Building Pretraining Data for World Models: An Unreal Engine-Based Pipeline for Action-Conditioned Video Generation
On the map: World models → Video-generation world models and simulators
Abstract (arXiv)
Action-conditioned video models require large-scale visual data paired with control signals that are temporally aligned with the resulting scene transitions. Such supervision is difficult to obtain from ordinary real-world video because the actions that caused each visual change are typically unknown. We present a large-scale synthetic data production pipeline built on Unreal Engine for generating action-conditioned, multi-view video. To accommodate the different execution requirements of real-time physics and high-quality offline rendering, the pipeline executes trajectory generation and final rendering in two stages: Stage I runs real physics in PIE and records per-frame character states, control inputs, and camera states into an intermediate trajectory representation; Stage II replays those trajectories in a new engine process and renders them offline with Movie Render Queue (MRQ). Around this core, we develop a distributed production system with cache-aware task partitioning, node-local slot scheduling, automated scene screening, aesthetic and luminance filtering, partial-output recovery, asynchronous upload, and continuous cluster health monitoring. The production cluster contains 25 servers with eight NVIDIA RTX 5090 GPUs per server. From 2,384 asset packs, 429 levels were retained for production together with a pool of 40 humanoid characters. The pipeline has produced 2,691 hours of 1080p video and 6,076 hours of 720p video. We describe the system architecture, the implementation decisions that emerged from production failures, and the limitations of using perceptual quality proxies for world-model data curation. The pipeline described in this report constitutes the Unreal Engine synthetic-data production component used in EchoWM.
Key facts. No citing papers in the map yet (data through 14 Oct 2026). Placed in Video-generation world models and simulators, one of 11 directions in World models. Builds on 13 of its 13 references that are in the map. First posted on arXiv 3 Sep 2026.
Builds on
13 of 13 references.
Closest ancestors · 9
Same direction, newest first
- 2026EchoWM: Open and Enterable Omnimodal World Models24 Aug
- 2026DreamX-World 1.0: A General-Purpose Interactive World Model15 Jun
- 2026Cosmos 3: Omnimodal World Models for Physical AI1 Jun
- 2026SANA-WM: Efficient Minute-Scale World Modeling with Hybrid Linear Diffusion Transformer14 May
- 2026Matrix-Game 3.0: Real-Time and Streaming Interactive World Model with Long-Horizon Memory10 Apr
- 2026Advancing Open-source World Models28 Jan
- 2025WorldPlay: Towards Long-Term Geometric Consistency for Real-Time Interactive World Modeling16 Dec
- 2024Diffusion Models Are Real-Time Game Engines27 Aug
- 2024Genie: Generative Interactive Environments23 Feb
Other references · 4
- 2025Cosmos World Foundation Model Platform for Physical AIcited by 864
- 2025SpatialVID: A Large-Scale Video Dataset with Spatial Annotationscited by 77
- 2025GigaWorld-0: World Models as Data Engine to Empower Embodied AIcited by 62
- 2026Qwen-RobotWorld Technical Report: Unifying Embodied World Modeling through Language-Conditioned Video Generationcited by 14
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- 2026DynaVid: Learning to Generate Highly Dynamic Videos using Synthetic Motion Data
- 2026Closing the Loop: Training-Free Revisit Consistency for Autoregressive Generative Rendering
- 2025MotionStream: Real-Time Video Generation with Interactive Motion Controls
- 2026Generative World Renderer
- 2025Matrix-game 2.0: An open-source real-time and streaming interactive world model
- 2026PhyWorld: Physics-Faithful World Model for Video Generation
- 2025Pre-Trained Video Generative Models as World Simulators
- 2026UCM: Unified Modeling of Camera Control and Memory with Time-aware Positional Encoding Warping for World Models