From Zero to Hero: Training-Free Custom Concept Spawning in World Models 文章

ArXiv CS.CV2026-06-02NEWSen作者: Kiymet Akdemir, Pinar Yanardag

摘要

arXiv:2606.02575v1 Announce Type: new Abstract: Autoregressive world models have emerged as a powerful paradigm for interactive video generation, allowing users to navigate dynamically generated environments through actions. These models are typically conditioned on a text prompt and/or a single reference frame, from which the entire world is generated. Yet the moment the user navigates beyond what is visible in that frame, the unseen regions are populated by the base model's priors, with no mechanism for the user to specify what should appear and where. This is a fundamental limitation for applications such as gaming, interactive storytelling, and simulation, where controllable scene composition is essential. We refer to this missing capability as concept spawning; introducing a user-specified visual concept into a world model, analogous to spawning in a game engine. We introduce SPAWN (Swapping Pinned Anchor with Windowed iNjection), a training-free method for concept spawning.

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