Pith. sign in

REVIEW 3 major objections 5 minor 59 references

ControlHair: Synergizing Physics Simulator and Video Diffusion for Controllable Dynamic Hair Rendering

T0 review · 3 major / 5 minor · reviewed 2026-08-15 · deepseek-v4-flash

Pith's one-line read ControlHair claims that cascading a physics simulator with a conditional video diffusion model gives precise, per-frame control over hair dynamics in generated video.

desk verdict Good system, honest limitations, but the quantitative evaluation never tests the full simulator-to-video control loop. read the letter →

arxiv 2509.21541 v4 pith:7BHVPPKP submitted 2025-09-25 cs.GR cs.CV

classification cs.GRcs.CV
keywords controllablevideogenerationhairsimulationphysics-informeddiffusionstrandmapimageanimationdynamicrenderingmodelper-framecontrolsignals
verification ladder T0 review T1 audit T2 compute T3 formal

The pith

A machine-rendered reading of the paper's core claim, the machinery that carries it, and where it could break.

The reading

ControlHair sets out to establish that dynamic hair rendering can be turned into a video generation problem where the physics happens before the neural network. A physics simulator converts user-chosen hair properties, external forces, and camera trajectory into per-frame 3D hair geometry; that geometry is projected to 2D and reduced to strand maps and sparse human poses, which condition a video diffusion model to produce photorealistic video. Because the diffusion model always receives the same geometric control signals, changing the physics only requires swapping the simulator, and training data can be annotated with geometry rather than with hard-to-infer physical parameters. The paper reports that this hybrid approach beats text- and pose-conditioned baselines in controllability and reconstruction metrics, and it demonstrates dynamic hairstyle try-on, bullet-time effects, and looping cinemagraphic animation.

What carries the argument

The load-bearing mechanism is the two-step encoding from physics to pixels: a particle-system simulator converts hair properties and external forces into per-frame 3D strand geometry, which is the paper's canonical intermediate representation. That geometry is projectively mapped to each camera view and reduced to per-frame control signals, chiefly hair strand maps (orientation-like maps that disambiguate directional conflicts in hair flow) and sparse 2D body poses, blended by a hair mask. These control signals have the same spatial shape as the output video, so a 3D convolutional encoder can inject them frame-by-frame into a pretrained video diffusion transformer while the reference image supplies appearance. The physical reasoning is delegated to the simulator, and the diffusion model only has to render photorealistic pixels consistent with the supplied geometry.

What would settle it

Take a reference image and simulate two distinct wind directions, say 70 degrees clockwise and 70 degrees counterclockwise from the camera, then run ControlHair on both; if the generated videos show nearly identical hair motion or motion that does not follow the simulated direction, the claimed precise control is refuted. A more direct check uses the paper's own reconstruction protocol in reverse: generate a video from control signals, re-extract strand maps and poses from the generated video, and compare them frame-by-frame with the input control signals to see whether the generator actually followed them.

Watch

Extended reading notes

Core claim

The paper's central claim is that fine-grained control over hair dynamics in generated video is achievable by placing a physics simulator before a conditional video diffusion model, a design the authors call ControlHair. Given a reference image, physics parameters, and a camera trajectory, ControlHair estimates 3D hair strands, simulates per-frame hair geometry, projects that geometry along the desired camera path, and extracts per-frame strand maps and sparse human poses as control signals. A video diffusion transformer, fine-tuned with low-rank adapters from a general human-image-animation model, then synthesizes an RGB video that preserves the reference appearance while following the simulated motion. The authors state that ControlHair is the first physics-informed video diffusion framework for controllable dynamic hair rendering and report that it outperforms text- and pose-conditioned baselines in qualitative comparisons and in quantitative reconstruction metrics on a curated 10K-video training set.

Load-bearing premise

The whole chain rests on the assumption that the 2D control signals extracted from the simulated 3D hair geometry carry enough information to tell the generator exactly which hair motion was requested; if two different physics states collapse to nearly the same strand maps and poses, the claimed fine-grained control collapses with them.

Editorial extensions

If this is right

  • Changing the physics model does not require retraining the video generator: any simulator that outputs per-frame hair geometry can be plugged in, so new forces or material models become available by swapping the simulator.
  • Text or pose alone cannot reliably specify hair dynamics; the paper's strong-wind and head-rotation experiments show that text-conditioned baselines fail to move hair, while ControlHair's per-frame strand maps give pixel-level control over motion direction and magnitude.
  • Static hair try-on can be upgraded to dynamic hair try-on by cascading a static hairstyle transfer system with ControlHair, letting users preview a hairstyle in motion, under wind, and with head rotation.
  • Freezing the simulator while moving the camera yields bullet-time effects, and fixing the human pose while animating hair supports looping cinemagraphic videos, including physics regimes rarely seen in training data such as zero gravity.
  • Training-data annotation becomes simpler because the model learns from per-frame geometry rather than from ground-truth physics parameters, which are nearly impossible to infer from video.

