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Oct 22

DepthWorld: 3D World Model for Robot Manipulation

World models offer a data-driven alternative to traditional simulators for robotics, with applications spanning policy evaluation, improvement, and planning. All of these uses depend on faithful 3D geometry, yet current video-based world models are trained on RGB alone and produce rollouts that look correct frame-by-frame but do not compose into a consistent 3D world. Closing this gap requires progress on two fronts: large-scale 3D supervision for manipulation, and an architecture that can absorb it without disturbing strong pretrained video priors. We introduce a calibration pipeline that combines learned stereo depth with a joint factor graph, pooling all episodes collected from the same physical robot to recover its shared kinematic parameters alongside per-scene extrinsics. Applied to the DROID dataset, this yields DROID-3D, a calibrated 3D dataset providing dense metric depth and recalibrated multi-view extrinsics (achieving <0.7 px reprojection error on 90% of episodes for external cameras). We then train DepthWorld, a Stable Video Diffusion-based world model that jointly predicts multi-view RGB and depth via spatial latent tiling, leaving the pretrained Variational Autoencoder (VAE) unchanged. Depth supervision improves RGB prediction itself by +1.48 dB PSNR over an identical RGB-only baseline at equal training budget, while simultaneously yielding accurate metric depth for downstream geometric reasoning.

  • 3 authors
·
Oct 5

PointWorld: Scaling 3D World Models for In-The-Wild Robotic Manipulation

Humans anticipate, from a glance and a contemplated action of their bodies, how the 3D world will respond, a capability that is equally vital for robotic manipulation. We introduce PointWorld, a large pre-trained 3D world model that unifies state and action in a shared 3D space as 3D point flows: given one or few RGB-D images and a sequence of low-level robot action commands, PointWorld forecasts per-pixel displacements in 3D that respond to the given actions. By representing actions as 3D point flows instead of embodiment-specific action spaces (e.g., joint positions), this formulation directly conditions on physical geometries of robots while seamlessly integrating learning across embodiments. To train our 3D world model, we curate a large-scale dataset spanning real and simulated robotic manipulation in open-world environments, enabled by recent advances in 3D vision and simulated environments, totaling about 2M trajectories and 500 hours across a single-arm Franka and a bimanual humanoid. Through rigorous, large-scale empirical studies of backbones, action representations, learning objectives, partial observability, data mixtures, domain transfers, and scaling, we distill design principles for large-scale 3D world modeling. With a real-time (0.1s) inference speed, PointWorld can be efficiently integrated in the model-predictive control (MPC) framework for manipulation. We demonstrate that a single pre-trained checkpoint enables a real-world Franka robot to perform rigid-body pushing, deformable and articulated object manipulation, and tool use, without requiring any demonstrations or post-training and all from a single image captured in-the-wild. Project website at https://point-world.github.io/.

  • 7 authors
·
Jan 7

FantasyWorld: Geometry-Consistent World Modeling via Unified Video and 3D Prediction

High-quality 3D world models are pivotal for embodied intelligence and Artificial General Intelligence (AGI), underpinning applications such as AR/VR content creation and robotic navigation. Despite the established strong imaginative priors, current video foundation models lack explicit 3D grounding capabilities, thus being limited in both spatial consistency and their utility for downstream 3D reasoning tasks. In this work, we present FantasyWorld, a geometry-enhanced framework that augments frozen video foundation models with a trainable geometric branch, enabling joint modeling of video latents and an implicit 3D field in a single forward pass. Our approach introduces cross-branch supervision, where geometry cues guide video generation and video priors regularize 3D prediction, thus yielding consistent and generalizable 3D-aware video representations. Notably, the resulting latents from the geometric branch can potentially serve as versatile representations for downstream 3D tasks such as novel view synthesis and navigation, without requiring per-scene optimization or fine-tuning. Extensive experiments show that FantasyWorld effectively bridges video imagination and 3D perception, outperforming recent geometry-consistent baselines in multi-view coherence and style consistency. Ablation studies further confirm that these gains stem from the unified backbone and cross-branch information exchange.

acvlab Alibaba AMAP CV Lab
·
Sep 25, 2025

ExeWorldBench: Benchmarking Code-Based Executable 3D World Modeling

Coding agents are increasingly evolving beyond reproducing what a world looks like toward constructing executable worlds that capture how a world works. This shift calls for executable world modeling, which integrates two core capabilities: world understanding, reasoning about the underlying structural, mechanical, and causal principles of a world, and executable realization, translating that understanding into a code-based system whose behavior emerges from physical interactions. However, existing benchmarks provide only fragmented evaluations centered on physical reasoning, visual fidelity, or behavioral correctness, leaving the integration of these capabilities insufficiently assessed. To bridge this gap, we introduce ExeWorldBench, to our knowledge the first benchmark to comprehensively evaluate world understanding and executable realization through code-based 3D world construction. ExeWorldBench comprises three progressively challenging tasks: Mechanism Executability, which evaluates the realization of individual mechanisms from visual observations; Compositional Executability, which extends to multi-stage systems with spatial, mechanical, and causal dependencies; and Intent-Driven Executable World Synthesis, which requires constructing executable worlds from high-level goals and physical requirements. Extensive experiments on frontier models reveal substantial limitations in executable world modeling, offering insights into the development of more physically grounded and causally coherent world construction systems.

HY-World 2.0: A Multi-Modal World Model for Reconstructing, Generating, and Simulating 3D Worlds

We introduce HY-World 2.0, a multi-modal world model framework that advances our prior project HY-World 1.0. HY-World 2.0 accommodates diverse input modalities, including text prompts, single-view images, multi-view images, and videos, and produces 3D world representations. With text or single-view image inputs, the model performs world generation, synthesizing high-fidelity, navigable 3D Gaussian Splatting (3DGS) scenes. This is achieved through a four-stage method: a) Panorama Generation with HY-Pano 2.0, b) Trajectory Planning with WorldNav, c) World Expansion with WorldStereo 2.0, and d) World Composition with WorldMirror 2.0. Specifically, we introduce key innovations to enhance panorama fidelity, enable 3D scene understanding and planning, and upgrade WorldStereo, our keyframe-based view generation model with consistent memory. We also upgrade WorldMirror, a feed-forward model for universal 3D prediction, by refining model architecture and learning strategy, enabling world reconstruction from multi-view images or videos. Also, we introduce WorldLens, a high-performance 3DGS rendering platform featuring a flexible engine-agnostic architecture, automatic IBL lighting, efficient collision detection, and training-rendering co-design, enabling interactive exploration of 3D worlds with character support. Extensive experiments demonstrate that HY-World 2.0 achieves state-of-the-art performance on several benchmarks among open-source approaches, delivering results comparable to the closed-source model Marble. We release all model weights, code, and technical details to facilitate reproducibility and support further research on 3D world models.

  • 45 authors
·
Apr 14 8

LatticeWorld: A Multimodal Large Language Model-Empowered Framework for Interactive Complex World Generation

Recent research has been increasingly focusing on developing 3D world models that simulate complex real-world scenarios. World models have found broad applications across various domains, including embodied AI, autonomous driving, entertainment, etc. A more realistic simulation with accurate physics will effectively narrow the sim-to-real gap and allow us to gather rich information about the real world conveniently. While traditional manual modeling has enabled the creation of virtual 3D scenes, modern approaches have leveraged advanced machine learning algorithms for 3D world generation, with most recent advances focusing on generative methods that can create virtual worlds based on user instructions. This work explores such a research direction by proposing LatticeWorld, a simple yet effective 3D world generation framework that streamlines the industrial production pipeline of 3D environments. LatticeWorld leverages lightweight LLMs (LLaMA-2-7B) alongside the industry-grade rendering engine (e.g., Unreal Engine 5) to generate a dynamic environment. Our proposed framework accepts textual descriptions and visual instructions as multimodal inputs and creates large-scale 3D interactive worlds with dynamic agents, featuring competitive multi-agent interaction, high-fidelity physics simulation, and real-time rendering. We conduct comprehensive experiments to evaluate LatticeWorld, showing that it achieves superior accuracy in scene layout generation and visual fidelity. Moreover, LatticeWorld achieves over a 90times increase in industrial production efficiency while maintaining high creative quality compared with traditional manual production methods. Our demo video is available at https://youtu.be/8VWZXpERR18

  • 10 authors
·
Sep 5, 2025 3

WorldGrow: Generating Infinite 3D World

We tackle the challenge of generating the infinitely extendable 3D world -- large, continuous environments with coherent geometry and realistic appearance. Existing methods face key challenges: 2D-lifting approaches suffer from geometric and appearance inconsistencies across views, 3D implicit representations are hard to scale up, and current 3D foundation models are mostly object-centric, limiting their applicability to scene-level generation. Our key insight is leveraging strong generation priors from pre-trained 3D models for structured scene block generation. To this end, we propose WorldGrow, a hierarchical framework for unbounded 3D scene synthesis. Our method features three core components: (1) a data curation pipeline that extracts high-quality scene blocks for training, making the 3D structured latent representations suitable for scene generation; (2) a 3D block inpainting mechanism that enables context-aware scene extension; and (3) a coarse-to-fine generation strategy that ensures both global layout plausibility and local geometric/textural fidelity. Evaluated on the large-scale 3D-FRONT dataset, WorldGrow achieves SOTA performance in geometry reconstruction, while uniquely supporting infinite scene generation with photorealistic and structurally consistent outputs. These results highlight its capability for constructing large-scale virtual environments and potential for building future world models.

  • 9 authors
·
Oct 24, 2025 3

Orbia: Do Generated Videos Form a Consistent 3D World?

Video generators serve as interactive worlds for exploration and simulation, yet realistic and visually appealing frames do not necessarily depict a consistent 3D world. Existing benchmarks assess selected geometric properties or use vision-language models to judge memory and consistency, leaving systematic 3D evaluation underexplored. We introduce Orbia, the first benchmark dedicated to a systematic and comprehensive evaluation of 3D consistency in interactive world models. Through controlled exploration and revisit, we organize the evaluation into three dimensions: input preservation, generated-content persistence, and 3D self-consistency. For input preservation, registered RGB-D references and annotated anchors support appearance, geometry, and spatial stability measurements. For generated-content persistence, we compare revisits to regions absent from the input image with their first generated observations to test whether models preserve what they create. For 3D self-consistency, cross-view depth and feature correspondence, regional scale agreement, and held-out Gaussian rendering test whether generated views describe the same 3D scene. Minute-long exploration and revisits further test long-term consistency. Our construction and annotation pipeline brings together public datasets, self-captured scenes, and simulation, yielding 720 instances across indoor and outdoor environments and six exploration-and-revisit protocols. Evaluation spans 27 text-, action-, and camera-conditioned models through native-interface adapters. Our Orbia benchmark provides a systematic basis for diagnosing 3D inconsistency and developing more persistent video world models.

tencent Tencent
·
Oct 13 2

PanoWorld: Geometry-Consistent Panoramic Video World Modeling

We present PanoWorld, a panoramic video world model that generates geometry-consistent 360degree video from a single image and a caption. Existing panoramic video methods optimize primarily for visual realism and do not explicitly constrain the underlying 3D scene state, producing outputs that appear plausible yet exhibit inconsistent depth, broken correspondences, and implausible motion across the spherical surface. We address this gap by framing panoramic video generation as a geometry- and dynamics-consistent latent state modeling problem rather than pure visual synthesis. Building on a pre-trained perspective video world model, we introduce two lightweight regularizers: a depth consistency loss against pseudo ground-truth panoramic depth, and a trajectory consistency loss that supervises the 3D world-frame positions of tracked points across time. We further apply spherical-geometry-aware adaptation to the conditioning and positional encoding. We additionally introduce PanoGeo, a unified geometry-aware panoramic video dataset with consistent depth, trajectory, and prompt annotations across diverse real and synthetic sources, used for both training and stratified evaluation. Experiments show that PanoWorld improves geometric consistency over prior panoramic generation methods while maintaining competitive visual realism, establishing that panoramic video generation must be treated as a geometric modeling problem to support the holistic spatial understanding requirements of embodied AI applications. Code is available at https://github.com/ostadabbas/PanoWorld.

