# WorldCam: Interactive Autoregressive 3D Gaming Worlds with Camera Pose as a Unifying Geometric Representation

arXiv: https://arxiv.org/abs/2603.16871 · HTML: https://mlsanity.com/paper/2603.16871/

## Key facts

- Cited by 12 papers in the map (data through 14 Oct 2026).
- Placed in Video-generation world models and simulators, one of 11 directions in World models.
- Builds on 41 of its 46 references that are in the map.
- First posted on arXiv 17 Mar 2026.

## Placed in

- World models / [Video-generation world models and simulators](https://mlsanity.com/wm/video-generation-world-models-and-simulators/)
- Diffusion models / [Video generation](https://mlsanity.com/diffusion/video-generation/)

## Builds on (most cited first, 30 of 41)

- [Qwen3 Technical Report](https://mlsanity.com/paper/2505.09388/) (2025)
- [DINOv2: Learning Robust Visual Features without Supervision](https://mlsanity.com/paper/2304.07193/) (2023)
- [Emerging Properties in Self-Supervised Vision Transformers](https://mlsanity.com/paper/2104.14294/) (2021)
- [Flow Matching for Generative Modeling](https://mlsanity.com/paper/2210.02747/) (2022)
- [Wan: Open and Advanced Large-Scale Video Generative Models](https://mlsanity.com/paper/2503.20314/) (2025)
- [CogVideoX: Text-to-Video Diffusion Models with An Expert Transformer](https://mlsanity.com/paper/2408.06072/) (2024)
- [Efficient Streaming Language Models with Attention Sinks](https://mlsanity.com/paper/2309.17453/) (2023)
- [Consistency Models](https://mlsanity.com/paper/2303.01469/) (2023)
- [DUSt3R: Geometric 3D Vision Made Easy](https://mlsanity.com/paper/2312.14132/) (2023)
- [One-step Diffusion with Distribution Matching Distillation](https://mlsanity.com/paper/2311.18828/) (2023)
- [Cosmos World Foundation Model Platform for Physical AI](https://mlsanity.com/paper/2501.03575/) (2025)
- [Genie: Generative Interactive Environments](https://mlsanity.com/paper/2402.15391/) (2024)
- [Diffusion Forcing: Next-token Prediction Meets Full-Sequence Diffusion](https://mlsanity.com/paper/2407.01392/) (2024)
- [LTX-Video: Realtime Video Latent Diffusion](https://mlsanity.com/paper/2501.00103/) (2024)
- [MotionCtrl: A Unified and Flexible Motion Controller for Video Generation](https://mlsanity.com/paper/2312.03641/) (2023)
- [Mean Flows for One-step Generative Modeling](https://mlsanity.com/paper/2505.13447/) (2025)
- [CameraCtrl: Enabling Camera Control for Text-to-Video Generation](https://mlsanity.com/paper/2404.02101/) (2024)
- [MonST3R: A Simple Approach for Estimating Geometry in the Presence of Motion](https://mlsanity.com/paper/2410.03825/) (2024)
- [From Slow Bidirectional to Fast Autoregressive Video Diffusion Models](https://mlsanity.com/paper/2412.07772/) (2024)
- [Light Field Networks: Neural Scene Representations with Single-Evaluation Rendering](https://mlsanity.com/paper/2106.02634/) (2021)
- [Diffusion Models Are Real-Time Game Engines](https://mlsanity.com/paper/2408.14837/) (2024)
- [SkyReels-V2: Infinite-length Film Generative Model](https://mlsanity.com/paper/2504.13074/) (2025)
- [MineRL: A Large-Scale Dataset of Minecraft Demonstrations](https://mlsanity.com/paper/1907.13440/) (2019)
- [Matrix-game 2.0: An open-source real-time and streaming interactive world model](https://mlsanity.com/paper/2508.13009/) (2025)
- [ViPE: Video Pose Engine for 3D Geometric Perception](https://mlsanity.com/paper/2508.10934/) (2025)
- [WorldMem: Long-term Consistent World Simulation with Memory](https://mlsanity.com/paper/2504.12369/) (2025)
- [Context as Memory: Scene-Consistent Interactive Long Video Generation with Memory Retrieval](https://mlsanity.com/paper/2506.03141/) (2025)
- [GameGen-X: Interactive Open-world Game Video Generation](https://mlsanity.com/paper/2411.00769/) (2024)
- [AdaWorld: Learning Adaptable World Models with Latent Actions](https://mlsanity.com/paper/2503.18938/) (2025)
- [VMem: Consistent Interactive Video Scene Generation with Surfel-Indexed View Memory](https://mlsanity.com/paper/2506.18903/) (2025)

## Built on by (most cited first, 12 of 12)

- [SANA-WM: Efficient Minute-Scale World Modeling with Hybrid Linear Diffusion Transformer](https://mlsanity.com/paper/2605.15178/) (2026)
- [SCOPE: Simulating Cross-game Operations in Playable Environments for FPS World Models](https://mlsanity.com/paper/2605.23345/) (2026)
- [Towards Interactive Video World Modeling: Frontiers, Challenges, Benchmarks, and Future Trends](https://mlsanity.com/paper/2606.01164/) (2026)
- [BiWM: Advancing Open-Source Interactive Video World Models with Bidirectional Autoregression](https://mlsanity.com/paper/2606.10135/) (2026)
- [EgoCS-400K: An Egocentric Gameplay Dataset for World Models](https://mlsanity.com/paper/2606.18180/) (2026)
- [Zing-0.5: Toward Playable Worlds with Real-Time Joint Action and Text Control](https://mlsanity.com/paper/2609.17909/) (2026)
- [Towards Generalist Game Players: An Investigation of Foundation Models in the Game Multiverse](https://mlsanity.com/paper/2605.09965/) (2026)
- [Magpie: Real-Time World Renderer for Interactive Games](https://mlsanity.com/paper/2608.27168/) (2026)
- [AI for Games in the Foundation Model Era](https://mlsanity.com/paper/2609.16679/) (2026)
- [OnlineWM: Causality-Aware Active Online Learning for Effective World Modeling](https://mlsanity.com/paper/2609.23753/) (2026)
- [WorldCast: Distributed Multiplayer World Models](https://mlsanity.com/paper/2610.12412/) (2026)
- [Action Forcing: Training World Models on Unsupervised Video by Recovering Underlying Egomotion Bases](https://mlsanity.com/paper/2609.30595/) (2026)

## Abstract (arXiv)

Recent advances in video diffusion transformers have enabled interactive gaming world models that allow users to explore generated environments over extended horizons. However, existing approaches struggle with precise action control and long-horizon 3D consistency. Most prior works treat user actions as abstract conditioning signals, overlooking the fundamental geometric coupling between actions and the 3D world, whereby actions induce relative camera motions that accumulate into a global camera pose within a 3D world. In this paper, we establish camera pose as a unifying geometric representation to jointly ground immediate action control and long-term 3D consistency. First, we define a physics-based continuous action space and represent user inputs in the Lie algebra to derive precise 6-DoF camera poses, which are injected into the generative model via a camera embedder to ensure accurate action alignment. Second, we use global camera poses as spatial indices to retrieve relevant past observations, enabling geometrically consistent revisiting of locations during long-horizon navigation. To support this research, we introduce a large-scale dataset comprising 3,000 minutes of authentic human gameplay annotated with camera trajectories and textual descriptions. Extensive experiments show that our approach substantially outperforms state-of-the-art interactive gaming world models in action controllability, long-horizon visual quality, and 3D spatial consistency.
