CVPR 2026 Papers

Conference on Computer Vision and Pattern Recognition

Decision breakdown

4,042papers

Counted from the official paper list; may differ slightly from the number the conference announced.

  • Oral
    1383.4%
  • Poster
    3,90496.6%

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Planning in 8 Tokens: A Compact Discrete Tokenizer for Latent World Model

Dongwon Kim, Gawon Seo, Jinsung Lee, Minsu Cho, Suha Kwak

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World models provide a powerful framework for simulating environment dynamics conditioned on actions or instructions, enabling downstream tasks such as action planning or policy learning.Recent approaches leverage world models as learned simulators, but its application to decision-time planning remains computationally prohibitive for real-time control.A key bottleneck lies in latent representations: conventional tokenizers encode each observation into hundreds of tokens, making planning both slow and resource-intensive.To address this, we propose CompACT, a discrete tokenizer that compresses each observation into as few as 8 tokens, drastically reducing computational cost while preserving essential information for planning.An action-conditioned world model that occupies CompACT tokenizer achieves competitive planning performance with orders-of-magnitude faster planning, offering a practical step toward real-world deployment of world models.

Poster
ModularAgent: A Task-Aware Modular Framework for Joint Optimization of Multimodal Large Language Models and World Models

Yu-Wei Zhan, Xin Wang, Pengzhe Mao, Tongtong Feng, Ren Wang, Wenwu Zhu

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Building generalist embodied agents requires a unified system that can interpret multimodal goals, model environment dynamics, and execute reliable actions across diverse real-world tasks. Multimodal large language models (MLLMs) offer strong semantic priors and cross-modal generalization, while world models (WMs) provide actionable latent dynamics for prediction and control. Their combination holds promise for open-ended embodied intelligence, yet introduces two key challenges: (1) establishing a tight coupling between the semantic intent from MLLMs and the dynamic state representations within the WM's latent space, and (2) achieving task-aware adaptability that supports multi-task learning and cross-environment generalization. To address these limitations, we propose ModularAgent, a task-aware dynamic joint framework that enables bidirectional coupling between MLLMs and WMs. ModularAgent establishes two complementary pathways: a forward path that injects MLLM representations into the WMs latent space for semantically guided imagination, and a backward path where WM-generated feedback refines the MLLMs semantic space via dense text-conditioned rewards. This bidirectional interaction is realized through three synergistic components: Task-Aware Dynamic Joint Learning, Task-Aware Behavior Learning, and MLLM-WM Joint Optimization, which together harmonize semantic reasoning and dynamic prediction. Extensive experiments across multi-task and cross-environment settings demonstrate superior stability and generalization over state-of-the-art baselines, marking a step toward open-ended embodied learning.

Poster
Motus: A Unified Latent Action World Model

Hongzhe Bi, Hengkai Tan, Shenghao Xie, Zeyuan Wang, Shuhe Huang, Haitian Liu, Ruowen Zhao, Yao Feng, Chendong Xiang, Yinze Rong, Hongyan Zhao, Hanyu Liu, Zhizhong Su, Lei Ma, Hang Su, Jun Zhu

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While a general embodied agent must function as a unified system, current methods are built on isolated models for understanding, world modeling, and control. This fragmentation prevents unifying multimodal generative capabilities and hinders learning from large-scale, heterogeneous data. In this paper, we propose Motus, a unified latent action world model that leverages existing general pretrained models and rich, sharable motion information. Motus introduces a Mixture-of-Transformer (MoT) architecture to integrate three experts (ie, understanding, video generation, and action) and adopts a UniDiffuser-style scheduler to enable flexible switching between different modeling modes (ie, world models, vision-language-action models, inverse dynamics models, video generation models, and video-action joint prediction). Motus further leverages the optical flow to learn latent actions and adopts a recipe with three-phase training pipeline and six-layer data pyramid, thereby extracting pixel-level "delta action" and enabling large-scale action pretraining. Experiments show that Motus achieves superior performance against state-of-the-art methods in both simulation (a +15% improvement over X-VLA and a +45% improvement over Pi-0.5) and real-world scenarios(improved by +11 48%), demonstrating unified modeling of all functionalities and priors significantly benefits downstream robotic tasks.

