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SOTA · vision

Video Generation

Text/image-to-video, physical and temporal coherence

Video generation adds one dimension to images: time. A bad still can be re-rolled, but clipping geometry, fingers multiplying, or a background melting under a camera push are all evidence about how well the model understands the physical world as it evolves - which is exactly the question world models try to answer and which embodied agents must internalise on real hardware. So progress here cannot be judged on picture quality alone. Temporal consistency (an object staying identical across frames), physical plausibility (gravity, collisions, occlusion) and controllability (camera moves, duration, first/last-frame constraints) are what decide whether this is a special-effects toy or a production tool. The link to AGI is clearest in this domain: a model that predicts "what happens next" accurately enough is one action interface away from a model that can plan in a real environment.

RULERVBench, EvalCrafter, physical & temporal coherence

The ladder

13
Video GenerationMediaTopA

Gemini Omni: moving the unit of video delivery from one attempt to a conversational editing process

Google DeepMind's video and multimodal generation model, officially create anything from any input, starting with video: it edits video through step-by-step conversation, each edit building on the last and keeping the scene coherent, raising the unit of delivery from one shot to footage you can keep revising; the other two surfaces are real-world knowledge and arbitrary reference composition. Read the level with its votes: on the Artificial Analysis arena (2026-09-22) gemini-omni-1.1-flash is #1 for text-to-video at Elo 1516 with only 1,784 votes and a ±15 CI, while #2 is the sibling at 1513 with 26,576 votes and ±9, a 3-point gap far smaller than either CI, so statistically indistinguishable: the honest statement is that the Omni family ties for the top. For image-to-video minimax-h3 leads (1495, 57,112 votes) with Omni #2 at 1488 on 3,734 votes. Pricing: $1.50 per million input tokens, $9.00 text and $17.50 video output, 720p about $0.10 per second and a 30-second clip roughly $3. GA to paid-tier developers, none on the free tier. Closed, not self-hostable, not fine-tunable. Graded A (confirmed), the first A-grade video asset; A means the reading is credible and checkable, not undisputed first place.

1516Arena T2V Elo (1,784 votes)Confirmed · 2026-09
ProductGoogle DeepMindSite
Gemini Omni: moving the unit of video delivery from one attempt to a conversational editing process
Video GenerationMediaTopC

Kling 3.0 series: native audio, 4K frames, and parameterised camera language as the moat

Kuaishou Kling was among the first Chinese video lines to reach a level where it can take commercial work, and its lasting strength is not raw text-to-video but image-to-video plus camera control: lock composition and character in the image stage, then let the video model interpolate from that fixed keyframe, with first/last-frame constraints and push/pull/pan/truck/orbit/follow parameters producing predictable clips. The 3.0 series (official release-note banner: API fully available) brings three substantive jumps - audio generated natively (5s/10s/12s audio tiers), native 2K/4K for both image and video, and storyboarding plus element reference turning multi-shot coherence from an editing problem into something the model controls; the line-up is 3.0 / 3.0 Omni / 3.0 Turbo, Kling Image 3.0 and -omni, Native 4K Video and Motion Control. The arena reading, stated plainly: image-to-video kling-v3-pro is #19 (Elo 1354), behind MiniMax h3, gemini-omni, wan3.0 and seedance-2.5. No authoritative release date for the 3.0 series could be obtained, so the metric date is recorded only at the verifiable month, 2026-09. Closed, vendor API only; not independently benchmarked, graded C.

3.0 / Omni / TurboCurrent flagship seriesVendor Claim · 2026-09
ProductKuaishouSite
Kling 3.0 series: native audio, 4K frames, and parameterised camera language as the moat
Video GenerationMediaTopC

Seedance 2.5: raising the unit of video delivery from one shot to a 30-second story beat

ByteDance Seed line for video generation. The 1.x tiers were silent short clips from text or image; from 2.0 the architecture is a unified multimodal audio-video joint generator taking text, image, audio and video as inputs; 2.5 raises the unit of delivery to a 30-second story beat with two further extensions, white-model control, green-screen editing, professional camera work and performance direction. Its third-party reading is the strongest part: on the Artificial Analysis arena (2026-09-22), dreamina-seedance-2.5-720p is #4 for image-to-video (Elo 1477), with 2.0 #5 (1479) and 2.5 #7 (1474) for text-to-video. Closed, reachable only through Dreamina / Volcano Engine / BytePlus, no self-hosting or fine-tuning; SeedVideoBench-2.0 is internal and cannot be reproduced. Not independently benchmarked; graded C (vendor-stated).

