Interactive world generation requires both accurate local control and stable scene consistency over long rollouts. Existing methods improve local generation through camera or geometry conditioning and extend historical context with memory mechanisms. However, long-horizon exploration remains challenging as target-view guidance becomes incomplete and inconsistencies accumulate across repeated scene updates. We present GSExplorer, a generation--reconstruction framework built around a persistent 3D Gaussian world state. At each step, the current 3DGS scene provides multimodal rendering conditions for a condition-driven video generator, while camera geometry is injected through a separate Relative Ray Encoding branch. Generated videos are then fed back to a SLAM-based reconstruction backend, where inconsistency filtering prevents conflicting content from corrupting the scene and cross-chunk bundle adjustment improves spatial alignment across generation steps. We further design a data-construction pipeline that reproduces realistic 3DGS degradation during scene extrapolation, yielding 293K training pairs of degraded multimodal renderings and real target videos. GSExplorer achieves the best overall performance among the compared methods on both single-step and three-step WorldScore evaluation, with strong camera control and consistency across both settings, including a Camera Control score of 99.07 in single-step extrapolation. On 481-frame leave-and-return rollouts, it also shows strong revisit consistency, demonstrating the value of maintaining a reliable 3D world state for continued exploration.
Figures & tables
Figure 1: Overview of GSExplorer. Starting from a 3DGS scene initialized from a single image, we render multimodal scene conditions along the planned camera trajectory at each step. These conditions, together with camera geometry and text prompts, guide the condition-driven generator to produce a completed video. The generated video is then fed back to the SLAM-based world update, where inconsistency filtering enables selective scene updates and cross-chunk bundle adjustment aligns current and historical views. The updated 3DGS world state then provides reliable conditions for the next step, forming a generation–reconstruction loop.
Figure 2: Architecture of the condition-driven video generator. Multimodal 3DGS renderings are encoded as scene conditions and injected into the diffusion backbone through one input projection and five residual projections. Camera intrinsics and poses define token-wise ray geometry, which is incorporated through a separate RRE attention branch in every DiT block using geometry-aware Q/K/V and output transforms. Text prompts follow the original Wan cross-attention pathway.
Figure 3: Training-pair construction pipeline. First, long sequences are filtered and sampled into 57-frame clips containing 8 context frames and 49 target frames. Next, we reconstruct the full sequence with 3DGS-SLAM while forcing Gaussian insertion at the first target frame. Together, these steps improve target-view alignment while preserving the desired context-limited degradation. We then retain only Gaussians born within the context frames, recovering the desired context-limited degradation. Finally, the retained 3DGS is rendered at the target poses to produce multimodal degraded conditions paired with the real target frames.
Method
3D Consist.
Photo Consist.
Style Consist.
Camera Ctrl.
Object Ctrl.
Content Align.
Subjective Qual.
Avg.
WonderWorld
82.85
67.86
55.79
92.32
47.63
79.09
69.03
70.65
AETHER
79.84
58.68
72.09
57.44
52.26
28.06
41.11
55.64
Uni3C
78.59
85.48
88.32
62.94
45.83
47.40
57.00
66.51
Voyager
56.00
80.68
72.89
45.92
57.69
48.36
44.74
58.04
FantasyWorld
83.31
86.11
94.22
57.05
34.46
38.45
57.40
64.43
Wan2.2-5B-Camera
78.19
83.07
84.16
75.83
62.59
63.12
47.46
70.63
Table 1: Results on WorldScore for single-step extrapolation. GSExplorer achieves the best overall performance with strong controllability and consistency. The first , second , and third best results are highlighted accordingly.
Method
3D Consist.
Photo Consist.
Style Consist.
Camera Ctrl.
Object Ctrl.
Content Align.
Subjective Qual.
Avg.
WonderWorld
63.70
3.22
35.95
96.28
38.61
97.10
72.46
58.19
AETHER
63.97
33.11
61.99
4.43
34.78
33.69
35.09
38.15
Uni3C
79.95
46.78
71.43
8.69
34.28
77.88
51.12
52.88
Voyager
13.82
9.52
61.34
0.00
49.23
64.10
39.21
33.89
FantasyWorld
74.83
60.61
82.02
11.24
31.96
77.20
50.46
55.47
Wan2.2-5B-Camera
64.73
80.05
71.07
49.38
51.62
39.57
34.97
55.91
Table 2: Results on WorldScore for three-step extrapolation. GSExplorer maintains the best overall performance under multi-step generation, with strong camera control and scene consistency.
Figure 4: Qualitative WorldScore results across one-, two-, and three-step extrapolation. P and C denote the text prompt and camera instruction. GSExplorer accurately follows both controls while maintaining high visual quality and coherent spatial structure over multiple generation steps.
Metric
UniWorld-View
DreamX-World
WonderWorld
Spatia
GSExplorer (Ours)
PSNR ↑
11.73
12.02
15.09
17.86
19.85
SSIM ↑
0.375
0.417
0.592
0.565
0.623
LPIPS ↓
0.544
0.649
0.427
0.415
0.369
Match Ratio ↑
0.210
0.131
0.431
0.423
0.481
Table 3: Long-horizon revisit evaluation. GSExplorer achieves the best revisit consistency.
