋“ฏ ์‹ถ๋‹ค.
โ€œWonderPlay์˜ ๊ฒฝ์šฐ์—๋Š” Physic Solver(์œ ์‚ฌ ๋ฌผ๋ฆฌ์—”์ง„)์™€ Video Diffusion๋กœ ๊ตฌ์„ฑ๋˜์–ด ์žˆ๋‹ค.โ€ ๋ผ๋Š” ๋ฌธ์žฅ์„ ๊ธฐ์–ตํ•˜์ž.
(์ฐธ๊ณ ๋กœ, ํ•ด๋‹น ๋…ผ๋ฌธ ๋ฆฌ๋ทฐ๋Š” Physic Solver์˜ ์ž‘๋™ ๋ฐฉ์‹์ด๋‚˜ Detail์„ ๋‹ค๋ฃจ์ง€ ์•Š๋Š”๋‹ค.)

ํ•ด๋‹น ๋…ผ๋ฌธ์€ ์—ฌ๋Ÿฌ๊ฐ€์ง€ ๊ธฐ์กด ๋ฐฉ๋ฒ•๋ก ๋“ค ๊ทธ๋ฆฌ๊ณ  ๊ธฐ๋ฒ•๋“ค์ด ๊ฐ€์ง„ ํ•œ๊ณ„์ ์„ ์„ค๋ช…ํ•œ๋‹ค:

  1. ๊ธฐ์กด์˜ Action-conditioned dynamic scene์„ ์ƒ์„ฑํ•˜๋Š” ๋ฐฉ๋ฒ•๋“ค์€ ๊ฐ•์ฒด(rigid) ๋ฐ ํƒ„์„ฑ์ฒด(elastic) ๋“ฑ ์ œํ•œ์ ์ธ ์—ญํ•™ ํ‘œํ˜„ ๋ฒ”์œ„๋ฅผ ๊ฐ€์ง€๋ฉฐ, generalํ•œ ์›€์ง์ž„์„ ํ‘œํ˜„ํ•˜๋Š”๋ฐ ํ•œ๊ณ„๋ฅผ ๊ฐ€์ง„๋‹ค.
  2. ๊ธฐ์กด์˜ video๋ฅผ ์ƒ์„ฑํ•˜๋Š” ๋ฐฉ๋ฒ•๋“ค์€ 2D video๋งŒ ์ƒ์„ฑํ•  ๋ฟ, ๋™์  3D Scene์„ ์ƒ์„ฑํ•˜์ง€๋Š” ๋ชปํ•˜๋ฉฐ, ๊ฒฐ๊ณผ๋กœ ๋‚˜ํƒ€๋‚  ๋™์—ญํ•™์  ๊ถค์  ์ž์ฒด๋ฅผ ์‚ฌ์šฉ์ž๊ฐ€ ๋จผ์ € ์•Œ๊ณ  ์ž…๋ ฅํ•ด์ฃผ์–ด์•ผ ๊ทธ์— ๊ฑธ๋งž๋Š” ๋น„๋””์˜ค๋ฅผ ์ƒ์„ฑํ•œ๋‹ค. ๋˜ํ•œ, ๋™์—ญํ•™์  ๊ถค์ ์„ ์–ด๋–ป๊ฒŒ ํ‘œํ˜„ํ•ด์•ผํ• ์ง€๋„ ๋ฏธ์ง€์ˆ˜๋‹ค.
  3. ๊ธฐ์กด์˜ world model๋“ค์€ ๋‹จ์ˆœํžˆ ์นด๋ฉ”๋ผ ์‹œ์  ์ œ์–ด(Camera Control)๋‚˜ ํ…์ŠคํŠธ ์ž…๋ ฅ ์ œ์–ด ์ˆ˜์ค€์— ๋จธ๋ฌผ๋Ÿฌ ์žˆ์–ด ๋ฌผ๋ฆฌ์ ์ธ ํž˜์— ๋ฐ˜์‘ํ•˜๋Š” ํ–‰๋™ ์ƒํ˜ธ์ž‘์šฉ์€ ์ œ๊ณตํ•˜์ง€ ๋ชปํ•œ๋‹ค.
  4. Dynamic 3D Scene์„ ์ƒ์„ฑํ•˜๋Š” ๊ธฐ์กด ๋ฐฉ๋ฒ•๋“ค์€ ๋‹จ์ˆœํ•œ ์žฅ๋ฉด์—๋งŒ ์ง‘์ค‘ํ•˜๊ณ , ํŠน์ • ํ–‰๋™ ์ž…๋ ฅ ๋ฐ˜์‘ํ•˜์—ฌ ๋ฌผ๋ฆฌ์ ์œผ๋กœ ์—ญํ•™์„ ์‹œ๋ฎฌ๋ ˆ์ด์…˜ํ•˜๋Š” ๋Šฅ๋ ฅ์ด ์—†๋‹ค.

์ด ๋…ผ๋ฌธ์€ ์ด๋Ÿฌํ•œ ํ•œ๊ณ„์ ๋“ค์„ ํŒŒ์•…ํ•˜์—ฌ physic solver์™€ video diffusion๋ฅผ ํ•จ๊ป˜ ์‚ฌ์šฉํ•˜์—ฌ โ€œHybrid generative simulatorโ€๋ฅผ ๋งŒ๋“ค์–ด ํ•ด๊ฒฐํ•˜๊ณ ์ž ํ•œ๋‹ค

Method & Technical Details

๋จผ์ €, Input์œผ๋กœ ์ œ๊ณตํ•˜๋Š” ๊ฒƒ์€ single image์™€ actions์ด๋‹ค. ๊ทธ๋ฆฌ๊ณ , ํฐ ํ๋ฆ„์€ โ€œPhysic Solver -> Video diffusionโ€ ์œผ๋กœ ๋ณด๋ฉด ๋œ๋‹ค.

์—ฌ๊ธฐ์„œ, 3D Scene์„ $\mathcal{S}_t$๋ผ๊ณ  ํ‘œํ˜„ํ•˜๊ณ , ์ด 3D scene์˜ ๊ตฌ์„ฑ์š”์†Œ์ธ Background(\(\mathcal{B}_t\))๊ณผ Object(\(\mathcal{O}_t\))๊ฐ€ ์กด์žฌํ•œ๋‹ค.
์ผ๋‹จ ์šฐ๋ฆฌ๋Š” Input image ์ธ $I$์™€ action์ธ $f_g$(gravity), $f_w$(wind), $f_p$(3D point force)๋กœ๋ถ€ํ„ฐ Dynamic Scene \(\{S_t\}_{t=1}^T\)๋ฅผ ๋งŒ๋“ค์–ด์•ผ ํ•œ๋‹ค.