Poster
DLWM: Dual Latent World Models enable Holistic Gaussian-centric Pre-training in Autonomous Driving

Yiyao Zhu, Ying Xue, Haiming Zhang, Guangfeng Jiang, Wending Zhou, Xu Yan, Jiantao Gao, Yingjie CAI, Bingbing Liu, Zhen Li, Shaojie Shen

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Vision-based autonomous driving has gained much attention due to its low costs and excellent performance. Compared with dense BEV (Bird's Eye View) or sparse query models, Gaussian-centric method is a comprehensive yet sparse representation by describing scene with 3D semantic Gaussians. In this paper, we introduce DLWM, a novel paradigm with Dual Latent World Models specifically designed to enable holistic gaussian-centric pre-training in autonomous driving using two stages. In the first stage, DLWM predicts 3D Gaussians from queries by self-supervised reconstructing multi-view semantic and depth images. Equipped with fine-grained contextual features, in the second stage, two latent world models are trained separately for temporal feature learning, including Gaussian-flow-guided latent prediction for downstream occupancy perception and forecasting tasks, and ego-planning-guided latent prediction for motion planning. Extensive experiments in SurroundOcc and nuScenes benchmarks demonstrate that DLWM shows significant performance gains across Gaussian-centric 3D occupancy perception, 4D occupancy forecasting and motion planning tasks.

Poster
StaMo: Unsupervised Learning of Generalizable Robot Motion from Compact State Representation

Mingyu Liu, Jiuhe Shu, Hui Chen, Zeju Li, Canyu Zhao, Jiange Yang, Shenyuan Gao, Hao Chen, Chunhua Shen

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A fundamental challenge in embodied intelligence is developing expressive and compact state representations for efficient world modeling and decision making. However, existing methods often fail to achieve this balance, yielding representations that are either overly redundant or lacking in task-critical information. We propose an unsupervised approach that learns a highly compressed two-token state representation using a lightweight encoder and a pre-trained Diffusion Transformer (DiT) decoder, capitalizing on its strong generative prior. Our representation is efficient, interpretable, and integrates seamlessly into existing VLA-based models, improving performance by 11.6% on LIBERO and 31% in real-world task success with minimal inference overhead. More importantly, we find that the difference between these tokens, obtained via latent interpolation, naturally serves as a highly effective latent action, which can be further decoded into executable robot actions. This emergent capability reveals that our representation captures structured dynamics without explicit supervision. We name our method StaMo for its ability to learn generalizable robotic Motion from compact State representation, which is encoded from static images, challenging the prevalent dependence to learning latent action on complex architectures and video data. The resulting latent actions also enhance policy co-training, outperforming prior methods by 10.4% with improved interpretability. Moreover, our approach scales effectively across diverse data sources, including real-world robot data, simulation, and human egocentric video.

Poster
BAgger: Backwards Aggregation for Mitigating Drift in Autoregressive Video Diffusion Models

Ryan Po, Eric Ryan Chan, Changan Chen, Gordon Wetzstein

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Autoregressive video models are promising for world modeling via next-frame prediction, but they suffer from exposure bias: a mismatch between training on clean contexts and inference on self-generated frames, causing errors to compound and quality to drift over time. We introduce Backwards Aggregation (BAgger), a self-supervised scheme that constructs corrective trajectories from the model's own rollouts, teaching it to recover from its mistakes. Unlike prior approaches that rely on few-step distillation and distribution-matching losses --which can hurt quality and diversity -- BAgger trains with standard score or flow matching objectives, avoiding large teachers and long-chain backpropagation through time. We instantiate BAgger on causal diffusion transformers and evaluate on text-to-video, video extension, and multi-prompt generation, observing more stable long-horizon motion and better visual consistency with reduced drift.

