WorldCraft: From Camera Navigation to Object Manipulation in Interactive Video World Models
Summary
WorldCraft extends interactive video world models to enable object-level trajectory control while maintaining camera navigation capabilities through specialized control pipelines.
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Paper page - WorldCraft: From Camera Navigation to Object Manipulation in Interactive Video World Models
Source: https://huggingface.co/papers/2605.25077 Authors:
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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.
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