Camera-Controlled Video Generation

Latest papers 88

Oct 6, 2026cs.CV

SPW-Nav: A Streaming Panoramic World Model for Language-Guided Navigation

Language-guided panoramic video generation benefits various downstream applications, such as interactive 3D scene exploration, virtual reality experiences, and embodied agent training. Existing panoramic generators follow predefined trajectories, and interactive world models act through low-level actions in perspective views. We propose SPW-Nav, a streaming panoramic world model that understands movement instructions and streams one minute of 2K 360-degree video in real time from a single panorama. SPW-Nav interprets each instruction in the previously generated panorama as camera motion. Spherical rotation decoupling applies rotation exactly on the sphere, pose-aligned conditioning keeps translation inputs bounded over long streams, and a multi-term memory with a few-step generator continues the scene as instructions change. We also build SPW-NavSet, panoramic videos with camera trajectories and verified instructions. Driven by language, SPW-Nav outperforms prior panoramic generators in camera-following accuracy and video quality, and supports on-the-fly instruction switching.
Oct 5, 2026cs.CV

ChronoWorld: Camera-Controlled Consistent 4D World Generation via Spatiotemporal Cues and Geometric Reflections

While existing camera-controllable video generation models can produce visually compelling sequences, preserving intrinsic 4D spatiotemporal coherence remains challenging. To address this limitation, we propose ChronoWorld, an "Observation--State--Reflection" framework that leverages spatiotemporal causal cues and reconstruction priors to generate globally consistent, free-view 4D scenes. Given a context video, we introduce a Spatiotemporal Epipolar Causal Attention mechanism that enforces multi-view epipolar constraints and temporal causality throughout the generation process. In addition, we develop a reconstruction-driven geometric reflection pipeline with a 4D retrieval strategy to enable dynamic self-assessment and correction of generated outputs, improving consistency and accuracy. Extensive experiments show that ChronoWorld achieves state-of-the-art performance in spatiotemporally consistent, cinematic-quality 4D scene generation, with strong generalization and high-fidelity geometry across diverse scenarios.
Oct 5, 2026cs.CV

Keepsake: Selective Spatial Memory for Long-Horizon Video Generation

Long-horizon camera-controlled video generation relies on persistent memory to maintain scene consistency. Existing systems follow two strategies to achieve this consistency. Full-history approaches retain all generated observations, causing unbounded storage and retrieval costs. Selective-construction approaches reduce redundancy, but make one-time retention decisions that are never revisited, even as an observation's value changes with the evolving memory bank. Both strategies leave a shared question unresolved: as the generated history evolves, which stored observations should still remain in memory? Our key insight is that the value of a stored observation is not fixed, but relational: it depends on the alternatives currently available in the memory bank. A view supported by many geometrically and visually similar substitutes can be relinquished with little loss of coverage, whereas an observation with few viable alternatives should remain regardless of age. We introduce Keepsake, an online, training-free controller for fixed-capacity spatial memory. At each update, Keepsake constructs a pose-appearance graph over retained and newly generated observations, combining camera-pose proximity with visual similarity. A retention priority jointly captures the number of strong substitutes and the similarity of the closest alternative, allowing Keepsake to continually reassess memory value, preserve observations with little alternative support, and evict highly replaceable ones under a fixed budget. The controller modifies only the persistent-memory update; the host generator, denoising schedule, and retrieval rule remain unchanged. Across MemCam and WorldMem, Keepsake improves FVD and LPIPS under a fixed memory budget. On 180-second MemCam trajectories, it retains only 32 of 5,397 frames while reducing FVD by 35.1%.
Oct 4, 2026cs.CV

SemCam: Semantic Camera Motion Control for Video Generation

Controlling the camera relative to a moving subject in an existing video is challenging: behaviors such as maintaining a frontal view require the camera to adapt to the subject's changing position and orientation, making the desired trajectory difficult to specify in advance. Existing camera-controlled video-to-video methods typically rely on explicit trajectories or reference motions, which do not directly express these dynamic camera--subject relationships. We introduce semantic camera motion control, a novel video-to-video task in which a reference video and a target motion label specify the desired subject-relative camera behavior without an explicit target trajectory. Our method, SemCam, learns to realize this behavior while preserving source content. It combines shared-basis low-rank adaptation with motion-conditioned modulation, while a background-consistency loss encourages fidelity in regions visible in both reference and target videos. We construct 661 paired videos covering eight semantic camera behaviors and evaluate on a separate 109-scene benchmark using subject-relative motion metrics, appearance measures, and a user study. SemCam achieves a semantic-motion success rate of 68.6%, compared with 45.3% for Vista4D, the strongest evaluated baseline, while maintaining comparable subject identity preservation.
Oct 1, 2026cs.CV

