Reliable multi-view forecasting requires videos from different cameras to describe the same evolving 3D scene. To this end, we introduce Video-Point Model (VPM), a world model that conditions on multi-view video histories and a language instruction to jointly forecast future videos from arbitrary viewpoints and the 3D trajectories of persistent scene points. We extend a pretrained world model with camera-conditioned multi-view processing that integrates complementary observations across cameras, and add a trajectory head that predicts how physical points move through time. Each trajectory tracks a single point across all views, and supervising these trajectories alongside video generation therefore anchors appearance changes in every camera to a shared description of 3D motion. To support training and evaluation, we build VPM-Data, a simulation corpus pairing synchronized multi-view videos with persistent point trajectories, and VP-WorldBench, a forecasting benchmark spanning simulated and real environments. We further extend VPM to robot control by adding robot actions as a token modality in the generator. Action tokens share the point-supervised backbone and are denoised jointly with future videos, thereby grounding the policy in the same 3D-aware representation. On VP-WorldBench and existing 4D generation benchmarks, point supervision improves both video fidelity and 3D motion accuracy over a video-only counterpart, and in simulated and real-robot experiments, it also raises the manipulation success of the action-enabled model.
Figures & tables
Figure 1: Teaser. We introduce simulated and real-world multi-view videos paired with 3D point tracks (left), jointly forecast future videos and point trajectories (center), and show that point supervision improves visual forecasting (right).
Figure 2: Overview of VPM. From posed multi-view histories and a task instruction, VPM forecasts future videos and the trajectories of points queried from observed frames. The 3D point tracker iteratively refines point positions and depths before lifting them to 3D. Joint point supervision shapes the generator’s representation, and the action-enabled extension also outputs robot action chunks.
Domain
Samples
Views
fps
Frames
3D tracks/clip
Hard
VPM-Data
Tabletop manipulation
8,000
3
20
81–181
768–2,048
-
Urban dynamics
2,000
4
15
81–181
256
-
VP-WorldBench (Sim)
Tabletop manipulation
500
3
20
81–680
768–1,536
27
Urban dynamics
500
4
15
81–181
256
95
Table 1: Overview of VPM-Data and VP-WorldBench.
Figure 3: Qualitative examples of VPM-Data and VP-WorldBench.
Simulation
Real-world
Robot (500)
General (500)
Robot (100)
General (100)
Method
MV
FVD ↓
PSNR ↑
MEt3R ↓
δavg3D↑
FVD ↓
PSNR ↑
MEt3R ↓
δavg3D↑
FVD ↓
PSNR ↑
MEt3R ↓
δavg3D↑
FVD ↓
PSNR ↑
MEt3R ↓
δavg3D↑
HV-1.5
✗
98.34
20.21
0.023
41.62
115.63
11.45
0.061
23.10
426.76
16.04
0.102
36.17
105.83
20.00
0.014
21.35
Wan2.2-5B
✗
315.13
15.84
0.108
29.51
205.73
10.43
0.076
18.00
550.55
14.58
0.159
29.65
115.52
16.97
0.030
16.82
X-WAM
✓
203.83
19.97
0.038
38.80
-
-
-
-
492.31
17.63
0.091
50.86
-
-
-
-
Cosmos3-N
✗
104.74
20.05
0.040
39.03
167.02
10.99
0.062
22.12
326.11
16.37
0.099
41.50
66.24
20.89
0.015
20.47
Table 2: Results on VP-WorldBench. Numbers in parentheses denote clips per split. V and T denote video and point-trajectory supervision.
Table 6
Simulation
Real-world
Method
MV
Backbone
LIBERO
LIBERO-Plus
RoboCasa
PnP Banana
PnP Cup
PnP Cube
VLA-based Methods
π0.5
△
-
96.8
68.0
62.1
41.7
47.9
12.5
GR00T N1.5
△
-
86.6
66.4
65.6
-
-
-
GR00T N1.7
△
-
-
-
70.0
31.3
27.1
4.2
WAM-based Methods
Table 5: Robot manipulation results. A denotes action. △ denotes methods that observe multiple cameras without camera conditioning, either as separate input images or tiled into a single frame. ✓ denotes camera-conditioned multi-view generation.