  • 10 authors
·
May 13

Omni123: Exploring 3D Native Foundation Models with Limited 3D Data by Unifying Text to 2D and 3D Generation

Recent multimodal large language models have achieved strong performance in unified text and image understanding and generation, yet extending such native capability to 3D remains challenging due to limited data. Compared to abundant 2D imagery, high-quality 3D assets are scarce, making 3D synthesis under-constrained. Existing methods often rely on indirect pipelines that edit in 2D and lift results into 3D via optimization, sacrificing geometric consistency. We present Omni123, a 3D-native foundation model that unifies text-to-2D and text-to-3D generation within a single autoregressive framework. Our key insight is that cross-modal consistency between images and 3D can serve as an implicit structural constraint. By representing text, images, and 3D as discrete tokens in a shared sequence space, the model leverages abundant 2D data as a geometric prior to improve 3D representations. We introduce an interleaved X-to-X training paradigm that coordinates diverse cross-modal tasks over heterogeneous paired datasets without requiring fully aligned text-image-3D triplets. By traversing semantic-visual-geometric cycles (e.g., text to image to 3D to image) within autoregressive sequences, the model jointly enforces semantic alignment, appearance fidelity, and multi-view geometric consistency. Experiments show that Omni123 significantly improves text-guided 3D generation and editing, demonstrating a scalable path toward multimodal 3D world models.

meshy-ai-team Meshy
·
Apr 1 2

$I^{2}$-World: Intra-Inter Tokenization for Efficient Dynamic 4D Scene Forecasting

Forecasting the evolution of 3D scenes and generating unseen scenarios via occupancy-based world models offers substantial potential for addressing corner cases in autonomous driving systems. While tokenization has revolutionized image and video generation, efficiently tokenizing complex 3D scenes remains a critical challenge for 3D world models. To address this, we propose I^{2}-World, an efficient framework for 4D occupancy forecasting. Our method decouples scene tokenization into intra-scene and inter-scene tokenizers. The intra-scene tokenizer employs a multi-scale residual quantization strategy to hierarchically compress 3D scenes while preserving spatial details. The inter-scene tokenizer residually aggregates temporal dependencies across timesteps. This dual design preserves the compactness of 3D tokenizers while retaining the dynamic expressiveness of 4D tokenizers. Unlike decoder-only GPT-style autoregressive models, I^{2}-World adopts an encoder-decoder architecture. The encoder aggregates spatial context from the current scene and predicts a transformation matrix to enable high-level control over scene generation. The decoder, conditioned on this matrix and historical tokens, ensures temporal consistency during generation. Experiments demonstrate that I^{2}-World achieves state-of-the-art performance, outperforming existing methods by 25.1\% in mIoU and 36.9\% in IoU for 4D occupancy forecasting while exhibiting exceptional computational efficiency: it requires merely 2.9 GB of training memory and achieves real-time inference at 37.0 FPS. Our code is available on https://github.com/lzzzzzm/II-World.

  • 6 authors
·
Jul 12, 2025

Predicted Futures Are Not Enough: Learning Executable Goals for Robot Manipulation

Generative world models provide rich predictions of how manipulation scenes may evolve toward task objectives, yet those futures do not directly expose the compact task variables required by control. When training supervises future prediction alone, terminal goal accuracy is not an explicit learning objective, even when geometric recovery is available. We present Entity-Level Goal Readout, a learned prediction-to-execution interface that makes the executable terminal goal an explicit output of a 3D trace world model. It combines object-centric pose prediction with translation grounded in observed depth to produce a compact goal in SE(3). A shared Pose-Native Executor consumes this fixed goal with online object-pose feedback for closed-loop control without rerunning the world model. Across five manipulation tasks, the pipeline achieves a mean success rate of 79.69%. Goal diagnostics directly measure terminal goal accuracy, while controlled translation perturbations characterize how execution degrades under goal error. Zero-shot deployment on a Franka arm achieves 73.33% success on nominal StackCube, 66.67% with distractors, and 75.00% on PickPlate with a target unseen during policy training. These results support treating the prediction-to-execution interface as an explicit learned component of world-model planning rather than incidental post-processing in the control pipeline itself. Project page: https://claire0730.github.io/executable-goals/

  • 6 authors
·
Oct 6

NeuROK: Generative 4D Neural Object Kinematics

Data-driven approaches have revolutionized 3D vision, enabling transformers to effectively reconstruct and generate static 3D objects. However, generating simulative 4D dynamics -- realistic temporal deformations of static objects under various physical conditions -- remains challenging and often ad hoc, despite its importance in building comprehensive 3D world models. Most existing methods assume a predefined physical model and use system identification to estimate parameters, restricting these methods to specific categories and small-scale datasets. We propose that these restrictions can be overcome by learning a data-driven kinematic state parameterization for object-centric physical systems. Specifically, we learn both a latent space representing all possible states of the object and a decoder that maps any sampled latent to a plausibly deformed shape of the object. We refer to this parameterization as Neural Object Kinematics (NeuROK), and learn a transformer-based encoder-decoder model on a curated large-scale 4D dataset. This formulation and the learned model significantly simplify the generation of simulative dynamics since we only need to consider the dynamics within a low-dimensional latent space from the Lagrangian mechanics' perspective in classical physics. We demonstrate the effectiveness and generality of this neural simulation framework across diverse dynamic object types, showing clear advantages over prior works. Project page: https://chen-geng.com/neurok

  • 6 authors
·
May 27 2

3DFlowAction: Learning Cross-Embodiment Manipulation from 3D Flow World Model

Manipulation has long been a challenging task for robots, while humans can effortlessly perform complex interactions with objects, such as hanging a cup on the mug rack. A key reason is the lack of a large and uniform dataset for teaching robots manipulation skills. Current robot datasets often record robot action in different action spaces within a simple scene. This hinders the robot to learn a unified and robust action representation for different robots within diverse scenes. Observing how humans understand a manipulation task, we find that understanding how the objects should move in the 3D space is a critical clue for guiding actions. This clue is embodiment-agnostic and suitable for both humans and different robots. Motivated by this, we aim to learn a 3D flow world model from both human and robot manipulation data. This model predicts the future movement of the interacting objects in 3D space, guiding action planning for manipulation. Specifically, we synthesize a large-scale 3D optical flow dataset, named ManiFlow-110k, through a moving object auto-detect pipeline. A video diffusion-based world model then learns manipulation physics from these data, generating 3D optical flow trajectories conditioned on language instructions. With the generated 3D object optical flow, we propose a flow-guided rendering mechanism, which renders the predicted final state and leverages GPT-4o to assess whether the predicted flow aligns with the task description. This equips the robot with a closed-loop planning ability. Finally, we consider the predicted 3D optical flow as constraints for an optimization policy to determine a chunk of robot actions for manipulation. Extensive experiments demonstrate strong generalization across diverse robotic manipulation tasks and reliable cross-embodiment adaptation without hardware-specific training.

  • 7 authors
·
Jun 6, 2025 2

PAIWorld: A 3D-Consistent World Foundation Model for Robotic Manipulation

World foundation models (WFMs) are powerful simulators, yet they predominantly operate in a single-view setting and lack the multi-view 3D consistency required for robotic manipulation. While robotic systems rely on multiple cameras (egocentric, eye-to-hand, and wrist-mounted) for policy learning, current multi-view world models simply concatenate view tokens without explicit geometric reasoning. This causes cross-view object drift, depth inconsistency, and texture misalignment. We trace these failures to two deficiencies: the absence of an explicit inter-view communication mechanism and the lack of a 3D geometric prior. We argue that resolving both simultaneously is necessary and sufficient. To address this, we present PAIWorld, a framework that augments diffusion-transformer world models via three core components: (1) Geometry-Aware Cross-View Attention blocks that establish an explicit pathway across views, (2) Geometric Rotary Position Embedding that encodes camera ray directions and extrinsic poses into the attention mechanism, and (3) Latent 3D-REPA, which distills 3D-aware features from frozen 3D foundation models to ensure 3D consistency. Built upon a DiT-based world foundation model, PAIWorld achieves state-of-the-art multi-view 3D consistency on robotic manipulation benchmarks, ranking 1st on the WorldArena leaderboard and 2nd on the AgiBot-Challenge2026 leaderboard, while enabling downstream applications such as model-based planning, world action models, and multi-view policy post-training.

  • 28 authors
·
Jun 15

4DWorldBench: A Comprehensive Evaluation Framework for 3D/4D World Generation Models

World Generation Models are emerging as a cornerstone of next-generation multimodal intelligence systems. Unlike traditional 2D visual generation, World Models aim to construct realistic, dynamic, and physically consistent 3D/4D worlds from images, videos, or text. These models not only need to produce high-fidelity visual content but also maintain coherence across space, time, physics, and instruction control, enabling applications in virtual reality, autonomous driving, embodied intelligence, and content creation. However, prior benchmarks emphasize different evaluation dimensions and lack a unified assessment of world-realism capability. To systematically evaluate World Models, we introduce the 4DWorldBench, which measures models across four key dimensions: Perceptual Quality, Condition-4D Alignment, Physical Realism, and 4D Consistency. The benchmark covers tasks such as Image-to-3D/4D, Video-to-4D, Text-to-3D/4D. Beyond these, we innovatively introduce adaptive conditioning across multiple modalities, which not only integrates but also extends traditional evaluation paradigms. To accommodate different modality-conditioned inputs, we map all modality conditions into a unified textual space during evaluation, and further integrate LLM-as-judge, MLLM-as-judge, and traditional network-based methods. This unified and adaptive design enables more comprehensive and consistent evaluation of alignment, physical realism, and cross-modal coherence. Preliminary human studies further demonstrate that our adaptive tool selection achieves closer agreement with subjective human judgments. We hope this benchmark will serve as a foundation for objective comparisons and improvements, accelerating the transition from "visual generation" to "world generation." Our project can be found at https://yeppp27.github.io/4DWorldBench.github.io/.

