Recent video world models have increasingly adopted 3D memory mechanisms to integrate historical observations into a lightweight and persistent scene representation. This naturally raises a complementary question: if 3D representations can serve as an effective mechanism for memorizing observed scenes, can they also be directly used as the latent space for reconstructing and generating scenes? Motivated by this idea, we represent a scene as a compact and unstructured 3D-anchored latent space (SceneAE). Each latent combines an explicit 3D position with an implicit content feature and is spatially grounded to describe its local scene region, forming a sparse latent point cloud. Unlike conventional video-VAE latents that describe how a scene appears from particular viewpoints, our representation directly describes the scene itself, making it naturally applicable to both reconstruction and generation. For reconstruction, once the scene has been generated, our persistent 3D representation can be projected and decoded into RGB-D observations by different target cameras, without the need to regenerate a video for each new camera trajectory. For generation, we leverage the geometry-content separation to first generate camera-controlled 3D geometry and then synthesize content conditioned on it, reducing camera-appearance entanglement and improving camera controllability. Experiments show that this 3D latent achieves superior generation quality, computational cost, and camera controllability.
Figures & tables
Figure 1: (a) Previous VAEs construct view-bound grid latent representations, which can only reconstruct fixed observations. (b) We construct a compact 1D latent representation anchored to explicit 3D positions, which can achieve efficient scene reconstruction and scene generation tasks.
Figure 2: Overall Framework of the RGB-D Decoder. By leveraging the 3D properties of the latents, we can efficiently achieve RGBD rendering from arbitrary novel viewpoints.
Figure 3: Overall Framework of the Geometry-Content decoupled DiT. We first control the generation of the future geometric layout via the camera, and then control the generation of texture content via the geometric layout, thereby achieving more accurate camera control.
Cond.
Method
DL3DV-10K
RealEstate10K
GFLOPs
ms
PSNR ↑
SSIM ↑
Sub ↑
Bg ↑
MVC ↑
PSNR ↑
SSIM ↑
Sub ↑
Bg ↑
MVC ↑
1-view
Aether
14.1
0.36
0.81
0.84
0.19
15.4
0.47
0.82
0.89
0.21
48874
364
SceneTok
-
-
-
-
-
15.3
0.48
0.84
0.91
0.24
-
-
Gen3R
14.7
0.39
0.85
0.88
0.21
15.8
0.53
0.86
0.92
0.24
18105
174
GLD
15.6
0.45
0.87
0.91
0.22
16.9
0.58
0.89
0.94
0.28
23203
285
Ours
15.4
0.45
0.88
0.93
0.28
17.1
0.60
0.90
0.94
0.33
8348
134
Table 1: Quantitative Comparison of Appearance Generation. We report the PSNR, SSIM, Subject Consistency, Background Consistency, Multi-view Consistency from VBench. We also report the GFLOPs and ms per step to evaluate the efficiency of the models.
Cond.
Method
DL3DV-10K
RealEstate10K
Accuracy ↓
Completeness ↓
CD ↓
Accuracy ↓
Completeness ↓
CD ↓
1view
Gen3R
1.74
1.92
2.01
0.75
0.91
0.96
GLD
0.87
1.18
1.04
0.36
0.49
0.46
Ours
0.34
0.55
0.44
0.13
0.22
0.18
2view
Gen3R
1.23
1.46
1.38
0.59
0.75
0.74
GLD
0.63
0.91
0.85
0.27
0.44
0.39
Table 2: Quantitative Comparison of Geometry Generation. We report the average accuracy, completeness, and Chamfer Distance. The evaluation GT for Gen3R is provided by VGGT ( Wang et al., 2025 ) , while the evaluation GT for ours and GLD is provided by DA3 ( Lin et al., 2025 ) . This avoids the influence of performance differences among geometry foundation models.
Table 6
Figure 4: Qualitative Comparison of Different Methods under the 1-view setting.
Method
Input Reconstruction
Novel View Synthesis
DL3DV
RE10K
DL3DV
RE10K
PSNR ↑
SSIM ↑
PSNR ↑
SSIM ↑
PSNR ↑
SSIM ↑
PSNR ↑
SSIM ↑
Wan-VAE
26.1
0.79
30.9
0.88
–
–
–
–
GLD
26.7
0.84
31.1
0.91
–
–
–
–
DA3-Giant
–
–
–
–
13.4
0.35
14.4
0.52
LVSM
–
–
–
–
17.8
0.53
21.0
0.71
Table 5: Quantitative comparison of RGB reconstruction. We report PSNR and SSIM for reconstructing the input views (Input Reconstruction) and for rendering 20 other viewpoints of the scene from 9 context frames (Novel View Synthesis). “–” denotes not supported or not reported.