Simulation
Real-world
Robot (500)
General (500)
Robot (100)
General (100)
Method
FVD ↓
PSNR ↑
MEt3R ↓
δavg3D↑
FVD ↓
PSNR ↑
MEt3R ↓
δavg3D↑
FVD ↓
PSNR ↑
MEt3R ↓
δavg3D↑
FVD ↓
PSNR ↑
MEt3R ↓
δavg3D↑
Cosmos3-Nano
104.74
20.05
0.040
39.03
167.02
10.99
0.062
22.12
326.11
16.37
0.099
41.50
66.24
20.89
0.015
20.47
VPM (V)
78.52
21.41
0.022
43.62
101.37
16.95
0.057
28.71
296.83
18.42
0.074
50.83
62.85
20.96
0.010
26.54
VPM (V+A)
74.29
21.59
0.021
44.27
98.08
17.42
0.054
30.20
291.05
18.87
0.069
53.21
61.31
21.24
0.009
28.06
VPM (V+T)
67.35
22.08
0.016
50.05
81.92
19.16
0.050
36.80
255.19
20.57
0.064
64.75
56.48
22.10
0.007
33.92
Table 6: Modality-wise ablation on VP-WorldBench.
Figure 4: Predicted 3D point trajectories guide generation and action. Left: Predicted trajectories alone and overlaid on generated videos. Right: Zero-shot real-robot rollout obtained by converting predicted trajectories into commands with inverse kinematics.
Appendix figures & tables35 assets
Supplementary material from the paper’s appendix.
Appendix
Hyperparameter
Stage 1
Stage 2
Stage 3
Trainable modules
Generator, Camera emb.
Traj. head
Generator, Traj. head
Objective
LFM
Ltrack
Lforecast ( +λactLact )
Optimizer
AdamW
Learning rate
1e-4
1e-4
2e-5
Tokens
60,000
60,000
24,000
Training iterations
5,000
2,000
5,000
Appendix
Table 7: Hyperparameters for each training stage.
Figure 5: Real-world hardware platform. A 7-DoF Franka Research 3 robot arm equipped with a Robotiq 2F-85 gripper and a wrist-mounted Zed Mini stereo camera. Two external Zed 2i stereo cameras (view 1 and view 2) observe the workspace from different viewpoints, providing synchronized multi-view observations.
Figure 6: Examples of the robot manipulation tasks.
Figure 7: From predicted point trajectories to joint-space actions. Predicted 2D trajectories from both views are lifted to 3D (Stage 1) and converted into a joint trajectory by fitting the robot’s kinematic model to the lifted points (Stage 2).
Source
Domain
Real/Sim
Samples
Views
3D traj.
Action
VPM-Data
Tabletop manipulation
Sim
8,000
3
✓
✗
VPM-Data
Urban dynamics
Sim
2,000
4
✓
✗
DROID
Tabletop manipulation
Real
89,312
3
✓
✓
HRDexDB
Tabletop manipulation
Real
1,601
2
✓
✓
MolmoMotion-1M
Mixed domain
Real
480,000
1-2
✓
✗
Ego-Exo4D
Human activities
Real
24,000
1-4
✓
✗
Appendix
Table 8: Statistics of the training data.
Setting
Tabletop
Urban
Motion source
Recorded manipulation
Live traffic and crowds
Views / frame rate
3 / 20 fps
4 / 15 fps
Clip length
81–181 frames
81, 100, 121, 144, or 181 frames
Intrinsics
Authored
Sampled per camera and clip
Camera motion
Static or planned hard-clip paths
Static, arc, translation, random polyline, or pan–tilt
Visibility
Rendered depth, 3 cm tolerance
Surface-point ray casting
Appendix
Table 9: Training-data capture settings. Both domains use 1280×1280 images and distortion-free pinhole cameras.
Criterion
Tabletop
Urban
Invisible interval
≥30 consecutive frames per camera
≥30 per camera, followed by re-acquisition
Collective coverage
At least one visible camera per frame
At least one visible camera per frame
Motion in interval
Target displacement ≥5 cm
Target moving in ≥40% of interval frames
Additional condition
≥20 occluded frames summed over cameras
Two-phase departure schedule
Appendix
Table 10: Hard-clip criteria for the training pipelines. An invisible interval comprises frames labeled occluded or out of frustum. Benchmark definitions and measured statistics are reported separately in Appendix D .