Deform360: A Massive Multi-view Visuotactile Dataset for Deformable World Models

Predicting object dynamics (i.e., world modeling) is a fundamental challenge for robotic manipulation, and modeling deformable objects presents a particularly difficult case due to their high-dimensional state spaces and complex material properties. While current world models approach this through two distinct paradigms: learning the dynamics over the 2D pixel space or more explicit 3D geometric space. A systematic understanding of their relative strengths and limitations remains elusive due to the lack of diverse, large-scale real-world data. To address this, we present Deform360, a large-scale visuotactile dataset featuring 198 daily-life objects, 1,980 interaction sequences, and over 215 hours of observations from 41 surround-view cameras and bimanual tactile grippers to capture both global motion and contact-induced local deformations. Leveraging a novel markerless visuotactile 3D tracking pipeline to extract dense geometry and motion, we systematically evaluate current state-of-the-art world models, comparing 2D video models against 3D particle models. Finally, we provide a preliminary demonstration indicating the real-world applicability of our dataset by performing robot planning tasks on deformable objects. Our analysis reveals key insights into the trade-offs between structural priors and scalability, providing a solid benchmark for future research in generalizable deformable object-centric world modeling. Project website: https://deform360.lhy.xyz

GaussianDWM: 3D Gaussian Driving World Model for Unified Scene Understanding and Multi-Modal Generation

Driving World Models (DWMs) have been developing rapidly with the advances of generative models. However, existing DWMs lack 3D scene understanding capabilities and can only generate content conditioned on input data, without the ability to interpret or reason about the driving environment. Moreover, current approaches represent 3D spatial information with point cloud or BEV features do not accurately align textual information with the underlying 3D scene. To address these limitations, we propose a novel unified DWM framework based on 3D Gaussian scene representation, which enables both 3D scene understanding and multi-modal scene generation, while also enabling contextual enrichment for understanding and generation tasks. Our approach directly aligns textual information with the 3D scene by embedding rich linguistic features into each Gaussian primitive, thereby achieving early modality alignment. In addition, we design a novel task-aware language-guided sampling strategy that removes redundant 3D Gaussians and injects accurate and compact 3D tokens into LLM. Furthermore, we design a dual-condition multi-modal generation model, where the information captured by our vision-language model is leveraged as a high-level language condition in combination with a low-level image condition, jointly guiding the multi-modal generation process. We conduct comprehensive studies on the nuScenes, and NuInteract datasets to validate the effectiveness of our framework. Our method achieves state-of-the-art performance. We will release the code publicly on GitHub https://github.com/dtc111111/GaussianDWM.

  • 11 authors
·
Dec 28, 2025

WNM-3D: A World Navigation Model with 3D Scene Conditioning for Closed-Loop VLN

Recent vision-language navigation (VLN) systems increasingly adapt pretrained vision-language models (VLMs) into vision-language-action (VLA) policies that map egocentric observations and language instructions directly to navigation actions. Although semantically capable, such action-centric training does not explicitly model how the agent's visual observations should evolve under its predicted motion. Generative world-action models (WAMs) jointly predict future observations and actions, yet existing WAMs for continuous VLN do not condition joint future-view and action generation on geometry-aware representations inferred from the observed history. We present WNM-3D, a generative World Navigation Model with 3D scene conditioning for continuous VLN. To consolidate past observations into persistent scene context, a frozen feed-forward geometry encoder extracts geometry-aware representations from the monocular egocentric RGB history, and a trainable 3D Scene-to-Token Adapter converts them into a fixed-length prefix in the token space of the world-action Diffusion Transformer. Through block-causal attention, this prefix conditions every future video-action block, providing a shared geometric context for both future-view and action generation. We train WNM-3D through supervised world-action fine-tuning on A*-generated demonstrations, DAgger-style adaptation on policy-visited states, and DanceGRPO-based closed-loop policy optimization. Experiments on GN-Bench show that WNM-3D outperforms strong VLM-based navigation policies and its 2D-conditioned counterpart in closed-loop navigation. On a fixed near-goal evaluation set, WNM-3D also achieves higher flow-action consistency and lower visual-motion error.

  • 10 authors
·
Aug 6

UNITAS: A 3D-Native World Action Model for Embodied Manipulation

World action models (WAMs) aim to answer a coupled physical question: given a task instruction, what motion should the robot execute, and how will that motion change the surrounding world? Most existing WAMs build on pretrained video generators and represent world evolution through images or visual latents. Robotic interaction, however, takes place in metric three-dimensional space, while images are view-dependent projections whose pixel distances do not directly encode physical distances. We introduce UNITAS, to our knowledge the first 3D-native world action model that unifies observations, actions, and scene dynamics in a shared metric 3D frame within each interaction, using a common representation across robot embodiments and human hands. Action flow represents human hands and robot grippers as 3D point trajectories, while scene flow describes scene-point displacements conditioned on these trajectories. World-aligned 3D positional embeddings ground visual tokens with or without depth input, and a physical-time trajectory tokenizer encodes each point trajectory as one token anchored at its current 3D position. This interface supports both direct action execution and action-conditioned scene prediction. With 1.7B parameters, UNITAS achieves the best action-conditioned scene prediction on RoboTwin among the compared methods, with up to 49% lower displacement errors than PointWorld, and state-of-the-art manipulation success, including 99.8% on LIBERO and an average of 85% across real-world tasks. The code is available at https://github.com/DexForce/UNITAS.

$μ_0$: A Scalable 3D Interaction-Trace World Model

World models that capture how actions induce physical change enable scalable robot learning without reliance on embodiment-specific action labels. Pixel-space video models provide broad visual priors but expend model capacity on dense appearance reconstruction, while direct action models require embodiment-specific labels that hinder scalability. We present μ_0, a scalable world model based on 3D traces. Rather than predicting dense pixels or directly modeling actions, μ_0 forecasts smooth 3D trajectories for salient interaction points such as objects, tools, hands, and contact regions, yielding a compact, embodiment-agnostic motion interface. To enable training from diverse video sources, our TraceExtract system automatically extracts 3D supervision by selecting keypoints, constructing globally aligned traces, and associating motion segments with hierarchical language captions. This TraceExtract supervision pretrains μ_0 by combining a pretrained vision-language backbone with a modular trace expert, which represents each query via B-spline control points and predicts future traces. Experiments show that μ_0 outperforms baselines in both 2D and 3D trace prediction, including trace prediction models and tokenized VLM methods. Because μ_0 is frozen and reusable, it can be paired with action experts for downstream robot embodiments. Despite action-free pretraining, the resulting trace-conditioned policies achieve performance competitive with VLA models pretrained with action supervision, such as π_0. These results establish 3D traces as a scalable and transferable representation for cross-embodiment manipulation.

WSA$_1$: a 3D-Centric World-Spatial-Action Model for Generalizable Robot Control

Recent advances in embodied AI have established robot foundation models (RFMs) as the dominant approach for generalist robotic systems to date. By leveraging imitation learning on extensive robot demonstrations, RFMs have achieved impressive capabilities in mapping visual observations and language instructions to continuous robotic actions. However, current RFMs lack an inherent ability to reason about physical dynamics and the causal effects of robot behaviors on the 3D physical world. This creates a fundamental mismatch between 2D-centric visual perception and 3D-centric embodied interaction, severely limiting the generalization ability of RFMs in real-world tasks.To address this gap, we present WSA_1, a novel RFM built upon proposed 3D-Centric World-Spatial-Action modeling paradigm. It not only learns 3D world-aware visual thought for future robot behaviors, but also models mutual constraints between 3D world state transitions and robotic actions to enhance behavior generalization. Notably, WSA_1 achieves highly data-efficient pre-training with 6k hours of expert demonstration data (only 1k hours from real robot), while delivering competitive manipulation performance (93% success rate) on RoboTwin2.0 simulation benchmark and achieving +20% average boosted performance over state-of-the-art RFMs on real-world robot control tasks. These results reveal that generalizable RFM can be attained without large-scale real robot data when paired with 3D-centric world-action joint modeling, which offers a practical and affordable pathway to generalist robotic systems.

  • 11 authors
·
Jul 3

TraceGen: World Modeling in 3D Trace Space Enables Learning from Cross-Embodiment Videos

Learning new robot tasks on new platforms and in new scenes from only a handful of demonstrations remains challenging. While videos of other embodiments - humans and different robots - are abundant, differences in embodiment, camera, and environment hinder their direct use. We address the small-data problem by introducing a unifying, symbolic representation - a compact 3D "trace-space" of scene-level trajectories - that enables learning from cross-embodiment, cross-environment, and cross-task videos. We present TraceGen, a world model that predicts future motion in trace-space rather than pixel space, abstracting away appearance while retaining the geometric structure needed for manipulation. To train TraceGen at scale, we develop TraceForge, a data pipeline that transforms heterogeneous human and robot videos into consistent 3D traces, yielding a corpus of 123K videos and 1.8M observation-trace-language triplets. Pretraining on this corpus produces a transferable 3D motion prior that adapts efficiently: with just five target robot videos, TraceGen attains 80% success across four tasks while offering 50-600x faster inference than state-of-the-art video-based world models. In the more challenging case where only five uncalibrated human demonstration videos captured on a handheld phone are available, it still reaches 67.5% success on a real robot, highlighting TraceGen's ability to adapt across embodiments without relying on object detectors or heavy pixel-space generation.

  • 11 authors
·
Nov 26, 2025 1

3D-LLM: Injecting the 3D World into Large Language Models

Large language models (LLMs) and Vision-Language Models (VLMs) have been proven to excel at multiple tasks, such as commonsense reasoning. Powerful as these models can be, they are not grounded in the 3D physical world, which involves richer concepts such as spatial relationships, affordances, physics, layout, and so on. In this work, we propose to inject the 3D world into large language models and introduce a whole new family of 3D-LLMs. Specifically, 3D-LLMs can take 3D point clouds and their features as input and perform a diverse set of 3D-related tasks, including captioning, dense captioning, 3D question answering, task decomposition, 3D grounding, 3D-assisted dialog, navigation, and so on. Using three types of prompting mechanisms that we design, we are able to collect over 300k 3D-language data covering these tasks. To efficiently train 3D-LLMs, we first utilize a 3D feature extractor that obtains 3D features from rendered multi- view images. Then, we use 2D VLMs as our backbones to train our 3D-LLMs. By introducing a 3D localization mechanism, 3D-LLMs can better capture 3D spatial information. Experiments on ScanQA show that our model outperforms state-of-the-art baselines by a large margin (e.g., the BLEU-1 score surpasses state-of-the-art score by 9%). Furthermore, experiments on our held-in datasets for 3D captioning, task composition, and 3D-assisted dialogue show that our model outperforms 2D VLMs. Qualitative examples also show that our model could perform more tasks beyond the scope of existing LLMs and VLMs. Project Page: : https://vis-www.cs.umass.edu/3dllm/.

