ICME 2026Controllable image animation

PhysLayerLanguage-Guided Layered Animation with Depth-Aware Physics

A still image, a language instruction, and a layer of physics. Animate objects with depth-aware motion, perspective changes, and scene-consistent lighting.

Tianyidan Xie1Zhentao Huang2Mingjie Wang3Xin Huang3Jun Zhou4Minglun Gong2Zili Yi1,
1Nanjing University2University of Guelph3Zhejiang Sci-Tech University4Dalian Maritime University

✉ Corresponding author: Zili Yi

A little instruction. A world in motion.

Selected paper results

“Add a ball above the stone”

Insertion + collision

Input

A stack of stones on a tabletop
Input image

Generated framesTime →

Add a ball above the stone: generated temporal sample 1 of 4, reproduced from Figure 1.
Temporal sample 1
Add a ball above the stone: generated temporal sample 2 of 4, reproduced from Figure 1.
Temporal sample 2
Add a ball above the stone: generated temporal sample 3 of 4, reproduced from Figure 1.
Temporal sample 3
Add a ball above the stone: generated temporal sample 4 of 4, reproduced from Figure 1.
Temporal sample 4

A ball is inserted above a stack of stones. The sampled output frames show the stack toppling as the objects interact.

“Add a ball in the air”

Insertion + gravity

Input

An empty rocky landscape
Input image

Generated framesTime →

Add a ball in the air: generated temporal sample 1 of 4, reproduced from Figure 1.
Temporal sample 1
Add a ball in the air: generated temporal sample 2 of 4, reproduced from Figure 1.
Temporal sample 2
Add a ball in the air: generated temporal sample 3 of 4, reproduced from Figure 1.
Temporal sample 3
Add a ball in the air: generated temporal sample 4 of 4, reproduced from Figure 1.
Temporal sample 4

An inserted ball descends toward the ground and changes direction after contact, while its appearance adapts to the scene lighting.

“Make the car move forward”

Language-guided control

Input

A car on a road in a mountain landscape
Input image

Generated framesTime →

Make the car move forward: generated temporal sample 1 of 4, reproduced from Figure 1.
Temporal sample 1
Make the car move forward: generated temporal sample 2 of 4, reproduced from Figure 1.
Temporal sample 2
Make the car move forward: generated temporal sample 3 of 4, reproduced from Figure 1.
Temporal sample 3
Make the car move forward: generated temporal sample 4 of 4, reproduced from Figure 1.
Temporal sample 4

The car moves through the scene with its apparent size changing along the trajectory. Depth-dependent scaling connects the simulated motion to the image perspective.

“Add a stone on the table and remove the table”

Insertion + removal

Input

A vase standing on a table
Input image

Generated framesTime →

Add a stone on the table and remove the table: generated temporal sample 1 of 4, reproduced from Figure 1.
Temporal sample 1
Add a stone on the table and remove the table: generated temporal sample 2 of 4, reproduced from Figure 1.
Temporal sample 2
Add a stone on the table and remove the table: generated temporal sample 3 of 4, reproduced from Figure 1.
Temporal sample 3
Add a stone on the table and remove the table: generated temporal sample 4 of 4, reproduced from Figure 1.
Temporal sample 4

Removing the supporting table sets the vase and added stone in motion. A single instruction combines object editing with the resulting physical interaction.

9.3%Lower FID102.32 vs. 112.83 · PhysGen
4.10 / 5Physical plausibilityHuman rating · PhysGen: 3.31
300Evaluation videos60 images · 3 instruction types

01 / The idea

Give an image
a sense of physics.

Animating an image means deciding both what should move and how that motion should behave. PhysLayer connects natural-language instructions to explicit rigid-body simulation, using estimated depth to organize objects into interacting layers.

A vision-language model interprets the task and estimates physical properties. The simulator adds depth displacement and perspective-consistent scaling to planar dynamics. Relighting and video diffusion then turn the simulated trajectories into a coherent sequence. This 2.5D representation supports useful depth effects without reconstructing a complete 3D scene.

02 / How it works

Understand. Simulate. Animate.

Three stages connect the user’s instruction to object motion and the final image sequence.

01

Understand the scene

Decompose the instruction into insertion, removal, or control. Segment objects, estimate depth and surface normals, infer material properties, and recover the background.

Objects, depth layers, and physical parameters

02

Simulate layered motion

Pymunk handles planar rigid-body dynamics. The depth extension updates object position and apparent scale; objects are reassigned as they cross depth-layer boundaries.

Depth-aware object trajectories

03

Render the sequence

Composite transformed objects onto the background, update lighting from scene geometry, and use SEINE refinement to improve visual and temporal coherence.

A physics-guided animation

Figure 2 · The PhysLayer pipelineEnlarge figure ↗
The PhysLayer pipeline: a language instruction and input image are decomposed into tasks, objects, depth, normals, and physical properties; a layered simulator produces trajectories for relighting and video synthesis.
The instruction and image jointly determine the scene representation. Simulated motion provides the structural guide for subsequent video synthesis.

Depth changes
the picture.