Check
Threshold
Target visibility
Minimum visible ratio ≥0.1 over all cameras
Survival and motion
Target present throughout; travel ≥1.0 m per 81 frames, with a 0.5 m floor
Track completeness
No track breaks; completeness ≥0.99
Depth validity
Sky, near, and constant-value pixel ratios each ≤0.25
Camera clearance
At most two cameras with blocked paths; view-block ratio ≤0.6
Caption
Present, at least 20 characters, and passes format checks
Appendix
Table 11: Configured acceptance checks. Departure–re-acquisition is recorded but not required by the training profile.
Property
Tabletop
Urban
Clips (hard)
500 (27)
500 (95)
Views / frame rate
3 / 20 fps
4 / 15 fps
Clip length
81–680 frames
81–181 frames
Synchronized timesteps
129,441
68,187
RGB images
388,323
272,748
3D point trajectories
588,544
128,000
Appendix
Table 12: Simulation benchmark composition and capture settings. Timesteps are counted once per synchronized camera set; images count all views. Trajectory counts sum persistent point identities over clips. All images are 1280×1280 , with distortion-free pinhole cameras.
Property
Tabletop
Urban
Hard clips
27
95
Cameras with ≥30 consecutive invisible frames
All 3
2 or 3 †
Target motion in interval
Displacement ≥5 cm
Moving fraction ≥0.4
Additional occlusion requirement
≥20 frames summed over views
None
Frames with no visible camera
0
0 (strict)
Appendix
Table 13: Hard-subset criteria and composition. An invisible interval includes occluded and out-of-frustum frames. Urban collective coverage is evaluated on the strict array.
Tabletop ( V=3 )
Urban ( V=4 )
Visible cameras
Normal
Hard
Normal
Hard
4
N/A
N/A
71.81
36.48
3
89.67
28.60
21.63
24.41
2
9.65
48.49
5.78
29.34
1
0.67
22.91
0.67
9.77
0
0.012
0.000
0.12
0.01†
Appendix
Table 14: Percentage of frames by the number of cameras seeing the target. Urban columns use bounding-box visibility; strict-array collective coverage is reported separately.
Check
Threshold
Target visibility
Minimum visible ratio ≥0.1 over cameras without scheduled departures
Survival and motion
Target present throughout; travel ≥1.0 m per 81 frames, with a 0.5 m floor
Track completeness
Non-empty points, no track breaks, completeness ≥0.99
Depth validity
Sky, near, and constant-value pixel ratios individually ≤0.25
Camera clearance
At most two cameras with blocked paths; view-block ratio ≤0.6
Caption
Present, at least 20 characters, and passes style checks
Appendix
Table 15: Urban benchmark acceptance thresholds. The caption check is applied after selection.
Simulation
Real-world
Robot (500)
General (500)
Robot (100)
General (100)
Method
MV
FVD ↓
PSNR ↑
MEt3R ↓
δavg3D↑
FVD ↓
PSNR ↑
MEt3R ↓
δavg3D↑
FVD ↓
PSNR ↑
MEt3R ↓
δavg3D↑
FVD ↓
PSNR ↑
MEt3R ↓
δavg3D↑
HV-1.5
✗
98.34
20.21
0.023
41.62
115.63
11.45
0.061
23.10
426.76
16.04
0.102
36.17
105.83
20.00
0.014
21.35
Wan2.2-5B
✗
315.13
15.84
0.108
29.51
205.73
10.43
0.076
18.00
550.55
14.58
0.159
29.65
115.52
16.97
0.030
16.82
X-WAM
✓
203.83
19.97
0.038
38.80
-
-
-
-
492.31
17.63
0.091
50.86
-
-
-
-
Cosmos3-N
✗
104.74
20.05
0.040
39.03
167.02
10.99
0.062
22.12
326.11
16.37
0.099
41.50
66.24
20.89
0.015
20.47
Appendix
Table 16: Results on VP-WorldBench (I2V with all-view). V and T denote video and point-trajectory supervision. Best results are in bold . The upper bound is obtained by applying the same evaluation pipeline to the ground-truth videos.