  • 7 authors
·
Jul 24, 2023 4

LAWM-3D: Learning 3D-Aware Latent Actions from Human Videos for Generalizable Robot World Models

World models enable agents to perform forward rollout and planning without real-world interaction. However, their application in open-world embodied intelligence remains limited by the high cost of action annotations and the heterogeneity of action spaces across platforms. Recently, latent action models (LAMs) have alleviated this bottleneck by learning action representations directly from unlabeled human videos in a self-supervised manner. Nevertheless, most existing LAMs rely on single-view inputs and operate primarily in 2D pixel space, raising a fundamental question: can simply incorporating multi-view videos into LAM training endow the learned latent actions with 3D-aware perception? Our study shows that the answer is negative. The primary reasons lie in future-frame appearance leakage as well as inter-camera appearance discrepancies and viewpoint variations. To address these issues, we propose LAWM-3D, which introduces three tightly coupled key designs: (1) a multi-view invariant unified action tokenization scheme for learning 3D-aware latent actions; (2) a geometric alignment constraint that anchors intermediate encoder features to a pretrained 3D foundation model, thereby explicitly providing cross-view geometric correspondences; and (3) a non-injective RGB-D joint reconstruction objective that prevents shortcut learning from future-frame appearance information, forcing the LAM to focus supervision on motion cues with geometric significance. Importantly, these components are not simply stacked but are tightly coupled through a unified motivation. Built upon a two-stage paradigm of large-scale human video pretraining followed by robot fine-tuning, extensive experiments demonstrate that the proposed 3D-aware latent actions significantly improve world model performance, achieving SOTA results in generation quality, physical consistency, and generalization ability.

  • 8 authors
·
Aug 5

GeoDrive: 3D Geometry-Informed Driving World Model with Precise Action Control

Recent advancements in world models have revolutionized dynamic environment simulation, allowing systems to foresee future states and assess potential actions. In autonomous driving, these capabilities help vehicles anticipate the behavior of other road users, perform risk-aware planning, accelerate training in simulation, and adapt to novel scenarios, thereby enhancing safety and reliability. Current approaches exhibit deficiencies in maintaining robust 3D geometric consistency or accumulating artifacts during occlusion handling, both critical for reliable safety assessment in autonomous navigation tasks. To address this, we introduce GeoDrive, which explicitly integrates robust 3D geometry conditions into driving world models to enhance spatial understanding and action controllability. Specifically, we first extract a 3D representation from the input frame and then obtain its 2D rendering based on the user-specified ego-car trajectory. To enable dynamic modeling, we propose a dynamic editing module during training to enhance the renderings by editing the positions of the vehicles. Extensive experiments demonstrate that our method significantly outperforms existing models in both action accuracy and 3D spatial awareness, leading to more realistic, adaptable, and reliable scene modeling for safer autonomous driving. Additionally, our model can generalize to novel trajectories and offers interactive scene editing capabilities, such as object editing and object trajectory control.

  • 8 authors
·
May 28, 2025 3

HERMES++: Toward a Unified Driving World Model for 3D Scene Understanding and Generation

Driving world models serve as a pivotal technology for autonomous driving by simulating environmental dynamics. However, existing approaches predominantly focus on future scene generation, often overlooking comprehensive 3D scene understanding. Conversely, while Large Language Models (LLMs) demonstrate impressive reasoning capabilities, they lack the capacity to predict future geometric evolution, creating a significant disparity between semantic interpretation and physical simulation. To bridge this gap, we propose HERMES++, a unified driving world model that integrates 3D scene understanding and future geometry prediction within a single framework. Our approach addresses the distinct requirements of these tasks through synergistic designs. First, a BEV representation consolidates multi-view spatial information into a structure compatible with LLMs. Second, we introduce LLM-enhanced world queries to facilitate knowledge transfer from the understanding branch. Third, a Current-to-Future Link is designed to bridge the temporal gap, conditioning geometric evolution on semantic context. Finally, to enforce structural integrity, we employ a Joint Geometric Optimization strategy that integrates explicit geometric constraints with implicit latent regularization to align internal representations with geometry-aware priors. Extensive evaluations on multiple benchmarks validate the effectiveness of our method. HERMES++ achieves strong performance, outperforming specialist approaches in both future point cloud prediction and 3D scene understanding tasks. The model and code will be publicly released at https://github.com/H-EmbodVis/HERMESV2.

H-EmbodVis H-EmbodVis
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Apr 29 2

PointVLA: Injecting the 3D World into Vision-Language-Action Models

Vision-Language-Action (VLA) models excel at robotic tasks by leveraging large-scale 2D vision-language pretraining, but their reliance on RGB images limits spatial reasoning critical for real-world interaction. Retraining these models with 3D data is computationally prohibitive, while discarding existing 2D datasets wastes valuable resources. To bridge this gap, we propose PointVLA, a framework that enhances pre-trained VLAs with point cloud inputs without requiring retraining. Our method freezes the vanilla action expert and injects 3D features via a lightweight modular block. To identify the most effective way of integrating point cloud representations, we conduct a skip-block analysis to pinpoint less useful blocks in the vanilla action expert, ensuring that 3D features are injected only into these blocks--minimizing disruption to pre-trained representations. Extensive experiments demonstrate that PointVLA outperforms state-of-the-art 2D imitation learning methods, such as OpenVLA, Diffusion Policy and DexVLA, across both simulated and real-world robotic tasks. Specifically, we highlight several key advantages of PointVLA enabled by point cloud integration: (1) Few-shot multi-tasking, where PointVLA successfully performs four different tasks using only 20 demonstrations each; (2) Real-vs-photo discrimination, where PointVLA distinguishes real objects from their images, leveraging 3D world knowledge to improve safety and reliability; (3) Height adaptability, Unlike conventional 2D imitation learning methods, PointVLA enables robots to adapt to objects at varying table height that unseen in train data. Furthermore, PointVLA achieves strong performance in long-horizon tasks, such as picking and packing objects from a moving conveyor belt, showcasing its ability to generalize across complex, dynamic environments.

  • 6 authors
·
Mar 10, 2025

When LLMs step into the 3D World: A Survey and Meta-Analysis of 3D Tasks via Multi-modal Large Language Models

As large language models (LLMs) evolve, their integration with 3D spatial data (3D-LLMs) has seen rapid progress, offering unprecedented capabilities for understanding and interacting with physical spaces. This survey provides a comprehensive overview of the methodologies enabling LLMs to process, understand, and generate 3D data. Highlighting the unique advantages of LLMs, such as in-context learning, step-by-step reasoning, open-vocabulary capabilities, and extensive world knowledge, we underscore their potential to significantly advance spatial comprehension and interaction within embodied Artificial Intelligence (AI) systems. Our investigation spans various 3D data representations, from point clouds to Neural Radiance Fields (NeRFs). It examines their integration with LLMs for tasks such as 3D scene understanding, captioning, question-answering, and dialogue, as well as LLM-based agents for spatial reasoning, planning, and navigation. The paper also includes a brief review of other methods that integrate 3D and language. The meta-analysis presented in this paper reveals significant progress yet underscores the necessity for novel approaches to harness the full potential of 3D-LLMs. Hence, with this paper, we aim to chart a course for future research that explores and expands the capabilities of 3D-LLMs in understanding and interacting with the complex 3D world. To support this survey, we have established a project page where papers related to our topic are organized and listed: https://github.com/ActiveVisionLab/Awesome-LLM-3D.

  • 17 authors
·
May 16, 2024

SpatialCrafter: Single Image World Modeling with Generative 3D Proxies

Explorable image-to-scene generation is essential for applications in gaming, robotics, and virtual reality. Existing methods based on video diffusion model (VDM) commonly rely on incomplete conditioning signals such as sparse point clouds or 2D panoramas, leading to stochastic hallucinations, long-term drifts and suboptimal 3D consistency. We present SpatialCrafter, a novel two-stage framework that addresses these issues by introducing a global 3D proxy for high-fidelity image-to-scene generation. Specifically, we decompose the generation process into global proxy generation and appearance refinement. For proxy generation, we propose a Point-anchored Sparse Structure~(PaSS) Flow module that predicts a spatially aligned and geometrically consistent 3D proxy. For appearance refinement, we re-frame the VDM as a Generative Deferred Refiner which synthesizes high-frequency photorealistic details upon proxy-defined scene geometry. To better integrate the proxy with the pre-trained VDM, we introduce Parallel Geometry Injection and Proxy-Aware Corruption training strategies, which improve robustness to proxy artifacts without disrupting the pretrained generative manifold. Furthermore, as no suitable dataset exists for this explorable scene generation task, we construct a new large-scale dataset of 115K scenes. To the best of our knowledge, it is the first hybrid dataset for image-to-scene generation. Extensive experiments on both synthetic and real-world datasets show that SpatialCrafter outperforms state-of-the-art methods, mitigates long-term drift, and remains robust and consistent under rapid camera motion and extreme viewpoint changes. Our project page: https://fangchuan.github.io/SpatialCrafter/{fangchuan.github.io/SpatialCrafter/}

MultiPLY: A Multisensory Object-Centric Embodied Large Language Model in 3D World

Human beings possess the capability to multiply a melange of multisensory cues while actively exploring and interacting with the 3D world. Current multi-modal large language models, however, passively absorb sensory data as inputs, lacking the capacity to actively interact with the objects in the 3D environment and dynamically collect their multisensory information. To usher in the study of this area, we propose MultiPLY, a multisensory embodied large language model that could incorporate multisensory interactive data, including visual, audio, tactile, and thermal information into large language models, thereby establishing the correlation among words, actions, and percepts. To this end, we first collect Multisensory Universe, a large-scale multisensory interaction dataset comprising 500k data by deploying an LLM-powered embodied agent to engage with the 3D environment. To perform instruction tuning with pre-trained LLM on such generated data, we first encode the 3D scene as abstracted object-centric representations and then introduce action tokens denoting that the embodied agent takes certain actions within the environment, as well as state tokens that represent the multisensory state observations of the agent at each time step. In the inference time, MultiPLY could generate action tokens, instructing the agent to take the action in the environment and obtain the next multisensory state observation. The observation is then appended back to the LLM via state tokens to generate subsequent text or action tokens. We demonstrate that MultiPLY outperforms baselines by a large margin through a diverse set of embodied tasks involving object retrieval, tool use, multisensory captioning, and task decomposition.

  • 6 authors
·
Jan 16, 2024

Dexterous World Models

Recent progress in 3D reconstruction has made it easy to create realistic digital twins from everyday environments. However, current digital twins remain largely static and are limited to navigation and view synthesis without embodied interactivity. To bridge this gap, we introduce Dexterous World Model (DWM), a scene-action-conditioned video diffusion framework that models how dexterous human actions induce dynamic changes in static 3D scenes. Given a static 3D scene rendering and an egocentric hand motion sequence, DWM generates temporally coherent videos depicting plausible human-scene interactions. Our approach conditions video generation on (1) static scene renderings following a specified camera trajectory to ensure spatial consistency, and (2) egocentric hand mesh renderings that encode both geometry and motion cues to model action-conditioned dynamics directly. To train DWM, we construct a hybrid interaction video dataset. Synthetic egocentric interactions provide fully aligned supervision for joint locomotion and manipulation learning, while fixed-camera real-world videos contribute diverse and realistic object dynamics. Experiments demonstrate that DWM enables realistic and physically plausible interactions, such as grasping, opening, and moving objects, while maintaining camera and scene consistency. This framework represents a first step toward video diffusion-based interactive digital twins and enables embodied simulation from egocentric actions.