Generative Cinematographer: Composing Camera and Object Motion in 3D

Current controllable video generation systems often rely on 2D motion trajectories or sparse drag signals for object motion. These controls are ambiguous because the same 2D trajectory can correspond to different 3D motions, especially when the camera and objects move simultaneously. We present Generative Cinematographer (GenCine), a system that lifts a single image into an editable 3D scene scaffold where artists jointly author camera and foreground motion. Artists specify a camera path and move selected foreground regions using local 3D motion handles. Several handles can move different parts of a subject independently, providing a piecewise-rigid approximation to non-rigid motion without a physics simulator or category-specific prior. To communicate these controls to a pretrained video model, we project them into guidance maps. These maps record where the controlled regions appear in each frame, assign each handle a fixed color across frames and encode the current 3D positions of its controlled points in the same world coordinate system as the background. This lets us describe object motion relative to the scene even as the camera moves. For training, we recover controls from the motion observed in real videos and use ground-truth geometry and trajectories from synthetic videos. We train a lightweight guidance branch and LoRA adapters on a pretrained Wan model to follow these controls. Our experiments show consistent camera-relative motion, improved geometric consistency under viewpoint changes, and strong controllability across diverse real-world scenes.
Oct 1, 2026cs.CV

World Observer: Joint Actor-Observer Generation for Persistent World Modeling

How can a world model continuously observe regions beyond the actor's current view? Video world models simulate how an environment evolves from an agent's actions, yet remain actor-centric. Once an object leaves the actor's view, they lose direct evidence of its evolution, often failing to preserve its state and dynamics upon re-entry. To address this, we introduce World Observer, which decouples observing from acting by jointly generating a perspective actor for the agent-centric view with one or more panoramic observers that watch selected world regions. This allows objects that leave the actor's view to remain visually evolving in an observer, so their updated states are reflected when they re-enter. We ground the actor and observers by warping from a shared panoramic source for explicit geometric correspondence, and introduce an Observer Sink of high-resolution perspective references to restore fine appearance upon re-entry. Since the observers are decoupled from the actor, they can be placed freely across the scene, extended to multiple locations for broader coverage, and driven by control signals to steer out-of-view evolution. To evaluate out-of-view evolution, we further introduce world-space metrics and a benchmark spanning real and synthetic scenes. World Observer substantially improves out-of-view dynamics while remaining competitive in visual fidelity, camera control, and 3D adherence.
Oct 1, 2026cs.CV

4Director: Controlling Video World Models with Rigid 3D Geometry

Precise control over camera and object motion is essential for professional video production. Existing methods control objects only coarsely, through image-plane cues that are ambiguous in depth and rotation or through 3D tracks and blobs that lack complete geometry and lose consistency across viewpoint changes. We introduce 4Director, a video world model conditioned on an explicit 4D scene representation: each object is reconstructed once from the input image as a canonical mesh and moved by one prescribed rigid transformation per frame. This representation provides an intuitive 3D control interface and prevents unobserved geometry from being regenerated independently in every frame. We render the controlled scene as a depth video and introduce a Motion Adapter that transforms this geometric scaffold into video while synthesizing view-consistent appearance, illumination, and non-rigid dynamics. For training, we construct RealCOD-Rigid, a new dataset of 20,774 clips annotated with rigid 3D scenes by our automatic pipeline. We further introduce Identity-Gated IoU (IG-IoU), which jointly evaluates adherence to prescribed object motion and preservation of object identity. Experiments demonstrate that 4Director consistently outperforms prior methods in visual quality and in camera and object control.
Sep 30, 2026cs.CV

PartiCam: Camera Controlled Video Generation with Reward Guidance

We present PartiCam, a training-free Particle filtering rooted method for improved Camera controlled video generation. Generating videos that follow a precisely specified camera trajectory remains challenging for large video diffusion models. Training-free approaches are backbone-agnostic and avoid the need to construct large camera-annotated datasets by steering pretrained models toward the desired camera motion at test time. This enables the generation of camera-controlled video data that can subsequently be used to train camera-conditioned video diffusion models. Existing sampling-based guidance approaches often suffer from unstable trajectories: they either explore too broadly and fail to respect the target camera motion or collapse early and lose visual diversity over time. We introduce a global-local refinement framework for diffusion reward guidance, enabling accurate and consistent camera control during video generation. Our method builds on Sequential Monte-Carlo (SMC) guidance, but introduces a local refinement stage based on particle filtered resampling. Experiments show large improvements in camera trajectory adherence, reduced drift, and better visual quality, without requiring model retraining.
Sep 30, 2026cs.CV