30sNarrative duration per generationVendor Claim · 2026-09
ProductByteDance SeedSite
Seedance 2.5: raising the unit of video delivery from one shot to a 30-second story beat
Video GenerationMediaTopC

Wan: the open-weights baseline on the video side, letting the whole ecosystem iterate on its own hardware

Alibaba Tongyi's Wan releases video generation weights under Apache-2.0, making it the most important public baseline in the video domain. Its value differs from a closed service: not "best-looking output today" but that it is fine-tunable, reproducible and runnable on your own inference stack - the whole ecosystem of LoRAs, ControlNet-style conditioning, quantisation and few-step distillation builds on it. For an intelligence site, an open-weights baseline means the question "what can video generation do today" finally has a reference can be verified directly instead of trusting vendor-selected samples. The licence and the public repository, verified; picture quality and physical plausibility remain C-grade vendor claims.

Apache-2.0Open-weight licenceVendor Claim · 2025-07
ProductAlibaba TongyiSiteRepo
Wan: the open-weights baseline on the video side, letting the whole ecosystem iterate on its own hardware
Image GenerationDesign & FrontendTopC

FLUX: the line that moved image generation from "produce a picture" to controllable editing with open weights

Black Forest Labs' FLUX family generates images with a rectified-flow transformer and ships Apache-2.0 dev weights, making it the most important open baseline on the image side; the Kontext tier turned "edit this part of the image on instruction without disturbing the rest" into a usable capability. The collected record also covers the FLUX 3 launch, which the vendor positions as a world model unifying image, video and audio - a claim log as unverified.

Apache-2.0Open-weight tier (dev)Vendor Claim · 2024-08
ProductBlack Forest LabsSiteRepo
FLUX: the line that moved image generation from "produce a picture" to controllable editing with open weights
AgentsDocs & SlidesC

Doubao Work: ByteDance's productivity agent, from decks to computer control

ByteDance's August 2026 productivity agent: PPT, documents and sheets, deep research, scheduled tasks — plus reading and writing local files, filling forms across pages, and phone-based task dispatch.

Docs, decks, sheets + computer controlWhat it delivers (vendor claim)Vendor Claim · 2026-08
ProductByteDanceSite
Doubao Work: ByteDance's productivity agent, from decks to computer control
Video Generation

OpenMontage: Turn Your AI Coding Assistant Into a Full Video Production Studio

Open-source agentic video production system with no code orchestrator in sight: your AI coding assistant is the orchestrator, driven by YAML pipeline manifests, Markdown stage-director skills, 100+ registered tools and a seven-dimension scored provider selector. Research, proposal, script, scene plan, assets, edit and compose run as gated stages with creative approvals, budget governance and an auditable decision trail; with zero API keys it still cuts real-footage videos from Piper TTS, Archive.org, NASA, Wikimedia and free stock corpora, while the Backlot board shows every stage, storyboard gate and dollar live.

71kGitHub stars
OpenMontage: Turn Your AI Coding Assistant Into a Full Video Production Studio
Video Generation

HyperFrames: Write HTML, Render Video — the Agent-Native Deterministic Video Engine

HeyGen open-sourced HyperFrames defines a video as HTML with data-* timing attributes: no build step, an index.html that plays and previews as-is. At render time headless Chrome seeks and captures frame by frame while FFmpeg encodes, so the same input always yields the same MP4. With 21 agent skills, the frame.md design-system translation layer and a reusable Catalog, coding agents such as Claude Code, Codex and Cursor can run the full plan-write-lint-preview-render production loop; an AWS Lambda path covers distributed renders. Apache-2.0 with no per-render fees.

63kGitHub stars
HyperFrames: Write HTML, Render Video — the Agent-Native Deterministic Video Engine
Video Generation

Toonflow: open-source AI video generation workbench for short dramas and motion comics, from script and storyboard to shots on one infinite canvas

Toonflow productizes short-drama and motion-comic production as infinite-canvas nodes: text nodes write script and storyboard, image-generation nodes cut character turnarounds and scene plates, video-generation nodes render each shot from its references, while audio nodes and a 3D director stage carry dubbing and camera blocking. The model layer stays open - third-party APIs, local ComfyUI and local LLMs all plug in - and agents, MCP and a plugin market open the same canvas to machines. MIT licensed, deployable as desktop, Android, Docker or a plain server.