  • 4 authors
·
Dec 19, 2025

EponaV2: Driving World Model with Comprehensive Future Reasoning

Data scaling plays a pivotal role in the pursuit of general intelligence. However, the prevailing perception-planning paradigm in autonomous driving relies heavily on expensive manual annotations to supervise trajectory planning, which severely limits its scalability. Conversely, although existing perception-free driving world models achieve impressive driving performance, their real-world reasoning ability for planning is solely built on next frame image forecasting. Due to the lack of enough supervision, these models often struggle with comprehensive scene understanding, resulting in unsatisfactory trajectory planning. In this paper, we propose EponaV2, a novel paradigm of driving world models, which achieves high-quality planning with comprehensive future reasoning. Inspired by how human drivers anticipate 3D geometry and semantics, we train our model to forecast more comprehensive future representations, which can be additionally decoded to future geometry and semantic maps. Extracting the 3D and semantic modalities enables our model to deeply understand the surrounding environment, and the future prediction task significantly enhances the real-world reasoning capabilities of EponaV2, ultimately leading to improved trajectory planning. Moreover, inspired by the training recipe of Large Language Models (LLMs), we introduce a flow matching group relative policy optimization mechanism to further improve planning accuracy. The state-of-the-art (SOTA) performances of EponaV2 among perception-free models on three NAVSIM benchmarks (+1.3PDMS, +5.5EPDMS) demonstrate the effectiveness of our methods.

  • 11 authors
·
May 13

Flow Equivariant World Models: Memory for Partially Observed Dynamic Environments

Embodied systems experience the world as 'a symphony of flows': a combination of many continuous streams of sensory input coupled to self-motion, interwoven with the dynamics of external objects. These streams obey smooth, time-parameterized symmetries, which combine through a precisely structured algebra; yet most neural network world models ignore this structure and instead repeatedly re-learn the same transformations from data. In this work, we introduce 'Flow Equivariant World Models', a framework in which both self-motion and external object motion are unified as one-parameter Lie group 'flows'. We leverage this unification to implement group equivariance with respect to these transformations, thereby providing a stable latent world representation over hundreds of timesteps. On both 2D and 3D partially observed video world modeling benchmarks, we demonstrate that Flow Equivariant World Models significantly outperform comparable state-of-the-art diffusion-based and memory-augmented world modeling architectures -- particularly when there are predictable world dynamics outside the agent's current field of view. We show that flow equivariance is particularly beneficial for long rollouts, generalizing far beyond the training horizon. By structuring world model representations with respect to internal and external motion, flow equivariance charts a scalable route to data efficient, symmetry-guided, embodied intelligence. Project link: https://flowequivariantworldmodels.github.io.

  • 5 authors
·
Jan 3 2

Recursive Code World Models: Building Complex Worlds through Recursive Scene Programs

Code world models represent worlds as executable programs, but this representation alone does not determine how to construct a complex world. We introduce Recursive Code World Models (RCWM), a framework for reconstructing complex 3D worlds in code from a single reference image. RCWM couples a Recursive Scene Program (RSP) representation with a construction solver that recursively calls itself. An RSP represents the executable world as compositional scene code, while each solver call follows the same complete process: establish the whole, recursively reconstruct unresolved parts, and revisit the whole to refine their composition. This global-local-global recursion gives fine-scale structures their own perception-and-editing loops while preserving scene-wide geometry and relationships. Reference-aligned views propagate a shared camera projection across levels, while parent revisitation addresses boundaries, spatial relations, and shared errors that emerge after local refinement. A vision-language coding agent directly compares reference images with scene renders to guide refinement, recursive descent, and return. Across complex scenes, RCWM outperforms prior code-based image-to-scene reconstruction methods. Ablation studies further support the benefits of recursive construction and suggest that deeper calls can improve finer-scale reconstruction. RCWM provides a recursive construction principle for building complex executable worlds from visual evidence.

  • 3 authors
·
Sep 9 1

Programmable World Model

Recent video world models generate increasingly realistic and interactive visual experiences, yet lack reliable mechanisms for maintaining persistent world state and enforcing programmable rules over extended interactions. We introduce Programmable World Model, a framework that decouples world-state evolution from visual observation generation. An agent translates natural-language instructions into executable programs that specify entity states and state-transition rules, enabling direct control over individual entities and their interactions. A lightweight engine executes these programs to update and maintain an explicit, persistent global world state, including off-screen entities and non-visual attributes. To connect world state with visual generation, we introduce state-augmented 3D oriented bounding boxes (OBBs) as an intermediate representation. This representation, together with the target camera trajectory, is deterministically compiled into pixel-aligned spatiotemporal conditioning signals for a pretrained video model serving as the generative renderer. This design allows users to create playable games with predefined mechanics, direct control over individual entities, and persistent world state throughout gameplay. We further introduce CombatStateBench, a benchmark for evaluating programmable world models. On CombatStateBench, our method achieves 94% Count Accuracy and 98% State Accuracy, substantially outperforming existing interactive video world models while supporting coherent long-horizon generation. These results demonstrate the effectiveness of separating explicit state evolution from generative rendering for building persistent, programmable worlds.

AlayaLab Alaya Lab
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Sep 8 2

WorldAuditBench: Interactive 3D World Auditing with Multimodal Agents

As interactive 3D worlds are increasingly used to study intelligent behavior, it becomes important to develop efficient pipelines for identifying anomalies in these simulated environments, such as floating objects, traversable walls, or objects inconsistent with the surrounding scene. Multimodal AI systems, including vision-language models (VLMs) and vision-language-action models (VLAs), have shown potential for automating this task. However, 3D world auditing is complex, requiring the close coupling of two distinct capabilities: action, to navigate the 3D world and search for anomalies systematically and efficiently; and visual reasoning, to understand the environment and identify anomalies from multimodal observations. It remains largely unexplored whether multimodal agents can effectively couple these two capabilities, using visual reasoning to identify potential anomalies while taking actions to validate them. In this paper, we introduce WorldAuditBench, a benchmark for 3D world auditing comprising 213 anomaly tasks across 13 environments built with Unreal Engine 5 and Three.js, spanning five anomaly families. We evaluate five frontier models under a fixed exploration budget using two auditing paradigms: VLA-based exploration followed by VLM-based anomaly identification, and an end-to-end VLM agent in which visual reasoning directly guides action selection. Across the evaluated models and two paradigms, success rates range from 6.6% to 42.3%, substantially below human performance (83.4%). Through the task of world auditing, WorldAuditBench provides a testbed for studying how multimodal agents couple action and visual reasoning in interactive 3D environments, while highlighting current limitations in their ability to gather and interpret evidence during exploration.

Rethinking Driving World Model as Synthetic Data Generator for Perception Tasks

Recent advancements in driving world models enable controllable generation of high-quality RGB videos or multimodal videos. Existing methods primarily focus on metrics related to generation quality and controllability. However, they often overlook the evaluation of downstream perception tasks, which are really crucial for the performance of autonomous driving. Existing methods usually leverage a training strategy that first pretrains on synthetic data and finetunes on real data, resulting in twice the epochs compared to the baseline (real data only). When we double the epochs in the baseline, the benefit of synthetic data becomes negligible. To thoroughly demonstrate the benefit of synthetic data, we introduce Dream4Drive, a novel synthetic data generation framework designed for enhancing the downstream perception tasks. Dream4Drive first decomposes the input video into several 3D-aware guidance maps and subsequently renders the 3D assets onto these guidance maps. Finally, the driving world model is fine-tuned to produce the edited, multi-view photorealistic videos, which can be used to train the downstream perception models. Dream4Drive enables unprecedented flexibility in generating multi-view corner cases at scale, significantly boosting corner case perception in autonomous driving. To facilitate future research, we also contribute a large-scale 3D asset dataset named DriveObj3D, covering the typical categories in driving scenarios and enabling diverse 3D-aware video editing. We conduct comprehensive experiments to show that Dream4Drive can effectively boost the performance of downstream perception models under various training epochs. Page: https://wm-research.github.io/Dream4Drive/ GitHub Link: https://github.com/wm-research/Dream4Drive

PekingUniversity Peking University
·
Oct 21, 2025 1

Visionary: The World Model Carrier Built on WebGPU-Powered Gaussian Splatting Platform

Neural rendering, particularly 3D Gaussian Splatting (3DGS), has evolved rapidly and become a key component for building world models. However, existing viewer solutions remain fragmented, heavy, or constrained by legacy pipelines, resulting in high deployment friction and limited support for dynamic content and generative models. In this work, we present Visionary, an open, web-native platform for real-time various Gaussian Splatting and meshes rendering. Built on an efficient WebGPU renderer with per-frame ONNX inference, Visionary enables dynamic neural processing while maintaining a lightweight, "click-to-run" browser experience. It introduces a standardized Gaussian Generator contract, which not only supports standard 3DGS rendering but also allows plug-and-play algorithms to generate or update Gaussians each frame. Such inference also enables us to apply feedforward generative post-processing. The platform further offers a plug in three.js library with a concise TypeScript API for seamless integration into existing web applications. Experiments show that, under identical 3DGS assets, Visionary achieves superior rendering efficiency compared to current Web viewers due to GPU-based primitive sorting. It already supports multiple variants, including MLP-based 3DGS, 4DGS, neural avatars, and style transformation or enhancement networks. By unifying inference and rendering directly in the browser, Visionary significantly lowers the barrier to reproduction, comparison, and deployment of 3DGS-family methods, serving as a unified World Model Carrier for both reconstructive and generative paradigms.

  • 24 authors
·
Dec 9, 2025 4

When World Models Dream Wrong: Physical-Conditioned Adversarial Attacks against World Models

Generative world models (WMs) are increasingly used to synthesize controllable, sensor-conditioned driving videos, yet their reliance on physical priors exposes novel attack surfaces. In this paper, we present Physical-Conditioned World Model Attack (PhysCond-WMA), the first white-box world model attack that perturbs physical-condition channels, such as HDMap embeddings and 3D-box features, to induce semantic, logic, or decision-level distortion while preserving perceptual fidelity. PhysCond-WMA is optimized in two stages: (1) a quality-preserving guidance stage that constrains reverse-diffusion loss below a calibrated threshold, and (2) a momentum-guided denoising stage that accumulates target-aligned gradients along the denoising trajectory for stable, temporally coherent semantic shifts. Extensive experimental results demonstrate that our approach remains effective while increasing FID by about 9% on average and FVD by about 3.9% on average. Under the targeted attack setting, the attack success rate (ASR) reaches 0.55. Downstream studies further show tangible risk, which using attacked videos for training decreases 3D detection performance by about 4%, and worsens open-loop planning performance by about 20%. These findings has for the first time revealed and quantified security vulnerabilities in generative world models, driving more comprehensive security checkers.