Simulation
Real-world
Robot (500)
General (500)
Robot (100)
General (100)
Method
MV
FVD ↓
PSNR ↑
MEt3R ↓
δavg3D↑
FVD ↓
PSNR ↑
MEt3R ↓
δavg3D↑
FVD ↓
PSNR ↑
MEt3R ↓
δavg3D↑
FVD ↓
PSNR ↑
MEt3R ↓
δavg3D↑
HV-1.5
✗
85.91
20.72
0.021
39.22
141.01
11.66
0.062
20.46
426.76
16.04
0.102
36.17
117.21
20.17
0.016
19.54
Wan2.2-5B
✗
294.52
16.42
0.089
27.62
180.34
9.96
0.070
17.33
550.55
14.58
0.159
29.65
151.03
16.76
0.033
16.20
X-WAM
✓
154.26
20.03
0.033
36.73
-
-
-
-
492.31
17.63
0.091
50.86
-
-
-
-
Cosmos3-N
✗
86.05
20.17
0.037
34.66
202.55
10.06
0.058
19.99
326.11
16.37
0.099
41.50
88.21
20.08
0.018
19.48
Appendix
Table 17: Results on VP-WorldBench (I2V with 2-view). V and T denote video and point-trajectory supervision. Best results are in bold . The upper bound is obtained by applying the same evaluation pipeline to the ground-truth videos.
Simulation
Real-world
Robot (500)
General (500)
Robot (100)
General (100)
Method
MV
FVD ↓
PSNR ↑
MEt3R ↓
δavg3D↑
FVD ↓
PSNR ↑
MEt3R ↓
δavg3D↑
FVD ↓
PSNR ↑
MEt3R ↓
δavg3D↑
FVD ↓
PSNR ↑
MEt3R ↓
δavg3D↑
Cosmos3-N
✗
111.92
20.06
0.044
40.91
140.65
11.05
0.067
23.27
296.25
16.34
0.099
43.53
77.55
21.03
0.018
21.72
+ camera cond.
✗
110.23
19.98
0.040
43.27
145.96
10.46
0.067
19.08
288.63
17.49
0.095
44.92
72.59
21.17
0.014
22.80
VPM (V)
✓
73.31
21.44
0.028
43.75
125.83
17.53
0.060
28.92
243.62
18.32
0.073
53.12
66.96
21.21
0.012
28.09
VPM (V+T)
✓
63.77
22.18
0.021
50.17
81.49
19.36
0.055
38.31
239.61
20.56
0.064
68.73
48.25
22.11
0.010
34.94
Appendix
Table 18: Results on VP-WorldBench (V2V with all-view). V and T denote video and point-trajectory supervision. Best results are in bold . The upper bound is obtained by applying the same evaluation pipeline to the ground-truth videos.
Simulation
Real-world
Robot (500)
General (500)
Robot (100)
General (100)
Method
Tracker
δavg3D↑
δavg3D↑
δavg3D↑
δavg3D↑
VPM (V)
MVTracker
43.62
28.71
50.83
26.54
VPM (V+T)
MVTracker
50.05
36.80
64.75
33.92
+ camera cond.
MVTracker
55.05
40.04
66.75
38.46
VPM (V)
Ours
45.06
29.92
51.78
28.39
Appendix
Table 19: Results on VP-WorldBench with VPM trajectory head. V and T denote video and point-trajectory supervision. Best results are in bold .
Table 26
Simulation
Real-world
Robot (500)
General (500)
Robot (100)
General (100)
Supervision
FVD ↓
δavg3D↑
FVD ↓
δavg3D↑
FVD ↓
δavg3D↑
FVD ↓
δavg3D↑
None
78.52
43.62
101.37
28.71
296.83
50.83
62.85
26.54
Per-frame geometry (no temporal identity)
Depth
77.07
45.21
100.02
29.88
285.13
53.73
62.08
26.98
Pointmap
75.48
44.90
99.35
29.69
281.67
54.50
61.37
29.46
Appendix
Table 22: Per-frame geometry vs. 3D point trajectory supervision. All variants share the backbone, data, feature layer, and training schedule of VPM (V+T). Per-frame variants are supervised with the same 3D point positions at every frame without correspondence across frames.