Background Reconstruction

Background๋ฅผ ์žฌ๊ตฌ์„ฑํ•˜๋Š” ๋ฐฉ์‹์€ FLAGS(Fast Layered Gaussian Surfels) ๊ธฐ๋ฒ•์„ ์‚ฌ์šฉํ•ด์„œ ํ‘œํ˜„๋œ๋‹ค.
ํ•ด๋‹น ์•Œ๊ณ ๋ฆฌ์ฆ˜์˜ ์ž์„ธํ•œ ์„ค๋ช…์€ Preliminaries Page์—์„œ ์„ค๋ช…์„ ํ•˜๋„๋ก ํ•˜๊ฒ ๋‹ค. ๊ฐ„๋‹จํ•˜๊ฒŒ, Input image๋ฅผ ์—ฌ๋Ÿฌ layer๋กœ ๋ถ„๋ฆฌํ•˜๊ณ  depth ์ถ”์ • ๊ธฐ์ˆ (ex. monoculuar depth estimationโ€ฆ)์„ ํ†ตํ•ด 3D ๊ณต๊ฐ„์— unprojection์„ ์ง„ํ–‰ํ•œ๋‹ค. ๊ทธ ํ›„์—, optimization์„ ํ†ตํ•ด Surfel์˜ ๋งค๊ฐœ๋ณ€์ˆ˜๋ฅผ ์ตœ์ ํ™”ํ•˜๋Š” ๊ณผ์ •์„ FLAGS๋ผ๋Š” ๊ธฐ์ˆ ์ด๋‹ค.

๊ทธ๋Ÿผ ์—ฌ๊ธฐ์„œ Surfel ์ด๋ผ๊ณ  ํ‘œํ˜„ํ•˜๋Š” ๊ฒƒ์€ ๋ฌด์—‡์ธ๊ฐ€?
-> Surfel ์€ Surface Element (ํ‘œํ˜„์š”์†Œ)์˜ ์•ฝ์–ด์ด๋ฉฐ, 3D ๊ณต๊ฐ„ ์ƒ์—์„œ ๋ฌผ์ฒด์˜ ํ‘œ๋ฉด์„ ํ‘œํ˜„ํ•˜๋Š” ๊ธฐ๋ณธ ๋‹จ์œ„๋‹ค.
-> ์ด ๋…ผ๋ฌธ์—์„œ๋Š” Gaussian Surfel์ด๋ผ๊ณ  ํ‘œํ˜„ํ•˜๋ฉฐ, (์œ„์น˜, ๋ฐฉํ–ฅ, ํฌ๊ธฐ, opacity, ์ƒ‰์ƒ) ์ •๋ณด๋ฅผ ๊ฐ€์ง„๋‹ค.

์ž ๊ทธ๋Ÿฌ๋ฉด Background๋ฅผ ๊ตฌ์„ฑํ•˜๋Š” Gaussian Surfel(์ดํ•˜ ๋‚ด์šฉ์—์„œ๋Š” ๊ฐ€์šฐ์‹œ์•ˆ์ด๋ผ๊ณ  ์ง€์นญํ•˜๊ฒ ๋‹ค)์€ $N_B$๊ฐœ๊ฐ€ ์กด์žฌํ•˜๊ณ , ์•„๋ž˜์˜ ๊ฐ€์šฐ์‹œ์•ˆ์˜ ํŒŒ๋ผ๋ฏธํ„ฐ ์ˆ˜์‹์œผ๋กœ ๊ตฌ์„ฑ๋œ๋‹ค๊ณ  ์ƒ๊ฐํ•˜๋ฉด ๋œ๋‹ค.

\[\mathcal{B}_t = \{p^B, q^B, s^B, o^B, c^B_t\}\]

์—ฌ๊ธฐ์„œ, ์ค‘๊ด„ํ˜ธ ์•ˆ์— ๊ธฐํ˜ธ๋“ค์€ ๊ฐ๊ฐ positions(์œ„์น˜), quaternions(ํšŒ์ „), scales(ํฌ๊ธฐ), opacities(ํˆฌ๋ช…๋„), RGB colors(์ƒ‰์ƒ)์„ ์˜๋ฏธํ•˜๋ฉฐ, ๊ฐ๊ฐ์ด ๊ฐ€์šฐ์‹œ์•ˆ์„ ํ‘œํ˜„ํ•˜๋Š” ์ˆ˜๋‹จ์ด๋ผ๊ณ  ์ƒ๊ฐํ•˜๋ฉด ๋œ๋‹ค.

Objects Reconstruction

Physic Solver์€ Gaussian ๊ทธ ์ž์ฒด๋ฅผ ์ธ์‹ํ•˜์ง€ ๋ชปํ•˜๊ณ , ๋Œ€๋ถ€๋ถ„ Mesh ๋‹จ์œ„๋กœ ์ฒ˜๋ฆฌํ•˜๊ฒŒ ๋œ๋‹ค. ๋”ฐ๋ผ์„œ, Object Reconstruction์„ ๋‹จ์ˆœ Gaussian์œผ๋กœ ์ฒ˜๋ฆฌํ•˜์ง€ ์•Š๊ณ , ํŠน์ • ๋ชจ๋ธ์„ ์‚ฌ์šฉํ•˜์—ฌ Object๋ฅผ Mesh๋ฅผ ๋ณ€ํ™˜ํ•˜๊ณ  ์‚ฌ์šฉํ•œ๋‹ค. ์ƒ์„ฑ ๋ฐฉ์‹์€ ์•„๋ž˜์™€ ๊ฐ™๋‹ค.

  1. ์ž…๋ ฅ ์ด๋ฏธ์ง€์—์„œ Object ์˜์—ญ์„ ๋จผ์ € Segmentation์„ ์ง„ํ–‰ํ•œ๋‹ค.
  2. InstantMesh๋ผ๋Š” ๋ชจ๋ธ๋กœ Object๋ฅผ 3D Mesh๋กœ ํ‘œํ˜„ํ•œ๋‹ค.
  3. Mesh์˜ ๊ฐ Vertex์— Gaussian Surfel์„ bindingํ•˜๊ณ  edge์™€ velocity ์ •๋ณด๋ฅผ ์ถ”๊ฐ€ํ•˜์—ฌ physic solver ๊ณ„์‚ฐ ์ค€๋น„๋ฅผ ๋งˆ๋ฌด๋ฆฌํ•œ๋‹ค.

์ด ๊ณผ์ •์„ ๊ฑฐ์ณ ์‹œ๋ฎฌ๋ ˆ์ด์…˜์ด ๊ฐ€๋Šฅํ•œ ์ƒํƒœ๋ฅผ ๋งŒ๋“ค์—ˆ์„ ๋•Œ, ์ด ๋…ผ๋ฌธ์€ ์ด๋ฅผ โ€œtopological Gaussian Surfelโ€์ด๋ผ๊ณ  ํ‘œํ˜„ํ•œ๋‹ค. Background Reconstruction๊ณผ ๋™์ผํ•˜๊ฒŒ ์ด๋ฅผ ํŒŒ๋ผ๋ฏธํ„ฐ ์ˆ˜์‹์œผ๋กœ ํ‘œํ˜„ํ•˜๊ฒŒ ๋˜๋ฉด ์•„๋ž˜์™€ ๊ฐ™๋‹ค.

\[\mathcal{O}_t = \{E, v_t,p^O_t,q^O_t,s^O_t,o^O_t,c^O_t\}\]

Background ํŒŒ๋ผ๋ฏธํ„ฐ ์ˆ˜์‹๊ณผ ์œ ์ผํ•˜๊ฒŒ ๋‹ฌ๋ผ์ง„ ๋ถ€๋ถ„์€ Edge($E$)๋ž‘ Velocity($v_t$)๋ผ๋Š” ํŒŒ๋ผ๋ฏธํ„ฐ๊ฐ€ ์ถ”๊ฐ€๋œ ๋ถ€๋ถ„๋ฟ์ด๋‹ค.