Figure 5: Visualization of the Latent Encoder-Decoder Reconstruction.
Table 10
Figure 6: Qualitative comparison of geometry reconstruction. Red circles mark distorted regions.
Table 12
Appendix figures & tables8 assets
Supplementary material from the paper’s appendix.
Appendix
Figure 7: Visualization of the Decoder Reconstruction.
Table 14
Figure 8: Visualization in the 1-view setting with camera condition.
Figure 9: Visualization in the 1-view setting without camera condition.
Method
TartanAir
ScanNet++
PSNR
SSIM
Accuracy
Completeness
PSNR
SSIM
Accuracy
Completeness
Aether
12.1
0.43
0.55
0.81
13.4
0.45
0.50
0.71
Gen3R
13.9
0.47
0.52
0.74
14.2
0.49
0.46
0.70
Ours
15.2
0.53
0.22
0.49
15.8
0.55
0.16
0.37
Appendix
Table 12: Quantitative Comparison of Appearance Generation on Out-of-Distribution Datasets with 1-view setting. We report 2D metrics (PSNR, SSIM) and 3D metrics (Accuracy, Completeness).
Table 18
Figure 10: Visualization in the 2-view setting with camera condition.
Figure 11: Visualization in the 2-view setting without camera condition.
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.
3D scene generation has long been dominated by 2D multi-view or video diffusion models. This is due not only to the lack of scene-level 3D latent representation, but also to the fact that most scene-level 3D visual data exists in the form of multi-view images or videos, which are naturally compatible with 2D diffusion architectures. Typically, these 2D-based approaches degrade 3D spatial extrapolation to 2D temporal extension, which introduces two fundamental issues: (i) representing 3D scenes via 2D views leads to significant representation redundancy, and (ii) latent space rooted in 2D inherently limits the spatial consistency of the generated 3D scenes. In this paper, we propose, for the first time, to perform 3D scene generation directly within an implicit 3D latent space to address these limitations. First, we repurpose frozen 2D representation encoders to construct our 3D Representation Autoencoder (3DRAE), which grounds view-coupled 2D semantic representations into a view-decoupled 3D latent representation. This enables representing 3D scenes observed from arbitrary numbers of views--at any resolution and aspect ratio--with fixed complexity and rich semantics. Then we introduce 3D Diffusion Transformer (3DDiT), which performs diffusion modeling in this 3D latent space, achieving remarkably efficient and spatially consistent 3D scene generation while supporting diverse conditioning configurations. Moreover, since our approach directly generates a 3D scene representation, it can be decoded to images and optional point maps along arbitrary camera trajectories without requiring per-trajectory diffusion sampling pass, which is common in 2D-based approaches.
Dongxu Wei, Qi Xu, Zhiqi Li +6
Westlake University · Afari Intelligent Drive · Zhejiang University
We present a compact geometry-native latent space as a shared foundation for perception and generation. Visual generators can produce photorealistic frames without preserving a consistent 3D scene. We argue that this is not only a modeling problem but also a representation problem: generators typically evolve appearance-centric latents, while perception models recover geometry in a semantically rich space that encodes cross-view structure. Rather than adding geometry as another output, we reparameterize a geometry foundation model's features into a compact latent space for generation. We realize this shift with the geometry-native autoencoder (GAE), whose latent is jointly decodable to appearance, depth, cameras, and point maps. With this state, a standard conditional flow supports diverse generation tasks. In controlled comparisons that hold the generator and training protocol fixed, replacing the latent with GAE improves both visual quality and independently measured 3D coherence: FVD falls by 12.7% and 23.1% on RealEstate10K and DL3DV, and camera-trajectory error is halved on RealEstate10K. Together, these results show that the latent space is central to geometry-consistent generation and can serve as a shared interface between perception and generation.
Jiahao Lu, Minghao Yin, Wenbo Hu +5
The Hong Kong University of Science and Technology · ARC Lab, Tencent IEG · The University of Hong Kong +1