Scene-consistent video generation aims to create videos that explore 3D scenes based on a camera trajectory. Previous methods rely on video generation models with external memory for consistency, or iterative 3D reconstruction and inpainting, which accumulate errors during inference due to incorrect intermediary outputs, non-differentiable processes, and separate models. To overcome these limitations, we introduce ``geometry-as-context". It iteratively completes the following steps using an autoregressive camera-controlled video generation model: (1) estimates the geometry of the current view necessary for 3D reconstruction, and (2) simulates and restores novel view images rendered by the 3D scene. Under this multi-task framework, we develop the camera gated attention module to enhance the model's capability to effectively leverage camera poses. During the training phase, text contexts are utilized to ascertain whether geometric or RGB images should be generated. To ensure that the model can generate RGB-only outputs during inference, the geometry context is randomly dropped from the interleaved text-image-geometry training sequence. The method has been tested on scene video generation with one-direction and forth-and-back trajectories. The results show its superiority over previous approaches in maintaining scene consistency and camera control.
Figures & tables
Figure 2: Reconstruction-based scene video generation (a) v.s. our geometry-as-context (GaC) (b). Reconstruction-based scene video generation uses non-differentiable operators in reconstruction, which tend to worsen cumulative errors caused by inaccurate geometry estimates or image inpainting. In contrast, GaC replaces these operations with camera-controllable generation, turning reconstruction-based scene video generation into an autoregressive video generation framework with one single DiT. It can effectively reduce cumulative errors caused by non-differentiable reconstruction and non-end-to-end training.
Figure 3: Detailed architecture of geometry-as-context.
RealEstate10K [ 49 ]
Tanks-and-Temples [ 17 ]
Method
PSNR ↑
SSIM ↑
LPIPS ↓
FID ↓
Rerr↓
Terr↓
PSNR ↑
SSIM ↑
LPIPS ↓
FID ↓
Rerr↓
Terr↓
CameraCtrl [ 9 ]
15.93
0.550
0.440
77.93
0.020
0.266
12.28
0.389
0.642
201.72
0.080
0.533
ViewCrafter [ 47 ]
16.72
0.585
0.417
80.47
0.022
0.327
12.59
0.438
0.549
115.16
0.058
0.399
GEN3C [ 27 ]
18.12
0.624
0.402
66.20
0.027
0.344
15.32
0.506
0.509
90.52
0.074
0.430
SEVA [ 48 ]
17.42
0.601
0.431
73.95
0.021
0.284
15.60
0.518
0.490
88.76
0.072
0.477
Voyager [ 14 ]
18.70
0.616
0.395
65.12
0.035
0.596
15.24
0.487
0.510
90.06
0.081
0.515
Table 1: Quantitative results of scene video generation from single view with given camera trajectory.
Figure 4: Qualitative results of scene video generation from single view. Compared to the baselines, our model generates more consistent novel views. These images are the 20-th frame of the generated video clip except the input one. For a clearer visualization, please zoom in.
RealEstate10K [ 49 ]
Tanks-and-Temples [ 17 ]
Method
PSNR ↑
SSIM ↑
LPIPS ↓
FID ↓
Rerr↓
Terr↓
PSNR ↑
SSIM ↑
LPIPS ↓
FID ↓
Rerr↓
Terr↓
CameraCtrl [ 9 ]
13.80
0.391
0.501
98.32
0.044
0.325
11.42
0.282
0.769
171.88
0.110
0.0766
ViewCrafter [ 47 ]
15.77
0.437
0.430
72.14
0.042
0.411
13.96
0.358
0.640
133.66
0.134
0.576
GEN3C [ 27 ]
15.28
0.524
0.431
80.03
0.081
0.454
13.80
0.321
0.648
129.91
0.098
0.778
SEVA [ 48 ]
15.12
0.528
0.472
85.39
0.048
0.422
14.00
0.349
0.620
101.62
0.100
0.662
Voyager [ 14 ]
15.80
0.521
0.409
79.81
0.077
0.638
14.06
0.337
0.652
89.37
0.120
0.650
Table 2: Quantitative results of scene video generation from single view with forth-and-back camera trajectory.
Context
PSNR ↑
SSIM ↑
LPIPS ↓
FID ↓
Rerr↓
Terr↓
None ( Varient #3 )
16.34
0.551
0.412
89.03
0.029
0.351
Warped image ( Varient #2 )
18.33
0.671
0.383
59.12
0.024
0.299
Geometry ( Varient #1 )
19.01
0.656
0.354
55.76
0.024
0.270
Table 3: Ablation on different variants of geometry-as-context.
