# Geometry as Address: Routing Attention to Visual Memory for Long-Horizon Camera-Controlled Video Generation

arXiv: https://arxiv.org/abs/2609.34722 · HTML: https://mlsanity.com/paper/2609.34722/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 43 of its 51 references that are in the map.
- First posted on arXiv 28 Sep 2026.

## Builds on (most cited first, 30 of 43)

- [LoRA: Low-Rank Adaptation of Large Language Models](https://mlsanity.com/paper/2106.09685/) (2021)
- [The Unreasonable Effectiveness of Deep Features as a Perceptual Metric](https://mlsanity.com/paper/1801.03924/) (2018)
- [Flow Matching for Generative Modeling](https://mlsanity.com/paper/2210.02747/) (2022)
- [Adding Conditional Control to Text-to-Image Diffusion Models](https://mlsanity.com/paper/2302.05543/) (2023)
- [Qwen3-VL Technical Report](https://mlsanity.com/paper/2511.21631/) (2025)
- [Wan: Open and Advanced Large-Scale Video Generative Models](https://mlsanity.com/paper/2503.20314/) (2025)
- [Towards Accurate Generative Models of Video: A New Metric & Challenges](https://mlsanity.com/paper/1812.01717/) (2018)
- [Depth Anything 3: Recovering the Visual Space from Any Views](https://mlsanity.com/paper/2511.10647/) (2025)
- [Self Forcing: Bridging the Train-Test Gap in Autoregressive Video Diffusion](https://mlsanity.com/paper/2506.08009/) (2025)
- [DL3DV-10K: A Large-Scale Scene Dataset for Deep Learning-based 3D Vision](https://mlsanity.com/paper/2312.16256/) (2023)
- [CameraCtrl: Enabling Camera Control for Text-to-Video Generation](https://mlsanity.com/paper/2404.02101/) (2024)
- [Modular Primitives for High-Performance Differentiable Rendering](https://mlsanity.com/paper/2011.03277/) (2020)
- [GEN3C: 3D-Informed World-Consistent Video Generation with Precise Camera Control](https://mlsanity.com/paper/2503.03751/) (2025)
- [MapAnything: Universal Feed-Forward Metric 3D Reconstruction](https://mlsanity.com/paper/2509.13414/) (2025)
- [ReCamMaster: Camera-Controlled Generative Rendering from A Single Video](https://mlsanity.com/paper/2503.11647/) (2025)
- [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)
- [WorldPlay: Towards Long-Term Geometric Consistency for Real-Time Interactive World Modeling](https://mlsanity.com/paper/2512.14614/) (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)
- [Seedance 2.0: Advancing Video Generation for World Complexity](https://mlsanity.com/paper/2604.14148/) (2026)
- [WorldScore: A Unified Evaluation Benchmark for World Generation](https://mlsanity.com/paper/2504.00983/) (2025)
- [Advancing Open-source World Models](https://mlsanity.com/paper/2601.20540/) (2026)
- [Frame Context Packing and Drift Prevention in Next-Frame-Prediction Video Diffusion Models](https://mlsanity.com/paper/2504.12626/) (2025)
- [Video World Models with Long-term Spatial Memory](https://mlsanity.com/paper/2506.05284/) (2025)
- [GameFactory: Creating New Games with Generative Interactive Videos](https://mlsanity.com/paper/2501.08325/) (2025)
- [VMem: Consistent Interactive Video Scene Generation with Surfel-Indexed View Memory](https://mlsanity.com/paper/2506.18903/) (2025)
- [Cameras as Relative Positional Encoding](https://mlsanity.com/paper/2507.10496/) (2025)
- [Hunyuan-GameCraft: High-dynamic Interactive Game Video Generation with Hybrid History Condition](https://mlsanity.com/paper/2506.17201/) (2025)
- [RELIC: Interactive Video World Model with Long-Horizon Memory](https://mlsanity.com/paper/2512.04040/) (2025)

## Abstract (arXiv)

Long-horizon camera-controlled video generation requires recovering previously observed content from an ever-growing visual history. Existing approaches either search historical context implicitly or reconstruct it into persistent 3D memory, facing inefficient memory access or accumulated geometric errors. Our key insight is that geometry need not explain the scene--it only needs to determine where visual memory should be read from, while attention decides what should be recovered. Based on this insight, we introduce GEAR, a Geometry-Enabled Attention Routing framework that uses geometry as an explicit token-level address for visual memory. Rather than fusing historical observations into a persistent global 3D representation, GEAR retains them as frame latents and uses per-frame geometry only to establish token-level correspondences with target views, thereby avoiding persistent error accumulation from global fusion. Guided by these correspondences, Geometric Correspondence Attention (GCA) selectively injects geometrically matched historical features into noisy target patches during denoising. We further introduce an Invisible Octree to accumulate visibility evidence and reject geometrically plausible but occluded correspondences. Extensive experiments demonstrate that GEAR achieves state-of-the-art visual quality, precise camera control, and revisit consistency, enabling minute-long video generation along challenging trajectories.
