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ALIVE: Interaction-Aligned Object Insertion for First-Frame-Guided Video Editing
arxiv.orgpaper

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.

TL;DR A new framework and benchmark teach video editing models to make inserted objects physically interact with scene content, not just appear.
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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.

SourcePairsHow the pair is built
3D-rendered (SpaceTimePilot assets)14,362Rendered with and without the object, multiple first- and third-person views. Gives exact alignment and masks.
Model-generated5,896GPT writes prompts, Wan2.2 generates the video, SAM3 tracks the object, UnderEraser removes it.
Real-world8,542Clips from ARCTIC, HOCap, HOI4D and HOT3D. Object removed with UnderEraser.
ROSE7,000Removal 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 --> D

Evidence

  • 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