  • 7 authors
·
Feb 21

WorldCoder-Bench: Benchmarking Physically Grounded 3D World Synthesis

Large language models (LLMs) are increasingly asked not only to write static interfaces, but to construct executable interactive worlds from natural language. Browser-native 3D, commonly built with Three.js, is a natural next frontier: generated programs must integrate assets, obey spatial and physical constraints, and keep user-facing controls synchronized with hidden runtime state. Existing web-generation benchmarks and evaluators, however, largely observe only pixels or DOM nodes, while the mechanics of a Three.js world unfold inside an opaque <canvas>. We introduce WorldCoder-Bench, a benchmark for autonomous, physically grounded 3D world synthesis. WorldCoder-Bench contains 2,026 expert-curated tasks across Simulation, Rendering, and Application scenarios, with optional .glb assets and hidden behavioral contracts. We further propose StateProbe, an execution-based protocol that probes generated programs in a sandboxed browser and verifies hidden, mutation-hardened contracts over runtime states and transitions. Beyond verification coverage, we report Return on Automation and Time Efficiency Multiplier to measure correctness-adjusted cost and time savings. Across nine frontier models, the best system reaches only 27.8% verification coverage on WorldCoder-Core and 19.9% on WorldCoder-Robust, with failures dominated by state-schema drift and broken interaction chains rather than missing scene elements. Utility metrics further show that cheap or fast models can still provide substantial value on easier domains. WorldCoder-Bench is available at https://anonymous.4open.science/r/WorldCoder-Bench/.

  • 11 authors
·
May 31

Path Planning in Physically Viable World Models

Robots deployed in unstructured outdoor environments often plan from scene reconstructions collected before deployment because operators cannot remap large or remote sites before every mission. As a result, robots must make long-horizon planning decisions using stale maps that assume the terrain remains unchanged, even though physical changes to the environment may render previously feasible routes unsafe or unreachable at execution time. We present a physically viable world model for evaluating what-if queries for robot navigation under future terrain change. The system augments reconstructed 3D Gaussian splat scenes with physics-based simulation to generate physically modified versions of the same environment without recollecting sensor data or rebuilding the map. We then implement a terrain-aware planner that accounts for physical events, obstacles, and deformations that are simulated by the world model. This allows robots and human operators to evaluate whether planned routes remain feasible before committing to a planned route, particularly in constrained environments where retreat or recovery may become impossible once conditions change. We evaluate the system on a real outdoor field site in Central Texas using simulated flooding across multiple severity levels. We measure route and mission feasibility as terrain conditions deteriorate under physically simulated interventions. Our results show that physically viable world models expose long-horizon route failures and rerouting behavior that are not apparent when planning only on the original reconstructed environment, allowing robots to evaluate how future terrain changes may affect route feasibility before deployment.

  • 6 authors
·
Jun 30

PAN: A World Model for General, Interactable, and Long-Horizon World Simulation

A world model enables an intelligent agent to imagine, predict, and reason about how the world evolves in response to its actions, and accordingly to plan and strategize. While recent video generation models produce realistic visual sequences, they typically operate in the prompt-to-full-video manner without causal control, interactivity, or long-horizon consistency required for purposeful reasoning. Existing world modeling efforts, on the other hand, often focus on restricted domains (e.g., physical, game, or 3D-scene dynamics) with limited depth and controllability, and struggle to generalize across diverse environments and interaction formats. In this work, we introduce PAN, a general, interactable, and long-horizon world model that predicts future world states through high-quality video simulation conditioned on history and natural language actions. PAN employs the Generative Latent Prediction (GLP) architecture that combines an autoregressive latent dynamics backbone based on a large language model (LLM), which grounds simulation in extensive text-based knowledge and enables conditioning on language-specified actions, with a video diffusion decoder that reconstructs perceptually detailed and temporally coherent visual observations, to achieve a unification between latent space reasoning (imagination) and realizable world dynamics (reality). Trained on large-scale video-action pairs spanning diverse domains, PAN supports open-domain, action-conditioned simulation with coherent, long-term dynamics. Extensive experiments show that PAN achieves strong performance in action-conditioned world simulation, long-horizon forecasting, and simulative reasoning compared to other video generators and world models, taking a step towards general world models that enable predictive simulation of future world states for reasoning and acting.

  • 34 authors
·
Nov 12, 2025 5

GigaWorld-0: World Models as Data Engine to Empower Embodied AI

World models are emerging as a foundational paradigm for scalable, data-efficient embodied AI. In this work, we present GigaWorld-0, a unified world model framework designed explicitly as a data engine for Vision-Language-Action (VLA) learning. GigaWorld-0 integrates two synergistic components: GigaWorld-0-Video, which leverages large-scale video generation to produce diverse, texture-rich, and temporally coherent embodied sequences under fine-grained control of appearance, camera viewpoint, and action semantics; and GigaWorld-0-3D, which combines 3D generative modeling, 3D Gaussian Splatting reconstruction, physically differentiable system identification, and executable motion planning to ensure geometric consistency and physical realism. Their joint optimization enables the scalable synthesis of embodied interaction data that is visually compelling, spatially coherent, physically plausible, and instruction-aligned. Training at scale is made feasible through our efficient GigaTrain framework, which exploits FP8-precision and sparse attention to drastically reduce memory and compute requirements. We conduct comprehensive evaluations showing that GigaWorld-0 generates high-quality, diverse, and controllable data across multiple dimensions. Critically, VLA model (e.g., GigaBrain-0) trained on GigaWorld-0-generated data achieve strong real-world performance, significantly improving generalization and task success on physical robots without any real-world interaction during training.

  • 25 authors
·
Nov 24, 2025 7

Wow, wo, val! A Comprehensive Embodied World Model Evaluation Turing Test

As world models gain momentum in Embodied AI, an increasing number of works explore using video foundation models as predictive world models for downstream embodied tasks like 3D prediction or interactive generation. However, before exploring these downstream tasks, video foundation models still have two critical questions unanswered: (1) whether their generative generalization is sufficient to maintain perceptual fidelity in the eyes of human observers, and (2) whether they are robust enough to serve as a universal prior for real-world embodied agents. To provide a standardized framework for answering these questions, we introduce the Embodied Turing Test benchmark: WoW-World-Eval (Wow,wo,val). Building upon 609 robot manipulation data, Wow-wo-val examines five core abilities, including perception, planning, prediction, generalization, and execution. We propose a comprehensive evaluation protocol with 22 metrics to assess the models' generation ability, which achieves a high Pearson Correlation between the overall score and human preference (>0.93) and establishes a reliable foundation for the Human Turing Test. On Wow-wo-val, models achieve only 17.27 on long-horizon planning and at best 68.02 on physical consistency, indicating limited spatiotemporal consistency and physical reasoning. For the Inverse Dynamic Model Turing Test, we first use an IDM to evaluate the video foundation models' execution accuracy in the real world. However, most models collapse to approx 0% success, while WoW maintains a 40.74% success rate. These findings point to a noticeable gap between the generated videos and the real world, highlighting the urgency and necessity of benchmarking World Model in Embodied AI.

  • 21 authors
·
Jan 7

GigaBrain-WBC-0.5: A Behavior World Model for Robust Whole-Body Control with Environment Interaction

Whole-body motion tracking policies turn a humanoid into a robust control interface: the teleoperator---or an upstream model---only supplies a coarse movement intent, while the low-level policy keeps the robot balanced and physically feasible. Existing trackers deliver this interface only on flat ground: trained in empty scenes, they never learn how contact with terrain and objects reshapes their dynamics, and they attempt to teach the policy to balance under any command by continually enlarging the reference-motion corpus, which stops working once feasible behaviors become environment-dependent. We present GigaBrain-WBC-0.5, the first Behavior World Model (BWM) for humanoid whole-body control. Rather than a purely reactive tracker, we train a causal Transformer to jointly predict its next action, next state, and the distribution over its next latent behavior command, so the network that acts also models how the environment shapes what it can do next. An automatic terrain-annotation pipeline recovers full 3D contact geometry from retargeted motion, enabling terrain annotation at the scale of existing motion datasets. The predicted distribution is reused at deployment to detect implausible commands online and retract them onto learned behaviors, so the robot attempts tasks in a "best-effort" manner. The result is a unified policy that takes real-time command, interacts with environment, and stays robust to implausible commands, falls, and disturbances. GigaBrain-WBC-0.5 achieves the highest success rate across all four regimes among three large-scale tracker baselines: 81.3% on terrain interaction (4.3x the strongest baseline), 83.1% under implausible commands, and 99.3% fall recovery (16.8x the strongest baseline). Hardware trials show robust interaction under missing supports and disturbances; the Unitree G1 checkpoint transfers to the Maker L01 robot with simple fine-tuning.

  • 20 authors
·
Aug 22

Learning to Think and Explore in 3D World

We study how vision-language models (VLMs) can learn to think and actively explore in 3D space. Instead of providing multi-view images, videos, or 3D representations to the model, we preserve the native visual encoding of VLMs, i.e., a single image, one at a time, just like humans, and treat the 3D representation only as an environment with which the model can interact through actions (e.g., move left) and observations (rendered images). Each rollout begins from an initial first-person view and a visual question. The model can then iteratively reason, navigate, and reorient its viewpoint before committing to a final answer. Following an initial trajectory-supervised finetuning, we apply reinforcement learning (RL) with rewards driven primarily by final-answer correctness. Crucially, RL provides no direct supervision over which viewpoints the model should visit or which exploration actions it should take. Instead, the model must learn an effective exploration policy solely from the extent to which its interactions improve performance. Across six 3D benchmarks, our model ACT3D achieves an average accuracy of 53.2% that improves its base Qwen model by 22.0% and surpasses proprietary Gemini 3.6 Flash. ACT3D also outperforms existing open-source 3D methods while using 50-70% fewer input frames, and generalizes to unseen domains with an average improvement of 5.9% over its supervised initialization. Further analysis reveals adaptive, question-conditioned exploration. Performance gains over the base model increase from 0.6% on questions answerable from the initial view to 16.3% on those requiring extensive exploration. ACT3D searches for occluded targets, avoids unnecessary exploration, and acquires complementary viewpoints for spatial comparisons. These findings demonstrate that outcome-based RL enables VLMs not only to reason over visual evidence, but also to learn when and how to acquire it.

