Video World Models

Momentum

42 papers in the last four weeks, up 320% on the four weeks before. 0.4% of all new papers.

Jul 13Week of Sep 28

Latest papers 183

Nov 27, 2025cs.CV

WorldWander: Bridging Egocentric and Exocentric Worlds in Video Generation

Recent advances in video world models enable interactive environments with free navigation, making translation between first-person (egocentric) and third-person (exocentric) perspectives increasingly important. However, existing studies focus on unidirectional exocentric-to-egocentric translation, overlooking reference-guided exocentric perspective synthesis. This capability is crucial for gaming and embodied AI applications. Motivated by this, we present WorldWander, an in-context learning framework tailored for translating between egocentric and exocentric worlds in video generation. Building upon advanced video diffusion transformers, WorldWander integrates (i) In-Context Perspective Alignment and (ii) Collaborative Position Encoding to model cross-view synchronization and character consistency. To support our task, we curate EgoExo-8K, a dynamic and scene-rich dataset containing synchronized egocentric-exocentric triplets from both synthetic and real-world scenarios. Experiments demonstrate that WorldWander achieves superior perspective synchronization, character consistency, and generalization, setting a new benchmark for egocentric-exocentric video translation.
Aug 18, 2025cs.CV

Matrix-game 2.0: An open-source, real-time, and streaming interactive world model

Recent advances in interactive video generations have demonstrated diffusion model's potential as world models by capturing complex physical dynamics and interactive behaviors. However, existing interactive world models depend on bidirectional attention and lengthy inference steps, severely limiting real-time performance. Consequently, they are hard to simulate real-world dynamics, where outcomes must update instantaneously based on historical context and current actions. To address this, we present Matrix-Game 2.0, an interactive world model generates long videos on-the-fly via few-step auto-regressive diffusion. Our framework consists of three key components: (1) A scalable data production pipeline for Unreal Engine and GTA5 environments to effectively produce massive amounts (about 1200 hours) of video data with diverse interaction annotations; (2) An action injection module that enables frame-level mouse and keyboard inputs as interactive conditions; (3) A few-step distillation based on the casual architecture for real-time and streaming video generation. Matrix Game 2.0 can generate high-quality minute-level videos across diverse scenes at an ultra-fast speed of 25 FPS. We open-source our model weights and codebase to advance research in interactive world modeling.
Date pendingcs.RO

CLAP: Cross-Embodiment Video World Models are Zero-Shot Physical Simulators

State-of-the-art action-conditioned video models are typically restricted to a single robot embodiment, preventing them from leveraging the vast corpus of heterogeneous video data that contains rich signals for learning generalizable physics. To bridge this gap, we introduce CLAP, a framework for cross-embodiment action-conditioned video generation capable of being trained on diverse, internet-scale videos across human and robotic agents. CLAP is grounded in the insight that universal physical laws govern spatiotemporal dynamics regardless of the actor. However, cross-embodiment learning is non-trivial because action representations vary sharply across robot platforms and are typically absent in human videos. CLAP addresses this fundamental challenge through the following core contributions. First, CLAP reconciles disparate action spaces using end-effector poses, language instructions, and latent actions. Second, to resolve their individual limitations, CLAP introduces a curriculum-based cross-embodiment learning recipe that first learns foundational physical priors across unlabeled video data using latent actions and subsequently grounds them in end-effector action spaces for zero-shot deployment to real-world tasks. Crucially, CLAP approaches or surpasses state-of-the-art single-embodiment video models in challenging environments like DROID. These performance advantages compound via few-shot adaptation to establish a novel paradigm for training single-embodiment video world models. Ultimately, CLAP delivers the most comprehensive suite of action-conditioned video world models to date - spanning diverse action-conditioning spaces (end-effector, language, and latent) and robot morphologies (including cross-embodiment, DROID, Bridge, bimanual YAM robots, and G1 humanoids). We open-source all code and models. Project Website at https://omni-clap.github.io .