Reading between the lines

Editorial extensions of the paper, not claims the author makes directly.

  • The paper does not pursue this, but the same cascade should transfer to other deformable objects such as clothing, fur, leaves, or flags: wherever a simulator can emit per-frame geometry, the video diffusion model need never know the underlying physics, only the geometry.
  • The paper stops short of testing invertibility of its control signals; if two distinct physics states project to nearly identical strand maps, the generator cannot distinguish them, so a natural extension is to add multi-view projections or explicitly physics-labeled training data to break such ambiguities.
  • The paper's auto-correction observation implies that control strength is partly learned rather than guaranteed, because the diffusion model occasionally overrides imperfect simulated geometry to match the reference hairstyle; one could quantify this by measuring how far generated hair motion deviates from the simulated strand maps.
  • The use of sparse human poses leaves human details such as facial expressions uncontrolled, which the paper notes; a testable extension is to supplement the pose channel with dense or expression-specific conditioning for fully frozen-body effects.
Share X Bluesky LinkedIn Reddit HN

Signed reviews

No signed human review yet.

Editorial analysis

A structured set of objections, weighed in public.

Desk editor's note, referee report, and a circularity audit.

Referee Report

3 major / 5 minor

Summary. The paper introduces CONTROLHAIR, a three-stage framework for controllable dynamic hair video generation. Stage 1 uses a physics simulator (Blender particle system) on a 3D hair model estimated from a single image, with user-specified hair properties and external forces, to produce per-frame hair geometry (Eq. 4). Stage 2 projects this geometry along a user-specified camera trajectory and extracts per-frame control signals, specifically hair strand maps and sparse human poses (Eqs. 5-6). Stage 3 feeds these control signals and a reference image into a video diffusion model, initialized from UniAnimate-DiT and fine-tuned with LoRA on a curated 10K-video dataset, to generate the output video. The paper claims this is the first physics-informed video diffusion framework for controllable hair dynamics and that it delivers precisely controlled hair motion, outperforming text- and pose-conditioned baselines. It also demonstrates applications in dynamic hair try-on, bullet-time effects, and cinemagraphic animation.

Significance. If the central claim is validated, CONTROLHAIR would be a useful integration of physics simulation with modern video diffusion, offering a practical way for users to specify hair dynamics without labeling videos with physics parameters. The proposed decoupling is well motivated: unifying diverse physics inputs into per-frame geometry makes the downstream diffusion model agnostic to the simulation model, and extracting control signals from geometry simplifies training-data annotation. The paper is honest about limitations in Sec. 6, including imperfect strand estimation and imperfect simulators. However, the quantitative evidence currently does not exercise the full simulator-to-video path, so the claim of precisely controlled hair dynamics is not yet established. The work could be significant for graphics and generative-model applications, but the evaluation must be strengthened before the claims are supportable.