Unveiling the Value of Motion for Cinematic Camera Trajectories

Cinematic camera motion is a fundamental storytelling tool, defined not only by where the camera is positioned in the scene, but also by how it moves in terms of direction and speed. Recent work on camera trajectory generation and alignment to text relies on pose-centric representations. While in principle a network could derive direction of movement and speed, we find that in practice this might not happen. In fact, in this paper we discover that decomposing the camera trajectory representation from the traditional per-frame poses to direction and speed has surprising benefits across multiple tasks, including trajectory-to-text alignment as well as text-to-trajectory generation. To accurately evaluate the former, we introduce a simple and reliable protocol that overcomes the limitations of prior evaluation baselines. For the latter, building on this representational insight, we propose a novel generative model for camera trajectories, CineGEN, that achieves superior performance across a variety of metrics. We also propose a novel dataset, CineScript, containing movie clips that are enriched with scene descriptions as well as higher-level metadata. This novel data allows us to test models' ability to capture high-level cinematographic information. We show that, despite its simplicity, representing camera trajectories through direction and speed not only helps numerically to achieve better alignment and generation, but also inherently encodes complex directorial intent.
Sep 29, 2026cs.CV

LIFT: Layout-In-Future Video Generation under Large Viewpoint Change via On-Policy Self-Distillation

We introduce LIFT, a unified image-to-video generation framework that complements camera control with Layout-In-FuTure control, enabling users to specify what should appear in a future view and where it should appear. This addresses a practical need in controllable video generation: given an initial image, users often care not only about how the camera moves, but also about what the scene should look like at key future moments, especially the final frame. Existing camera controls specify viewpoint trajectories, while text prompts provide only coarse semantic guidance; neither precisely determines the content and spatial layout of future views. This limitation becomes particularly pronounced under large viewpoint changes, where the camera reveals regions that are not visible in the first frame. LIFT therefore uses the last-frame layout as an explicit control signal for the desired future scene. Since learning from such sparse layout guidance is substantially more challenging than conditioning on dense per-frame layouts, we introduce on-policy self-distillation (OPSD) to transfer the control capability of a dense-layout teacher to a last-frame-layout student. We further curate LIFT-Vista, a dataset featuring large viewpoint changes with camera and temporally consistent layout annotations. Experiments show that LIFT improves video quality, future-layout controllability, and camera controllability over other methods.
Sep 29, 2026cs.CV

MUGEN: Interactive Panoramic World Exploration via Camera Control

Interactive panoramic video generation aims to synthesize immersive 360\textdegree{} videos that remain visually coherent while following user-specified camera trajectories during exploration. However, progress is limited by a coupled data-and-model gap: existing panoramic video datasets are often short, weakly annotated, or lack camera trajectories, while existing camera-controlled video generation models are designed for perspective videos and do not directly support panoramic geometry. In this paper, we introduce MUGEN and Wan360 to address these limitations. MUGEN is a large-scale real-world panoramic video dataset tailored to interactive 360-degree world exploration, comprising over 1,300 hours of at least 4K panoramic videos with rich semantic and geometric annotations. Built on MUGEN, we further present Wan360, a camera-controllable interactive panoramic video generation model. Panoramic videos are commonly represented by EquiRectangular Projection (ERP), which unfolds a spherical 360-degree view into a rectangular frame with cyclic longitude seams and pole distortions. To this end, Wan360 introduces three parameter-free ERP-aware components: periodic longitude RoPE for seam-consistent positional encoding, ERP-aware padding for reducing boundary artifacts, and random roll yaw for consistent learning. For camera control, Wan360 uses a panoramic Plücker embedding that represents camera motion with ERP rays rather than perspective pinhole rays. Experiments show that MUGEN serves as a data foundation for panoramic world exploration, and that Wan360 enables high-quality, temporally coherent, camera-controllable 360-degree video generation.
Sep 28, 2026cs.CV

DynaTokens: Teaching Dynamics to Camera-Controlled Video Models at Test Time

Video generation must account for two sources of motion, one induced by the observer's camera path and the other caused by scene dynamics. An ideal camera-controlled video model should account for both motions: let users move the camera while evolving the scene dynamics. While current models handle camera-induced motion well in static settings, they struggle for dynamic scenes: objects are static, move incorrectly, or degrade in generation quality. We introduce DynaTokens, a lightweight set of learnable scene-specific tokens that teach dynamics to an existing camera-controlled world model. Our method is motivated by a simple asymmetry between the two sources of motion: whereas camera motion affects the generated view globally, object dynamics are spatially localized. Through cross-attention, DynaTokens trains the learnable tokens from a few example trajectories for a scene while keeping the base model frozen, and enables dynamics under new query camera paths. DynaTokens achieves a better simultaneous dynamics-camera tradeoff on VBench2 and WorldScore evaluations than LoRA, block finetuning, and specialized trainable-layer baselines. Analyses of token attention, ablations, and motion temporality suggest that matching the trainable interface to the structure of the learning target is important for effective adaptation. Project website: https://glab-caltech.github.io/dynatokens/
Sep 28, 2026cs.CV