Paradigm
Model
Inputs
HOT3D
WorldTrack
DAVIS
Frames
Text
ADE ↓
FDE ↓
PWT ↑
ADE ↓
FDE ↓
PWT ↑
ADE ↓
FDE ↓
PWT ↑
Non- parametric
Static
1
✗
0.180
0.316
0.293
0.167
0.317
0.390
2.281
4.360
0.085
Extrapolate
3
✗
0.159
0.309
0.351
0.184
0.432
0.436
2.683
5.741
0.104
Pixel-space
Wan2.2-5B
1
✓
0.200
0.308
0.253
0.852
1.046
0.090
3.074
5.192
0.051
Cosmos-Predict
5
✓
0.225
0.294
0.199
0.831
0.988
0.072
4.191
6.368
0.033
3D model
ObjectForesight
3
✗
0.129
0.192
0.353
–
–
–
–
–
–
Appendix
Table 23: Results on 3D point forecasting. We evaluate the models on PointMotionBench ( Zhang et al., 2026b ) . Best results are in bold , second best are underlined .
PAIBench-G ( ↑ )
RBench ( ↑ )
Model
Overall
Domain
Quality
Score (%)
Wan2.2-A14B
81.3
85.3
77.3
50.7
HunyuanVideo-1.5
81.7
85.9
77.6
46.0
Cosmos-Predict2.5-2B
81.2
84.6
77.9
46.4
Cosmos-Predict2.5-14B
81.1
84.0
78.1
-
Wan2.1-14B
80.2
83.6
76.8
-
Appendix
Table 24: Results on single-view I2V world modeling.
Model
Mode
Score ( ↑ )
VideoPoet
V2V
29.5
VideoGPT
V2V
35.0
Magi-1
V2V
56.0
Cosmos3-Super
V2V
59.7
Cosmos3-Nano
V2V
50.2
VPM (ours)
V2V
52.1
Appendix
Table 25: Results on single-view V2V world modeling.
ReCamMaster (100)
CMU Panoptic (100)
Method
MV
FVD ↓
PSNR ↑
FVD ↓
PSNR ↑
MEt3R ↓
δavg3D↑
Cosmos3-Nano
✗
125.70
13.99
162.36
20.72
0.060
30.12
VPM (V)
✓
103.12
15.09
150.63
20.85
0.037
34.72
VPM (V+A)
✓
101.35
15.63
149.06
21.14
0.035
36.51
VPM (V+T)
✓
79.63
17.06
128.64
23.24
0.029
42.03
VPM (V+T+A)
✓
76.12
17.48
118.05
24.08
0.029
44.33
Appendix
Table 26: Modality-wise ablation on ReCamMaster and CMU Panoptic. V, T, and A denote video, point-trajectory, and action supervision. The upper bound applies the evaluation pipeline to the ground-truth videos.
Figure 8: Visualization of cross-view attention map.
Method
Output
1 view
2 views
4 views
Cosmos3-Nano
Video
15.9
31.8
63.5
VPM (V)
Video
16.3 (1.03 × )
38.7 (1.22 × )
101.4 (1.60 × )
VPM (V+T)
Video + 3D traj.
16.5 (1.04 × )
39.1 (1.23 × )
102.3 (1.61 × )
VPM (V+T+A)
Video + 3D traj. + action
16.6 (1.04 × )
39.2 (1.23 × )
102.5 (1.61 × )
Appendix
Table 27: Clock-time analysis. Wall-clock time (sec) to generate one clip of 64 frames at 480p per view on one GH200 GPU. Cosmos3-Nano generates the views independently, whereas VPM generates them jointly. Parentheses show the time relative to Cosmos3-Nano with the same number of views.
Figure 9: Data scalability. FVD (top) and δavg3D (bottom) of VPM (V) and VPM (V+T) trained on 10K, 100K, and 600K samples. The shaded area marks the gain from point supervision.
Simulation
Real-world
Camera cond.
Robot (500)
General (500)
Robot (100)
General (100)
Add.
Rot.