major comments (3)
  1. [Sec. 5.2-5.3, Eqs. 4-6] The quantitative evaluation does not test the claimed physics-to-video control loop. Eq. 4 produces per-frame hair geometry from the simulator, and Eq. 6 extracts control signals from that geometry, but the Sec. 5.3 reconstruction experiment extracts control signals from real VEO-2 RGB frames rather than from simulator output. Table 2 therefore measures whether the diffusion model can follow control signals estimated from real video, not whether user-specified physics parameters such as wind direction or hair stiffness are faithfully rendered. The qualitative wind example in Fig. 5 reports no measurement of whether the generated hair direction matches the specified wind direction. The paper should add an experiment where simulator-generated controls for several wind directions/strengths and head motions are fed into the model, followed by a quantitative or perceptual measure of alignment with the specified physics. Without such evidence, the central claim of 'precisely controlled hair dynamics' is not demonstrated.
  2. [Sec. 5.3, Table 2] The evidence base for the quantitative claim is thin: only 10 synthetic VEO-2 videos, one aggregated number per metric, no error bars, no per-video breakdown, and no significance test. The reported 'up to 47%' improvement over Wan 2.1 is a relative gain on a single aggregated PSNR value and could be driven primarily by pose conditioning rather than by the strand-map control. There is no ablation that removes the strand-map channel or that replaces it with a pose-only condition, and no comparison between controls extracted from simulator projections and controls extracted from real frames. Please report per-video results with standard deviations, add ablations, and state whether the improvements are statistically meaningful.
  3. [Sec. 4.2 and Implementation Details] The control-signal extractors, HairStep and DWPose, are pretrained on real images, but in the intended pipeline they are applied to rendered Blender projections of simulated geometry (Eq. 5). This domain gap is never measured. The only quantitative experiment bypasses the gap by extracting controls from real VEO-2 frames, so it does not establish that the strand-map estimator produces meaningful signals on simulated projections. If the extractor mis-estimates strand maps on projected geometry, the diffusion model would receive degraded controls even though the reconstruction experiment succeeds. The paper should provide evidence that strand maps extracted from simulated projections are reliable, for example by comparing them to ground-truth strand maps on rendered hair, or by adapting the extractor to the simulator domain.
minor comments (5)
  1. [Sec. 5.3] The first sentence of Sec. 5.3 says 'We now evaluate qualitatively how well our diffusion model can leverage and follow the control signals,' but the section reports quantitative metrics; this should be corrected to 'quantitatively'.
  2. [Table 2] The caption says results are averaged across 10 videos, while the text says they are averaged across all frames in all videos; please clarify the aggregation procedure.
  3. [Sec. 5.2] The statement that CONTROLHAIR achieves 'accurate control' in the qualitative comparison is not supported by any measurement in that section; please either add quantitative support or soften the wording.
  4. [Sec. 5.4, Cinemagraphic Effects] The description that 'with multiple runs (like a lottery), we are likely to yield the desired cinemagraphic results' conflicts with the paper's emphasis on precise control; if the output is stochastic, the success rate should be reported or the claim of precision should be qualified.
  5. [Abstract and Sec. 7] The phrase 'precisely controlled hair dynamics' is used in both the abstract and conclusion, but Sec. 6 acknowledges that imperfect strand estimation and simulator imperfections can degrade results; consider using more measured language throughout.

Circularity Check

0 steps flagged · score 0.0 of 10

No significant circularity: ControlHair's simulator-to-control-signal pipeline and its reconstruction evaluation are distinct, and no prediction reduces to a fitted input or self-citation.

full rationale

ControlHair is a cascade in which each stage is defined independently of the claim it is used to support. The physics simulator (Eq. 4) maps user-specified physics parameters to per-frame hair geometry; the perspective projection (Eq. 5) and geometric feature extraction (Eq. 6) define control signals as functions of that geometry; and the diffusion model (Eq. 7) maps reference image plus control signals to video. None of these equations is fitted to the quantity it is said to predict. The physics parameters (mass, stiffness, damping, wind strength, gravity) are chosen simulator inputs rather than parameters estimated from the benchmark videos. The quantitative evaluation in Sec. 5.3 is explicitly a reconstruction task: control signals are extracted from VEO-2 ground-truth videos and used to reconstruct those videos, which tests whether the diffusion model follows control signals; it does not claim to derive physics from video. The paper's own Sec. 6 acknowledges that the full physics-to-video chain can suffer from 3D strand estimation error and simulator imperfections, which is a validation gap rather than a circular reduction. The cited external components (Wan 2.1, UniAnimate-DiT, HairStep, DWPose, DiffLocks, Blender) are used as off-the-shelf tools, and there is no load-bearing self-citation chain. Therefore the derivation is self-contained and no circularity is present.

Assumptions & free parameters 5 free parameters · 4 assumptions · 0 invented entities

The method depends on several engineering assumptions about the sufficiency of the control representation and the reliability of the simulation and 3D reconstruction. The physics parameters are user-chosen inputs, not fitted to benchmark data. No new physical entities are introduced.

free parameters (5)
  • hair mass = 0.1
    User-specified intrinsic hair property used in the Stage 1 Blender simulation; default in experiments (Sec 5.1).
  • hair stiffness = 6
    User-specified intrinsic hair property used in the Stage 1 Blender simulation; default in experiments (Sec 5.1).
  • hair damping = 9
    User-specified intrinsic hair property used in the Stage 1 Blender simulation; default in experiments (Sec 5.1).
  • wind strength = 10
    User-specified external force used in the Stage 1 Blender simulation; default in experiments (Sec 5.1).
  • gravity scale = 1
    User-specified external force factor used in the Stage 1 Blender simulation; default in experiments (Sec 5.1).
assumptions (4)
  • domain assumption Per-frame hair geometry is a sufficient and unambiguous mid-level representation for conveying arbitrary physics parameters to a video diffusion model.
    The pipeline maps all physics inputs P to geometry H_{1:T} (Sec 4.1, Eq. 4) and then to control signals; if two different physics settings produce the same projected geometry, control would be lost.
  • domain assumption The strand maps and sparse human poses extracted from projected geometry preserve the dynamics information needed by the diffusion model.
    Sec 4.2 relies on strand map [ZJL*23] and DWPose [YZYL23] as the only geometric features; these may lose 3D information such as hair depth or occlusion.
  • domain assumption The 3D hair strand estimator (DiffLocks) produces a 3D model from a single image that is accurate enough for the downstream simulation.
    Sec 4.1 and Sec 6 acknowledge the under-constrained estimation problem; the diffusion model is assumed to correct errors rather than propagate them.
  • domain assumption Blender particle simulation with configured parameters produces physically plausible hair dynamics for real-world rendering.
    Sec 5.1 uses Blender's particle system with defaults; this is a coarse approximation of hair physics, not a validated hair simulation.