CoDrive: Cross-Vehicle World-Consistent Video Generation with Precise Trajectory Control for Cooperative Driving

Real-world driving is inherently multi-agent, yet most existing driving world models generate observations from a single ego vehicle. Independently extending them to multiple vehicles does not ensure that different agents observe a consistent shared world. We present CoDrive, a cross-vehicle, multi-view driving video generation framework that jointly generates observations of vehicles sharing the same dynamic scene with precise camera-trajectory control. CoDrive interleaves local self-attention, which models spatiotemporal dependencies among the views of each vehicle, with global self-attention, which enables information exchange and consistency modeling across vehicles. To explicitly encode their spatial relationships, all camera trajectories are represented in a shared world coordinate system and injected into the attention layers through projective relative positional encoding. We further adopt a progressive mixed-task training strategy that combines large-scale real-world single-agent data with synthetic cross-agent interaction data, allowing the model to benefit from real-world appearance distributions while learning cross-agent consistency from simulation. For systematic evaluation, we introduce CoDrive-Bench, a benchmark covering real and synthetic multi-vehicle scenarios and evaluating trajectory controllability, scene geometry consistency, and instance-level consistency. Experiments show that CoDrive improves trajectory controllability and cross-agent geometric and instance consistency while maintaining competitive visual quality.
Sep 28, 2026cs.CV

Geometry as Address: Routing Attention to Visual Memory for Long-Horizon Camera-Controlled Video Generation

Long-horizon camera-controlled video generation requires recovering previously observed content from an ever-growing visual history. Existing approaches either search historical context implicitly or reconstruct it into persistent 3D memory, facing inefficient memory access or accumulated geometric errors. Our key insight is that geometry need not explain the scene--it only needs to determine where visual memory should be read from, while attention decides what should be recovered. Based on this insight, we introduce GEAR, a Geometry-Enabled Attention Routing framework that uses geometry as an explicit token-level address for visual memory. Rather than fusing historical observations into a persistent global 3D representation, GEAR retains them as frame latents and uses per-frame geometry only to establish token-level correspondences with target views, thereby avoiding persistent error accumulation from global fusion. Guided by these correspondences, Geometric Correspondence Attention (GCA) selectively injects geometrically matched historical features into noisy target patches during denoising. We further introduce an Invisible Octree to accumulate visibility evidence and reject geometrically plausible but occluded correspondences. Extensive experiments demonstrate that GEAR achieves state-of-the-art visual quality, precise camera control, and revisit consistency, enabling minute-long video generation along challenging trajectories.
Sep 21, 2026cs.CV

CoaG: Cylinders on a Grid for Coarse 3D Layout Control in Video Generation

We ask how little geometry a person has to draw to control both where people stand and where the camera moves in a generated video. Our answer is a ground plane and one cylinder per person. A user draws a grid on the ground, places one cylinder where each person should stand, moves the cylinders and the camera over 81 frames, and the model renders a photoreal video in which the people occupy the cylinders' positions, move as the cylinders move, and are seen from the drawn camera. Appearance comes from a text prompt and a background reference image; layout and motion come from the geometry. Because no dataset pairs such a signal with video, we build the pairs ourselves: an automatic engine writes 2000 captions from a combinatorial seed, generates a clip for each with a text-to-video model, and lifts every clip back to its geometry with person tracking, background inpainting, an agentic ground-mask loop, feed-forward multi-view reconstruction and a plane fit, with no real footage and no manual labels. A LoRA on Wan2.2-Fun-Control trained on 1935 such tuples follows drawn layouts and camera paths on hold-out clips: the generated people match the cylinders' count, order, position and height, the text changes who they are, the reference image changes where they are, and dolly-in, orbit, pan and crane paths are followed, dolly-out only weakly.
Sep 12, 2026cs.CV

Beyond Visual Quality: Evaluating Physical Consistency under Ego-Motion with EgoGenEval

Recent visual generators produce high-fidelity images yet often violate physical consistency under ego-motion, limiting their use for spatial reasoning and embodied planning. Existing benchmarks largely focus on isolated images or single-step quality, leaving this challenge underexplored. We introduce EgoGenEval, a geometry-grounded, pose-free benchmark designed to evaluate the physical consistency of visual generators under ego-motion, and organize our study into two parts. (1) EgoGenEval contains 1,400 cases and 2,360 target views spanning single-step and multi-step ego-motion. It separately measures Camera Motion Grounding (CMG) and Scene State Preservation (SSP), with both metrics validated against blinded human judgments. Evaluating 16 pose-free generators together with two pose-conditioned references reveals that current models struggle to execute camera motion while maintaining scene state, and that no system performs well on both axes at once. (2) To examine whether benchmark-derived data can improve these capabilities, we build EgoGen-Train from the same geometry-grounded pipeline and run controlled SFT studies. These show that pairwise supervision does not reliably improve camera-motion grounding and scene-state preservation together: even at the full training pool and the longest budget, scene preservation gains a fraction of what camera motion does. This points to the pairwise teacher-forced objective itself as the binding constraint, motivating a trajectory-centric paradigm that couples self-conditioned rollouts with explicit pose and visibility supervision.
Sep 11, 2026cs.CV