View
FVD ↓
δavg3D↑
FVD ↓
δavg3D↑
FVD ↓
δavg3D↑
FVD ↓
δavg3D↑
✗
✗
✗
91.22
33.29
140.06
24.64
299.51
45.79
67.80
23.94
✗
✗
✓
75.17
41.70
128.41
29.08
281.67
49.25
61.43
26.99
✓
✗
✓
70.70
48.18
84.60
33.94
268.34
59.00
59.01
30.05
✓
✓
✗
70.01
48.59
85.15
33.40
265.37
61.88
58.90
31.55
Appendix
Table 28: Ablation on camera conditioning. Add. and Rot. denote the additive Plücker embedding and the camera-dependent rotation of queries and keys in Equation 2 , and View denotes the view axis of the 4D RoPE in Equation 3 .
Simulation
Real-world
Objective
Robot (500)
General (500)
Robot (100)
General (100)
Lseq
Ldepth
Lcorr
FVD ↓
δavg3D↑
FVD ↓
δavg3D↑
FVD ↓
δavg3D↑
FVD ↓
δavg3D↑
✗
✗
✗
78.52
43.62
101.37
28.71
296.83
50.83
62.85
26.54
✗
✗
✓
78.44
42.96
100.45
29.90
284.17
52.00
61.57
27.50
✓
✗
✗
74.82
43.90
91.92
30.00
275.24
54.69
59.71
27.99
✓
✓
✗
69.88
48.54
85.73
31.54
271.01
59.94
59.33
30.75
Appendix
Table 29: Ablation on training objectives. LFM is used in all rows, and Lconf is used together with Lseq . The first row corresponds to VPM (V) in Table 2 .
Simulation
Real-world
Stage
Robot (500)
General (500)
Robot (100)
General (100)
1
2
3
FVD ↓
δavg3D↑
FVD ↓
δavg3D↑
FVD ↓
δavg3D↑
FVD ↓
δavg3D↑
✗
✗
✓
70.45
48.50
85.34
34.29
262.40
60.86
58.11
31.75
✗
✓
✓
69.83
49.15
83.27
34.51
259.42
62.00
58.02
32.80
✓
✗
✓
77.50
39.51
99.81
29.38
292.53
49.77
62.49
27.04
✓
✓
✓
67.35
50.05
81.92
36.80
255.19
64.75
56.48
33.92
Appendix
Table 30: Ablation on training stages. Iterations of a removed stage are reassigned to Stage 3, keeping the total number of iterations fixed.
Simulation
Real-world
Robot (500)
General (500)
Robot (100)
General (100)
Layer l
FVD ↓
δavg3D↑
FVD ↓
δavg3D↑
FVD ↓
δavg3D↑
FVD ↓
δavg3D↑
6
72.81
45.92
96.28
31.10
277.11
57.04
60.26
28.75
12
69.45
48.30
85.76
34.90
266.16
61.21
58.30
31.88
18
67.35
50.05
81.92
36.80
255.19
64.75
56.48
33.92
24
68.76
49.16
84.96
35.28
259.84
63.80
58.65
31.60
Appendix
Table 31: Ablation on the generator layer. The trajectory head reads query and key features from the l -th self-attention layer of the generator.
Simulation
Real-world
Robot (500)
General (500)
Robot (100)
General (100)
Setting
FVD ↓
δavg3D↑
FVD ↓
δavg3D↑
FVD ↓
δavg3D↑
FVD ↓
δavg3D↑
(a) Refinement iterations
M=1
69.46
47.11
87.23
33.44
267.42
61.05
59.83
30.19
M=2
68.77
49.00
83.25
35.75
260.49
62.18
57.07
33.20
M=4
67.35
50.05
81.92
36.80
255.19
64.75
56.48
33.92
Appendix
Table 32: Ablation on the trajectory refiner. (a) Number of refinement iterations M . (b) Attention types of the refiner, with M=4 .
Figure 10: Ablation on training data sources. Relative FVD increase (a) and δavg3D decrease (b) of VPM (V+T) when one source is removed from training, measured against the model trained on all sources. Higher is worse.
Figure 11: Qualitative results of multi-view prediction. Predicted video with overlaid predicted point track for two-view (top) and three-view (bottom) scenes. Conditioning frames are omitted.