how reviews work

0 comments
Cite this review

Pith. "Pith review of ControlHair: Synergizing Physics Simulator and Video Diffusion for Controllable Dynamic Hair Rendering." pith.science (2026). https://pith.science/paper/7BHVPPKP

@misc{pith2026250921541,
  author       = {Pith},
  title        = {Pith review of: ControlHair: Synergizing Physics Simulator and Video Diffusion for Controllable Dynamic Hair Rendering},
  year         = {2026},
  howpublished = {\url{https://pith.science/paper/7BHVPPKP}},
  note         = {Machine review of arXiv:2509.21541}
}
read the original abstract

Hair simulation and rendering are challenging due to complex strand dynamics, diverse material properties, and intricate light-hair interactions. Recent video diffusion models can generate high-quality videos, but they lack fine-grained control over hair dynamics. We present ControlHair, a hybrid framework that integrates a physics simulator with conditional video diffusion to enable precise and controllable dynamic hair rendering. ControlHair adopts a three-stage pipeline: it first encodes physics conditions into per-frame geometry using a simulator, then extracts per-frame control signals, and finally feeds control signals into a video diffusion model to generate videos with desired hair dynamics. This cascaded design decouples physics reasoning from video generation, supports diverse physics, and makes training the video diffusion model easy. Trained on a curated 10K video dataset, ControlHair outperforms text- and pose-conditioned baselines, delivering precisely controlled hair dynamics. We also demonstrate three use cases of ControlHair, including dynamic hairstyle try-on, bullet-time effects, and cinemagraphic. Project page: https://linwk20.github.io/controlhair-web.

Figures

Figures reproduced from arXiv: 2509.21541 by the authors.

Figure 1
Figure 1. Given a reference image, CONTROLHAIR converts physics conditions (e.g., hair stiffness, wind, or human motion) into per￾frame control signals using a physics simulator. These signals, combined with a reference image, guide a video diffusion model to generate photorealistic videos with controlled hair dynamics. Abstract Hair simulation and rendering are challenging due to complex strand dynamics, diverse material pro… view at source ↗
Figure 2
Figure 2. Overview. CONTROLHAIR for controllable dynamic hair rendering consists of three stages: (1) Simulator-based Physics Encoding (Sec. 4.1), (2) Per-frame Control Signal Extraction (Sec. 4.2), and (3) Conditioned Video Diffusion for Hair Rendering (Sec. 4.3). V = G [PITH_FULL_IMAGE:figures/full_fig_p004_2.png] view at source ↗
Figure 3
Figure 3. Example of extracting control signals from a projected image. These control signals are then fed into the diffusion model. pose control, and (2) they should depend only on geometry, as the physics simulator produces purely geometric results. CONTROL￾HAIR generates the control signals in two steps: (1) trajectory￾aware 3D-to-2D projection and (2) geometric feature extraction. (Stage 2 in [PITH_FULL_IMAGE:figures/ful… view at source ↗
Figures from the paper (6 more)
Figure 4
Figure 4. Figure 4: Training data annotation. Extracting our control signals from real-world videos is easier than inferring the physics. better assess the model’s ability to capture rich hair dynamics, since the dynamics of short hair are minimal. For control-signal-to-video reconstructi…
Figure 5
Figure 5. Figure 5: Qualitative comparison with baselines under strong wind (top) and human motion (bottom). Only CONTROLHAIR generates realistic strong-wind effects and achieves pixel-level control of hair dynamics. 5.2. Qualitative Comparison We evaluate CONTROLHAIR against baselines un…
Figure 6
Figure 6. Figure 6: Dynamic Hair Try-on using CONTROLHAIR. We cascade CONTROLHAIR after existing static image-based hair try-on frameworks to enable dynamic hair try-on. Freeze Simulation + Move camera User Image Image with wind-blown hair Generated Videos Freeze Simulation + Move camera …
Figure 7
Figure 7. Figure 7: Bullet-Time Effects. We freeze the physics simulator and rotate the camera around the user to produce the bullet-time effect. signals to reconstruct the expected video. This demonstrates how well the generation process is controlled. The results are shown in Tbl. 2, wh…
Figure 8
Figure 8. Figure 8 [PITH_FULL_IMAGE:figures/full_fig_p009_8.png]
Figure 9
Figure 9. Figure 9: Auto correction.3D hair strand estimation from single image may introduce errors, but the video diffusion model often corrects them by leveraging the reference image. Cinemagraphic Effects. Beyond animating images, CON￾TROLHAIR can generate rare or unconventional physi…