CamPilot: A Multi-Agent Cinematic Assistant for Camera-Controlled Movie Generation

The integration of large language models (LLMs) into video generation has enabled rapid text-to-video creation and improved visual quality. However, it still falls short of professional filmmaking, where cinematographic language is less refined than human-crafted camera work and multi-shot continuity remains challenging. To address these limitations, we introduce CamPilot, a multi-agent framework that integrates cinematographic planning and camera-work control to produce more coherent, logically structured, and human-aesthetic movies. CamPilot adopts a GRPO-based learning paradigm to learn camera work planning from 14K real-world professional movies, internalizing motion patterns and composition principles that support reasoning over shooting techniques (e.g., camera angle, motion, and focal behavior) and cross-shot relationships for controllable camera-viewpoint generation. Multiple agents further collaborate and evolve to improve overall output quality. To support this work and further studies in this domain, we establish CamEval, a benchmark for evaluating camera work quality and cinematic engagement. Empirical results show that CamPilot outperforms state-of-the-art text-to-movie generation methods on cinematographic control and quality, highlighting the impact of professional camera design on movie generation.
Sep 11, 2026cs.CV

World in World: Explore the World with World Models

Autoregressive video world models enable interactive, long-horizon exploration, but flexible control remains challenging. Exploring a source video from new viewpoints requires the generated rollout to remain synchronised with the recorded event, place observed content in the requested view, plausibly complete newly exposed regions, and recover previously generated appearance on revisits. Existing methods typically address these requirements through task-specific modules or additional training. We present World in World, a training-free inference-time interface that converts heterogeneous control evidence into camera- and time-labelled clean visual states, which are read through the native self attention of a frozen causal video model. The evidence comprises source-video observations, target-view scene projections, geometry renderings that guide completion of newly exposed subject regions, and retrieved generated states beyond the rolling cache. Each evidence source carries token-level support and its own availability schedule. A correspondence router combines persistent point identities with geometry to establish token correspondences, guiding supported queries towards matching source-video tokens. Evidence-wise attention CFG (EWA) then independently regulates each auxiliary channel's additional contribution using attention responses from the same denoising forward pass. The shared interface supports camera-controlled rerendering, long-horizon revisiting, and human-motion transfer with the same frozen backbone. We evaluate World in World on camera-controlled video rerendering under diverse viewpoint changes, assessing perceptual quality, temporal consistency, and camera-following accuracy.
Sep 3, 2026cs.CV

OctWorld: Long-Range World-Consistent Video Generation with Octree-Based 3D Mapping

We present OctWorld, a video diffusion framework with persistent 3D memory for generating explorable, world-consistent, and high-fidelity visual scenes. Given a single image, OctWorld performs stable autoregressive world generation along user-specified camera trajectories. We focus on long-range generation, characterized by extended camera paths and wide viewpoint coverage, where preserving spatial consistency is particularly challenging when previously generated regions are revisited. To address this problem, we introduce OctMap, an extensible and spatially adaptive 3D memory that progressively fuses generated visual observations and their corresponding depth maps into a global representation. OctMap employs TSDF fusion within a dynamic sparse octree whose spatial resolution adapts to image evidence. This design preserves geometric and appearance details across diverse scene scales while maintaining low memory overhead. Experiments demonstrate that OctWorld generates long-range, spatially consistent videos and outperforms prior methods on both existing benchmarks and challenging long-range generation settings. OctMap also provides clear advantages over point-based caches and fixed-resolution TSDF volumes. Project page: https://maxtirerror.github.io/octworldpage/
Sep 3, 2026cs.CV

Stabilizing Camera-Controlled Novel View Synthesis at Inference Time

Training-free, camera-controlled novel view synthesis from a single image using pre-trained video diffusion models often becomes unstable under large camera motion and long generation horizons. Existing approaches commonly combine several inference-time components, making it unclear which design choices are most important for stability. We show that the main source of stability is simple. Decomposing camera motion into small autoregressive steps limits per-step geometric distortion and reduces error accumulation. A controlled camera-step study shows that performance remains stable for small motions and degrades more strongly as the per-step motion approaches 1818-20∘20^\circ. We further evaluate geometry-constrained spatial attention and low-frequency appearance anchoring as supporting refinements, together with an efficient registration-free warping pipeline. Across RealEstate10K and MegaScene, CamTrol++ improves temporal and geometric consistency, downstream 3D reconstruction quality, and generation efficiency over training-free baselines. The method remains effective for 56-frame generation and under substantial controlled depth corruption. These results show that careful control of camera motion at inference time can substantially improve the stability of camera-controlled novel view synthesis without retraining or modifying the diffusion backbone.
Sep 3, 2026cs.CV

