cs.SDSep 6, 2026

BinauralVAE: Spatial Audio Reconstruction For World Models

Authors: Luis Vitor Zerkowski, Luiz Velho

Organizations: VISGRAF IMPA

Abstract

Embodied artificial intelligence has historically very much relied on visual perception, leading to a proliferation of multiple vision-centric world models. However, this reliance fails to capture spatial understanding in its entirety and can even present vulnerabilities in environments with visual occlusions, low-light conditions, or blackouts-scenarios, where acoustic information becomes a critical alternative for spatial awareness and navigation. Despite its potential, research into realistic spatial audio and particularly the development of audio-centric world models remains sparse. In this technical report, we introduce BinauralVAE: a flexible, open-source pipeline (https://github.com/Luizerko/BinauralVAE) that explores multiple models for spatialized audio reconstruction, progressing from fundamental baselines to advanced, mathematically grounded architectures. Our approach evaluates various Variational Autoencoder architectures -- including complex-valued variants -- to learn robust latent representations of binaural signals. Developed alongside AudioWorldSim, our methodology leverages realistic acoustic data captured as a simulated robot navigates an environment. This pipeline establishes a foundation for state representation in a future audio-based world model, designed to map the direct causal connection between navigational actions and their resulting acoustic consequences, and helping to enable sound as an essential complementary modality for spatial knowledge acquisition.

Figures & tables

Explore similar work

Aug 21, 2026

AudioWorldSim: Realistic Binaural Audio Datasets For World Models

This technical report presents AudioWorldSim, an open-source platform designed to generate realistic binaural audio datasets and advance research in audio-based machine learning, particularly world models. Built as a custom extension of Meta's SoundSpaces 2.0 platform, AudioWorldSim leverages their comprehensive acoustics framework, but focuses on the automatic rollout of random agent navigations, as well as implements crucial fixes to how continuous sound is composed. AudioWorldSim is made publicly available to the research community at https://github.com/Luizerko/AudioWorldSim to facilitate reproducibility.
Sep 20, 2026

OmniEcho: Audio-Visual Spatial Understanding for Omni-Modal Embodied Agents

Humans can effortlessly localize the direction of a sound source and integrate it with visual cues for reasoning, yet this remains challenging for embodied agents. In particular, it is still unclear how to effectively evaluate and model spatial audio understanding in embodied settings. To address this gap, we introduce OmniEchoBench, a unified benchmark for spatial audio-visual perception and audio-vision-language navigation. OmniEchoBench comprises six tasks over 197 real-world spatial audio-visual scenes, 2,972 question-answer pairs, and 900 navigation samples with first-order ambisonics (FOA) audio collected from 30 real-world environments. To enable scalable training supervision, we develop a controllable rendering pipeline for spatial audio. It preserves geometric consistency among sound sources, visual observations, and agent trajectories. Building on this, we propose OmniEcho, a spatially aware omni-modal model. It introduces an FOA spatial encoder alongside a pretrained semantic audio pathway. Extensive experiments show that OmniEcho achieves state-of-the-art performance on spatial audio-visual perception. For our sound-guided navigation, OmniEcho reaches a performance level close to that of traditional vision-language navigation. These results demonstrate that spatial audio can serve as a valuable signal for embodied scene reasoning and navigation, while also highlighting fine-grained spatial localization and distance estimation as important open challenges. Our code and data will be available in https://github.com/PKU-VaLuE-Lab/OmniEcho/tree/main
Sep 29, 2026

Audible World Models: Spatially Aware Sound Generation for 3D Worlds

Text- and image-conditioned world generators can create visually rich 3D environments, yet these worlds often remain silent or rely on soundtracks synthesized solely from text or rendered video. Although such audio can convey what should be heard, it lacks an explicit representation of where sound sources are located and how their perceived sound should vary with listener movement. We introduce Audible World Models, a training-free framework that incorporates sound into the generated world state. Starting from a text prompt, our system constructs a panoramic 3D proxy, separates it into semantic layers, identifies sound-producing foreground objects and ambient background regions, and synthesizes dry audio for each sound label. It then anchors these sources to reconstructed geometry and renders listener-dependent spatial audio using geometric acoustic propagation. By explicitly linking semantics, geometry, and sound propagation, the framework maintains persistent source locations while adapting the rendered audio to changes in listener viewpoint and motion. Experiments across 80 generated scenes demonstrate substantial gains in spatial consistency over text-, video-, and panorama-conditioned baselines, while preserving competitive semantic alignment. VLM-based assessments and human evaluations further indicate that our soundtracks are preferred for their audio-visual consistency, spatial plausibility, and motion-dependent behavior.