Discussion (0). Continue with ORCID to comment.

Reference graph

Works this paper leans on

59 extracted references · 38 canonical work pages

  1. [1]

    write newline

    " write newline "" before.all 'output.state := FUNCTION fin.entry add.period write newline FUNCTION new.block output.state before.all = 'skip after.block 'output.state := if FUNCTION new.sentence output.state after.block = 'skip output.state before.all = 'skip after.sentence 'output.state := if if FUNCTION not #0 #1 if FUNCTION and 'skip pop #0 if FUNCTIO...

  2. [2]

    write newline

    " write newline "" before.all 'output.state := FUNCTION fin.entry.original add.period write newline FUNCTION new.block output.state before.all = 'skip after.block 'output.state := if FUNCTION new.sentence output.state after.block = 'skip output.state before.all = 'skip after.sentence 'output.state := if if FUNCTION not #0 #1 if FUNCTION and 'skip pop #0 i...

  3. [3]

    : A simple method for extracting the natural beauty of hair

    Anjyo K.-i., Usami Y., Kurihara T. : A simple method for extracting the natural beauty of hair. In Proceedings of the 19th annual conference on Computer graphics and interactive techniques (1992), pp. 111--120

  4. [4]

    : Discrete elastic rods

    Bergou M., Wardetzky M., Robinson S., Audoly B., Grinspun E. : Discrete elastic rods. In ACM SIGGRAPH 2008 papers. 2008, pp. 1--12

  5. [5]

    : Echomimic: Lifelike audio-driven portrait animations through editable landmark conditions

    Chen Z., Cao J., Chen Z., Li Y., Ma C. : Echomimic: Lifelike audio-driven portrait animations through editable landmark conditions. In Proceedings of the AAAI Conference on Artificial Intelligence (2025), vol. 39, pp. 2403--2410

  6. [6]

    Community B. O. : Blender - a 3d modelling and rendering package, 2018. URL: http://www.blender.org

  7. [7]

    : What to preserve and what to transfer: Faithful, identity-preserving diffusion-based hairstyle transfer

    Chung C., Park S., Kim J., Choo J. : What to preserve and what to transfer: Faithful, identity-preserving diffusion-based hairstyle transfer. In Proceedings of the AAAI Conference on Artificial Intelligence (2025), vol. 39, pp. 2582--2590

  8. [8]

    Unreal Engine Tech Blog, 2020

    Epic Games : An early look at next-generation real-time hair and fur . Unreal Engine Tech Blog, 2020. URL: https://www.unrealengine.com/en-US/tech-blog/an-early-look-at-next-generation-real-time-hair-and-fur

Show all 59 references
  1. [9]

    : Principles towards real-time simulation of material point method on modern gpus

    Fei Y., Huang Y., Gao M. : Principles towards real-time simulation of material point method on modern gpus. arXiv preprint arXiv:2111.00699 (2021)

  2. [10]

    : Introducing gen-3 alpha: A new frontier for video generation

    Germanidis A. : Introducing gen-3 alpha: A new frontier for video generation. https://runwayml.com/research/introducing-gen-3-alpha, 2024. Runway Research

  3. [11]

    : Seedance 1.0: Exploring the boundaries of video generation models

    Gao Y., Guo H., Hoang T., Huang W., Jiang L., Kong F., Li H., Li J., Li L., Li X., et al. : Seedance 1.0: Exploring the boundaries of video generation models. arXiv preprint arXiv:2506.09113 (2025)

  4. [12]

    T., Poole B

    Gao R., Holynski A., Henzler P., Brussee A., Martin-Brualla R., Srinivasan P., Barron J. T., Poole B. : Cat3d: Create anything in 3d with multi-view diffusion models. arXiv preprint arXiv:2405.10314 (2024)

  5. [13]

    https://deepmind.google/models/veo/, 2025

    Google DeepMind : Veo — state-of-the-art video generation model. https://deepmind.google/models/veo/, 2025. Google DeepMind

  6. [14]