์ถ”๊ฐ€์ ์œผ๋กœ, Object๊ฐ€ ๋‹ค์–‘ํ•œ ๋ฌผ์งˆ์˜ ๋ฌผ๋ฆฌ ๋ฒ•์น™์„ ์„ค๋ช…ํ•  ์ˆ˜ ์žˆ๋„๋ก ๋ฌผ์งˆ ๊ณ ์œ ์˜ ์†์„ฑ ๊ฐ’์ธ material($m$)์„ ์ •์˜ํ•˜๊ณ , 6๊ฐ€์ง€ ์žฌ์งˆ(๊ฐ•์ฒด, ํƒ„์„ฑ์ฒด, ์˜ท๊ฐ, ์—ฐ๊ธฐ, ์•ก์ฒด, ๊ณผ๋ฆฝํ˜• ๋ฌผ์งˆ)๋กœ VLM์ด ๋ถ„๋ฅ˜(์ถ”์ •)ํ•˜์—ฌ ์‚ฌ์šฉํ•œ๋‹ค.

์ด์ œ ์šฐ๋ฆฌ๋Š” ๋‹ค์Œ ๋‹จ๊ณ„๋กœ ๋„˜์–ด๊ฐˆ ์ˆ˜ ์žˆ๋Š” $\mathcal{B}_0 \cup \mathcal{O_0} = S_0$์™€ ์ถ”์ •๋œ $m$์ด ์ค€๋น„๋œ๋‹ค.

1st stage: Physic Solver

์•ž์—์„œ ๋งํ–ˆ๋“ฏ์ด, ํฐ ํ๋ฆ„์€ Physic Solver๋ฅผ ์ง€๋‚˜ Video Diffusion์„ ํ†ตํ•ด refine ํ•˜๋Š” ๊ฒƒ์ด๋‹ค.

์ฒ˜์Œ stage์—์„œ๋Š” Physic Solver๊ฐ€ Coarse Dynamic Scene (\(\{\tilde{S}_t\}_{t=1}^T\))๋ฅผ ๋งŒ๋“ค๊ธฐ ์œ„ํ•ด ์‚ฌ์šฉ๋œ๋‹ค.
๊ทธ๋ž˜์„œ $T$ ์ „์ฒด์˜ Dynamic Scene์„ ๋งŒ๋“œ๋Š” ๊ณผ์ •์€ ์•„๋ž˜์˜ ์ˆ˜์‹์„ ๋ฐ˜๋ณตํ•˜์—ฌ ์ง„ํ–‰ํ•œ๋‹ค.

\[v_{t+1} , p_{t+1}^O, q_{t+1}^O = solver(\tilde{S}_t, f_g, f_w(t), f_p(t))\]

ํ•ด๋‹น ์ˆ˜์‹์„ ๋ณด๋ฉด 2๊ฐ€์ง€๋ฅผ ์•Œ ์ˆ˜ ์žˆ๋‹ค. Background Gaussian ๋“ค์€ Physic solver์— ์˜ํ•ด ์ฒ˜๋ฆฌ๋˜์ง€ ์•Š๋Š” ๋‹ค๋Š” ๊ฒƒ(์ฆ‰, static ํ•จ)๊ณผ current Scene \(\tilde{S}_t\)๋ฅผ ๋„ฃ์–ด ๋‹ค์Œ \(t+1\)์‹œ์ ์—์„œ์˜ Scene์ธ \(\tilde{S}_{t+1}\)์„ ์–ป๊ธฐ ์œ„ํ•ด ๋‹ค์Œ ์‹œ์ ์˜ velocity, position, quaternion ์„ ์ถ”์ •ํ•œ๋‹ค๋Š” ๊ฒƒ์ด๋‹ค. ๊ทธ๋Ÿฌ๋ฉด ๋‹ค์Œ ์‹œ์ ์˜ Scene ์ˆ˜์‹์„ ์ดํ•ดํ•  ์ˆ˜ ์žˆ๋‹ค.

\[\tilde{S}_{t+1} = \mathcal{B}_0 \cup \{ E, v_{t+1}, p_{t+1}^O, q_{t+1}^O, s_{0}^O, o_{0}^O, c_{0}^O\}\]

ํ•ด๋‹น ์ˆ˜์‹์ฒ˜๋Ÿผ Background ์˜ Gaussain ๋“ค๊ณผ ๋‹ค์Œ ์‹œ์ ์˜ Scene์—์„œ ์ถ”์ •๋œ ์ •๋ณด๋“ค์„ ๊ธฐ์ค€์œผ๋กœ $t+1$ ์‹œ์ ์—์„œ์˜ Scene์ธ \(\tilde{S}_{t+1}\)์„ ์–ป๋Š”๋‹ค. ๊ทผ๋ฐ, ์—ฌ๊ธฐ์„œ scale, opacity, color ํŒŒ๋ผ๋ฏธํ„ฐ๋Š” ๋ณ€ํ•˜์ง€ ์•Š๊ณ  ๊ธฐ์กด ์ฒ˜์Œ(\(t=0\))์˜ ๊ฐ’์„ ์‚ฌ์šฉํ•˜๋Š” ๊ฒƒ์„ ๋ณผ ์ˆ˜ ์žˆ๋Š”๋ฐ, ์ด๋Š” ๋…ผ๋ฌธ ์ €์ž๋“ค์˜ ์˜๋„๋ฅผ ์ถ”๋ก ํ•  ์ˆ˜ ์žˆ๋‹ค.

  1. Physic solver๊ฐ€ ์ž˜ ์ถ”์ •์„ ๋ชปํ•˜๊ฑฐ๋‚˜ ์ถ”์ •ํ•˜์ง€ ๋ชปํ•˜๋Š” ๋ถ€๋ถ„์ด๊ฑฐ๋‚˜
  2. ์–ด์ฐจํ”ผ ์ดํ›„์— video diffusion์ด ๊ด€์—ฌํ•ด ์ฒ˜๋ฆฌํ•  dynamicํ•œ ์ •๋ณด๋“ค์ด ์•„๋‹Œ visual quality ๊ด€๋ จํ•œ ๋ถ€๋ถ„์ด๊ฑฐ๋‚˜
  3. ํ˜น์€ ์ถ”๋ก  ์†๋„๋ฅผ ์˜ฌ๋ฆฌ๊ธฐ์œ„ํ•ด

2nd stage: Video Generator

์ด์ œ 2๋ฒˆ์งธ ๋‹จ๊ณ„์—์„œ๋Š” ๋‘ ๊ฐ€์ง€ ๊ฐœ๋…์„ ํ† ๋Œ€๋กœ Refinement(์ •์ œ) ์ž‘์—…์„ ์ง„ํ–‰ํ•œ๋‹ค: Motion Control, RGB Control

Motion Control์˜ ๊ฒฝ์šฐ, Video diffusion์— ์‚ฌ์šฉ๋  Noise๋ฅผ ์ค€๋น„ํ•˜๋Š” step์ด๋‹ค.

