
ALIVE: Interaction-Aligned Object Insertion for First-Frame-Guided Video Editing
ALIVE is a framework for first-frame-guided video editing that inserts objects so they coherently participate in interactions (e.g., being picked up or manipulated) rather than appearing static. The authors curate a 35,800-pair editing dataset combining 3D-rendered, model-generated and real-world videos plus pairs from ROSE, and train a vision-language model to predict interaction guidance from the edited first frame and an instruction naming the object. They introduce the ALIVE-interaction benchmark to measure interaction fidelity, source preservation and visual coherence via a unified VLM-based protocol, reporting a 43.9% Overall improvement on this benchmark and 4.4% on a general video object insertion benchmark over the strongest baseline, with VLM-predicted guidance adding a further 0.95-point gain.
What it claims
ALIVE is a first-frame-guided video editor built on LTX-2.5 with LoRA fine-tuning. It inserts an object so that the object responds to actions already in the source video: it gets picked up, worn, opened or cut. At inference the user supplies three things:
- the source video
- an edited first frame
- an instruction that only names the object (e.g. "Add the ceramic mug.")
The user does not supply masks, trajectories or an interaction description. An optional fine-tuned VLM predicts time-chunked interaction prompts from those same inputs. Figure 1 compares against Señorita qualitatively.
How it works
Data. The 35,800 training pairs come from four sources. Each pair is an object-absent source video X and an object-present target Y, and Y's first frame is the edit.
| Source | Pairs | How the pair is built |
|---|---|---|
| 3D-rendered (SpaceTimePilot assets) | 14,362 | Rendered with and without the object, multiple first- and third-person views. Gives exact alignment and masks. |
| Model-generated | 5,896 | GPT writes prompts, Wan2.2 generates the video, SAM3 tracks the object, UnderEraser removes it. |
| Real-world | 8,542 | Clips from ARCTIC, HOCap, HOI4D and HOT3D. Object removed with UnderEraser. |
| ROSE | 7,000 | Removal pairs used in reverse. Teaches no-interaction cases such as objects staying put, shadows and reflections. |
Qwen3.6-27B and GPT-5.6 filter out pairs with no visible interaction, poor visual quality, or bad object removal.
Prompt levels. Each pair is annotated at several levels:
- P0: no text.
- P1: object name only.
- P2: the principal interaction.
- P3: the sequence and outcome of the interaction.
- P4: per-chunk descriptions with frame intervals.
Qwen drafts the annotations and GPT reviews them. A single editor is trained on a mixture of P0–P4.
Conditioning.
- Clean source latents are channel-concatenated with noisy target latents, so the number of video tokens does not grow. The source half of the input projection is zero-initialised.
- The latent of the edited first frame is kept clean throughout denoising.
- The loss is native flow matching on tokens not conditioned on E₀.
- For P4, each chunk's text is encoded separately. Cross-attention for each video token is biased by log(temporal overlap with the chunk ÷ chunk text length). Zero overlap masks that chunk out, and the length normalisation stops longer descriptions from drawing more attention.
- All chunks are denoised jointly. Only video-to-text cross-attention is changed.
flowchart LR
X[Source video latents] --> C[Channel concat]
N[Noisy target latents] --> C
E[Edited first frame, kept clean] --> D[Video DiT + LoRA]
C --> D
P1[Object-only instruction] --> Q{Guidance?}
Q -->|P0–P3| G[Shared text context]
Q -->|VLM predicts P4| T[Time-chunked contexts, overlap-weighted attention]
G --> D
T --> DEvidence
- ALIVE-interaction benchmark (128 cases). In-domain held-out cases: 10 3D-rendered, 42 model-generated and 19 real-world. Out-of-domain: 31 from HOIGen-1M and 26 self-recorded (RealShot). Each case includes a reference video and P1–P4 annotations.
- General insertion benchmark (103 cases). 60 from ROSE and 43 from EffectErase.
- Scoring. Both benchmarks are scored by a single VLM-based protocol covering editing fidelity, source preservation and visual coherence.
- Headline results. As the summary states: +43.9% and +4.4% Overall over the strongest baseline without VLM guidance, and +0.95 points from predicted P4. The fetched text does not name which baseline is strongest.
Limits
- Truncated page. The fetched text stops at Section 4.3. The VLM's architecture and training details, the results tables, per-subset scores, the data-source ablation (§5.3.1) and the prompt-level comparison are not visible here.
- No adoption details. The page gives no code, weights, licence or compute figures. It links a project page only.
- Automated evaluation. All scores come from a VLM judge, not human ratings.
- Small subsets. Some benchmark slices are tiny, e.g. HOCap with 1 case and 3D-rendered with 10.
- Synthetic training data. Two-thirds of the training data is synthetic (rendered or generated), and the real and generated pairs depend on UnderEraser removal quality.
- Dependent backbone. The method depends on LTX-2.5, so porting it requires a DiT that accepts channel-concatenated source latents.
Organisations named here
- ALIVE-interaction
- ROSE
Technologies named here
- ALIVE
- Vision language model
Techniques named here
- Interaction-aligned object insertion
- VLM-predicted interaction guidance
- Paired editing data curation with presence/absence pairs
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