Poster
PointWorld: Scaling 3D World Models for In-The-Wild Robotic Manipulation

Wenlong Huang, Yu-Wei Chao, Arsalan Mousavian, Ming-Yu Liu, Dieter Fox, Kaichun Mo, Li Fei-Fei

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Humans anticipate, from a glance and a contemplated action of their bodies, how the 3D world will respond, a capability that is equally vital for robotic manipulation. We introduce PointWorld, a large pre-trained 3D world model that unifies state and action in a shared 3D space as 3D point flows: given one or few RGB-D images and a sequence of low-level robot action commands, PointWorld forecasts per-pixel displacements in 3D that respond to the given actions. By representing actions as 3D point flows instead of embodiment-specific action spaces (e.g., joint positions), this formulation directly conditions on physical geometries of robots while seamlessly integrating learning across embodiments. To train our 3D world model, we curate a large-scale dataset spanning real and simulated robotic manipulation in open-world environments, enabled by recent advances in 3D vision and simulated environments, totaling about 2M trajectories and 500 hours across a single-arm Franka and a bimanual humanoid. Through rigorous, large-scale empirical studies of backbones, action representations, learning objectives, partial observability, data mixtures, domain transfers, and scaling, we distill design principles for large-scale 3D world modeling. With a real-time (0.1s) inference speed, PointWorld can be efficiently integrated in the model-predictive control (MPC) framework for manipulation. We demonstrate that a single pre-trained checkpoint enables a real-world Franka robot to perform rigid-body pushing, deformable and articulated object manipulation, and tool use, without requiring any demonstrations or post-training and all from a single image captured in-the-wild.

Poster
IPR-1: Interactive Physical Reasoner

Mingyu Zhang, Lifeng Zhuo, Tianxi Tan, Guocan Xie, Xian Nie, Yan Li, Renjie Zhao, Zizhu He, Ziyu Wang, Jiting Cai, Yong-Lu Li

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Humans learn by observing, interacting with environments, and internalizing physics and causality. We explore whether agents can similarly acquire human-like reasoning through interaction and experience. To study this, we introduce a Game-to-Unseen (G2U) benchmark of 1,000+ heterogeneous games that exhibit significant visual domain gaps. Existing approaches, including VLMs and world models, struggle with underlying physics and causality due to overfitting on visual details. VLM/VLA agents reason but lack look-ahead in interactive settings, while world models imagine but imitate visual patterns rather than analyze physics and causality. We therefore propose IPR (Interactive Physical Reasoner), using world-model rollouts to score and reinforce a VLM's policy, and introduce PhysCode, a physics-centric action code aligning semantic intent with dynamics to provide a shared action space for prediction and reasoning. Pretrained on 1,000+ games, IPR performs robustly on levels from primitive intuition to goal-driven reasoning, and even surpasses GPT-5 overall. We find that performance improves with more training games and interaction steps, and that the model also zero-shot transfers to unseen games. These results support physics-centric interaction as a path to steadily improving physical reasoning. Further demos and details can be found at https://mybearyzhang.github.io/ipr-1.

Poster
GeoWorld: Geometric World Models

Zeyu Zhang, Danning Li, Ian Reid, Richard Hartley

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Energy-based predictive world models provide a powerful approach for multi-step visual planning by reasoning over latent energy landscapes rather than generating pixels. However, existing approaches face two major challenges: (i) their latent representations are typically learned in Euclidean space, neglecting the underlying geometric and hierarchical structure among states, and (ii) they struggle with long-horizon prediction, which leads to rapid degradation across extended rollouts. To address these challenges, we introduce GeoWorld, a geometric world model that preserves geometric structure and hierarchical relations through a Hyperbolic JEPA, which maps latent representations from Euclidean space onto hyperbolic manifolds. We further introduce Geometric Reinforcement Learning for energy-based optimization, enabling stable multi-step planning in hyperbolic latent space. Extensive experiments on CrossTask and COIN demonstrate around 3% SR improvement in 3-step planning and 2% SR improvement in 4-step planning compared to the state-of-the-art V-JEPA-2.