    : Ltx-video: Realtime video latent diffusion

    HaCohen Y., Chiprut N., Brazowski B., Shalem D., Moshe D., Richardson E., Levin E., Shiran G., Zabari N., Gordon O., et al. : Ltx-video: Realtime video latent diffusion. arXiv preprint arXiv:2501.00103 (2024)

  7. [15]

    J., Shen Y., Wallis P., Allen-Zhu Z., Li Y., Wang S., Wang L., Chen W

    Hu E. J., Shen Y., Wallis P., Allen-Zhu Z., Li Y., Wang S., Wang L., Chen W. : Lora: Low-rank adaptation of large language models. arxiv 2021. arXiv preprint arXiv:2106.09685 10 (2021)

  8. [16]

    : Scope of validity of psnr in image/video quality assessment

    Huynh-Thu Q., Ghanbari M. : Scope of validity of psnr in image/video quality assessment. Electronics letters 44, 13 (2008), 800--801

  9. [17]

    : Animate anyone: Consistent and controllable image-to-video synthesis for character animation

    Hu L. : Animate anyone: Consistent and controllable image-to-video synthesis for character animation. In Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition (2024), pp. 8153--8163

  10. [18]

    : Sag-free initialization for strand-based hybrid hair simulation

    Hsu J., Wang T., Pan Z., Gao X., Yuksel C., Wu K. : Sag-free initialization for strand-based hybrid hair simulation. ACM Transactions on Graphics (TOG) 42, 4 (2023), 1--14

  11. [19]

    : Cameractrl: Enabling camera control for text-to-video generation

    He H., Xu Y., Guo Y., Wetzstein G., Dai B., Li H., Yang C. : Cameractrl: Enabling camera control for text-to-video generation. arXiv preprint arXiv:2404.02101 (2024)

  12. [20]

    : Artistic simulation of curly hair

    Iben H., Meyer M., Petrovic L., Soares O., Anderson J., Witkin A. : Artistic simulation of curly hair. In Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation (2013), pp. 63--71

  13. [21]

    : Vidsketch: Hand-drawn sketch-driven video generation with diffusion control

    Jiang L., Chen S., Wu B., Guan X., Zhang J. : Vidsketch: Hand-drawn sketch-driven video generation with diffusion control. arXiv preprint arXiv:2502.01101 (2025)

  14. [22]

    : Dreampose: Fashion video synthesis with stable diffusion

    Karras J., Holynski A., Wang T.-C., Kemelmacher-Shlizerman I. : Dreampose: Fashion video synthesis with stable diffusion. In Proceedings of the IEEE/CVF International Conference on Computer Vision (2023), pp. 22680--22690

  15. [23]

    : A style-based generator architecture for generative adversarial networks

    Karras T., Laine S., Aila T. : A style-based generator architecture for generative adversarial networks. In Proceedings of the IEEE/CVF conference on computer vision and pattern recognition (2019), pp. 4401--4410

  16. [24]

    : Hunyuanvideo: A systematic framework for large video generative models

    Kong W., Tian Q., Zhang Z., Min R., Dai Z., Zhou J., Xiong J., Li X., Wu B., Zhang J., et al. : Hunyuanvideo: A systematic framework for large video generative models. arXiv preprint arXiv:2412.03603 (2024)

  17. [25]

    : Open-sora plan: Open-source large video generation model

    Lin B., Ge Y., Cheng X., Li Z., Zhu B., Wang S., He X., Ye Y., Yuan S., Chen L., et al. : Open-sora plan: Open-source large video generation model. arXiv preprint arXiv:2412.00131 (2024)

  18. [26]

    : Diffusion renderer: Neural inverse and forward rendering with video diffusion models

    Liang R., Gojcic Z., Ling H., Munkberg J., Hasselgren J., Lin C.-H., Gao J., Keller A., Vijaykumar N., Fidler S., et al. : Diffusion renderer: Neural inverse and forward rendering with video diffusion models. In Proceedings of the Computer Vision and Pattern Recognition Confer...

