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PAVAS: Physics-Aware Video-to-Audio Synthesis

Conference: CVPR 2026
Paper: CVF Open Access
Code: Project Page https://physics-aware-video-to-audio-synthesis.github.io
Area: Audio Generation / Diffusion Models / Multi-modal
Keywords: Video-to-Audio, Physics-Aware, Latent Diffusion, FiLM Modulation, Quality and Velocity Estimation

TL;DR

PAVAS explicitly injects two physical quantities, "object-level mass + velocity," into a latent diffusion Video-to-Audio (V2A) framework. It utilizes a VLM to estimate mass and combines segmentation with dynamic 3D reconstruction to estimate velocity. These physical cues are fed into a Diffusion Transformer via a Phy-Adapter with zero-initialized residuals, ensuring that generated sound intensity and decay align with physical dynamics. On the self-constructed VGG-Impact benchmark, it reduces the physics consistency metric (APCC-∆) from over 0.5 to 0.378.

Background & Motivation

Background: Recent V2A generation (Autoregressive, GAN, Diffusion) has achieved high performance in perceptual quality and audio-visual synchronization. Specifically, latent diffusion frameworks (e.g., MMAudio), leveraging large-scale text-audio data, can reliably map visual events like a "hammer strike" to semantic categories like "metallic clanging."

Limitations of Prior Work: These models are essentially appearance-driven—they learn correlations between "visual appearance \(\leftrightarrow\) acoustic features" but ignore the underlying physical factors. Consequently, the model may know to produce a "metallic sound" but lacks knowledge of how loud it should be or how fast it should decay. A light tap and a heavy blow might result in sounds with identical loudness, which is physically implausible (as shown in the anomalous long/loud impact sounds in Fig. 1 of the paper).

Key Challenge: The authentic properties of sound (loudness, spectral sharpness, impact envelope) are determined by measurable physical quantities (object mass, collision velocity \(\rightarrow\) kinetic energy). Current V2A models fail to model these quantities and lack evaluation protocols to verify whether generated audio changes consistently with physical variables. Benchmarks like VGGSound only measure semantic/perceptual alignment, failing to capture physical realism.

Goal: (1) Explicitly estimate object-level physical quantities and inject them into the diffusion process; (2) Propose a protocol to quantitatively evaluate "physics-acoustic consistency."

Key Insight: Off-the-shelf visual modules (VLM, open-vocabulary segmentation, dynamic 3D reconstruction) are sufficiently reliable to estimate mass and velocity from monocular video without audio-physics annotations. Mass is inferred via VLM common sense, while velocity is derived from segmentation masks and metric-scale 3D point cloud trajectories.

Core Idea: Extract physical quantities from video using "VLM-based mass estimation + Segmentation/3D reconstruction-based velocity estimation," then gently inject them into the latent diffusion backbone using a lightweight adapter (Phy-Adapter) with zero-initialized residuals to generate physics-consistent sound.

Method

Overall Architecture

PAVAS is built upon a multi-modal latent diffusion backbone (a flow-matching DiT similar to MMAudio, trained in a mel-spectrogram latent space, decoded via VAE, and reconstructed via vocoder). Given an input video, the Physics Parameter Estimator (PPE) first detects all actively moving objects, estimating a time-invariant mass \(m_i\) (kg) and a frame-wise velocity sequence \(\{v_i^\ell\}\) (m/s) for each. Simultaneously, a visual encoder extracts patch features which, combined with segmentation masks, form object-centric features. The Physics-driven Audio Adapter (Phy-Adapter) then modulates these object-centric features with mass and velocity, aggregating them into \(c_\text{mass}\) and \(c_\text{vel}\) conditions via gated pooling. Finally, through \(\Delta\)-modulation, these are added as zero-initialized residuals to the AdaLN parameters of each Diffusion Transformer block to guide the diffusion trajectory toward physically plausible audio.

%%{init: {'flowchart': {'rankSpacing': 24, 'nodeSpacing': 28, 'padding': 6, 'wrappingWidth': 400}}}%%
flowchart TD
    A["Input Video"] --> B["Physics Parameter Estimator PPE<br/>VLM Mass Estimation + Seg/3D Recon Velocity Estimation"]
    A --> V["Visual Encoder<br/>patch features + object masks"]
    B --> C["Phy-Adapter<br/>FiLM Mass/Vel Modulation + Gated Pooling"]
    V --> C
    C --> D["$\Delta$-Modulation<br/>Zero-init Residual Injection AdaLN"]
    D --> E["Multimodal Diffusion Transformer<br/>flow-matching denoising"]
    E --> F["Physics-consistent Audio"]