18kGitHub stars
Toonflow: open-source AI video generation workbench for short dramas and motion comics, from script and storyboard to shots on one infinite canvas
Speech & Audio

LiveKit Agents: Realtime Voice AI Agents as Programmable Participants

LiveKit Agents is an open-source framework for realtime voice AI agents (Apache-2.0, 15.0k stars): the agent joins a WebRTC room as a server-side programmable participant that can hear, see and speak. Four abstractions - Agent, AgentSession, entrypoint, AgentServer - sit on 83 pluggable STT/LLM/TTS/Realtime plugins and LiveKit Inference model strings, while conversation robustness is handled in-framework by a transformer turn detector, adaptive interruption detection and AMD answering-machine detection; MCP support, multi-agent handoffs, pytest event-stream assertions with LLM judges, and console/dev/start run modes connect it to production dispatch and the telephony stack.

15kGitHub stars
LiveKit Agents: Realtime Voice AI Agents as Programmable Participants

Latest demos

92

Papers & deep reads

17
RynnUnify: Towards Unified Embodied Brain2026-10-23RynnUnify: Towards Unified Embodied BrainWe introduce RynnUnify, a 16B unified embodied model that combines strong embodied understanding with long-horizon visual planning through interleaved video--language reasoning. With capabilities spanning spatial reasoning, physical prediction, and grounding, RynnUnify connects an understanding of the physical world with visual anticipation of how it evolves across successive subtasks. Building on these capabilities, we further develop an agentic extension through reinforcement learning to selectively use video predictions for reasoning about unobserved states and interaction outcomes. We also develop a world-action extension of the full RynnUnify model, translating its understanding and prediction capabilities into robot control. To evaluate these capabilities, we introduce Rynn-VP and Rynn-GEU for long-horizon visual planning and anticipatory reasoning. Experiments show that RynnUnify achieves the highest average embodied understanding score among the evaluated unified multimodal models and improves the Rynn-VP overall score by 9.75 points over Cosmos 3 Nano. Its agentic extension improves the Rynn-GEU average by 6.0 points over direct reasoning, while the world-action extension achieves 51.5\% success on 20 selected composite RoboCasa365 tasks and 46.7\% average success across three real-robot tasks. Together, these results establish RynnUnify as a shared foundation for embodied understanding, visual planning, and robot control, taking a step toward a unified embodied brain.
MachEmbodied-U0: Unified Understanding and Generation Model for Embodied Intelligence2026-09-22MachEmbodied-U0: Unified Understanding and Generation Model for Embodied IntelligenceGeneral-purpose robot control requires models to understand task intent, identify where to interact, capture how the scene evolves, and generate precise actions. Vision-language-action models provide strong semantic priors but typically do not explicitly model scene dynamics, while world-action models couple visual prediction with control without necessarily exposing the task-relevant semantic and spatial structure needed for fine-grained manipulation. We present MachEmbodied-U0 (ME-U0), a unified embodied foundation model connecting understanding and generation experts through a Mixture-of-Transformers architecture. Subtask prediction and affordance grounding guide joint visual-dynamics and action generation via flow matching. Visual dynamics encompass future RGB, depth, surface normals, and optical flow, providing complementary supervision for appearance, geometry, and motion. Multi-rate Rotary Position Encoding (MRPE) aligns visual dynamics with fine-grained control. We pretrain ME-U0 on approximately 4,200 hours of curated demonstrations from robotic datasets and egocentric datasets. Using only the supervision natively available in each downstream benchmark, ME-U0 achieves an average score of 17.66 on the RoboDojo simulation benchmark and average success rates of 99.0\% and 82.5\% on LIBERO and LIBERO-Plus, respectively. We additionally validate ME-U0 on real-world robotic manipulation tasks, demonstrating its effectiveness beyond simulation. Without corresponding downstream supervision, ME-U0 further demonstrates zero-shot subtask prediction, affordance grounding, and visual dynamics on simulated and real-world observations. Overall, ME-U0 combines competitive downstream control performance with transferable task-grounding and visual-dynamics capabilities across simulation and the real world.