  • ๋จผ์ €, ์•ž์„œ 1st stage์—์„œ physic solver๊ฐ€ ์ถ”์ถœํ•œ ๊ฐ€์šฐ์‹œ์•ˆ ์ž…์ž๋“ค์˜ 3D ์†๋„ ์ •๋ณด \(\{ v_t \}_{t=1}^T\)๋ฅผ ๊ฐ€์ƒ ์นด๋ฉ”๋ผ view์— projectionํ•˜์—ฌ, 2D optical Flow(\(F\))๋ฅผ ๋ Œ๋”๋งํ•œ๋‹ค.
  • ์ฒซ ๋…ธ์ด์ฆˆ ์ƒํƒœ $N_0$์ธ ๋žœ๋ค ๊ฐ€์šฐ์‹œ์•ˆ์„ ์ƒ˜ํ”Œ๋งํ•œ ํ›„, ์•ž์„œ ๊ตฌํ•œ FLOW \(F\) ๋ฒกํ„ฐ๋ฅผ ๋”ฐ๋ผ ํ”ฝ์…€๋“ค์„ ๋งค ํ”„๋ ˆ์ž„ ์ˆœ์ฐจ์ ์œผ๋กœ ๋น„ํ‹€์–ด ์ •๋ ฌํ•œ Warped Noise \(N(F)\)๋ฅผ ์ƒ์„ฑํ•œ๋‹ค. ์ˆ˜์‹์€ ์•„๋ž˜์™€ ๊ฐ™๋‹ค.
\[N_{t+1} = warp(N_t, F_{t+1})\]
  • ์ด๋ฅผ ํ†ตํ•ด physic solver๊ฐ€ ์˜๋„ํ•œ ๋ชจ์…˜ ๊ถค์ ์„ ๋”ฐ๋ผ ์ƒ์„ฑํ•˜๋„๋ก ๊ฐ€์ด๋“œํ•œ๋‹ค.

RGB Control

  • ๋จผ์ €, physic solver๋ฅผ ํ†ตํ•ด ์ž„์‹œ 3D ์žฅ๋ฉด \(\{ \tilde{S}_t \}_{t=1}^T\)๋ฅผ ์นด๋ฉ”๋ผ ๋ทฐ์—์„œ ๋ Œ๋”๋งํ•ด์„œ RGB ์˜์ƒ \(\tilde{V}\)๋ฅผ ๋งŒ๋“ ๋‹ค.
\[V_{s_1} = \alpha_{s_1} \tilde{V} + \sqrt{1- \alpha_{s_1}^2} N(F)\]
  • ํ•ด๋‹น ์ˆ˜์‹์„ ํ†ตํ•ด video diffusion์˜ forward process๋ฅผ ์ง„ํ–‰ํ•œ๋‹ค. ์—ฌ๊ธฐ์„œ SDEdit ๊ธฐ๋ฒ•์„ ๊ธฐ๋ฐ˜์œผ๋กœ denoising์˜ ์‹œ์ž‘ ํƒ€์ด๋ฐ์„ Tricking ํ•œ๋‹ค.
  • ๋”ฐ๋ผ์„œ, ํ•ด๋‹น ์ˆ˜์‹์„ ์‚ฌ์šฉํ•ด์„œ diffusion model์˜ ๋งจ ์ฒ˜์Œ ๋‹จ๊ณ„(\(S\), ์ฆ‰ ์ตœ๋Œ€ ๋‹จ๊ณ„)์—์„œ ์‹œ์ž‘ํ•˜์ง€์•Š๊ณ  ์ค‘๊ฐ„ ๋‹จ๊ณ„์ธ \(s_1\) ๋‹จ๊ณ„์—์„œ ์‹œ์ž‘ํ•˜์—ฌ ๋ณต์›์„ ์‹œ์ž‘ํ•œ๋‹ค.

Spatially Varying

  • ์ค‘์š”ํ•œ ๋ถ€๋ถ„์ด ์žˆ๋‹ค. video diffusion์˜ hallucination์€ ํ”ผํ•  ์ˆ˜ ์—†๋Š” ๋ฌธ์ œ๋‹ค. ์ด๋ฅผ ํ•ด๊ฒฐํ•˜๊ธฐ ์œ„ํ•ด์„œ ํ•ด๋‹น ๋…ผ๋ฌธ์€ Background๊ณผ Object๋ฅผ ๋ถ„๋ฆฌํ•ด์„œ denoising์„ ์ง„ํ–‰ํ•œ๋‹ค.
  • ์ค‘์š”ํ•œ concept๋Š” Background์˜ ๊ฒฝ์šฐ์—๋Š” ์ •์ œ์ž‘์—…์ด ํ•„์š”ํ•˜์ง€๋งŒ, ๊ฒฐ๊ณผ๋ฌผ์—์„œ ์ตœ๋Œ€ํ•œ staticํ•˜๊ฒŒ ๋ณ€ํ•˜์ง€ ์•Š๋Š” ๋ถ€๋ถ„์ด์–ด์•ผ ํ•œ๋‹ค. ๊ทธ๋ฆฌ๊ณ  object์˜ ๊ฒฝ์šฐ์—๋Š” ์‹ค์ œ ๋ฌผ๋ฆฌ ์ž‘์šฉ์ด ํ™œ๋ฐœํžˆ ์ผ์–ด๋‚˜์•ผ ํ•˜๋Š” ๋ถ€๋ถ„์ด๋‹ค. ๋”ฐ๋ผ์„œ, Background์—๋Š” ์ ์€ step์˜ denoising์ด ํ•„์š”ํ•˜๊ณ , Object์—๋Š” Background๋ณด๋‹ค ๋งŽ์€ step์˜ denoising์ด ํ•„์š”ํ•˜๋‹ค๊ณ  ํŒ๋‹จํ•œ๋‹ค.
  • ์•ž์„œ RGB Control์—์„œ \(s_1\) step์„ Object๊ฐ€ ํ•„์š”ํ•œ step ์ˆ˜๋ผ๊ณ  ํ•œ๋‹ค๋ฉด, Background๋Š” ๊ทธ๋ณด๋‹ค ์ž‘์€ \(s_2(<s_1)\) step ์ˆ˜๋งŒ ์žˆ์–ด๋„ ์ถฉ๋ถ„ํ•˜๋‹ค.
\[\hat{V}_s{s_2} = M \odot V_{s_2} + (1-M) \odot (\alpha_{s_2}\tilde{V}+\sqrt{1-\alpha_{s_2}^2}N(F))\]
  • ๊ทธ๋ž˜์„œ ์œ„์˜ ์ˆ˜์‹์ฒ˜๋Ÿผ ๋ฏธ๋ฆฌ binary mask๋กœ Background์™€ object๋ฅผ ๋ถ„๋ฆฌํ•˜๊ณ , ์ผ๋‹จ ๋‘˜ ๋‹ค ์žˆ๋Š” ์ƒํƒœ์˜ \(s_2\) step์—์„œ ์ •์ œ์ž‘์—…์„ ์ด์–ด์˜ค๋‹ค๊ฐ€ Background ๋ถ€๋ถ„์€ ๊ณผ๊ฐํžˆ ๋ฒ„๋ฆฌ๊ณ , ์ƒˆ๋กœ forward process๋ฅผ ๊ฑฐ์ณ Background ์šฉ \(V_{s_2}\)๋ฅผ ๋งŒ๋“ค์–ด Background์™€ Object ์˜์—ญ์„ ๋‹ค์‹œ ํ•ฉ์ณ denoising์„ ์ง„ํ–‰ํ•œ๋‹ค.