Figure 5: Qualitative comparison of long-horizon revisit results. GSExplorer better preserves the content and details of the starting view after long-range exploration.
Method
3D Consist.
Photo Consist.
Style Consist.
Camera Ctrl.
Object Ctrl.
Content Align.
Subjective Qual.
Avg.
w/o RRE-Attn
88.14
84.51
93.80
96.03
65.84
73.70
65.56
81.08
w/o pose
88.64
85.74
93.68
95.58
65.72
73.41
65.75
81.22
w/o depth
87.13
88.02
93.84
97.65
65.53
74.30
66.20
81.81
w/o opacity
90.06
88.91
94.06
98.82
64.34
73.06
65.87
82.16
w/o pose & opacity
87.66
85.37
93.80
95.02
64.18
72.59
65.30
80.56
Ours
90.83
88.47
94.40
99.07
65.91
74.70
66.59
82.85
Table 4: Ablation of conditioning modalities and pose injection. All conditioning modalities contribute to the final performance, while separate pose encoding through RRE achieves the best overall result. “w/o RRE-Attn” injects pose together with the rendered conditions instead of using the separate RRE attention branch.
Method
WorldScore Three-step Extrapolation
Revisit Evaluation
3D Consist.
Photo Consist.
Style Consist.
Camera Ctrl.
Object Ctrl.
Content Align.
Subjective Qual.
Avg.
PSNR
Match Ratio
w/o filter
72.78
73.97
78.16
68.15
56.09
52.58
54.23
65.14
17.15
0.378
w/o BA
75.54
81.16
81.43
78.50
55.69
51.79
58.29
68.91
17.41
0.406
Ours
77.50
84.51
84.36
85.17
56.25
52.82
60.34
71.56
19.85
0.481
Table 5: Ablation of persistent world-state update. Both observation filtering and cross-chunk bundle adjustment improve multi-step extrapolation and revisit consistency.
Appendix figures & tables3 assets
Supplementary material from the paper’s appendix.
Appendix
Dataset
Training pairs
RealEstate10K
231,644
DL3DV
14,279
ACID
9,983
ScanNet
38,037
Total
293,943
Appendix
Table 6: Composition of the final training set.
Figure 6: Additional qualitative results on WorldScore. GSExplorer follows the specified text and camera controls while maintaining coherent scene appearance and geometry during extrapolation.
Figure 7: Additional qualitative comparison of long-horizon revisit results. After extended leave-and-return exploration, GSExplorer better preserves the scene content and spatial layout of the initial view.
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.
Interactive world models generate visual content conditioned on user actions, yet maintaining spatial consistency over long-horizon exploration in real time remains challenging. Existing approaches rely on either temporal context or explicit 3D memory, both of which scale poorly because memory grows with the length of the generated stream. Moreover, explicit 3D memories condition latent video generators by re-encoding RGB renderings, which precludes real-time generation. In this paper, we introduce a Latent 3D Gaussian Memory (L3G) that combines the efficiency of feed-forward reconstruction with a compact, rapidly renderable scene representation. Building on this memory, we propose L3G-World, in which a memory updater and a video diffusion transformer (DiT) alternate autoregressively to generate spatially consistent worlds. The memory updater spawns Gaussians in newly observed regions and refines existing ones, so that the memory grows with scene extent rather than stream length. Each Gaussian further stores a VAE latent feature, allowing the memory to be rendered directly into the DiT's latent space without VAE re-encoding. Experiments show that L3G-World achieves state-of-the-art generation quality and long-horizon spatial consistency, with up to 38.6× fewer 3D primitives, 3.2× faster memory updates, and 359× faster memory rendering relative to the most efficient prior 3D-memory baseline for each metric, enabling real-time world generation at 9 FPS.
Jinhyeok Choi, JoungBin Lee, Jongmin Lee +5
KAIST AI · Ewha Womans University · KAIST Urban AI Institute
Video world models generate future visual observations from camera or action inputs, with the goal of synthesizing persistent 3D worlds that can be explored across time and space. Existing benchmarks typically evaluate short interactions or rely on camera trajectories fixed before generation. The performance of video world models under long-horizon exploration with extensive camera motion remains under-explored. We introduce WorldProbe, a diagnostic benchmark that uses a goal-conditioned multimodal agent to adapt camera actions online during generation. WorldProbe comprises 164 test cases across four probing families. Across 10 state-of-the-art models, we generate more than 1,600 rollouts totaling approximately 800 minutes, with horizons up to 180 seconds. Our evaluation across four dimensions reveals both the degradation of local measures and the emergence of long-range inconsistencies. We find that recent models sustain visual and content quality for longer, while long-range memory and evolution remain weak. These results expose a gap between locally stable generation and persistent world consistency that is largely missed by existing benchmarks. Code and benchmark resources are available at https://github.com/Untitled-W/WorldProbe.
Minqi Wang, Jie Peng, Hejun Dong +8
The Chinese University of Hong Kong · Peking University · University of Science and Technology of China +3