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Bang Zhang

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Jul 2026

Video = World + Event Stream

We present Wan-Streamer v0.3, which reframes our native-streaming interaction model under a single organizing view: a video is a world plus an event stream. The world is the persistent context in which a video unfolds, including the environment, scene, subjects, ambient acoustic conditions, voice characteristics, and other relatively stable conditions. The event stream is everything that changes over time within that world, including scene or environmental changes, subject behavior, speech, and other sounds. This yields a general-purpose pretraining task over large amounts of real video: given a world and incoming input, predict how the world moves, changes, and responds in real time. The resulting competence can be specialized to a broad family of real-time downstream tasks. We instantiate it on real-time full-duplex audio-visual interaction, where the event stream is the agent's speech together with free-form behavior. Functionally, the model's multimodal understanding process is vision-language-action-like: it maps multimodal user input to language-form speech and behavior actions. Wan-Streamer v0.3 preserves the v0.2 operating point: 640x368 video at 25 FPS, a 160 ms streaming unit, approximately 200 ms model-side response latency, and approximately 550 ms total interaction latency under a 350 ms bidirectional network budget.

Lianghua Huang, Zhigang Wu, Yupeng Shi et al. · 2 citations
Preprint Jul 2026

MultiAnimate: A Unified Framework for Controllable Multi-Character Animation

Recent advances in generative models and technological innovations have significantly addressed the fundamental challenges of character image animation. However, existing approaches predominantly focus on character animation from a single reference image, substantially limiting their applicability in scenarios such as multiple character interaction animation. To fill this gap, this paper introduces MultiAnimate, a comprehensive framework that enables concurrent animation of multiple characters within a shared environment while preserving both identity consistency and spatial relationships. The framework achieves these objectives through multiple well-designed mechanisms. First, we incorporate an identity-specific reference net that enables appearance extraction from multiple reference images, distinguishing MultiAnimate from existing approaches constrained to single reference inputs. Second, we implement an identity-aware pose encoder to address the character-pose binding challenge, wherein an attention mechanism enables the network to accurately differentiate and process multiple pose sequences during generation. Third, we introduce an interaction guider module that enhances the framework's capability to handle complex inter-character interactions by leveraging character-specific mask information, serving as an optional component that refines the pose sequences. Extensive experiments and ablation analyses demonstrate our framework's superiority in multiple character animation, particularly in scenarios involving complex motion sequences.

Zhongyi Zhang, Guangyuan Wang, Liucheng Hu et al. · 0 citations
Preprint Jul 2026

Real-Time Human-Centric World Modeling for Upper-Body Human-Object Interaction

We present a real-time human-centric world model for upper-body interactive generation, aiming to synthesize coherent local world dynamics centered on a person, where coordinated body, hand, and facial motions evolve jointly with controllable human-object discrete interaction. To this end, we adopt a continuous-discrete joint control scheme with two complementary components: a continuous human state and a discrete interaction state. For continuous human-state control, we introduce a unified implicit representation based on multi-scale motion encoding, in which motion latents from the upper body, hands, and face are fused into a shared latent space. This multi-scale design improves expressiveness across different spatial scales, captures fine-grained human dynamics more effectively, and enables direct control without explicit retargeting. For discrete object interaction-state control, we represent object contact using a small set of language-encoded discrete interaction states, where text serves as an explicit interaction-state command, such as \emph{no contact} or \emph{grasp}, rather than an open-ended generation prompt, and we further construct a dedicated rendering pipeline for human-object interaction data to supervise such discrete interaction states. By combining continuous implicit human-state control with discrete interaction-state control, our model enables precise modeling of how a person moves and interacts with the local environment, including controllable changes to nearby scene states. Finally, we distill the model for efficient streaming real-time inference, achieving 25 FPS on two H100 GPUs. Experiments demonstrate improved fine-grained motion fidelity, more realistic hand-object coordination, and effective real-time interaction, establishing a practical step beyond motion reproduction toward real-time human-centric world modeling.

Chaonan Ji, Jinwei Qi, Peng Zhang et al. · 0 citations
Jul 2026

Wan-Streamer v0.2: Higher Resolution, Same Latency

Wan-Streamer v0.2 is presented, a latency-preserving upgrade of the native-streaming, end-to-end audio-visual interaction model, which raises the interactive output stream from 192x336 to 640x368 while preserving approximately 200 ms model-side signal-to-signal latency at 25 FPS.

Lianghua Huang, Zhigang Wu, Yupeng Shi et al. · 2 citations
Preprint Aug 2026

Wan-Animate-2: Pushing the Application Boundaries of Character Animation

Wan-Animate-2 is presented, an end-to-end character animation framework that directly consumes the driving video within a redesigned Diffusion Transformer and achieves superior motion fidelity and identity preservation by eliminating intermediate motion extractors entirely.

Guangyuan Wang, Liucheng Hu, Dechao Meng et al. · 1 citation

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