FlashRender: Few-Step Generative Rendering via Camera-Controlled Video MeanFlow

We present FlashRender, a few-step generative rendering framework that retakes a source video along a target camera trajectory in seconds. We identify sampling-step-dependent camera control as a prominent manifestation of discretization error in existing multi-step generative rendering models and show that resolving this inconsistency substantially lowers denoising trajectory curvature, facilitating subsequent step distillation. To this end, we introduce Representation Transformation and Alignment (RETA), which aligns hidden source-video representations with target-video features from a frozen visual geometry model. This directly encodes the geometric transformation within the source-video stream, enabling sampling-step-consistent camera control. We then fine-tune the model with the MeanFlow objective on the lower-curvature denoising trajectory induced by RETA, allowing the model to more effectively address discretization error. Finally, we apply on-policy flow map distillation to correct self-rollout errors under fixed few-step sampling. Extensive experiments show that RETA, MeanFlow, and on-policy flow map distillation play complementary roles in few-step generative rendering. Together, they enable our approach to match multi-step baselines in video quality and geometric consistency at 25x lower sampling cost while achieving superior camera controllability, even under out-of-distribution target camera trajectories.
Sep 2, 2026cs.CV

RoGe: Novel View Synthesis via End-to-End Implicit Reconstruction and Generation

Novel view synthesis from sparse inputs requires both geometric grounding from the observed views and generative priors of unobserved regions, motivating recent hybrid methods that combine reconstruction and generation. However, existing methods bridge the two with rendered images or explicit 3D representations such as point maps or 3D Gaussians. Generation is thus conditioned on a lossy and imperfect projection of the scene, inheriting its errors, and reconstruction receives no signal from generation to correct them. We present RoGe, an end-to-end unified reconstruction and generation framework that removes this explicit bridge. It targets roaming within a scene anchored by sparse views: given a few posed images and a camera trajectory, it synthesizes a temporally coherent video along that trajectory. From the sparse input views, RoGe builds an implicit scene representation with a feed-forward reconstruction model, and queries it with camera rays to obtain per-view geometric features. These features are injected into a video diffusion model as conditioning, without any explicit 3D intermediate. Both modules are trained jointly, so the generation objective directly shapes its own geometric conditioning. We conduct extensive experiments, where RoGe outperforms reconstruction-based, generation-based, and hybrid baselines in terms of image-level quality and video-level temporal and geometric consistency. Ablations confirm that ray-queried implicit features outperform both raw reconstruction tokens and rendered RGB as conditioning, and that joint training brings further gains. Our code will be released on https://jerry-locker.github.io/roge/.
Sep 1, 2026cs.CV

H3-World: Turning Language Understanding into World Control

We present H3-World, an efficient framework that turns the 33B MiniMax-H3 video generator into an interactive world model. Our key finding is that, as large video generators become more capable, language is emerging as a natural interface for control. MiniMax-H3, for example, already supports zero-shot control of character behavior and camera motion through natural-language instructions. Building on this, H3-World turns this coarse language interface into precise, temporally grounded world control, without introducing dedicated action modules. Specifically, we represent each action as a structured combination of character and camera instructions, and align them with the corresponding temporal video latents. To make the control temporally precise, we further introduce temporal attention routing, which restricts each instruction to its intended time interval and reduces control leakage across actions. Importantly, H3-World directly reuses the semantic representations learned during large-scale video pretraining and requires only lightweight adaptation. With only 8,000 gameplay samples, 10,000 LoRA optimization steps, and 0.199% trainable parameters, H3-World achieves effective character and camera control while preserving strong generation quality. It also generalizes to unseen scenarios. These results show that the control capabilities emerging in large video generators can be efficiently transformed into interactive world control.
Sep 1, 2026cs.CV

MeRoPE: Metric Rotary Position Embedding for Camera-Controlled Video Generation

In camera-controlled video generation, geometry-aware positional encodings condition tokens on camera extrinsics and per-token viewing rays. Existing schemes, however, have a scale-dependent failure mode on real-world metric camera trajectories: homogeneous projective encodings cause attention logits and feature norms to grow unbounded with physical translation baselines. We propose MeRoPE (Metric Rotary Position Embedding), a norm-preserving relative camera encoding for attention. MeRoPE encodes relative orientations between calibrated viewing rays with orthogonal rotation blocks, maps raw metric displacements into multi-frequency rotary phases, and adds a disparity-anchored correspondence prior along the epipolar arc. This design strictly preserves feature norms, bounds pre-softmax attention logits regardless of the physical translation scale, and maintains exact invariance to global rigid coordinate changes. Across nuScenes and PanShot, which cover large-baseline trajectories and diverse camera optics, respectively, MeRoPE achieves stronger camera control than prior encodings, with the best consistency between generated camera motion and conditioning poses in both rotation and translation. Code will be made publicly available.
Aug 30, 2026cs.CV