Omni-WorldBench: Towards a Comprehensive Interaction-Centric Evaluation for World Models

Video--based world models have emerged along two dominant paradigms: video generation and 3D reconstruction. However, existing evaluation benchmarks either focus narrowly on visual fidelity and text--video alignment for generative models, or rely on static 3D reconstruction metrics that fundamentally neglect temporal dynamics. We argue that the future of world modeling lies in 4D generation, which jointly models spatial structure and temporal evolution. In this paradigm, the core capability is interactive response: the ability to faithfully reflect how interaction actions drive state transitions across space and time. Yet no existing benchmark systematically evaluates this critical dimension. To address this gap, we propose Omni--WorldBench, a comprehensive benchmark specifically designed to evaluate the interactive response capabilities of world models in 4D settings. Omni--WorldBench comprises two key components: Omni--WorldSuite, a systematic prompt suite spanning diverse interaction levels and scene types; and Omni--Metrics, an agent-based evaluation framework that quantifies world modeling capabilities by measuring the causal impact of interaction actions on both final outcomes and intermediate state evolution trajectories. We conduct extensive evaluations of 18 representative world models across multiple paradigms. Our analysis reveals critical limitations of current world models in interactive response, providing actionable insights for future research. Omni-WorldBench will be publicly released to foster progress in interactive 4D world modeling.

AGI-LAB-HF AGI Lab
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Mar 23 10

COMBAT: Conditional World Models for Behavioral Agent Training

Recent advances in video generation have spurred the development of world models capable of simulating 3D-consistent environments and interactions with static objects. However, a significant limitation remains in their ability to model dynamic, reactive agents that can intelligently influence and interact with the world. To address this gap, we introduce COMBAT, a real-time, action-controlled world model trained on the complex 1v1 fighting game Tekken 3. Our work demonstrates that diffusion models can successfully simulate a dynamic opponent that reacts to player actions, learning its behavior implicitly. Our approach utilizes a 1.2 billion parameter Diffusion Transformer, conditioned on latent representations from a deep compression autoencoder. We employ state-of-the-art techniques, including causal distillation and diffusion forcing, to achieve real-time inference. Crucially, we observe the emergence of sophisticated agent behavior by training the model solely on single-player inputs, without any explicit supervision for the opponent's policy. Unlike traditional imitation learning methods, which require complete action labels, COMBAT learns effectively from partially observed data to generate responsive behaviors for a controllable Player 1. We present an extensive study and introduce novel evaluation methods to benchmark this emergent agent behavior, establishing a strong foundation for training interactive agents within diffusion-based world models.

  • 8 authors
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Feb 27

State World Models: Execute the Rules, Generate the Pixels

Existing world models can generate action-conditioned video from a single image. Many focus on camera movement, allowing users to explore the generated scene. However, navigation alone does not ensure that an action follows persistent rules when its outcome depends on state that is invisible in the current frame. We present Stateful Harness, a framework that separates world evolution from video rendering to support stateful and rule-governed interaction. It maintains an evolving world state under specified rules, renders each resulting event with a frozen video model, and uses the generated clip to update the world state for the next turn. At each turn, the harness resolves the action selected by the user and compiles the resulting event into an instruction, while a preview clip from an editable 3D scene provides spatial and camera guidance. To evaluate rule compliance, we build WorldState-Bench, a benchmark of 50 counterfactual twin pairs that share an initial frame and action but differ in hidden state and required outcome. Under rule-only prompting, the best of the 11 evaluated video backends produces the required endings for both cases in 32% of pairs. For MiniMax-H3, specifying the required endings raises this rate from 32% to 64%, while the full harness reaches 92% with the same frozen model. These results support separating rule execution from video rendering for world interactions with hidden state.

Tsinghua-IVG Tsinghua-IVG
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Oct 18 2

WorldRFT: Latent World Model Planning with Reinforcement Fine-Tuning for Autonomous Driving

Latent World Models enhance scene representation through temporal self-supervised learning, presenting a perception annotation-free paradigm for end-to-end autonomous driving. However, the reconstruction-oriented representation learning tangles perception with planning tasks, leading to suboptimal optimization for planning. To address this challenge, we propose WorldRFT, a planning-oriented latent world model framework that aligns scene representation learning with planning via a hierarchical planning decomposition and local-aware interactive refinement mechanism, augmented by reinforcement learning fine-tuning (RFT) to enhance safety-critical policy performance. Specifically, WorldRFT integrates a vision-geometry foundation model to improve 3D spatial awareness, employs hierarchical planning task decomposition to guide representation optimization, and utilizes local-aware iterative refinement to derive a planning-oriented driving policy. Furthermore, we introduce Group Relative Policy Optimization (GRPO), which applies trajectory Gaussianization and collision-aware rewards to fine-tune the driving policy, yielding systematic improvements in safety. WorldRFT achieves state-of-the-art (SOTA) performance on both open-loop nuScenes and closed-loop NavSim benchmarks. On nuScenes, it reduces collision rates by 83% (0.30% -> 0.05%). On NavSim, using camera-only sensors input, it attains competitive performance with the LiDAR-based SOTA method DiffusionDrive (87.8 vs. 88.1 PDMS).

  • 10 authors
·
Dec 22, 2025

Stereo World Model: Camera-Guided Stereo Video Generation

We present StereoWorld, a camera-conditioned stereo world model that jointly learns appearance and binocular geometry for end-to-end stereo video generation.Unlike monocular RGB or RGBD approaches, StereoWorld operates exclusively within the RGB modality, while simultaneously grounding geometry directly from disparity. To efficiently achieve consistent stereo generation, our approach introduces two key designs: (1) a unified camera-frame RoPE that augments latent tokens with camera-aware rotary positional encoding, enabling relative, view- and time-consistent conditioning while preserving pretrained video priors via a stable attention initialization; and (2) a stereo-aware attention decomposition that factors full 4D attention into 3D intra-view attention plus horizontal row attention, leveraging the epipolar prior to capture disparity-aligned correspondences with substantially lower compute. Across benchmarks, StereoWorld improves stereo consistency, disparity accuracy, and camera-motion fidelity over strong monocular-then-convert pipelines, achieving more than 3x faster generation with an additional 5% gain in viewpoint consistency. Beyond benchmarks, StereoWorld enables end-to-end binocular VR rendering without depth estimation or inpainting, enhances embodied policy learning through metric-scale depth grounding, and is compatible with long-video distillation for extended interactive stereo synthesis.

  • 7 authors
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Mar 18 2

RynnWorld-4D: 4D Embodied World Models for Robotic Manipulation

Robotic manipulation in the open world requires not only recognizing what a scene looks like, but also anticipating how its 3D structure moves under interaction. We argue that synchronized RGB, depth, and optical flow, namely RGB-DF, provide a physically grounded representation that captures the underlying 4D dynamics of a scene. Compared to 2D pixel videos, this multi-modal synergy aligns visual appearance with geometric structure and temporal motion, creating a representation space significantly closer to the low-level end-effector actions demanded by robotic systems, thereby narrowing the gap between world prediction and policy learning. Building on this insight, we introduce RynnWorld-4D, a generative model that co-produces future RGB frames, depth maps, and optical flow from a single RGB-D image and a language instruction within one unified diffusion process. This 4D world model features a tri-branch architecture that integrates cross-modal attention with frame-wise 3D RoPE, ensuring that appearance, geometry, and motion evolve consistently. To supply training data at scale, we curate Rynn4DDataset 1.0, a massive dataset of over 254.4 million frames across egocentric human and robotic manipulation videos with high-quality pseudo-labels for depth and optical flow. We further propose RynnWorld-4D-Policy, an inverse dynamics head that consumes the internal 4D representations of RynnWorld-4D in a single forward pass, bypassing expensive multi-step denoising, to output robot actions in a closed-loop manner. Experiments show that RynnWorld-4D produces temporally and spatially coherent 4D predictions, and that RynnWorld-4D-Policy achieves state-of-the-art performance on real-world dexterous bimanual manipulation tasks, particularly excelling in tasks demanding spatial precision and temporal coordination.

  • 6 authors
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Jul 6 1

HOLODECK 2.0: Vision-Language-Guided 3D World Generation with Editing

3D scene generation plays a crucial role in gaming, artistic creation, virtual reality and many other domains. However, current 3D scene design still relies heavily on extensive manual effort from creators, and existing automated methods struggle to generate open-domain scenes or support flexible editing. As a result, generating 3D worlds directly from text has garnered increasing attention. In this paper, we introduce HOLODECK 2.0, an advanced vision-language-guided framework for 3D world generation with support for interactive scene editing based on human feedback. HOLODECK 2.0 can generate diverse and stylistically rich 3D scenes (e.g., realistic, cartoon, anime, and cyberpunk styles) that exhibit high semantic fidelity to fine-grained input descriptions, suitable for both indoor and open-domain environments. HOLODECK 2.0 leverages vision-language models (VLMs) to identify and parse the objects required in a scene and generates corresponding high-quality assets via state-of-the-art 3D generative models. It then iteratively applies spatial constraints derived from the VLMs to achieve semantically coherent and physically plausible layouts. Human evaluations and CLIP-based assessments demonstrate that HOLODECK 2.0 effectively generates high-quality scenes closely aligned with detailed textual descriptions, consistently outperforming baselines across indoor and open-domain scenarios. Additionally, we provide editing capabilities that flexibly adapt to human feedback, supporting layout refinement and style-consistent object edits. Finally, we present a practical application of HOLODECK 2.0 in procedural game modeling, generating visually rich and immersive environments, potentially boosting efficiency.

  • 4 authors
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Aug 7, 2025

Gamma-World: Generative Multi-Agent World Modeling Beyond Two Players

World models for interactive video generation have largely focused on single-agent settings, where future observations are generated from a single control signal. However, many generated environments require multi-agent interaction: multiple players, robots, or embodied agents act simultaneously within a shared space. Scaling world models to such settings requires a principled multi-agent design: agents should remain independently controllable, permutation-symmetric, and support efficient inference while maintaining consistency across time and perspectives. In this paper, we present our generative multi-agent world model for interactive simulation. It introduces Simplex Rotary Agent Encoding, a parameter-free extension of 3D RoPE that represents agents as vertices of a regular simplex in rotary angle space. This gives each agent a distinct phase while making all agents permutation-equivalent, enabling scalable agent identity without learned per-slot identities or a fixed agent ordering. To avoid dense all-to-all attention across agents, we further propose Sparse Hub Attention, where learnable hub tokens mediate token interaction across agents, reducing cross-agent attention cost from quadratic to linear in the number of agents. For real-time rollout, we distill a full-context diffusion teacher into a causal student that generates temporal blocks sequentially with KV caching, enabling action-responsive generation at 24 FPS. Experiments in multiplayer virtual environments show that our model improves video fidelity, action controllability, and inter-agent consistency over slot-based and dense-attention baselines, while generalizing from two to four players without additional training.

nvidia NVIDIA
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May 26 2

MoVerse: Real-Time Video World Modeling with Panoramic Gaussian Scaffold

We present MoVerse, a real-time video world model that creates an interactively navigable scene from a single narrow-field-of-view image. This setting is challenging because the input observes only a small fraction of the environment, while interactive roaming requires a complete surrounding world, persistent geometry, controllable camera motion, and temporally coherent high-fidelity observations. MoVerse addresses this problem by separating world construction from observation rendering. It first expands the input into a gravity-aligned 360^circ panorama with topology-aware diffusion, closing the missing field of view before 3D reasoning. It then lifts the panorama into a persistent 3D Gaussian scaffold using panoramic geometry-aware residual prediction, yielding a dense and directly renderable spatial memory. Finally, a Gaussian-conditioned video renderer translates scaffold renderings along user-specified camera trajectories into photorealistic video. To make this renderer practical for interaction, we train a bidirectional diffusion teacher for high-quality conditional rendering and distill it into a causal autoregressive student for bounded-latency streaming. This design combines the controllability and long-range consistency of explicit 3D representations with the perceptual quality of generative video models. MoVerse supports real-time scene roaming at 8~FPS on a single NVIDIA RTX~4090 GPU, demonstrating a practical path toward single-image world creation with interactive video output.

