cs.CVMar 20, 2026

EgoForge: Goal-Directed Egocentric World Simulator

Authors: Yifan Shen, Jiateng Liu, Xinzhuo Li, Yuanzhe Liu, Bingxuan Li, Houze Yang, Wenqi Jia, Yijiang Li, +4 more

Organizations: University of Illinois Urbana-Champaign · University of California San Diego

Abstract

Generative world models have shown promise for simulating dynamic environments, yet egocentric video remains challenging due to rapid viewpoint changes, frequent hand-object interactions, and goal-directed procedures whose evolution depends on latent human intent. Existing approaches either focus on hand-centric instructional synthesis with limited scene evolution, perform static view translation without modeling action dynamics, or rely on dense supervision, such as camera trajectories, long video prefixes, and synchronized multi-camera capture. In this work, we introduce EgoForge, an egocentric goal-directed world simulator that generates coherent, first-person video rollouts from minimal static inputs: a single egocentric image, a high-level instruction, and an optional auxiliary exocentric view. To improve intent alignment and temporal coherence, we introduce GRAFT, a trajectory-level diffusion refinement method that uses positive and negative rollout distributions, derived from goal, temporal, scene-consistency, and perceptual rewards, to steer the diffusion velocity field toward coherent, goal-complete egocentric simulations. Extensive experiments show EgoForge achieves consistent gains in semantic alignment, geometric stability, and motion fidelity over strong baselines, and performs robustly in real-world smart-glasses experiments.

Figures & tables

Appendix figures & tables5 assets

Supplementary material from the paper’s appendix.

Appendix

Explore similar work

Apr 1, 2026cs.CV

EgoSim: Egocentric World Simulator for Embodied Interaction Generation

We introduce EgoSim, a closed-loop egocentric world simulator that generates spatially consistent interaction videos and persistently updates the underlying 3D scene state for continuous simulation. Existing egocentric simulators either lack explicit 3D grounding, causing structural drift under viewpoint changes, or treat the scene as static, failing to update world states across multi-stage interactions. EgoSim addresses both limitations by modeling 3D scenes as updatable world states. We generate embodiment interactions via a Geometry-action-aware Observation Simulation model, with spatial consistency from an Interaction-aware State Updating module. To overcome the critical data bottleneck posed by the difficulty in acquiring densely aligned scene-interaction training pairs, we design a scalable pipeline that extracts static point clouds, camera trajectories, and embodiment actions from in-the-wild large-scale monocular egocentric videos. We further introduce EgoCap, a capture system that enables low-cost real-world data collection with uncalibrated smartphones. Extensive experiments demonstrate that EgoSim significantly outperforms existing methods in terms of visual quality, spatial consistency, and generalization to complex scenes and in-the-wild dexterous interactions, while supporting cross-embodiment transfer to robotic manipulation. Codes and datasets will be open soon. The project page is at egosimulator.github.io.
Jul 30, 2026cs.CV

EgoGenesis: Egocentric World-Action Modeling with Online Anchored Projective Memory and Action-3D RoPE

Egocentric video offers rich manipulation experience for embodied AI, yet collecting diverse egocentric data across scenes, objects, motions, and embodiments remains costly. We present \method, an egocentric world-action simulator that synthesizes controllable, high-quality manipulation videos to expand scarce real-world training data. \method{} builds on a pretrained video generation prior and introduces two geometry-aware conditioning mechanisms. Online Anchored Projective Memory (OAPM) preserves a first-frame 3D scene anchor while periodically refreshing a recent state during autoregressive generation. Action-3D Rotary Position Embedding (A3D-RoPE) encodes end-effector motion with camera-aware 3D rotary coordinates, injecting action geometry into skeleton-to-video cross-attention for precise control. Together, these components improve visual fidelity, geometric stability, and action alignment in long egocentric rollouts. Moreover, augmenting 400 real trajectories with 400 \method-generated trajectories improves out-of-distribution real-robot success from 77% to 84% on single-arm tasks and from 53% to 70% on dual-arm tasks, demonstrating that the synthesized data substantially improve downstream WAM generalization.
Sep 28, 2026cs.CV

Ego-Forge: Text and Geometric-Attention Free Exo-to-Egocentric Video Generation

Exo-to-egocentric video generation aims to synthesize what a person sees from their own viewpoint given third-person footage and a target head trajectory. The task requires transferring appearance and semantics across large viewpoint changes while hallucinating content never observed by the exocentric camera. Existing approaches either impose additional input requirements, such as a ground-truth initial egocentric frame or multiple synchronized exocentric views, or remain limited to category-specific settings. EgoX is the first to address cross-activity and in-the-wild generalization, but requires a human-provided caption of the non-existent egocentric view at inference and introduces a computationally expensive geometry-guided attention bias that can propagate reconstruction errors and suppress textual and visual context. We therefore propose \textbf{Ego-Forge}, a caption-free and bias-free framework for exo-to-egocentric generation. It introduces \textit{Dynamic Captioning}, which derives conditioning tokens directly from the model's hidden states and adapts them to the diffusion timestep and network depth, replacing external text conditioning. By scaling training by an order of magnitude and using all available exocentric viewpoints, Ego-Forge learns cross-view correspondence implicitly and eliminates the need for geometry-guided attention, requiring only a lightweight depth prior. Ego-Forge achieves state-of-the-art performance on Ego-Exo4D, runs faster end-to-end, requires no external annotation at inference, and generalizes to in-the-wild scenes, including cases where over-reliance on geometry blocks appearance inference. Our model and source code will be made publicly available.