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

Hugging Face Daily Papers Papers

Summary

WorldCraft extends interactive video world models to enable object-level trajectory control while maintaining camera navigation capabilities through specialized control pipelines.

Recent video-based world models have made pixel-space environments interactive at the camera level: users can navigate viewpoints while the model generates coherent visual continuations. Yet their action spaces remain incomplete: users can move the camera, but cannot act on individual objects. Since real-world interaction is inherently object-centric, such models remain closer to passive scene observers than truly manipulable environments. We present WorldCraft, a framework that expands interactive video world models from camera navigation to object-level trajectory actions. Given a user click and a sketched path, WorldCraft generates future frames in which the selected object follows the prescribed trajectory while the camera continues to navigate the scene. WorldCraft achieves this through a trajectory-centric control pipeline: First, Normalized World Trajectory (NWT) represents user-drawn motion in a camera-invariant world coordinate system and dynamically re-projects it under the current camera pose, separating object motion from camera-induced screen-space displacement; Spatial-Pathway LoRA (SP-LoRA) then injects this world-space signal through the model's spatial-control pathway, adding object manipulation capability while preserving the pretrained camera controller; finally, Trajectory-Anchored State Persistence (TASP) treats the world trajectory as a persistent spatial state and refreshes autoregressive memory after trajectory-conditioned generation, allowing moved objects to reappear at their updated positions after leaving the camera view. Experiments show that WorldCraft enables accurate object control, preserves the video-based world model's camera fidelity under camera-only evaluation, and maintains object state across long autoregressive rollouts with off-camera excursions.
Original Article
View Cached Full Text

Cached at: 06/09/26, 12:41 PM

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

Source: https://huggingface.co/papers/2605.25077 Authors:

,

,

,

,

,

,

,

,

,

,

Abstract

WorldCraft extends interactive video world models to enable object-level trajectory control while maintaining camera navigation capabilities through specialized control pipelines.

Recentvideo-based world modelshave made pixel-space environments interactive at the camera level: users can navigate viewpoints while the model generates coherent visual continuations. Yet their action spaces remain incomplete: users can move the camera, but cannot act on individual objects. Since real-world interaction is inherently object-centric, such models remain closer to passive scene observers than truly manipulable environments. We present WorldCraft, a framework that expands interactive videoworld modelsfromcamera navigationtoobject-level trajectory actions. Given a user click and a sketched path, WorldCraft generates future frames in which the selected object follows the prescribed trajectory while the camera continues to navigate the scene. WorldCraft achieves this through a trajectory-centric control pipeline: First,Normalized World Trajectory(NWT) represents user-drawn motion in acamera-invariant world coordinate systemand dynamically re-projects it under the current camera pose, separating object motion from camera-inducedscreen-space displacement;Spatial-Pathway LoRA(SP-LoRA) then injects this world-space signal through the model’sspatial-control pathway, adding object manipulation capability while preserving the pretrained camera controller; finally,Trajectory-Anchored State Persistence(TASP) treats the world trajectory as a persistent spatial state and refreshesautoregressive memoryaftertrajectory-conditioned generation, allowing moved objects to reappear at their updated positions after leaving the camera view. Experiments show that WorldCraft enables accurate object control, preserves the video-based world model’s camera fidelity under camera-only evaluation, and maintains object state across long autoregressive rollouts with off-camera excursions.

View arXiv pageView PDFAdd to collection

Get this paper in your agent:

hf papers read 2605\.25077

Don’t have the latest CLI?curl \-LsSf https://hf\.co/cli/install\.sh \| bash

Models citing this paper0

No model linking this paper

Cite arxiv.org/abs/2605.25077 in a model README.md to link it from this page.

Datasets citing this paper0

No dataset linking this paper

Cite arxiv.org/abs/2605.25077 in a dataset README.md to link it from this page.

Spaces citing this paper0

No Space linking this paper

Cite arxiv.org/abs/2605.25077 in a Space README.md to link it from this page.

Collections including this paper0

No Collection including this paper

Add this paper to acollectionto link it from this page.

Similar Articles

World in World: Explore the World with World Models

Hugging Face Daily Papers

The paper presents World in World, a training-free interface that enables flexible camera and time control in frozen autoregressive video world models by using correspondence-guided queries and evidence-wise attention guidance.

Wonder: Video World Model Done Better

Hugging Face Daily Papers

Wonder is a general-purpose video world model that enables real-time, camera-controllable world exploration from an image or conditional video. It introduces camera conditioning via dense coordinate fields, a sparse attention memory mechanism, and techniques to improve distillation, allowing minute-scale video generation at 16 FPS.