Key Designs

1. Physics Parameter Estimator PPE: Extracting Object-level Mass and Velocity without Annotations

This addresses the pain point that "existing V2A has no access to physical quantities." PPE estimates mass and velocity via a three-stage unsupervised pipeline. Moving Object Discovery: A VLM distinguishes "true motion" from "apparent displacement caused by camera movement," outputting a structured set \(S=\{(o_i,a_i)\}\), where each entry is a localized moving object (e.g., "runner in a striped shirt") and its action ("sprinting"). This text representation serves as a semantic interface for open-world generalization. Mass Estimation: The VLM infers mass \(m_i=f_\text{mass}(I_{1:L}, T_\text{mass})\) based on the object name \(o_i\), action \(a_i\), and video context. This bypasses geometric methods like NeRF2Physics that require multi-view static calibration, making it applicable to dynamic monocular videos. Velocity Estimation: Florence-2 generates boxes and SAM-2 provides frame-wise pixel-level masks \(M_i^\ell\) propagated over time. Dynamic 3D reconstruction (CUT3R) recovers metric-scale point clouds \(P^\ell\) and camera extrinsics. Projecting masks back to 3D yields object point sets \(X_i^\ell\), from which centroids \(c_i^\ell\) are calculated, resulting in instantaneous metric velocity \(v_i^\ell = \|c_i^{\ell+1}-c_i^\ell\|_2 / \Delta\tau\) (where \(\Delta\tau=1/\text{FPS}\)).

2. Phy-Adapter: FiLM Modulation of Object-Centric Visual Features

Phy-Adapter aligns physical quantities with visual feature sequences. It takes three inputs: CLIP-ViT patch embeddings \(V^\ell\), binary masks \(M_i^\ell\), and estimated \(\{m_i, v_i\}\). Object Feature Extraction: Patch features are aggregated into frame-wise object features via mask-weighted summation \(f_i^\ell=\sum_{h,w} M_i^\ell[h,w]\cdot V^\ell[h,w,:]\), projected and normalized to obtain \(h_i^\ell\). Learnable object-occlusion tokens handle missing frames. Mass/Velocity Modulation: Mass is normalized via \(\log(1+m_i)\) followed by z-score, while velocity is directly z-score normalized. Both are expanded via Fourier feature mapping \([\sin(2\pi\omega_k\cdot),\cos(2\pi\omega_k\cdot)]\) and passed through MLPs to generate FiLM coefficients \((\gamma, \beta)\). The modulation follows: \(h_{\text{mass},i}=(1+\tfrac12\tanh(\gamma))\odot h_i+\tfrac12\tanh(\beta)\). A key physical intuition is applied: Mass modulation is constant over time (controlling global loudness/decay), while velocity modulation is frame-wise (aligning audio with instantaneous motion). Gated Pooling: Multiple objects are aggregated via \(c_\text{mass}=\frac{\sum_i G_{\text{mass},i} h_{\text{mass},i}}{\sum_i G_{\text{mass},i}}\) with gating \(G=\sigma(\text{MLP}(\cdot))\).

3. \(\Delta\)-Modulation: Gentle Injection via Zero-Initialized Residuals

Directly adding physical features to multimodal conditions can disrupt the pre-trained V2A backbone. Instead, the AdaLN modulation parameter \(\omega\) in each Transformer block is calculated from multimodal conditions \(c_\text{multi}\), onto which a zero-initialized residual is added: \(\tilde\omega=\omega(c_\text{multi})+\alpha_m g_m(c_\text{mass})+\alpha_v g_v(c_\text{vel})\). \(g_m, g_v\) are zero-initialized lightweight MLPs, and \(\alpha_m, \alpha_v\) are learnable gates. Because it is initially zero, the physical terms produce no disturbance at the start of training. The model progressively introduces mass/motion effects, ensuring diffusion dynamics align with physics without sacrificing perceptual quality.

Loss & Training

The backbone is trained using a conditional flow-matching objective: \(\mathcal{L}_\text{CFM}=\mathbb{E}\|f_\theta(t,Y,x_t)-u(x_t|x_0,x_1)\|^2\), where \(x_t=(1-t)x_0+tx_1\) and the target velocity \(u=x_1-x_0\). Training follows two stages: ① Backbone training on VGGSound + large-scale audio-text corpora for 300k steps (AdamW, lr \(1\times10^{-4}\), batch 512) for general V2A; ② Freezing encoders and training only the Diffusion Transformer and PPE/Phy-Adapter condition paths for 30k steps (lr reduced to \(1\times10^{-5}\)) using only VGGSound. Physical tokens are replaced with null tokens with 0.1 probability to handle cases lacking motion cues.

Key Experimental Results

Audio–Physics Correlation Coefficient (APCC) measures the correlation between "kinetic energy change at impact" and "onset spectral intensity." APCC-∆ is the difference between correlations of real and generated audio; lower values indicate generated audio better approximates the true "kinetic-acoustic" coupling.

