VerseCrafter: Dynamic Realistic Video World Model with 4D Geometric Control
Sixiao Zheng, Minghao Yin, Wenbo Hu, Xiaoyu Li, Ying Shan, Yanwei Fu
TL;DR
VerseCrafter tackles the challenge of controllable, realistic video generation by introducing a 4D Geometric Control that unifies camera and multi-object dynamics in a shared 4D space. It maps this 4D state to video via a lightweight GeoAdapter that conditions a frozen Wan2.1 diffusion backbone, enabling view-consistent generation aligned with explicit 4D instructions. The authors also release VerseControl4D, a large-scale real-world dataset with automatically annotated 4D controls to train and evaluate the model on diverse scenes. The approach yields higher visual quality and more accurate 3D motion control than prior methods, highlighting the potential of explicit 4D state representations for dynamic world editing and synthesis.
Abstract
Video world models aim to simulate dynamic, real-world environments, yet existing methods struggle to provide unified and precise control over camera and multi-object motion, as videos inherently operate dynamics in the projected 2D image plane. To bridge this gap, we introduce VerseCrafter, a 4D-aware video world model that enables explicit and coherent control over both camera and object dynamics within a unified 4D geometric world state. Our approach is centered on a novel 4D Geometric Control representation, which encodes the world state through a static background point cloud and per-object 3D Gaussian trajectories. This representation captures not only an object's path but also its probabilistic 3D occupancy over time, offering a flexible, category-agnostic alternative to rigid bounding boxes or parametric models. These 4D controls are rendered into conditioning signals for a pretrained video diffusion model, enabling the generation of high-fidelity, view-consistent videos that precisely adhere to the specified dynamics. Unfortunately, another major challenge lies in the scarcity of large-scale training data with explicit 4D annotations. We address this by developing an automatic data engine that extracts the required 4D controls from in-the-wild videos, allowing us to train our model on a massive and diverse dataset.
