arXiv Computer Vision

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

SPW-Nav is a streaming panoramic world model that generates one minute of 2K 360‑degree video in real time from a single panorama, guided by language instructions. It interprets each instruction as camera motion, applying spherical rotation decoupling, pose‑aligned conditioning, and a multi‑term memory to maintain continuity as instructions change. The authors also release SPW-NavSet, a dataset of panoramic videos with camera trajectories and verified instructions, and demonstrate that SPW-Nav surpasses prior panoramic generators in camera‑following accuracy and video quality while enabling on‑the‑fly instruction switching.

arXiv Computer Vision
Sep 30

MUGEN: Interactive Panoramic World Exploration via Camera Control

MUGEN is a large‑scale real‑world dataset of over 1,300 hours of 4K panoramic videos with rich semantic and geometric annotations, designed to support interactive 360° world exploration. Wan360 is a camera‑controllable panoramic video generation model built on MUGEN, featuring ERP‑aware components (periodic longitude RoPE, ERP‑aware padding, random roll yaw) and a panoramic Plücker embedding for camera motion. Together, they address gaps in data and model support for immersive, temporally coherent 360° video generation along user‑specified camera trajectories.

By Jiaming Tan, Zhen Li, Shuwei Shi, Minggui Teng, Siqi Yang, Yuwei Wu, Bo Zheng, Chuanhao Li, Kaipeng Zhang
arXiv Computer Vision
Oct 2

UniTrackPLA: Unified Panorama-Language-Action Model for Instruction-Guided Navigation and Dynamic Person Tracking

UniTrackPLA introduces a unified panorama-language-action model that simultaneously handles instruction‑guided navigation and dynamic person tracking for embodied robots. Its Panoramic‑Aware Encoding preserves azimuthal and temporal structure, allowing a shared vision‑language backbone to generate continuous waypoint chunks for both tasks. The model also employs World‑Action Consistency to predict future visual states and verify waypoint prefixes, enabling reliable action reuse and replanning when inconsistencies arise. A new OmniTrackNav‑Bench dataset and extensive real‑world experiments demonstrate significant performance gains over prior methods.

By Pengfei Qi, Haoran Lin, Sizhuang Chen, Kai Luo, Sirui Zhang, Xinqi Liu, Fei Cheng, Wenrui Chen, Liming Yin, Kailun Yang
Hugging Face Trending Papers
Jun 11

MoVerse: Real-Time Video World Modeling with Panoramic Gaussian Scaffold

We present MoVerse, a real-time video world model that creates an interactively navigable scene from a single narrow-field-of-view image. This setting is challenging because the input observes only a small fraction of the environment, while interactive roaming requires a complete surrounding world, persistent geometry, controllable camera motion, and temporally coherent high-fidelity observations.

arXiv AI
Oct 1

DiffWAM: A Fast and Efficient Navigation World Action Model

DiffWAM is a geometry‑conditioned navigation world‑action model that transforms predictive features from a frozen video foundation model into continuous camera trajectories, eliminating the need for future‑video synthesis and multi‑frame reconstruction during deployment. Its Grid‑Motion module preserves spatial‑temporal motion associations, while Latent2Pose grounds them with first‑frame geometry to recover metrically meaningful 3D motion. The system, complemented by FastDreamer for asynchronous trajectory handoff, achieves a trajectory RMSE of 0.3492 m and a 74.40 % endpoint success rate on the DiffWAM‑1000 benchmark, with real‑world tests showing complex UAV behaviors and an onboard implementation reaching 1.08 s latency on NVIDIA Jetson AGX Thor.

By Mo Zhu, Yuze Wu, Xijie Huang, Xiao Cui, Fei Gao, Xin Zhou
arXiv Computer Vision
Oct 9

WorldCraft: From Camera Navigation to Object Manipulation in Interactive Video World Models

WorldCraft is an autoregressive video world model that enables both camera navigation and persistent object-trajectory control in interactive video environments. It introduces Normalized World Trajectory (NWT) to anchor user-specified 2D motion paths in a world coordinate system, and Trajectory-Anchored State Persistence (TASP) to maintain updated object states even when the target is temporarily invisible. The model also employs a pathway-selective LoRA to add object control while preserving pretrained camera navigation capabilities, achieving accurate composable control and maintaining object states across extended off-screen intervals.

By Bohai Gu, Taiyi Wu, Yueyang Yuan, Jian Liu, Xiaocheng Lu, Dazhao Du, Jie Zhang, Jinxiang Lai, Shuai Yang, Xiaotong Zhao, Alan Zhao, Song Guo
arXiv AI
6d ago

OmniShowcase: Omnidirectional Subject-Consistent Video Generation from Multi-View Images

OmniShowcase introduces a method for generating omnidirectional videos of a specific subject from a handful of multi‑view images. It combines an automated data‑synthesis pipeline that creates training videos with diverse camera trajectories driven by the subject’s geometry, and a geometry‑conditioning technique that supplies the model with surface‑normal maps reconstructed from the reference views. The authors release Showcase‑4K, a large corpus of 3D‑asset‑based videos with 12 camera motions and 88 trajectory configurations, and ShowcaseBench, a held‑out evaluation set with source meshes and camera parameters.

By Junyeong Ahn, Geonwoo Kim, Kinam Kim, Gihwi Kim, Hoonjin Jung, Hyojin Jang, Jaegul Choo
arXiv Computer Vision
Aug 27

4DStreamCtrl: Interactive Video Generation with Online 4D Control

The paper introduces 4DStreamCtrl, a system that unifies camera motion, object trajectories, and depth into a single 3D point‑track representation, enabling joint control, depth editing, and motion transfer in a single forward pass. By mining in‑the‑wild video for 3D motion supervision and encoding it with a lightweight Geometric Motion Head, the authors train a causal streaming student that can generate arbitrarily long videos in just four denoising steps, achieving 20 FPS on a single high‑end GPU for 480p video. This approach outperforms prior camera‑only, 2D, and offline‑3D methods in motion‑control precision while maintaining temporal coherence over hundreds of frames, thereby enabling interactive 4D‑controllable streaming generation for the first time.

By Shiqian Li, Chenguo Lin, Zhiguang Liu, Yu Tang, Jiarong Ou, Rui Chen, Yixin Zhu