Matrix-Game 3.5: Enhancing Real-Time Streaming Interactive World Models with Patch Memory

Interactive world models extend video generation from offline clip synthesis toward persistent simulation of interactive virtual worlds, enabling applications in games, robotics, embodied agents, and XR. Achieving stable long-horizon interactive generation, however, remains challenging, as the model must simultaneously preserve scene geometry, dynamic consistency, and camera control while supporting real-time autoregressive generation. Building upon Matrix-Game 3.0, we present Matrix-Game 3.5, as shown in Figure 1, which advances real-time interactive world generation toward geometry-aware and long-horizon consistent simulation through three key improvements. First, we propose a unified geometry-aware memory framework, whose patch-memory and tiled-PRoPE components introduce no additional learnable parameters, combining explicit 3D patch retrieval with projective camera conditioning to enable geometry-consistent camera control and faithful long-horizon scene recall. Second, we introduce a static-dynamic disentangled world representation that separately models static scene geometry and dynamic subjects, preserving both geometric consistency and subject identity throughout long-horizon generation. Third, we develop a two-stage progressive real-time distillation framework that converts a bidirectional diffusion model into a few-step causal generator through Perceptual Flow Matching and curriculum based Self-Rollout DMD, enabling minute-long real-time interactive generation. Extensive experiments demonstrate that, with a unified training corpus spanning Unreal simulation environments, open-world games, and internet videos, MatrixGame 3.5 achieves strong performance in long-horizon scene recall, precise camera control, subject consistency, prompt-driven world generation, and stable real-time open-world interaction.
Aug 26, 2026cs.CV

4DStreamCtrl: Interactive Video Generation with Online 4D Control

Generative video models now synthesize footage nearly indistinguishable from reality. Their promise as interactive tools hinges on fine-grained control of how objects and the camera move over time, yet each existing approach captures only part of this: camera-parameter methods steer the viewpoint but cannot move objects, 2D-trajectory methods act in the image plane and ignore depth and occlusion, and recent 3D methods add geometry but run only offline at a fixed length. In particular, none combines 3D-consistent control of both camera and objects with real-time, streaming generation. Here we show that camera motion, object trajectories, and depth can be unified into a single 3D point-track representation, from which one model performs joint camera and object control, depth editing, and motion transfer in a single forward pass. To learn this interface at scale, we mine in-the-wild video for 3D motion supervision, yielding OpenVidHD-Motion3D, and encode it with a lightweight Geometric Motion Head that plugs into a pretrained video diffusion model. Because this encoder is temporally separable, we distill the model into a causal streaming student that generates arbitrarily long video in four denoising steps at memory independent of length. This unified design surpasses prior camera-only, 2D, and offline-3D methods in motion-control precision while covering modalities they address only in isolation. 4DStreamCtrl runs at 20 FPS on a single high-end GPU for 480p video and stays temporally coherent over hundreds of frames, enabling, to our knowledge, interactive 4D-controllable streaming generation for the first time. More broadly, grounding generation in explicit 3D geometry with efficient causal inference points toward interactive world models with closed-loop spatiotemporal control, from controllable simulators to real-time visual imagination for embodied agents.
Aug 13, 2026cs.AI

AlayaWorld: Interactive Long-Horizon World Modeling - Full Technical Report (v1.1)

This report presents an improved version of AlayaWorld. While the backbone architecture, chunk-wise autoregressive generation scheme, and training data remain unchanged from the previous release, we substantially revise how conditioning signals are represented and integrated into the model. The new design is guided by a simple principle: conditioning signals should match the generated content as closely as possible in both latent representation and temporal structure. To this end, we make two major changes. First, we replace the previous depth-warping-based spatial memory with a streaming 3D point-cache renderer. Second, we redesign the conditioning pipeline so that visual conditions are encoded in the same causal-VAE latent space, with temporal statistics consistent with those of the generated video. Concretely, the new version introduces six modifications: (1) replacing static-frame image conditioning with motion-aware latent conditioning; (2) causally encoding re-rendered spatial memory as a continuous sequence; (3) aligning the temporal-memory window in pixel space; (4) adopting hard memory dropout that removes memory tokens rather than zeroing them; (5) unifying the VAE encoding and decoding protocol across training and inference; and (6) removing the camera AdaLN branch, such that viewpoint control is provided entirely through the re-rendered spatial condition.
Aug 10, 2026cs.CV