๊ทธ๋Ÿผ 2nd stage๋ฅผ ํ•˜๋‚˜์˜ ์ˆ˜์‹์œผ๋กœ ํ‘œํ˜„ํ•œ๋‹ค๋ฉด:

\[V = g(F, \tilde{V}, I)\]

์ฆ‰, ๊ฒฐ๊ณผ๋ฌผ์ธ Video๋Š” optical flow, coarse scene์—์„œ ๋ Œ๋”๋ง๋œ video, original input video๊ฐ€ ์ž…๋ ฅ์œผ๋กœ ์ƒ์„ฑ๋œ๋‹ค.

3rd stage: Updating scene dynamics

์ด์ œ 2nd stage์—์„œ ์™„์„ฑ๋œ \(V\)๋ฅผ ์‚ฌ์šฉํ•ด์„œ coarse dynamic scene \(\{\tilde{S}_t\}_{t=0}^T\) ์„ update ํ•œ๋‹ค. ์ด๋Š” photometric L1 Loss์ธ

\[\min\limits_{\{c_t^B,\mathcal{O}_t\}_{t=0}^T} ||V-\tilde{V}||_1\]

์„ ํ†ตํ•ด update ๋œ๋‹ค. ์ฆ‰, 2D diffusion์ด ์ •์ œํ•œ ๊ณ ํ™”์งˆ ๋น„๋””์˜ค \(V\)์™€ 1st stage์—์„œ physic solver์˜ ๊ฒฐ๊ณผ๋ฌผ์ธ \(\tilde{V}\)์˜ ํ”ฝ์…€์ฐจ์ด๋ฅผ ๊ณ„์‚ฐํ•œ๋‹ค. ์ด ์˜ค์ฐจ(Loss)๋ฅผ ์—ญ์ „ํŒŒํ•˜์—ฌ, 3D ๊ณต๊ฐ„ ์ƒ์— ๋ฟŒ๋ ค์ง„ ๊ฐ€์šฐ์‹œ์•ˆ๋“ค์˜ ์›€์ง์ž„ ๊ถค์ ๊ณผ ์†๋„ ์ •๋ณด(\(O_t\)), ๊ทธ๋ฆฌ๊ณ  ์ƒํ˜ธ์ž‘์šฉํ•  ๋•Œ ๋ฐœ์ƒํ•˜๋Š” ์‹ค์‹œ๊ฐ„ ์Œ์˜ ๋ณ€ํ™”(shading effect)๋ฅผ ๋ฐ˜์˜ํ•˜๊ธฐ ์œ„ํ•ด ๋ฐฐ๊ฒฝ ๊ฐ€์šฐ์‹œ์•ˆ์˜ ์ƒ‰์ƒ ํŒŒ๋ผ๋ฏธํ„ฐ(\(c_t^B\))๋ฅผ ์—…๋ฐ์ดํŠธํ•œ๋‹ค.

์ด ๋…ผ๋ฌธ ๋ฆฌ๋ทฐ๋ฅผ ์ž‘์„ฑํ•˜๋Š” ๋ณธ์ธ์€ ๋Œ€๋ถ€๋ถ„์˜ AI ๋…ผ๋ฌธ์—์„œ overview figure๋Š” method๋ฅผ ์ดํ•ดํ•˜๊ณ  ๊ทธ ๋‹ค์Œ overview figure๋ฅผ ๋ณด๋Š” ๊ฑธ ์ถ”์ฒœํ•œ๋‹ค. ํ•ด๋‹น ๋…ผ๋ฌธ์˜ overview figure๋Š” ๋‹ค์Œ๊ณผ ๊ฐ™๋‹ค:

alt text

Experiments

๋ฌผ๋ฆฌ ๊ธฐ๋ฐ˜ ๋ชจ๋ธ์ธ PhysGen, PhysGaussian, ์กฐ๊ฑด๋ถ€ ๋น„๋””์˜ค ์ƒ์„ฑ ๋ชจ๋ธ์ธ CogVideoX-I2V, Tora ์ด๋ ‡๊ฒŒ 4๊ฐœ์˜ Baselines๋ฅผ ํ† ๋Œ€๋กœ ๋น„๋””์˜ค ํ’ˆ์งˆ ๊ฒ€์ฆ ํˆด์ธ VBench๋ฅผ ์ ์šฉํ•˜์—ฌ 5๊ฐœ์˜ Metric์— ๋Œ€ํ•ด ์ •๋Ÿ‰ ํ‰๊ฐ€๋ฅผ ์ง„ํ–‰ํ–ˆ๋‹ค. ์˜ท๊ฐ, ๊ฐ•์ฒด, ๋ชจ๋ž˜์™€ ๊ฐ™์€ ์—ฐ์†์ฒด, ๊ฐ€์Šค, ์•ก์ฒด ๋“ฑ ์—ฌ๋Ÿฌ ์žฌ์งˆ์ด ํฌํ•จ๋œ 15๊ฐœ์˜ ๊ณ ๋‚œ๋„ ๊ฐ€์ƒ ์”ฌ(์‹ค์ œ ์‚ฌ์ง„ 7์žฅ, ์ •๋ฐ€ ํ•ฉ์„ฑ ์ด๋ฏธ์ง€ 8์žฅ)์œผ๋กœ ๊ตฌ์„ฑ๋œ ํ…Œ์ŠคํŠธ ์„ธํŠธ๋ฅผ ๊ตฌ์ถ•ํ•˜์—ฌ ํ‰๊ฐ€๋ฅผ ์ง„ํ–‰ํ–ˆ๋‹ค. 5๊ฐœ์˜ metrics ์ค‘ PhysReal ์˜ ๊ฒฝ์šฐ GPT-4o ๋ฉ€ํ‹ฐ๋ชจ๋‹ฌ ๋น„์ „์„ ํ™œ์šฉํ•˜์—ฌ ํ‰๊ฐ€ ํ”„๋กœํ† ์ฝœ๋กœ์จ ํƒ‘์žฌ๋˜์—ˆ๋‹ค. ์ถ”๊ฐ€๋กœ VBench์— ๊ด€ํ•œ ํ‰๊ฐ€ ํ”„๋กœํ† ์ฝœ ์ „๋ฐ˜ ์„ค๋ช…์€ ์ดํ›„์— Preliminaries ํŽ˜์ด์ง€์— ์—…๋กœ๋“œ๋  ๊ฒƒ์ด๋‹ค.

WonderPlay๋Š” Baselines model๋“ค๊ณผ ๋น„๊ตํ–ˆ์„ ๋•Œ Aesthetic, Imaging, PhysReal ๋“ฑ ํ‰๊ฐ€ ๋ถ„์•ผ ์ „๋ฐ˜์— ๊ฑธ์ณ ์ตœ์ƒ์œ„ ํ˜น์€ ์ฐจ์ƒ์œ„์˜ ์ •๋Ÿ‰ ์Šค์ฝ”์–ด๋ฅผ ๊ธฐ๋กํ–ˆ๋‹ค.

๋˜ํ•œ 200๋ช… ์‚ฌ์šฉ์ž๋‹จ์„ ๋ชจ์ง‘ํ•˜์—ฌ 2AFC ํ‰๊ฐ€๋ฅผ ์ˆ˜ํ–‰ํ–ˆ๋‹ค. ํ‰๊ฐ€ ํ•ญ๋ชฉ์€ Physics Plausibility, Motion Fidelity, Visual Quality ์ด 3๊ฐ€์ง€ ์ง€ํ‘œ๋ฅผ ํ‰๊ฐ€ํ•œ ๊ฒฐ๊ณผ ์•ฝ 70~80%์— ๋‹ฌํ•˜๋Š” ๋Œ€๋‹ค์ˆ˜์˜ ํ‰๊ฐ€์ž๋“ค์ด ๋‹ค๋ฅธ ๋ชจ๋ธ ๋Œ€๋น„ WonderPlay์˜ ์ถœ๋ ฅ ํ’ˆ์งˆ์„ ์„ ํ˜ธํ•˜์˜€๋‹ค.

