GROME: GROunding Factorized MEmory into Video World Models
Organizations: East China Normal University · Shanghai Artificial Intelligence Laboratory · Fudan University · Beihang University ·
Abstract
Long-horizon consistency is essential for video world models, yet it becomes difficult to maintain once observed content falls outside the context window. Existing memory mechanisms either retrieve history as implicit context, which remains constrained by context capacity and entangles static and dynamic information or consolidate history into explicit global representations, which struggle to model evolving dynamics and accumulate geometric errors. To overcome these limitations, we introduce GROME, a novel factorized memory framework that augments video world models for long-horizon coherence across both static scenes and dynamic entities. GROME operates via three synergistic components: 1)Static-Dynamic Factorization decouples historical evidence into static and dynamic components, preserving static scene geometry and dynamic entity states separately; 2)Local Memory Retrieval selects spatially aligned static history to eliminate geometric drift alongside the latest dynamic entity states to ensure temporal continuity; 3)~Training-Free Memory Injection seamlessly grounds the factorized memory into video world models via their native conditioning pathways. Experiments on long-horizon revisit scenarios demonstrate that GROME substantially enhances scene persistence and dynamic entity fidelity over existing methods, all while preserving the visual quality and controllability of the frozen backbone without additional training. Beyond self-rollouts, GROME readily accommodates external observations as plug-and-play memory, unlocking flexible and controllable video continuation and scene exploration.
Figures & tables
| Revisit Consistency | Visual Quality | Dynamic Quality | Controllability | |||||||
| Model | PSNR | SSIM | LPIPS | CLIP Aesthetic | Subjective Qual. | Entity Cons. | Motion Acc. | Trans. Err. | Rot. Err. ( ∘ ) | Prompt Cons. |
| Static | ||||||||||
| Gen3C | 21.725 0.5582 | 0.749 0.0203 | 0.173 0.0140 | 5.334 0.0874 | 0.469 0.0264 | N/A | N/A | 0.420 0.0513 | 3.878 0.6494 | 0.258 0.0093 |
| VMem | 15.784 0.5323 | 0.460 0.0221 | 0.367 0.0132 | 5.089 0.0760 | 0.338 0.0230 | N/A | N/A | 0.624 0.4502 | 7.187 1.0210 | 0.251 0.0121 |
| WAH | 16.911 0.6472 | 0.540 0.0320 | 0.369 0.0266 | 5.116 0.0739 | 0.347 0.0308 | N/A | N/A | 2.141 0.7641 | 6.709 1.3273 | 0.231 0.0104 |
| WorldPlay | 16.087 0.4921 | 0.465 0.0236 | 0.289 0.0139 | 5.265 0.0869 | 0.404 0.0265 | N/A | N/A | 0.471 0.0504 | 6.391 0.9905 | 0.260 0.0090 |
| Revisit Consistency | Visual Quality | Dynamic Quality | Controllability | |||||||
| Setting | PSNR | SSIM | LPIPS | CLIP Aesthetic | Subjective Qual. | Entity Cons. | Motion Acc. | Trans. Err. | Rot. Err. ( ∘ ) | Prompt Cons. |
| LingBotV2 RC | 15.505 3.1742 | 0.456 0.0418 | 0.500 0.0147 | 5.247 0.2950 | 0.572 0.0875 | 0.711 0.0482 | 16.333 13.4337 | 1.903 1.2061 | 8.391 1.2254 | 0.247 0.0103 |
| Joint Attention. | 5.470 0.8511 | 0.203 0.0115 | 0.533 0.0739 | 4.417 0.0275 | 0.153 0.0430 | 0.641 0.0170 | 10.987 17.7273 | 2.573 0.1557 | 8.834 3.4000 | 0.224 0.0142 |
| w/o Static | 18.512 2.9186 | 0.609 0.0471 | 0.323 0.0152 | 5.309 0.3987 | 0.566 0.1199 | 0.735 0.0160 | 15.709 12.6554 | 1.586 0.0388 | 7.252 0.4953 | 0.247 0.0111 |
| w/o Dynamic | 19.542 3.2823 | 0.640 0.0354 | 0.270 0.0104 | 5.231 0.3214 | 0.550 0.0464 | 0.609 0.0216 | 15.430 11.5595 | 0.450 0.1339 | 2.867 3.5811 | 0.244 0.0098 |
| w/o Ref. Adapt | 6.344 2.7415 | 0.233 0.0446 | 0.475 0.0138 | 4.524 0.3682 | 0.208 0.1082 | 0.682 0.0120 | 14.135 12.5521 | 0.468 0.0339 | 2.695 0.4918 | 0.242 0.0124 |
Appendix figures & tables16 assets
Supplementary material from the paper’s appendix.
Appendix
| Method | Static Scene | Moving Regions |
| VMem ( Li et al., 2025b ) | Temporal | Temporal |
| WAH ( Wang and He, 2026 ) | Temporal | Temporal |
| AlayaWorld ( Team et al., 2026 ) | Spatial | Temporal |
| Gen3C ( Ren et al., 2025 ) | Spatial | Spatial |
| WorldPlay ( Sun et al., 2025 ) | Temporal | Temporal |
| LingBotV2 RC | Temporal | Temporal |
| Component | Mean (s) | Std. (s) |
| Geometry and memory construction | ||
| DA3 geometry update | 54.772 | 1.055 |
| Pointmap fusion | 2.117 | 0.977 |
| History-token preparation | ||
| Context K/V computation | 3.782 | 0.056 |
| Reference K/V computation | 1.203 | 0.016 |
Memory-Augmented Video Generation
Memory-augmented video generation gives video models persistent context to preserve identities, scenes, and events across long sequences.
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