Figure 12: Additional qualitative results of multi-view prediction. Predicted video with overlaid predicted point track on robot and general scenes from VP-WorldBench (Real, top) and VP-WorldBench (Sim, bottom).
Figure 13: Predicted vs. ground-truth videos. Each view shows the prediction next to the ground truth. Conditioning frames are omitted.
Figure 14: Example rollouts of robot manipulation tasks. Successful rollouts of our policy on six tasks, shown from two exterior cameras and a wrist camera. Rows are time steps sampled uniformly over each episode of length T .
Video-Action Models (VAMs) leverage the broad visual dynamics captured by pre-trained video diffusion models, offering a promising path toward generalizable robot manipulation. However, RGB-only video rollouts are not directly actionable: they leave metric 3D motion, contact geometry, and fine-grained spatial constraints under-specified, making action grounding ambiguous. Meanwhile, scaling action supervision across diverse tasks and embodiments remains costly. We present PointAction, a framework that bridges video predictions to robot actions through explicit point-based 4D modeling. PointAction fine-tunes a foundation video generation model to jointly predict future RGB frames and dynamic 3D pointmaps, producing temporally consistent 3D motion of task-relevant scene geometry. These point dynamics serve as a structured, embodiment-agnostic action interface, which a diffusion-based action decoder maps to executable robot actions. By using metric 3D point dynamics as the interface between video prediction and control, PointAction reduces the ambiguity of RGB-only action grounding and supports transfer across tasks and embodiments with limited action supervision. Experiments show that PointAction achieves state-of-the-art 4D generation quality on robot scenes, outperforms existing baselines in simulation, and generalizes to two real robot arms unseen during pretraining.
Mutian Tong, Han Jiang, Qiao Feng +2
University of Pennsylvania · Work done during internship at University of Pennsylvania.
Video world models can generate realistic futures from a single instruction, but they often fail to track the same physical points consistently across time. As a result, the generated videos appear plausible, yet lack the physical grounding required for reliable action execution, such as robot manipulation. We present GEM-4D, a geometry-grounded video world model that resolves this limitation by injecting dense 4D correspondence supervision distilled from a pretrained geometry foundation model into the video generative backbone during training. This supervision enables the model to jointly capture appearance and geometric structure while retaining a single-stream architecture with no additional inference cost. We further introduce an inverse dynamics module that converts correspondence-consistent video rollouts into executable robot trajectories, enabling direct deployment in both real-world and simulated manipulation. GEM-4D achieves state-of-the-art performance on both video prediction and geometric consistency across both simulation and realistic scenarios and improves real-world manipulation success from 61% to 81%. Additional results are available at https://gem-4d.github.io/.
Kaichen Zhou, Yuzhen Chen, Fangneng Zhan +8
Harvard AI and Robotics Lab, Harvard University · Media Lab and EECS, MIT · MIT-IBM Watson AI Lab +1
Motion forecasting is central to visual intelligence: agents must anticipate how objects will move in order to plan actions, reason about physical interactions, and synthesize realistic futures. We argue that 3D points in world coordinates provide a general representation that is class-agnostic, view-stable, compact, and directly useful for downstream tasks. We formalize the task of goal-conditioned 3D point motion forecasting: given a short visual history, a set of 3D query points on an object of interest, and a language description of the intended goal, the model predicts the future 3D trajectory of each point. We introduce a full stack to study this task at scale: (1) MolmoMotion-1M is a large corpus of action-described, object-grounded 3D point trajectories annotated from 1.16M unconstrained videos; (2) PointMotionBench is a human-verified benchmark spanning 111 object categories and 61 motion types; and (3) MolmoMotion is a general motion forecasting model that supports both autoregressive coordinate prediction and flow-matching-based trajectory generation. MolmoMotion accurately predicts diverse motion patterns with different language instructions, and significantly outperforms existing motion prediction baselines on PointMotionBench. Finally, we show that the learned 3D motion prior transfers well to downstream applications: it improves training efficiency and generalization for robot manipulation, and its predicted trajectories provide effective motion guidance for generative models to synthesize videos with more realistic object motion.
Jianing Zhang, Chenhao Zheng, Yajun Yang +10
Allen Institute for AI · University of Washington · UNC-Chapel Hill