์•ž์„œ ๋งํ•œ 4๊ฐœ์˜ Baselines model ๋“ค๋กœ ์ •์„ฑ์  ํ‰๊ฐ€๋ฅผ ์ง„ํ–‰ํ•˜์˜€๋‹ค.
๋ฌผ์— ๋–จ์–ด์ง€๋Š” ์˜ค๋ฆฌ Scene์—์„œ Tora๋Š” ์˜ค๋ฆฌ์˜ ํ˜•ํƒœ๋ฅผ ๋ฌด์ž‘์œ„๋กœ ๋ณ€ํ˜•์‹œ์ผฐ๊ณ , CogVideoX๋Š” ์˜ค๋ฆฌ๊ฐ€ ๋‚™ํ•˜ํ•˜๋Š” ํž˜์˜ ๋ฐฉํ–ฅ์„ ๋ฌด์‹œํ•œ ์ฑ„ ๋œฌ๊ธˆ์—†์ด ์˜ค๋ฆฌ๋ฅผ ์™ผ์ชฝ์œผ๋กœ ์Šฌ๋ผ์ด๋”ฉํ•˜๋Š” ๋ชจ์ˆœ์„ ์ผ์œผ์ผฐ๋‹ค. ๋ฐ˜๋ฉด WonderPlay๋Š” ๋ฌผ๋ฆฌ ์—”์ง„ ๊ฐ€์ด๋“œ ๋•๋ถ„์— ์˜ค๋ฆฌ๊ฐ€ ์ˆ˜๋ฉด ์•„๋ž˜๋กœ ํ•˜๊ฐ•ํ•˜๋Š” ํ˜•ํƒœ์™€ ๊ธฐํ•˜ํ•™์  ํ˜•์ƒ์„ ์›ํ˜• ๊ทธ๋Œ€๋กœ ๋ณด์กดํ•˜๊ณ , ๋น„๋””์˜ค ์ƒ์„ฑ ์ง€์‹์„ ๋™์‹œ์— ์ฃผ์ž…ํ•ด์„œ ์˜ค๋ฆฌ ์ฃผ๋ณ€์— ํŠ€๋Š” ์‹ค์ œ ๋ฌผ๋ฐฉ์šธ ํŒŒ๋™๊ณผ ๋ฌผ๊ฑฐํ’ˆ ๋””ํ…Œ์ผ๊นŒ์ง€ ๋ Œ๋”๋งํ•ด๋ƒˆ๋‹ค.

์ด๋ฒˆ์—๋Š” Shading effect๊ฐ€ ์–ด๋–ป๊ฒŒ ์ฒ˜๋ฆฌ๋˜์—ˆ๋Š” ์ง€ ๋ณด์ž. ๋ฐฐ ๋‘ ์ฒ™์ด ์ถฉ๋Œํ•˜์—ฌ ์„œ๋กœ ๋–จ์–ด์ง€๋Š” Scene์—์„œ PhysGaussian์€ ๋‹จ์ผ ์‹œ์ ์œผ๋กœ ๋ณต์›ํ•œ ๋ถˆ์™„์ „ํ•œ 3D ๊ฐ€์šฐ์‹œ์•ˆ ๊ตฌ์กฐ ๋•Œ๋ฌธ์— ์‹ค์‹œ๊ฐ„ Shading์„ ๊ณ„์‚ฐํ•˜์ง€ ๋ชปํ•ด ๋ฌผ ์œ„์— ๋น„์นœ ๋ฐฐ์˜ ํ˜•์ƒ์€ ์ •์ง€ ์ƒํƒœ๋กœ Dynamic Object์ธ ๋ฐฐ๋ฅผ ๋”ฐ๋ผ ์ž์—ฐ์Šค๋Ÿฌ์šด ํ˜„์ƒ์„ ์ผ์œผํ‚ค์ง€ ๋ชปํ–ˆ์œผ๋‚˜, WonderPlay์˜ ๊ฒฝ์šฐ diffusion model์ด ์‹ค์‹œ๊ฐ„ shading effect์™€ ๊ทธ๋ฆผ์ž์˜ ์‚ฌ์‹ค์„ฑ(Reflection)์„ ์—…๋ฐ์ดํŠธํ•˜์—ฌ ์ž์—ฐ์Šค๋Ÿฌ์šด ํ˜„์ƒ์„ ํ‘œํ˜„ํ–ˆ๋‹ค.

์ด์™ธ์—๋„ ์—ฌ๋Ÿฌ action ๋“ค์„ ์ ์šฉํ•ด ์‹คํ—˜ํ•ด๋ณด๋ฉด WonderPlay๊ฐ€ ๊ดœ์ฐฎ์€ ์„ฑ๋Šฅ๋“ค์„ ๋ณด์ด๋Š” ๊ฑธ ๋ณผ ์ˆ˜ ์žˆ๋‹ค.

์ •๋Ÿ‰์  ํ‰๊ฐ€ ๋ฟ๋งŒ ์•„๋‹ˆ๋ผ Ablation Study๋ฅผ ํ†ตํ•ด WonderPlay์˜ ๊ฐ ๋ชจ๋“ˆ์ด ๊ฒฐ๊ณผ๋ฌผ์— ์˜ํ–ฅ์„ ์–ด๋–ป๊ฒŒ ๋ผ์น˜๋Š”์ง€ ๋ณด๊ณ ์ž ํ•œ๋‹ค.
Figure 7์€ 2D diffusion์„ ๊ฑฐ์น˜์ง€ ์•Š๊ณ  ๊ฐ€์šฐ์‹œ์•ˆ physic solver๋งŒ ์ž‘๋™์‹œํ‚จ Coarse Version๊ณผ ์ด ๋…ผ๋ฌธ์ด ์ฃผ์žฅํ•˜๊ณ ์ž ํ•˜๋Š” Full model์˜ ๊ฒฐ๊ณผ๋ฌผ์„ ๋ณด์—ฌ์ค€๋‹ค. ์—ฐ๊ธฐ(smoke) ๋ถ„์ถœ Scene์—์„œ, Coarse ๋ฒ„์ „์˜ ๊ฒฝ์šฐ, ๋ชจ๋“  ์ด์‚ฐ ์ž…์ž physic solver๊ฐ€ ์„ ์ฒœ์ ์œผ๋กœ ๊ฐ€์ง€๊ณ  ์žˆ๋Š” Numerical Viscosity ๋ฌธ์ œ ๋•Œ๋ฌธ์— ์—ฐ๊ธฐ๊ฐ€ ๋ถ€๋“œ๋Ÿฝ๊ฒŒ ํ’€๋ฆฌ์ง€ ๋ชปํ•˜๊ณ  sticky motion ์ฒ˜๋Ÿผ ๋ˆ์ ํ•˜๊ฒŒ ๋ญ‰์น˜๊ณ  Grainy artifacts ์ฒ˜๋Ÿผ ์ž…์ž๊ฐ€ ๋งค์šฐ ๊ฑฐ์น ๊ฒŒ ์šฐ๊ธ€๊ฑฐ๋ฆฌ๋Š” ํ˜„์ƒ์„ ๋ณด์˜€๋‹ค. ๊ทธ๋Ÿฌ๋‚˜ full model์˜ ๊ฒฝ์šฐ, Numerical visocity noise๊ฐ€ ํ•ด๊ฒฐ๋˜๊ณ  ์‹ค์ œ ์—ฐ๊ธฐ๊ฐ€ ๊ณต๊ธฐ ์ค‘์—์„œ ์†Œ์šฉ๋Œ์ด์น˜๋ฉฐ ๋ถ„์‚ฐ๋˜๋Š” ๊ธฐํ•˜ ์—ญํ•™์ด ๋™๊ธฐํ™”๋˜์–ด ๋ณต์›๋˜์—ˆ๋‹ค.