StreamSplat: Streaming Feed-Forward 3D Gaussian Splatting2026-08-03StreamSplat: Streaming Feed-Forward 3D Gaussian SplattingFeed-forward 3D Gaussian Splatting enables efficient novel-view synthesis without per-scene optimization, but most existing methods assume a fixed set of context views and process them jointly. This limits their applicability to online scenarios where calibrated views arrive sequentially and the scene must be updated causally. We present \emph{StreamSplat}, a streaming feed-forward 3DGS framework that incrementally maintains a persistent geometry-grounded scene state and decodes it into renderable 3D Gaussians after each input chunk. StreamSplat centers on a \textbf{Voxel-Aligned Causal Cache (VACC)}, which stores historical 3D tokens in a memory-bounded voxel structure so that memory grows with explored scene geometry rather than stream length. To better reuse history during causal prediction, we introduce \textbf{History-Projected Depth Anchoring (HPDA)} to project cached geometry as depth guidance for current cost-volume estimation, and \textbf{Cache-Guided Feature Injection (CGFI)} to inject cached latent evidence into Gaussian-token regression. Experiments on DL3DV, RealEstate10K, and ScanNet show that StreamSplat remains competitive with state-of-the-art feed-forward 3DGS methods under sparse causal inputs, despite not using future views or full-scene context. More importantly, it scales to long input streams with 256, 512, and 1024 views where fixed-view baselines run out of memory, yielding sustained improvements in novel-view synthesis quality as more observations arrive. The code will be made publicly available upon acceptance.
Robot-Factored World Models via Robot Rendering2026-07-24Robot-Factored World Models via Robot RenderingAction-conditioned video world models predict future observations from an initial observation and an action signal. In robotics, actions influence future observations through two distinct processes: they are first realized into robot motion by the robot body and controller, and the scene then responds through contact and object motion. Conditioning directly on action commands asks the world model to learn the realization process itself, while conditioning on logged future states leaks the interaction outcomes it is meant to predict. We propose robot-factored world models, which move two robot-specific factors outside the world model. First, action realization: each command is rolled through the robot's own controller and kinematics into a deployment-available nominal trajectory, a middle signal that avoids both action-realization learning and future-state leakage. Second, robot rendering: this nominal trajectory is rendered through the robot URDF, factoring the robot's geometry, kinematics, and appearance out of the model and into explicit rendered robot geometry. To resolve depth ambiguity, we pair end-effector depth with scene depth, giving geometric cues for contact and occlusion beyond image-plane overlap. Together, camera-aware static RGB/depth context and rendered robot geometry form a shared visual world-model interface that stays consistent across viewpoints and robot embodiments, so the model sees the action only as visible robot geometry and learns how objects respond to it. Our experiments show that the rendered interface outperforms vector-conditioned baselines and generalizes to unseen robot embodiments at inference. We further demonstrate that our model generates robot manipulation videos from human demonstrations by retargeting and rendering the hand motion as robot geometry.

Open source

8

Assets you can use now

Boundaries & failure modes

The boundaries here are harder than in image generation, and harder to work around. Duration: single-pass generation generally stops at 5-10 seconds; longer pieces are stitched from first/last-frame relays or multiple segments, and the style drift and identity breaks at the seams need human selection - "one prompt, one coherent minute" does not exist yet. Physics: fluids, cloth, multi-person interaction and hand-object contact remain frequent failure points; the model has learned texture statistics that look physical, not conservation laws. Audio: most output is silent, voice and score come from a separate pipeline, and lip sync is only usable in dedicated products. Controllability: camera and storyboard instructions are followed poorly, so professional workflows lock composition via image-to-video (render keyframes first, let the model interpolate), which means real authorial control still sits upstream in the image stage. Evaluation is distorted: dimension-wise scores like VBench correlate weakly with "can I ship this clip", and vendor demos are always cherry-picked, so nearly every conclusion in this domain carries a vendor-claim grade. Cost and latency: a 5-10 second 720p/1080p clip typically takes tens of seconds to minutes of queueing, APIs are priced per second, and a single clip costs one to two orders of magnitude more than an image. Re-rolling three to ten times per shipped clip is normal - budget accordingly.

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