Poster
U4D: Uncertainty-Aware 4D World Modeling from LiDAR Sequences

Xiang Xu, Alan Liang, Youquan Liu, Linfeng Li, Lingdong Kong, Ziwei Liu, Qingshan Liu

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Modeling dynamic 3D environments from LiDAR sequences is central to building reliable 4D worlds for autonomous driving and embodied AI. Existing generative frameworks, however, often treat all spatial regions uniformly, overlooking the varying uncertainty across real-world scenes. This uniform generation leads to artifacts in complex or ambiguous regions, limiting realism and temporal stability. In this work, we present **U4D**, an uncertainty-aware framework for 4D LiDAR world modeling. Our approach first estimates spatial uncertainty maps from a pretrained segmentation model to localize semantically challenging regions. It then performs generation in a "hard-to-easy" manner through two sequential stages: (1) *uncertainty-region modeling*, which reconstructs high-entropy regions with fine geometric fidelity, and (2) *uncertainty-conditioned completion*, which synthesizes the remaining areas under learned structural priors. To further ensure temporal coherence, U4D incorporates a mixture of spatio-temporal (MoST) block that adaptively fuses spatial and temporal representations during diffusion. Extensive experiments show that U4D produces geometrically faithful and temporally consistent LiDAR sequences, advancing the reliability of 4D world modeling for autonomous perception and simulation.

Poster
GenieDrive: Towards Physics-Aware Driving World Model with 4D Occupancy Guided Video Generation

Zhenya Yang, Zhe Liu, Yuxiang Lu, Liping Hou, Chenxuan Miao, Siyi Peng, Bailan Feng, Xiang Bai, Hengshuang Zhao

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Physics-aware driving world model is essential for drive planning, out-of-distribution data synthesis, and closed-loop evaluation. However, existing methods often rely on a single diffusion model to directly map driving actions to videos, which makes learning difficult and leads to physically inconsistent outputs. To overcome these challenges, we propose GenieDrive, a novel framework designed for physics-aware driving video generation. Our approach starts by generating 4D occupancy, which serves as a physics-informed foundation for subsequent video generation. 4D occupancy contains rich physical information, including high-resolution 3D structures and dynamics. To facilitate effective compression of such high-resolution occupancy, we propose a VAE that encodes occupancy into a latent tri-plane representation, reducing the latent size to only 58% of that used in previous methods. We further introduce Mutual Control Attention (MCA) to accurately model the influence of control on occupancy evolution, and we jointly train the VAE and the subsequent prediction module in an end-to-end manner to maximize forecasting accuracy. Together, these designs yield a 7.2% improvement in forecasting mIoU at an inference speed of 41 FPS, while using only 3.47 M parameters. Additionally, a Normalized Multi-View Attention is introduced in the video generation model to generate multi-view driving videos with guidance from our 4D occupancy, significantly improving video quality with a 20.7% reduction in FVD. Experiments demonstrate that GenieDrive enables highly controllable, multi-view consistent, and physics-aware driving video generation.

Poster
MRI Contrast Enhancement Kinetics World Model

Jindi Kong, Yuting He, Cong Xia, Rongjun Ge, Shuo Li

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Clinical MRI contrast acquisition suffers from inefficient information yield, which presents as a mismatch between the risky and costly acquisition protocol and fixed and sparse acquisition sequence. Applying world models to simulate the contrast enhancement kinetics in human body enables continuous contrast-free dynamics. However, the low temporal resolution in MRI acquisition restricts the training of world models, leading to the sparsely sampled dataset. Directly training a generative model to capture the kinetics leads to two limitations: (a) Due to the absence data on missing time, the model tends to overfit to irrelevant features, leading to content distortion. (b) Due to the lack of continuous temporal supervision, the model fails to learn the continuous kinetics law over time, causing temporal discontinuities. For the first time, we propose MRI Contrast Enhancement Kinetics World model (MRI CEKWorld) with SpatioTemporal Consistency Learning (STCL). For (a), guided by spatial law that patient-level structures remain consistent during enhancement, we propose Latent Alignment Learning (LAL) that constructs a patient-specific template to constrain contents to align with this template. For (b), guided by the temporal law that the kinetics follows a consistent smooth trend, we propose Latent Difference Learning (LDL) which extends the unobserved intervals by interpolation and constrain smooth variations in the latent space among interpolated sequence. Extensive experiments on two datasets show our MRI CEKWorld achieves better realistic contents and kinetics. Codes will be available.