Sekai2: From World Exploration to Interactive World Modeling

Video world models must capture how scenes evolve over time and across viewpoints. Training them for long-horizon generation and camera control therefore benefits from long videos paired with camera trajectories and temporally grounded semantics. Existing corpora rarely offer the three together: large-scale web video provides broad visual diversity but no trajectories or time-aligned text, while pose-annotated datasets are typically short-range or reconstruction-oriented. We introduce Sekai2, a multi-source real-world video dataset that carries the world-exploration footage of Sekai toward interactive world modeling. The release contains 128,892 clips totaling 2,826 hours from 10,428 source videos across 113 countries or regions, and is deliberately weighted toward sustained observation: under a common 120-second decomposition, 43,594 segments reach the full two minutes and account for 51.4% of all footage. Every clip includes a released camera trajectory and hierarchical annotations disentangling subject motion, environment dynamics, static scene content, and camera behavior, resulting in 649,597 temporally grounded segments. Crucially, we further introduce 982 panoramic sequences captured along non-linear trajectories with loops and revisits. These revisits provide repeated observations of the same locations across time and viewpoints, offering essential supervision for learning persistent scene representations, long-term spatial memory, and geometrically consistent world models. Corpus-scale analyses demonstrate complete pose-and-caption coverage, broad geographic and semantic diversity, varied camera trajectories, and highly non-redundant temporal descriptions. Together, these properties make Sekai2 a scalable resource for long-horizon video generation, camera-controllable synthesis, and interactive world-model pre-training.
Aug 5, 2026cs.CV

UniWorld-View: Large-Baseline View Synthesis via Video Diffusion Models

The abundance of casually captured monocular videos and images on social media provides a valuable source for immersive content creation, where generating novel views from such sparse observations can greatly enhance user experiences. However, producing photorealistic and geometrically consistent views with precise camera control remains challenging when input coverage is extremely limited. Reconstruction-based approaches such as NeRF and 3D Gaussian Splatting (3DGS) deteriorate severely under sparse inputs and fail to explicitly handle occlusions. Generative methods ease data requirements but still struggle with large-baseline view synthesis due to inaccurate or implicit geometric guidance. To overcome these limitations, we introduce UniWorld-View, a unified framework for controllable large-baseline novel view synthesis from monocular inputs. UniWorld-View integrates explicit 3D guidance with generative diffusion modeling to enable precise camera control and geometrically consistent view generation. The geometric guidance is obtained through an occlusion-aware point cloud rendering strategy that resolves visibility ambiguities and provides accurate priors for diffusion-based synthesis. By coupling this rendering strategy with powerful video diffusion backbones, UniWorld-View achieves high-fidelity novel view generation even under extreme camera motions and wide-baseline changes, and can further provide multi-view videos for downstream dynamic 3DGS reconstruction. Experiments on the WorldScore benchmark and zero-shot NVS benchmarks demonstrate the effectiveness of UniWorld-View in controllability, geometric consistency, and visual fidelity.
Aug 3, 2026cs.CV

UniMoCa: Unifying Motion and Camera Controls as Visual Proxies for Faithful Human Video Generation

Controlling human motion and camera movement is essential for faithful human-oriented video generation, yet remains challenging in multi-person scenes with large body motions, occlusions, and dynamic cameras. Existing pipelines typically rely on visual motion sequences, such as skeleton maps, pose maps, or rendered body representations, for motion control, while using camera embeddings for camera control. Such heterogeneous control interfaces force video generation models to reconcile pixel-aligned visual cues with non-visual geometric embeddings, making motion-camera attribution difficult and sensitive to camera estimation errors. We propose \textbf{UniMoCa}, a representation-driven framework that unifies motion and camera controls in visual space. At the core of UniMoCa is \textbf{Motion-Camera Visual Proxy} (\textbf{MCVP}), a mutually-sharable novel representation that converts 3D human motion and camera trajectories extracted from driving videos into an identity-neutral visual proxy. MCVP renders temporally aligned human geometry under the recovered camera trajectory and augments it with explicit camera trajectory markers, replacing heterogeneous visual-parametric controls with distinguishable visual cues. As both control factors are represented in the same visual space, they become mutually compatible rather than heterogeneous, enabling consistent joint reasoning and editing during video generation. We further curate a \textbf{MCVP-Video} dataset covering complex actions, multi-person interactions, and diverse camera trajectories. Experiments based on the Wan2.2 I2V show that UniMoCa achieves substantial gains in human motion control, camera control, temporal consistency, and camera-aware robustness with minimal additional complexity. More details are shown in our Project page: https://tanliming-daniel.github.io/UniMoCa/.