์ด์™ธ์—๋„ physic solver๊ฐ€ ๊ณ„์‚ฐํ•œ ํ”ฝ์…€์˜ ์ด๋™ ๊ฒฝ๋กœ์ธ optical flow ์ •๋ณด๋ฅผ ์ƒ์„ฑ ๋ชจ๋ธ์˜ ์กฐ๊ฑด์—์„œ ์™„์ „ํžˆ ์ œ์™ธํ•œ ์ฆ‰, Warp noise \(N(F)\)๋ฅผ ์ƒ์„ฑํ•˜์ง€ ์•Š์•˜์„ ๋•Œ(w/o flow), ๊ทธ๋ฆฌ๊ณ , physic simulator๊ฐ€ ๋Œ€๋žต์ ์œผ๋กœ ๋ Œ๋”๋งํ•œ \(\tilde{V}\)๋ฅผ ์ƒ์„ฑ ๋ชจ๋ธ ์กฐ๊ฑด์œผ๋กœ ์ฃผ์ž…ํ•˜์ง€ ์•Š๋Š” ๊ฒฝ์šฐ(w/o RGB)๋กœ ๋‚˜๋ˆ„์–ด ์‹คํ—˜ํ•ด ๋ณด์•˜๋‹ค.

w/o flow์˜ ๊ฒฝ์šฐ, ๋Œ€๋žต์ ์ธ ๊ฒ‰๋ชจ์Šต ํ˜•ํƒœ(\(\tilde{V}\))๋Š” ๋ณด์กด๋˜์ง€๋งŒ, ํ”„๋ ˆ์ž„ ๊ฐ„ ํ”ฝ์…€์˜ ํ๋ฆ„ ๋ฐฉํ–ฅ์„ ๊ฐ€์ด๋“œํ•ด ์ค„ ๋…ธ์ด์ฆˆ ๋ผˆ๋Œ€๊ฐ€ ์—†๊ธฐ ๋•Œ๋ฌธ์— ๋ชจ๋ž˜ ์•Œ๊ฐฑ์ด์˜ ์„ธ๋ฐ€ํ•œ ๋กค๋ง์ด๋‚˜ ์—ฐ๊ธฐ์˜ ๋””ํ…Œ์ผํ•œ ๋™์—ญํ•™์  ๋ชจ์…˜์„ ๋ฌ˜์‚ฌํ•˜๋Š” ๋ฐ ์‹คํŒจํ•˜๊ณ  ์‹œ๊ฐ„ ์ถ• ๋ฐฉํ–ฅ์œผ๋กœ ๋ญ‰๊ฐœ์ง€๋Š” ํ˜„์ƒ์ด ๋ฐœ์ƒํ•œ๋‹ค. w/o RGB์˜ ๊ฒฝ์šฐ, ์ƒ์„ฑ ๋ชจ๋ธ์˜ ์ž์œ ๋„๊ฐ€ ํ•œ๊ณ„๋ฅผ ๋„˜์–ด Hallucination ํ˜„์ƒ์ด ์‹ฌํ•˜๊ฒŒ ์ผ์–ด๋‚˜ ๋ฐฐ๊ฒฝ ๋’คํŽธ์— ๋œฌ๊ธˆ์—†๋Š” ๋ชจ๋ž˜์„ฑ ๋ฌด๋”๊ธฐ๊ฐ€ ์Šค์Šค๋กœ ์ƒˆ๋กœ ์ƒ๊ฒจ๋‚˜ ์†Ÿ๊ตฌ์น˜๊ฑฐ๋‚˜, ๊ฐ€๋งŒํžˆ ์œ ์ง€๋˜์–ด์•ผ ํ•  ์ •์  ๋ฐฐ๊ฒฝ์˜ ํƒ€์ผ ํ…์Šค์ฒ˜๊ฐ€ ์‹œ์‹œ๊ฐ๊ฐ ๋ฐ”๋€Œ์–ด ๋ฒ„๋ฆฌ๋Š” ๋ฌธ์ œ๊ฐ€ ๋ฐœ์ƒํ•œ๋‹ค. ๋˜ํ•œ ์ถ”๊ฐ€๋กœ VBench๋ฅผ ํ†ตํ•œ ablation study๋„ ์•„๋ž˜์ฒ˜๋Ÿผ ์ˆ˜ํ–‰ํ•˜์˜€๋‹ค.

Contribution

์ด์ œ ํ•ด๋‹น ๋…ผ๋ฌธ์˜ contributions๋ฅผ ๋ณด์ž. ๋ณดํ†ต Introduction ์ตœํ•˜๋‹จ์— ์ ํ˜€์žˆ๋Š” ๊ฒฝ์šฐ๊ฐ€ ๋งŽ์ง€๋งŒ, ๋งˆ์ง€๋ง‰์— ํ•ด๋‹น ๋…ผ๋ฌธ์˜ ๊ธฐ์—ฌ ํ•ญ๋ชฉ๋“ค์„ ๋ณด๋ฉด์„œ ์ •๋ฆฌํ•˜๋Š” ๊ฒƒ์ด ์ข‹๋‹ค. ํ•ด๋‹น ๋…ผ๋ฌธ์ด ๋ณด์—ฌ์ฃผ๋Š” contributions ๋Š” ๋‹ค์Œ๊ณผ ๊ฐ™๋‹ค:

  1. ๋‹ค์–‘ํ•œ ๋ฌผ๋ฆฌ์  ์žฌ์งˆ์„ ์ง€์›ํ•˜๋Š” ์ƒˆ๋กœ์šด ๋ฌธ์ œ ํ•ด๊ฒฐ: single image์™€ ์‚ฌ์šฉ์ž์˜ actions ์ž…๋ ฅ๋งŒ์„ ์กฐ๊ฑด์œผ๋กœ, ๋‹ค์–‘ํ•œ ๋ฌผ๋ฆฌ์  ์žฌ์งˆ์„ ๊ฐ€์ง„ ๋™์  3D ์žฅ๋ฉด์„ ์ƒ์„ฑํ•˜๋Š” ๊นŒ๋‹ค๋กœ์šด ๋ฌธ์ œ๋ฅผ ํ•ด๊ฒฐํ•˜๊ณ ์ž ํ•˜์˜€๋‹ค.
  2. ํ•˜์ด๋ธŒ๋ฆฌ๋“œ pipeline ์ œ์•ˆ: physic solver์™€ video generator ๋ชจ๋ธ์„ ํ†ตํ•ฉํ•˜์—ฌ, ์ž…๋ ฅ๋œ ํ–‰๋™์— ์ ์ ˆํžˆ ๋ฐ˜์‘ํ•˜๊ณ  ๋†’์€ ์‹œ๊ฐ์  ์™„์„ฑ๋„๋ฅผ ๋™์‹œ์— ๋‹ฌ์„ฑํ•˜๋Š” ํ•˜์ด๋ธŒ๋ฆฌ๋“œ ํ”„๋ ˆ์ž„์›Œํฌ๋ฅผ ์ œ์•ˆํ•˜์˜€๋‹ค.
  3. ๋‹ค์–‘ํ•œ ์ƒํ˜ธ์ž‘์šฉ ์‹œ๋‚˜๋ฆฌ์˜ค ํ•˜์—์„œ ์ •์„ฑ์  ์ •๋Ÿ‰์  ํ‰๊ฐ€๋ฅผ ํ†ตํ•ด, ์‹œ๊ฐ์  ํ’ˆ์งˆ๊ณผ physical plausibility ์ธก๋ฉด์—์„œ ๊ธฐ์กด์˜ ์ˆœ์ˆ˜ ๋ฌผ๋ฆฌ ๊ธฐ๋ฐ˜ ๋ฐฉ๋ฒ•๋ก ์ด๋‚˜ ๋น„๋””์˜ค ์ƒ์„ฑ๋ชจ๋“ค์„ ๋Šฅ๊ฐ€ํ•จ์„ ๋ณด์—ฌ์ฃผ์—ˆ๋‹ค.

Limitations & Future work

๊ทธ๋ ‡๋‹ค๋ฉด ์–ด๋–ค ์ ์ด ๋” ์—ฐ๊ตฌํ•ด๋ณผ๋งŒํ•˜๊ณ , ์•„์ง ๋ถ€์กฑํ•œ ์ ์ด ๋ฌด์—‡์ด ์žˆ์„๊นŒ?

์ผ๋‹จ ํ›„์†์—ฐ๊ตฌ๋กœ โ€˜PerpetualWonderโ€™ ๋ผ๋Š” ๋ชจ๋ธ์ด ์ด๋ฏธ ๋…ผ๋ฌธ์œผ๋กœ ๊ณต๊ฐœ๋˜์–ด์žˆ๋‹ค. ํ•ด๋‹น ๋…ผ๋ฌธ์„ ๋ณธ๋‹ค๋ฉด, WonderPlay๊ฐ€ ๊ฐ€์ง„ ํ•œ๊ณ„์ ์„ ๋ณผ ์ˆ˜ ์žˆ์„ ๊ฒƒ์ด๋‹ค. ํ•ด๋‹น ๋…ผ๋ฌธ ๋ฆฌ๋ทฐ๋„ ์ด ๋ธ”๋กœ๊ทธ์— ๊ณต๊ฐœ๋  ๊ฒƒ์ด๋‹ค.

๋ฐ‘์˜ ํ•œ๊ณ„์ ๊ณผ future work ๋‚ด์šฉ์€ ์ด ๋…ผ๋ฌธ ๋ฆฌ๋ทฐ๋ฅผ ํ•˜๋Š” ๊ฒŒ์‹œ๊ธ€ ์ž‘์„ฑ์ž์™€ ๋…ผ๋ฌธ์— ๊ณต๊ฐœ๋œ ๋‚ด์šฉ์„ ๋ฐ”ํƒ•์œผ๋กœ ์ž‘์„ฑ๋˜์—ˆ๋‹ค:

์ผ๋‹จ, WonderPlay๋Š” ์–ผํ•๋ณด๋ฉด ๋‹ค์–‘ํ•œ ์žฌ์งˆ์„ ์ฒ˜๋ฆฌํ•  ์ˆ˜ ์žˆ๋„๋ก ๊ตฌ์„ฑ๋œ ํ”„๋ ˆ์ž„ ์›Œํฌ์ด์ง€๋งŒ, ๋ชจ๋“  ๋ฌผ์งˆ ์ข…๋ฅ˜๋ฅผ ์ฒ˜๋ฆฌํ•  ์ˆ˜ ์žˆ๋Š” ๊ฒƒ์€ ์•„๋‹ˆ๋‹ค. Rigid body solver, mpm solver, pbd solver๊ฐ€ ์ด์ „ ๋ฐฉ๋ฒ•๋ก ๋“ค๋ณด๋‹ค ์—ฌ๋Ÿฌ ์žฌ์งˆ์˜ ๋ฌผ์งˆ๋“ค์„ ์ฒ˜๋ฆฌํ•  ์ˆ˜ ์žˆ๋„๋ก ๊ฐ€์ด๋“œ๋ฅผ ์ œ๊ณตํ•˜์ง€๋งŒ, ์• ์ดˆ์— video diffusion์ด VLM์„ ํ†ตํ•ด ๋ฌผ์งˆ์˜ ์ข…๋ฅ˜๋ฅผ ํŒŒ์•…ํ•  ์ˆ˜ ์žˆ๋‹ค๋ฉด, ๋งŽ์€ ์ •๋ณด๋ฅผ ํ† ๋Œ€๋กœ pretrained๋œ video diffusion์ด ์ฒ˜๋ฆฌํ•˜๋Š”๊ฒŒ ๊ฒฐ๊ตญ ์ด๋กœ์šธ ๊ฒƒ์ด๋‹ค(์™œ๋ƒํ•˜๋ฉด solver๋ฅผ ๊ทธ๋ƒฅ ๊ณ„์† ๋Š˜๋ฆฌ์ง€ ์•Š๋Š” ํ•œ ์„ธ์ƒ์— ์กด์žฌํ•˜๋Š” ๋ชจ๋“  ๋ฌผ์งˆ๋“ค์„ ํ‘œํ˜„ํ•  ์ˆ˜ ์—†๊ธฐ ๋•Œ๋ฌธ).

๋˜ํ•œ, ์‹ค์‹œ๊ฐ„ ์ฒ˜๋ฆฌ๊ฐ€ ์ค‘์ ์ด ์•„๋‹Œ ํด๋ฆญํ•˜์—ฌ ๋‚˜ํƒ€๋‚˜๋Š” animator์— ์ง€๋‚˜์ง€ ์•Š๋Š” ํ”„๋ ˆ์ž„์›Œํฌ๋‹ค. ์–ด๋–ป๊ฒŒ ๋ณด๋ฉด ์žฅ๊ธฐ์ ์ธ user interaction์€ ์•„์ง ํž˜๋“ค ์ˆ˜ ์žˆ๋‹ค. ๊ทธ๋ฆฌ๊ณ  ์‚ฌ์šฉ์ž๊ฐ€ ํ•  ์ˆ˜ ์žˆ๋Š” interaction์˜ ์ข…๋ฅ˜๊ฐ€ ์ ๋‹ค. ๋”ฐ๋ผ์„œ ์‹ค์‹œ๊ฐ„ user interaction๊นŒ์ง€ ํ™•์žฅํ•˜๋Š”๊ฒŒ ์–ด๋–ป๊ฒŒ ๋ณด๋ฉด ํ›„์†์—ฐ๊ตฌ๊ฐ€ ๋  ๊ฒƒ ๊ฐ™๋‹ค.