An interactive world model must follow the user's actions, remember the places it has shown, and stream in real time. The tension is structural: control wants a short horizon, memory wants an unbounded one. ReWorld separates the two during training and bounds them at inference. Mixed per-head attention windows confine most heads to the recent past while a small set of global heads attends over the entire history, and random head routing keeps either capability from binding to particular heads; random chunk dropping makes sparse histories in-distribution. At inference the whole past lives under a fixed budget: a bounded KV cache backed by a pose-indexed landmark bank, from which the model retrieves the landmarks nearest the current pose. A metric-scale-aligned data engine places eight sources -- Unreal-rendered fly-throughs, game roaming, and real-world footage -- on one physical action scale, so the same key press moves the camera the same distance in every source, and palindrome trajectories supply the revisit evidence that memory training needs. Distribution-matching distillation confined to a LoRA adapter then compresses sampling to four steps: one backbone serves both a high-fidelity multi-step mode and a real-time interactive one, streaming 704x1280 video across photorealistic, game-style, and stylized worlds. Under a three-axis protocol covering action following, long-horizon recall, and video quality, against six recent interactive world models it attains the best control fidelity ($11.95^\circ$ rotation error and the best camera-motion consistency) and the best generation quality; and on minute-long out-and-back rollouts ($64$\,s, $384$ latents), its fixed 12-chunk cache still regenerates the starting view -- at rollout lengths where a sliding window has long evicted the evidence and full-KV attention runs out of memory.
Zhifei Chen, Luozhou Wang, Guibao Shen et al.· 0 citations
High-fidelity 3D generative modeling increasingly relies on the latent diffusion paradigm, where the reconstruction quality of the underlying 3D VAE becomes a primary bottleneck. Existing approaches largely follow two paradigms: sparse voxel-based representations achieve strong reconstruction quality but incur significant memory and computational overhead, while set-based representations are compact and continuous yet typically lag in fidelity due to latent sparsity and excessive global smoothness. We propose MSVS-VAE, a hierarchical set-based VAE that closes this fidelity gap without sacrificing compactness. Our key idea is to progressively densify anchored VecSet latents via hierarchical point-shuffle upsampling, increasing spatial capacity for fine-grained geometry modeling. To efficiently decode from the densified hierarchy, we replace global cross-attention with AVS-Conv, a geometry-aware local aggregation operator operating within local neighborhoods rather than the exhaustive latent set. We further introduce multi-scale query decoding to fuse coarse-to-fine latent features, where coarse scales provide stable global context, and fine scales refine localized geometry, reducing artifacts from overly local receptive fields. Extensive experiments on Objaverse, ABO, and in-the-wild benchmarks demonstrate that MSVS-VAE consistently outperforms prior set-based and voxel-based VAEs, delivering approximately 10x faster decoding than prior set-based methods and approximately 10x higher compactness than voxel-based baselines.
Dehao Hao, Kaiyi Zhang, Tanghui Jia et al.· 0 citations