  19. [27]

    W.-C., Larionov E., Chen H.-y., Roble D., Stuyck T

    Lin G. W.-C., Larionov E., Chen H.-y., Roble D., Stuyck T. : Neuralocks: Real-time dynamic neural hair simulation. arXiv preprint arXiv:2507.05191 (2025)

  20. [28]

    : Gaussianhair: Hair modeling and rendering with light-aware gaussians

    Luo H., Ouyang M., Zhao Z., Jiang S., Zhang L., Zhang Q., Yang W., Xu L., Yu J. : Gaussianhair: Hair modeling and rendering with light-aware gaussians. arXiv preprint arXiv:2402.10483 (2024)

  21. [29]

    : Dsplats: 3d generation by denoising splats-based multiview diffusion models

    Miao K., Agrawal H., Zhang Q., Semeraro F., Cavallo M., Gu J., Toshev A. : Dsplats: 3d generation by denoising splats-based multiview diffusion models. arXiv preprint arXiv:2412.09648 (2024)

  22. [30]

    : Follow your pose: Pose-guided text-to-video generation using pose-free videos

    Ma Y., He Y., Cun X., Wang X., Chen S., Li X., Chen Q. : Follow your pose: Pose-guided text-to-video generation using pose-free videos. In Proceedings of the AAAI Conference on Artificial Intelligence (2024), vol. 38, pp. 4117--4125

  23. [31]

    R., Jensen H

    Marschner S. R., Jensen H. W., Cammarano M., Worley S., Hanrahan P. : Light scattering from human hair fibers. ACM Transactions on Graphics (TOG) 22, 3 (2003), 780--791

  24. [32]

    T., Walter B., Marschner S

    Moon J. T., Walter B., Marschner S. : Efficient multiple scattering in hair using spherical harmonics. In ACM SIGGRAPH 2008 papers. 2008, pp. 1--7

  25. [33]

    https://openai.com/sora/, 2024

    OpenAI : Sora. https://openai.com/sora/, 2024

  26. [34]

    : Volumetric methods for simulation and rendering of hair

    Petrovic L., Henne M., Anderson J. : Volumetric methods for simulation and rendering of hair. Pixar Animation Studios 2, 4 (2005), 1--6

  27. [35]

    https://pikalabs.org/tag/pika-1-5/, 2024

    Pika Labs : Tag: Pika 1.5 [blog posts: Pika Labs 1.5 Video Generation Features, Pika 1.5 Pikaffects]. https://pikalabs.org/tag/pika-1-5/, 2024. Pika Labs

  28. [36]

    : Movie gen: A cast of media foundation models

    Polyak A., Zohar A., Brown A., Tjandra A., Sinha A., Lee A., Vyas A., Shi B., Ma C.-Y., Chuang C.-Y., et al. : Movie gen: A cast of media foundation models. arXiv preprint arXiv:2410.13720 (2024)

  29. [37]

    E., Carlson W

    Rosenblum R. E., Carlson W. E., Tripp III E. : Simulating the structure and dynamics of human hair: modelling, rendering and animation. The Journal of Visualization and Computer Animation 2, 4 (1991), 141--148

  30. [38]

    A., Wu K., Feng Y., Zheng Y., Black M

    Rosu R. A., Wu K., Feng Y., Zheng Y., Black M. J. : Difflocks: Generating 3d hair from a single image using diffusion models. In Proceedings of the Computer Vision and Pattern Recognition Conference (2025), pp. 10847--10857

  31. [39]

    : Mvdream: Multi-view diffusion for 3d generation

    Shi Y., Wang P., Ye J., Long M., Li K., Yang X. : Mvdream: Multi-view diffusion for 3d generation. arXiv preprint arXiv:2308.16512 (2023)

  32. [40]

    : Emo2: End-effector guided audio-driven avatar video generation

    Tian L., Hu S., Wang Q., Zhang B., Bo L. : Emo2: End-effector guided audio-driven avatar video generation. arXiv preprint arXiv:2501.10687 (2025)

  33. [41]

    P., Hariharan B

    Tang L., Jia M., Wang Q., Phoo C. P., Hariharan B. : Emergent correspondence from image diffusion. Advances in Neural Information Processing Systems 36 (2023), 1363--1389

  34. [42]

    C., Sheikh H

    Wang Z., Bovik A. C., Sheikh H. R., Simoncelli E. P. : Image quality assessment: from error visibility to structural similarity. IEEE transactions on image processing 13, 4 (2004), 600--612

  35. [43]

    Ward K., Galoppo N., Lin M. C. : A simulation-based vr system for interactive hairstyling. In IEEE Virtual Reality Conference (VR 2006) (2006), IEEE, pp. 257--260

  36. [44]

    : Neuwigs: A neural dynamic model for volumetric hair capture and animation

    Wang Z., Nam G., Stuyck T., Lombardi S., Cao C., Saragih J., Zollh \"o fer M., Hodgins J., Lassner C. : Neuwigs: A neural dynamic model for volumetric hair capture and animation. In Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition (2023), pp. 8...