Orange-Team Orange Team
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Jun 10 2

Look-Before-Move: Narrative-Grounded World Visual Attention in Dynamic 3D Story Worlds

As embodied AI and world models increasingly operate in dynamic 3D environments, visual perception must move beyond passively interpreting given observations toward actively deciding what to observe. We study this problem through camera planning in dynamic 3D story worlds, where the camera must not only generate smooth motion, but also decide what visual evidence should be acquired before it moves. We formulate this capability as Narrative-Grounded World Visual Attention, where the camera acts as an embodied observer that determines what to observe, how to compose the observation, and how to shift attention over time under narrative intent and physical 3D constraints. To realize this capability, we propose Look-Before-Move, a camera planning framework that separates observation specification from motion execution. It first builds a Semantic Observation Contract to convert directorial intent into executable visual constraints, then performs Monte Carlo Viewpoint Search to find narrative-compliant and geometrically feasible viewpoints, and finally applies Semantic Trajectory Grounding to connect selected viewpoints into continuous, collision-aware, and temporally coherent camera motion. We further construct a dynamic 3D Story World Benchmark based on StoryBlender, covering 50 stories, 457 scenes, and 1585 shots with animated characters, semantic scene configurations, and executable 3D environments. Experiments show that our framework improves subject perception, intent consistency, and trajectory quality over representative baselines, demonstrating the importance of organizing visual attention before generating camera motion.

  • 8 authors
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Jun 25

Physically Embodied Gaussian Splatting: A Realtime Correctable World Model for Robotics

For robots to robustly understand and interact with the physical world, it is highly beneficial to have a comprehensive representation - modelling geometry, physics, and visual observations - that informs perception, planning, and control algorithms. We propose a novel dual Gaussian-Particle representation that models the physical world while (i) enabling predictive simulation of future states and (ii) allowing online correction from visual observations in a dynamic world. Our representation comprises particles that capture the geometrical aspect of objects in the world and can be used alongside a particle-based physics system to anticipate physically plausible future states. Attached to these particles are 3D Gaussians that render images from any viewpoint through a splatting process thus capturing the visual state. By comparing the predicted and observed images, our approach generates visual forces that correct the particle positions while respecting known physical constraints. By integrating predictive physical modelling with continuous visually-derived corrections, our unified representation reasons about the present and future while synchronizing with reality. Our system runs in realtime at 30Hz using only 3 cameras. We validate our approach on 2D and 3D tracking tasks as well as photometric reconstruction quality. Videos are found at https://embodied-gaussians.github.io/.

  • 4 authors
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Jun 15, 2024

DOME: Taming Diffusion Model into High-Fidelity Controllable Occupancy World Model

We propose DOME, a diffusion-based world model that predicts future occupancy frames based on past occupancy observations. The ability of this world model to capture the evolution of the environment is crucial for planning in autonomous driving. Compared to 2D video-based world models, the occupancy world model utilizes a native 3D representation, which features easily obtainable annotations and is modality-agnostic. This flexibility has the potential to facilitate the development of more advanced world models. Existing occupancy world models either suffer from detail loss due to discrete tokenization or rely on simplistic diffusion architectures, leading to inefficiencies and difficulties in predicting future occupancy with controllability. Our DOME exhibits two key features:(1) High-Fidelity and Long-Duration Generation. We adopt a spatial-temporal diffusion transformer to predict future occupancy frames based on historical context. This architecture efficiently captures spatial-temporal information, enabling high-fidelity details and the ability to generate predictions over long durations. (2)Fine-grained Controllability. We address the challenge of controllability in predictions by introducing a trajectory resampling method, which significantly enhances the model's ability to generate controlled predictions. Extensive experiments on the widely used nuScenes dataset demonstrate that our method surpasses existing baselines in both qualitative and quantitative evaluations, establishing a new state-of-the-art performance on nuScenes. Specifically, our approach surpasses the baseline by 10.5% in mIoU and 21.2% in IoU for occupancy reconstruction and by 36.0% in mIoU and 24.6% in IoU for 4D occupancy forecasting.

  • 8 authors
·
Oct 14, 2024

EvoWorld: Evolving Panoramic World Generation with Explicit 3D Memory

Humans possess a remarkable ability to mentally explore and replay 3D environments they have previously experienced. Inspired by this mental process, we present EvoWorld: a world model that bridges panoramic video generation with evolving 3D memory to enable spatially consistent long-horizon exploration. Given a single panoramic image as input, EvoWorld first generates future video frames by leveraging a video generator with fine-grained view control, then evolves the scene's 3D reconstruction using a feedforward plug-and-play transformer, and finally synthesizes futures by conditioning on geometric reprojections from this evolving explicit 3D memory. Unlike prior state-of-the-arts that synthesize videos only, our key insight lies in exploiting this evolving 3D reconstruction as explicit spatial guidance for the video generation process, projecting the reconstructed geometry onto target viewpoints to provide rich spatial cues that significantly enhance both visual realism and geometric consistency. To evaluate long-range exploration capabilities, we introduce the first comprehensive benchmark spanning synthetic outdoor environments, Habitat indoor scenes, and challenging real-world scenarios, with particular emphasis on loop-closure detection and spatial coherence over extended trajectories. Extensive experiments demonstrate that our evolving 3D memory substantially improves visual fidelity and maintains spatial scene coherence compared to existing approaches, representing a significant advance toward long-horizon spatially consistent world modeling.

  • 11 authors
·
Oct 1, 2025

DriVerse: Navigation World Model for Driving Simulation via Multimodal Trajectory Prompting and Motion Alignment

This paper presents DriVerse, a generative model for simulating navigation-driven driving scenes from a single image and a future trajectory. Previous autonomous driving world models either directly feed the trajectory or discrete control signals into the generation pipeline, leading to poor alignment between the control inputs and the implicit features of the 2D base generative model, which results in low-fidelity video outputs. Some methods use coarse textual commands or discrete vehicle control signals, which lack the precision to guide fine-grained, trajectory-specific video generation, making them unsuitable for evaluating actual autonomous driving algorithms. DriVerse introduces explicit trajectory guidance in two complementary forms: it tokenizes trajectories into textual prompts using a predefined trend vocabulary for seamless language integration, and converts 3D trajectories into 2D spatial motion priors to enhance control over static content within the driving scene. To better handle dynamic objects, we further introduce a lightweight motion alignment module, which focuses on the inter-frame consistency of dynamic pixels, significantly enhancing the temporal coherence of moving elements over long sequences. With minimal training and no need for additional data, DriVerse outperforms specialized models on future video generation tasks across both the nuScenes and Waymo datasets. The code and models will be released to the public.

  • 8 authors
·
Apr 22, 2025

RELIC: Interactive Video World Model with Long-Horizon Memory

A truly interactive world model requires three key ingredients: real-time long-horizon streaming, consistent spatial memory, and precise user control. However, most existing approaches address only one of these aspects in isolation, as achieving all three simultaneously is highly challenging-for example, long-term memory mechanisms often degrade real-time performance. In this work, we present RELIC, a unified framework that tackles these three challenges altogether. Given a single image and a text description, RELIC enables memory-aware, long-duration exploration of arbitrary scenes in real time. Built upon recent autoregressive video-diffusion distillation techniques, our model represents long-horizon memory using highly compressed historical latent tokens encoded with both relative actions and absolute camera poses within the KV cache. This compact, camera-aware memory structure supports implicit 3D-consistent content retrieval and enforces long-term coherence with minimal computational overhead. In parallel, we fine-tune a bidirectional teacher video model to generate sequences beyond its original 5-second training horizon, and transform it into a causal student generator using a new memory-efficient self-forcing paradigm that enables full-context distillation over long-duration teacher as well as long student self-rollouts. Implemented as a 14B-parameter model and trained on a curated Unreal Engine-rendered dataset, RELIC achieves real-time generation at 16 FPS while demonstrating more accurate action following, more stable long-horizon streaming, and more robust spatial-memory retrieval compared with prior work. These capabilities establish RELIC as a strong foundation for the next generation of interactive world modeling.

  • 14 authors
·
Dec 3, 2025 2

MVISTA-4D: View-Consistent 4D World Model with Test-Time Action Inference for Robotic Manipulation

World-model-based imagine-then-act becomes a promising paradigm for robotic manipulation, yet existing approaches typically support either purely image-based forecasting or reasoning over partial 3D geometry, limiting their ability to predict complete 4D scene dynamics. This work proposes a novel embodied 4D world model that enables geometrically consistent, arbitrary-view RGBD generation: given only a single-view RGBD observation as input, the model imagines the remaining viewpoints, which can then be back-projected and fused to assemble a more complete 3D structure across time. To efficiently learn the multi-view, cross-modality generation, we explicitly design cross-view and cross-modality feature fusion that jointly encourage consistency between RGB and depth and enforce geometric alignment across views. Beyond prediction, converting generated futures into actions is often handled by inverse dynamics, which is ill-posed because multiple actions can explain the same transition. We address this with a test-time action optimization strategy that backpropagates through the generative model to infer a trajectory-level latent best matching the predicted future, and a residual inverse dynamics model that turns this trajectory prior into accurate executable actions. Experiments on three datasets demonstrate strong performance on both 4D scene generation and downstream manipulation, and ablations provide practical insights into the key design choices.

  • 11 authors
·
Feb 10

Physically Native World Models: A Hamiltonian Perspective on Generative World Modeling

World models have recently re-emerged as a central paradigm for embodied intelligence, robotics, autonomous driving, and model-based reinforcement learning. However, current world model research is often dominated by three partially separated routes: 2D video-generative models that emphasize visual future synthesis, 3D scene-centric models that emphasize spatial reconstruction, and JEPA-like latent models that emphasize abstract predictive representations. While each route has made important progress, they still struggle to provide physically reliable, action-controllable, and long-horizon stable predictions for embodied decision making. In this paper, we argue that the bottleneck of world models is no longer only whether they can generate realistic futures, but whether those futures are physically meaningful and useful for action. We propose Hamiltonian World Models as a physically grounded perspective on world modeling. The key idea is to encode observations into a structured latent phase space, evolve the latent state through Hamiltonian-inspired dynamics with control, dissipation, and residual terms, decode the predicted trajectory into future observations, and use the resulting rollouts for planning. We discuss how Hamiltonian structure may improve interpretability, data efficiency, and long-horizon stability, while also noting practical challenges in real-world robotic scenes involving friction, contact, non-conservative forces, and deformable objects.

  • 2 authors
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Apr 30