🤖 AI Summary
This work addresses the limitation of existing video world models, which support only camera navigation and struggle with object-centric interaction. To overcome this, the authors propose a trajectory-centric control framework that, for the first time, decouples and jointly coordinates camera navigation and object manipulation within a video world model. Users specify a target object and its desired motion path through a click and a trajectory sketch, enabling the model to generate visually coherent future frames. The approach introduces three core technical components: Normalized World Trajectories (NWT), Spatial Path LoRA (SP-LoRA), and Trajectory-Anchored State Persistence (TASP). These mechanisms simultaneously ensure high-fidelity camera control and precise object manipulation, while maintaining consistent off-screen object states throughout long-horizon autoregressive generation.
📝 Abstract
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.