Poster
Stereo World Model: Camera-Guided Stereo Video Generation

Yang-Tian Sun, Zehuan Huang, Yifan Niu, Lin Ma, Yan-Pei Cao, Yuewen Ma, Xiaojuan Qi

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We present StereoWorld, a camera-conditioned stereo world model that jointly learns appearance and binocular geometry for end-to-end stereo video generation.Unlike monocular RGB or RGBD approaches, StereoWorld operates exclusively within the RGB modality, while simultaneously grounding geometry directly from disparity. To efficiently achieve consistent stereo generation, our approach introduces two key designs: (1) a unified camera-frame RoPE that augments latent tokens with camera-aware rotary positional encoding, enabling relative, view- and time-consistent conditioning while preserving pretrained video priors via a stable attention initialization; and (2) a stereo-aware attention decomposition that factors full 4D attention into 3D intra-view attention plus horizontal row attention, leveraging the epipolar prior to capture disparity-aligned correspondences with substantially lower compute. Across benchmarks, StereoWorld improves stereo consistency, disparity accuracy, and camera-motion fidelity over strong monocular-then-convert pipelines, achieving more than 3x faster generation with an additional 5% gain in viewpoint consistency. Beyond benchmarks, StereoWorld enables end-to-end binocular VR rendering without depth estimation or inpainting, enhances embodied policy learning through metric-scale depth grounding, and is compatible with long-video distillation for extended interactive stereo synthesis.

Poster
SEBA: Sample-Efficient Black-Box Attacks on Visual Reinforcement Learning

Tairan Huang, Yulin Jin, Junxu Liu, Qingqing Ye, Haibo Hu

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Visual reinforcement learning has achieved remarkable progress in visual control and robotics, but its vulnerability to adversarial perturbations remains underexplored. Most existing black-box attacks focus on vector-based or discrete-action RL, and their effectiveness on image-based continuous control is limited by the large action space and excessive environment queries. We propose SEBA, a sample-efficient framework for black-box adversarial attacks on visual RL agents. SEBA integrates a shadow Q model that estimates cumulative rewards under adversarial conditions, a generative adversarial network that produces visually imperceptible perturbations, and a world model that simulates environment dynamics to reduce real-world queries. Through a two-stage iterative training procedure that alternates between learning the shadow model and refining the generator, SEBA achieves strong attack performance while maintaining efficiency. Experiments on MuJoCo and Atari benchmarks show that SEBA significantly reduces cumulative rewards, preserves visual fidelity, and greatly decreases environment interactions compared to prior black-box and white-box methods. The code is available at https://github.com/tairanhuang/seba online.

Poster
TraceGen: World Modeling in 3D Trace Space Enables Learning from Cross-Embodiment Videos

Seungjae Lee, Yoonkyo Jung, Inkook Chun, Yao-Chih Lee*, Zikui Cai, Hongjia Huang, Aayush Talreja, Tan Dao, Yongyuan Liang, Jia-Bin Huang, Furong Huang

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Learning new robot tasks on new platforms and in new scenes from only a handful of demonstrations remains challenging. While videos of other embodiments---humans and different robots---are abundant, differences in embodiment, camera, and environment hinder their direct use. We address the small-data problem by introducing a unifying, symbolic representation---a compact 3D "trace-space" of scene-level trajectories---that enables learning from cross-embodiment, cross-environment, and cross-task videos. We present TraceGen, a world model that predicts future motion in trace-space rather than pixel space, abstracting away appearance while retaining the geometric structure needed for manipulation. To train TraceGen at scale, we develop TraceForge, a data pipeline that transforms heterogeneous human and robot videos into consistent 3D traces, yielding a corpus of 123K videos and 1.8M observation--trace--language triplets. Pretraining on this corpus produces a transferable 3D motion prior that adapts efficiently: with just five target robot videos, TraceGen attains 80% success across four tasks while offering 50-600x faster inference than state-of-the-art video-based world models. In the more challenging case where only five uncalibrated human demonstration videos captured on a handheld phone are available, it still reaches 67.5% success on a real robot, highlighting TraceGen's ability to adapt across embodiments without heavy pixel-space generation.