S(d) = S₀ · f / (f + d)Perspective scaling · Equation 2

Each object has planar position and rotation, plus a depth displacement. As depth changes, perspective scaling adjusts its apparent size. Collision detection operates within each depth layer, an efficient approximation that does not model arbitrary collisions between objects at substantially different depths.

03 / Experiments

Motion with measurable gains.

Compare automatic metrics, human ratings, and the contribution of each component.

60 source images300 generated videos512 × 51216 sampled frames

Quality, alignment, and motion

Five baselines cover general image-to-video generation and the physics-aware PhysGen method. FID and Motion-FID are better when lower; the other two metrics are better when higher.

Scroll sideways to see all metrics →

Main paper, Table 1. Values as reported in the ICME manuscript.
MethodCLIP similarity FID Motion-FID Motion smoothness
PIA16.17215.06418.510.981
DynamiCrafter16.16185.86429.220.954
CogVideoX16.18120.91406.320.978
I2VGen-XL16.28187.35442.910.956
PhysGen112.83401.610.982
PhysLayer16.64102.32389.640.986

PhysGen does not report CLIP similarity in this comparison. The dash is a missing value, not a zero.

102.32 FID vs. 112.83 for PhysGen corresponds to a 9.3% relative reduction. Motion-FID improves from 401.61 to 389.64.

How people rate the animations

Ten participants evaluated 30 randomly selected videos using a 1–5 Likert scale for text–video alignment, visual quality, and physical plausibility.

Scroll sideways to see all metrics →

Main paper, Table 3. Values as reported in the ICME manuscript.
MethodText–video alignment Visual quality Physical plausibility
PIA1.861.681.55
DynamiCrafter1.972.021.82
I2VGen-XL2.212.542.16
CogVideoX3.123.352.63
PhysGen3.563.31
PhysLayer4.233.834.10

All human ratings use a 1–5 scale; higher is better. Text–video alignment for PhysGen is not reported.

Physical plausibility reaches 4.10 / 5, compared with 3.31 for PhysGen. Text–video alignment reaches 4.23, compared with 3.12 for CogVideoX.

Which components matter?

The paper reports an ablation study on 30 videos spanning all three tasks. Each variant removes one component while retaining the rest of the pipeline.

Scroll sideways to see all metrics →

Main paper, Table 2. Values as reported in the ICME manuscript.
MethodCLIP similarity FID Motion-FID Motion smoothness
Without depth scaling16.52118.45405.280.979
Without depth motion16.48115.67398.420.981
Without relighting16.61108.94392.110.985
Without language guidance15.93105.28391.870.984
Full PhysLayer16.64102.32389.640.986

Without depth scaling: S(d) = 1. Without depth motion: the depth velocity is set to zero.

Removing depth scaling raises FID from 102.32 to 118.45. Removing language guidance causes the largest drop in CLIP similarity, from 16.64 to 15.93.

Reported resultsCSV ↓JSON ↓
Figure 3 · Qualitative comparisonEnlarge figure ↗
Original comparison figure: adding a cup in front of a car and removing a supporting table, with rows for PIA, DynamiCrafter, I2VGen-XL, CogVideoX, and PhysLayer.
Two instruction-guided scenarios compare the generated temporal samples. The complete figure retains all baseline rows and task prompts.

04 / Practical details

Where the time goes.

Runtime and scope help put the results in context.

Most time is spent rendering.

The reported warm inference time is about 100–105 seconds for a 16-frame, 512 × 512 output on one NVIDIA A6000. Physics simulation takes about 5 seconds; diffusion synthesis takes about 60 seconds. One-time model initialization is excluded.

Appendix F · Seconds per sample
ComponentTime
Scene understanding10 s
Vision inference, by task21–26 s
Physics simulation5 s
Relighting4 s
Video synthesis60 s

A compact representation, with a clear scope.

The system is designed for rigid objects and a fixed camera. It approximates depth through layers, retaining controllable object motion while avoiding full scene reconstruction.

The implementation uses 160 simulation steps at 30 Hz and uniformly samples 16 frames. The main evaluation covers insertion, removal, and control, with 20 source images per task and five physical-parameter variations per image.

Read the prompts, collision procedure, and runtime analysis ↗

Limitations and open directions
  • Deformable objects, articulated structures, and fluid dynamics are outside the current rigid-body formulation.
  • Layer-wise collisions approximate local depth interactions; collisions across substantially different depths are not fully captured.
  • Large camera changes require additional geometry. Physical properties inferred by the VLM can be inaccurate for uncommon materials.
  • Generation is not real time; extending motion types and reducing rendering cost remain open directions.

05 / Reference

Cite PhysLayer.

Accepted to ICME 2026. Use the arXiv citation below for this preprint; the paper and appendix above contain the full method and evaluation.

@misc{xie2026physlayer,
  title = {PhysLayer: Language-Guided Layered Animation with Depth-Aware Physics},
  author = {Xie, Tianyidan and Huang, Zhentao and Wang, Mingjie and Huang, Xin and Zhou, Jun and Gong, Minglun and Yi, Zili},
  year = {2026},
  eprint = {2604.23574},
  archivePrefix = {arXiv},
  primaryClass = {cs.CV},
  url = {https://arxiv.org/abs/2604.23574}
}

Paper figure