  37. [45]

    : Wan: Open and advanced large-scale video generative models

    Wan T., Wang A., Ai B., Wen B., Mao C., Xie C.-W., Chen D., Yu F., Zhao H., Yang J., et al. : Wan: Open and advanced large-scale video generative models. arXiv preprint arXiv:2503.20314 (2025)

  38. [46]

    : Unianimate: Taming unified video diffusion models for consistent human image animation

    Wang X., Zhang S., Gao C., Wang J., Zhou X., Zhang Y., Yan L., Sang N. : Unianimate: Taming unified video diffusion models for consistent human image animation. arXiv preprint arXiv:2406.01188 (2024)

  39. [47]

    : Unianimate-dit: Human image animation with large-scale video diffusion transformer

    Wang X., Zhang S., Tang L., Zhang Y., Gao C., Wang Y., Sang N. : Unianimate-dit: Human image animation with large-scale video diffusion transformer. arXiv preprint arXiv:2504.11289 (2025)

  40. [48]

    : Gaussian head avatar: Ultra high-fidelity head avatar via dynamic gaussians

    Xu Y., Chen B., Li Z., Zhang H., Wang L., Zheng Z., Liu Y. : Gaussian head avatar: Ultra high-fidelity head avatar via dynamic gaussians. In Proceedings of the IEEE/CVF conference on computer vision and pattern recognition (2024), pp. 1931--1941

  41. [49]

    : Tooncrafter: Generative cartoon interpolation

    Xing J., Liu H., Xia M., Zhang Y., Wang X., Shan Y., Wong T.-T. : Tooncrafter: Generative cartoon interpolation. ACM Transactions on Graphics (TOG) 43, 6 (2024), 1--11

  42. [50]

    : Physanimator: Physics-guided generative cartoon animation

    Xie T., Zhao Y., Jiang Y., Jiang C. : Physanimator: Physics-guided generative cartoon animation. In Proceedings of the Computer Vision and Pattern Recognition Conference (2025), pp. 10793--10804

  43. [51]

    : Stylemaster: Stylize your video with artistic generation and translation

    Ye Z., Huang H., Wang X., Wan P., Zhang D., Luo W. : Stylemaster: Stylize your video with artistic generation and translation. In Proceedings of the Computer Vision and Pattern Recognition Conference (2025), pp. 2630--2640

  44. [52]

    : Cogvideox: Text-to-video diffusion models with an expert transformer

    Yang Z., Teng J., Zheng W., Ding M., Huang S., Xu J., Yang Y., Hong W., Zhang X., Feng G., et al. : Cogvideox: Text-to-video diffusion models with an expert transformer. arXiv preprint arXiv:2408.06072 (2024)

  45. [53]

    : Effective whole-body pose estimation with two-stages distillation

    Yang Z., Zeng A., Yuan C., Li Y. : Effective whole-body pose estimation with two-stages distillation. In Proceedings of the IEEE/CVF International Conference on Computer Vision (2023), pp. 4210--4220

  46. [54]

    A., Shechtman E., Wang O

    Zhang R., Isola P., Efros A. A., Shechtman E., Wang O. : The unreasonable effectiveness of deep features as a perceptual metric. In Proceedings of the IEEE conference on computer vision and pattern recognition (2018), pp. 586--595

  47. [55]

    : Hairstep: Transfer synthetic to real using strand and depth maps for single-view 3d hair modeling

    Zheng Y., Jin Z., Li M., Huang H., Ma C., Cui S., Han X. : Hairstep: Transfer synthetic to real using strand and depth maps for single-view 3d hair modeling. In Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition (2023), pp. 12726--12735

  48. [56]

    : Open-sora: Democratizing efficient video production for all

    Zheng Z., Peng X., Yang T., Shen C., Li S., Liu H., Zhou Y., Li T., You Y. : Open-sora: Democratizing efficient video production for all. arXiv preprint arXiv:2412.20404 (2024)

  49. [57]

    : Adding conditional control to text-to-image diffusion models

    Zhang L., Rao A., Agrawala M. : Adding conditional control to text-to-image diffusion models. In Proceedings of the IEEE/CVF international conference on computer vision (2023), pp. 3836--3847

  50. [58]

    : Dual scattering approximation for fast multiple scattering in hair

    Zinke A., Yuksel C., Weber A., Keyser J. : Dual scattering approximation for fast multiple scattering in hair. In ACM SIGGRAPH 2008 papers. 2008, pp. 1--10

  51. [59]

    : Stable-hair: Real-world hair transfer via diffusion model

    Zhang Y., Zhang Q., Song Y., Zhang J., Tang H., Liu J. : Stable-hair: Real-world hair transfer via diffusion model. In Proceedings of the AAAI Conference on Artificial Intelligence (2025), vol. 39, pp. 10348--10356

Pith tools

Reviewed August 15, 2026 · model on record in the stance chip above.