Main Results (VGGSound Test Set)

Method Params APCC-∆↓ FD\(_\text{PaSST}\) IS↑ IB-score↑ DeSync↓
MMAudio-L (Prev. SOTA) 1.03B 0.536 60.60 17.40 33.22 0.442
TARO 258M 0.758 159.1 9.62 22.85 1.169
V2A-Mapper 229M 0.671 84.57 12.47 22.58 1.225
PAVAS-L (Ours) 1.04B 0.378 47.38 17.51 35.41 0.446

PAVAS leads in physics consistency (APCC-∆ 0.378, the only one significantly below 0.5), distribution matching (FD 47.38), and semantic alignment (IB-score 35.41). DeSync is comparable to MMAudio. This suggests explicit physical conditions improve not only physical plausibility but also perceptual quality.

User Study (27 participants, 1–5 Likert scale):

Method Quality Semantic Align Time Align Phys. Realism
MMAudio-L 3.98 4.14 4.06 3.90
PAVAS-L (Ours) 4.23 4.47 4.45 4.37

Ablation Study (S-16kHz Backbone)

Configuration FD\(_\text{PaSST}\) IS↑ IB-score↑ DeSync↓
Backbone 70.19 14.44 29.13 0.483
+ Training longer only 71.99 14.34 29.46 0.486
+ \(c_\text{mass}\) only 66.89 15.94 29.40 0.480
+ \(c_\text{vel}\) only 67.22 15.07 29.33 0.446
+ Mass + Vel (Ours) 65.67 16.50 29.41 0.448
Direct summation injection 67.31 16.30 29.40 0.455
\(\Delta\)-Modulation (Ours) 65.67 16.50 29.41 0.448

Key Findings

  • Longer training alone is ineffective: Training the backbone further on VGGSound slightly increased FD from 70.19 to 71.99, confirming gains come from physical components.
  • Mass and Velocity are complementary: \(c_\text{mass}\) and \(c_\text{vel}\) independently improve distribution and perceptual metrics; combined, they achieve the lowest FD (65.67) and highest IS (16.50). Velocity significantly aids synchronization (DeSync 0.446).
  • Injection method is crucial: \(\Delta\)-modulation outperforms direct summation in FD (65.67 vs 67.31), proving that gradual injection preserves backbone stability better.
  • Existing models suffer from physical distortion: Most SOTA models exceed 0.5 on APCC-∆, indicating they capture semantics but fail to capture physical dynamics.

Highlights & Insights

  • Zero-cost physical quantity extraction: Instead of collecting audio-physics labels, the authors leverage VLM world knowledge for mass and "masks + 3D point cloud trajectories" for velocity. This "composition of off-the-shelf models" approach is highly transferable.
  • Physical Intuition in Modulation: Modeling mass as a constant global modulation and velocity as a frame-wise modulation matches the physical reality where mass sets energy bounds and velocity dictates impact timing.
  • \(\Delta\)-Modulation as a Reusable Trick: This zero-initialized residual pattern allows adding new conditions to pre-trained diffusion backbones without degradation, a pattern also seen in ControlNet.
  • Quantifying Physics Consistency: APCC provides a measurable dimension for physics-acoustic coupling that was previously ignored in V2A evaluation.

Limitations & Future Work

  • Heavy visual pipeline dependency: The framework relies on several pre-trained modules (VLM, Florence-2, SAM-2, CUT3R, etc.). Future work could explore more compact adapters or jointly optimized estimators.
  • Limited physical factors: Factors like material, elasticity, and friction are not yet modeled. Evaluation is primarily validated on impact scenarios with clear contact dynamics.
  • VLM Mass Inference Reliability: While effective for common objects, the error propagation for rare or complex objects requires further quantification.
  • Robustness of 3D Reconstruction: Velocity estimation depends on CUT3R's metric scale. Errors in extreme occlusion or ultra-fast motion remain an open problem.
  • vs MMAudio: Improves upon MMAudio by adding PPE + Phy-Adapter. The reduction in APCC-∆ (0.536 to 0.378) shows that physical conditions are complementary to multimodal conditions.
  • vs NeRF2Physics: Avoids the need for multi-view static calibration by using VLM on monocular dynamic video, sacrificing some precision for open-world generalization.
  • vs Su et al. / SonifyAR: Moves beyond specific impact scenarios or indoor/AR material cues by modeling object-level mass and motion as general conditions for broader interactions.

Rating

  • Novelty: ⭐⭐⭐⭐⭐ First to explicitly inject object-level mass/velocity into latent diffusion V2A with a dedicated consistency metric.
  • Experimental Thoroughness: ⭐⭐⭐⭐ Comprehensive main results and ablations, though physical evaluation is limited to the specialized VGG-Impact subset.
  • Writing Quality: ⭐⭐⭐⭐ Clear motivation, well-defined pipeline, and distinct modular responsibilities.
  • Value: ⭐⭐⭐⭐⭐ Introduces "physics-consistent" as a vital dimension for V2A and provides a reusable paradigm for physics-aware generation.