Choices
PSNR ↑
SSIM ↑
LPIPS ↓
FID ↓
Rerr↓
Terr↓
Point map
19.04
0.648
0.381
56.37
0.027
0.303
Depth map
19.01
0.656
0.354
55.76
0.024
0.270
Table 4: Ablation on different choices of geometry.
CGA
PSNR ↑
SSIM ↑
LPIPS ↓
FID ↓
Rerr↓
Terr↓
✘
18.57
0.581
0.461
68.42
0.032
0.469
✔
19.01
0.656
0.354
55.76
0.024
0.270
Table 5: Effect of the CGA.
Geometry
PSNR ↑
SSIM ↑
LPIPS ↓
FID ↓
Rerr↓
Terr↓
Training
Inference
Dropout
Time
Time
✘
19.23
0.660
0.342
57.18
0.025
0.248
24 s/step
4.6 s/img
✔
19.01
0.656
0.354
55.76
0.024
0.270
11 s/step
2.2 s/img
Table 6: Effect of the geometry dropout. The unit “s/step” means how long it takes to perform one iteration. Unit “s/img” means how long it takes to generate one image during inference.
Figure 5: Gac’s results on indoor scenes.
Figure 6: Gac’s results on outdoor scenes.
Figure 7: RGB-Depth interleaved output format in indoor scenes.
Figure 8: RGB-Depth interleaved output format in outdoor scenes.
Previous works that leverage video models for image-to-3D scene generation often suffer from geometric distortions and blurry content. Using video generation models to implicitly maintain geometric consistency according to a single-frame input is ineffective. In this paper, we present a two-stage method, named GeoWorld, that renovates the image-to-3D scene generation pipeline by providing full-frame geometry features. The first-stage video generation model, followed by a multi-view geometry model, produces full-frame geometry features, which are then used as a mental draft of geometric conditions to aid the second-stage video-generation model. A geometric loss is proposed to impose real-world geometric constraints, and a geometry adaptation module is introduced to ensure the effective utilization of geometry features. Thanks to full-frame geometric modeling, the two smaller video models in our two-stage method can generate higher-fidelity 3D scenes than SOTA methods, while being even faster, e.g. 7.5× faster than Hunyuan-Voyager. Project page: https://peaes.github.io/GeoWorld.
Yuhao Wan, Lijuan Liu, Jingzhi Zhou +6
1VCIP & AAIS, Nankai University · 2ByteDance Inc. · 3Renmin University of China +2
Recent advances in video generation enable a new paradigm for 3D scene creation: generating camera-controlled videos that simulate scene walkthroughs, then lifting them to 3D via feed-forward reconstruction techniques. This generative reconstruction approach combines the visual fidelity and creative capacity of video models with 3D outputs ready for real-time rendering and simulation. Scaling to large, complex environments requires 3D-consistent video generation over long camera trajectories with large viewpoint changes and location revisits, a setting where current video models degrade quickly. Existing methods for long-horizon generation are fundamentally limited by two forms of degradation: spatial forgetting and temporal drifting. As exploration proceeds, previously observed regions fall outside the model's temporal context, forcing the model to hallucinate structures when revisited. Meanwhile, autoregressive generation accumulates small synthesis errors over time, gradually distorting scene appearance and geometry. We present Lyra 2.0, a framework for generating persistent, explorable 3D worlds at scale. To address spatial forgetting, we maintain per-frame 3D geometry and use it solely for information routing -- retrieving relevant past frames and establishing dense correspondences with the target viewpoints -- while relying on the generative prior for appearance synthesis. To address temporal drifting, we train with self-augmented histories that expose the model to its own degraded outputs, teaching it to correct drift rather than propagate it. Together, these enable substantially longer and 3D-consistent video trajectories, which we leverage to fine-tune feed-forward reconstruction models that reliably recover high-quality 3D scenes.
Generating geometrically consistent videos remains an open challenge: text-to-video diffusion models trained on web-scale data treat geometry only implicitly, leading to object deformation, texture drift, and non-rigid backgrounds under camera motion. Existing solutions either improve consistency as a byproduct, apply only to static scenes or realign the latent space of the model completely. We introduce a geometry-consistency reward that directly measures whether motion in a generated video is compatible with a coherent scene. Our key insight is that in physically consistent videos, background motion should be explainable by rigid camera-induced flow, while independently moving objects should preserve appearance identity along motion trajectories. We operationalize this using optical flow, depth--pose predictions, and feature-based correspondence to separate rigid and dynamic regions and evaluate their respective consistency. Integrating this reward with reinforcement fine-tuning transforms geometric consistency from an emergent property into an explicit optimization objective for video generators. The approach is model agnostic and applies to diverse dynamic scenes containing both camera and object motion. Experiments show substantial reductions in temporal geometric artifacts over strong baselines while preserving perceptual quality. Code and model weights are published.