Poster
VerseCrafter: Dynamic Realistic Video World Model with 4D Geometric Control

Sixiao Zheng, Minghao Yin, Wenbo Hu, Xiaoyu Li, Ying Shan, Yanwei Fu

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Video world models aim to simulate dynamic, real-world environments, yet existing methods struggle to provide unified and precise control over camera and multi-object motion, as videos inherently capture dynamics in the projected 2D image plane. To bridge this gap, we introduce VerseCrafter, a geometry-driven video world model that generates dynamic, realistic videos from a unified 4D geometric world state. Our approach is centered on a novel 4D Geometric Control representation, which encodes the world state as a static background point cloud and per-object 3D Gaussian trajectories. This representation captures each object's motion path and probabilistic 3D occupancy over time, providing a flexible, category-agnostic alternative to rigid bounding boxes and parametric models. We render 4D Geometric Control into 4D control maps for a pretrained video diffusion model, enabling high-fidelity, view-consistent video generation that faithfully follows the specified dynamics. To enable training at scale, we develop an automatic data engine and construct VerseControl4D, a real-world dataset of 35K training samples with automatically derived prompts and rendered 4D control maps. Extensive experiments show that VerseCrafter achieves superior visual quality and more accurate control over camera and multi-object motion than prior methods.

Poster
MajutsuCity: Language-driven Aesthetic-adaptive City Generation with Controllable 3D Assets and Layouts

Zilong Huang, Jun He, Xiaobin Huang, Ziyi Xiong, Yang Luo, Junyan Ye, Weijia Li, Yiping Chen, Ting Han

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Generating realistic 3D cities is fundamental to world models, virtual reality, and game development, where an ideal urban scene must satisfy both stylistic diversity, fine-grained, and controllability. However, existing methods struggle to balance the creative flexibility offered by text-based generation with the object-level editability enabled by explicit structural representations. We introduce MajutsuCity, a natural language-driven and aesthetically adaptive framework for synthesizing structurally consistent and stylistically diverse 3D urban scenes. MajutsuCity represents a city as a composition of controllable layouts, assets, and materials, and operates through a four-stage pipeline. To extend controllability beyond initial generation, we further integrate MajutsuAgent, an interactive language-grounded editing agent that supports five object-level operations. To support photorealistic and customizable scene synthesis, we also construct MajutsuDataset, a high-quality multimodal dataset containing 2D semantic layouts and height maps, diverse 3D building assets, and curated PBR materials and skyboxes, each accompanied by detailed annotations. Meanwhile, we develop a practical set of evaluation metrics, covering key dimensions such as structural consistency, scene complexity, material fidelity, and lighting atmosphere. Extensive experiments demonstrate MajutsuCity reduces layout FID by 83.7% compared with CityDreamer and by 20.1% over CityCraft. Our method ranks first across all AQS and RDR scores, outperforming existing methods by a clear margin. These results confirm MajutsuCity as a new state-of-the-art in geometric fidelity, stylistic adaptability, and semantic controllability for 3D city generation. We expect our framework can inspire new avenues of research in 3D city generation. Our project page: https://longhz140516.github.io/MajutsuCity/

Poster
A Frame is Worth One Token: Efficient Generative World Modeling with Delta Tokens

Tommie Kerssies, Gabriele Berton, Ju He, Qihang Yu, Wufei Ma, Daan de Geus, Gijs Dubbelman, Liang-Chieh Chen

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Anticipating diverse future states is a central challenge in video world modeling. Discriminative world models produce deterministic predictions that implicitly average over possible futures, while existing generative world models remain computationally expensive. Recent work demonstrates that predicting the future in the feature space of a vision foundation model (VFM), rather than a latent space optimized for pixel reconstruction, requires significantly fewer world model parameters. However, most such approaches remain discriminative. In this work, we introduce DeltaWorld, a generative VFM-based world model that efficiently generates diverse plausible futures. At the core of DeltaWorld is DeltaTok, a tokenizer that encodes the feature difference between consecutive frames into a single continuous "delta" token, reducing video from a three-dimensional spatio-temporal representation to a one-dimensional temporal sequence. For example, this yields a 1,024x token reduction with 512x512 frames. Delta tokens enable efficient and effective multi-hypothesis training, where many diverse futures are generated in parallel and only the best is supervised. At inference, this leads to diverse predictions in a single forward pass. Experiments on dense forecasting tasks demonstrate that DeltaWorld forecasts futures that more closely align with real-world outcomes, while having over 35x fewer parameters and using 2,000x fewer FLOPs than existing generative world models. Project page: https://deltatok.github.io.

Poster
RAYNOVA: Scale-Temporal Autoregressive World Modeling in Ray Space

Yichen Xie, Chensheng Peng, Mazen Abdelfattah, Yihan Hu, Jiezhi Yang, Eric Higgins, Ryan Brigden, Masayoshi Tomizuka, Wei Zhan

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World foundation models aim to simulate the evolution of the real world with physically plausible behavior. Unlike prior methods that handle spatial and temporal correlations separately, we propose RAYNOVA, a geometry-agonistic multiview world model for driving scenarios that employs a dual-causal autoregressive framework. It follows both scale-wise and temporal topological orders in the autoregressive process, and leverages global attention for unified 4D spatio-temporal reasoning. Different from existing works that impose strong 3D geometric priors, RAYNOVA constructs an isotropic spatio-temporal representation across views, frames, and scales based on relative Plucker-ray positional encoding, enabling robust generalization to diverse camera setups and ego motions. We further introduce a recurrent training paradigm to alleviate distribution drift in long-horizon video generation. RAYNOVA achieves state-of-the-art multi-view video generation results on nuScenes, while offering higher throughput and strong controllability under diverse input conditions, generalizing to novel views and camera configurations without explicit 3D scene representation. Our code will be released at https://raynova-ai.github.io/.

Poster
Cloning Deterministic Worlds: The Critical Role of Latent Geometry in Long-Horizon World Models

zaishuo xia, Yukuan Lu, Xinyi Li, Yifan Xu, Yubei Chen

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A world model is an internal model that simulates how the world evolves. Given past observations and actions, it predicts the future physical state of both the embodied agent and its environment. Accurate world models are essential for enabling agents to think, plan, and reason effectively in complex, dynamic settings. However, existing world models often focus on random generation of open worlds, but neglect the need for high-fidelity modeling of deterministic scenarios (such as fixed-map mazes and static space robot navigation). In this work, we take a step toward building a truly accurate world model by addressing a fundamental yet open problem: constructing a model that can fully clone a deterministic world. 1) Through diagnostic experiment, we quantitatively demonstrate that high-fidelity cloning is feasible and the primary bottleneck for long-horizon fidelity is the geometric structure of the latent representation, not the dynamics model itself. 2) Building on this insight, we show that applying temporal contrastive learning principle as a geometric regularization can effectively curate a latent space that better reflects the underlying physical state manifold, demonstrating that contrastive constraints can serve as a powerful inductive bias for stable world modeling; we call this approach Geometrically-Regularized World Models (GRWM). At its core is a lightweight geometric regularization module that can be seamlessly integrated into standard autoencoders, reshaping their latent space to provide a stable foundation for effective dynamics modeling. By focusing on representation quality, GRWM offers a simple yet powerful pipeline for improving world model fidelity. Code is available at https://github.com/XiaFire/Clone_Deterministic_Environment.

Poster