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arxiv: 2604.14268 · v1 · submitted 2026-04-15 · 💻 cs.CV

Recognition: unknown

HY-World 2.0: A Multi-Modal World Model for Reconstructing, Generating, and Simulating 3D Worlds

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Pith reviewed 2026-05-10 13:40 UTC · model grok-4.3

classification 💻 cs.CV
keywords modelworldhy-worldgenerationimagesintroducearchitectureenabling
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The pith

HY-World 2.0 converts text, images, and videos into navigable 3D Gaussian Splatting worlds through a chained four-stage pipeline.

A machine-rendered reading of the paper's core claim, the machinery that carries it, and where it could break.

This paper presents HY-World 2.0 as a multi-modal system that accepts text prompts, single images, multiple views, or video and outputs complete 3D scenes. It processes limited inputs by first creating a panoramic overview, then planning movement paths, expanding the scene with consistent new views, and finally assembling a unified 3D representation. An accompanying rendering platform supports interactive exploration with lighting, collisions, and character elements. The authors report that the resulting open-source outputs reach state-of-the-art quality among similar systems and approach the level of closed-source alternatives on standard benchmarks. This capability would allow broader creation of detailed, explorable virtual environments without proprietary tools.

Core claim

HY-World 2.0 is a multi-modal world model that handles text, single-view images, multi-view images, and videos to produce 3D Gaussian Splatting representations. Generation from text or single views follows a four-stage process of panorama creation with HY-Pano 2.0, trajectory planning with WorldNav, expansion via the memory-consistent WorldStereo 2.0, and composition through the refined WorldMirror 2.0. Reconstruction from richer inputs uses the upgraded WorldMirror directly. The framework is completed by WorldLens, a rendering platform with flexible architecture, automatic lighting, collision detection, and training-rendering co-design. Experiments establish state-of-the-art results among开放

What carries the argument

The four-stage pipeline of panorama generation with HY-Pano 2.0, trajectory planning with WorldNav, world expansion with WorldStereo 2.0, and composition with WorldMirror 2.0 to build coherent 3D Gaussian Splatting scenes.

Where Pith is reading between the lines

These are editorial extensions of the paper, not claims the author makes directly.

  • The modular pipeline could be adapted for dynamic world updates in real-time simulation environments.
  • Open release of weights and code may accelerate integration into robotics training pipelines that require navigable 3D spaces.
  • If the memory consistency in view expansion holds across longer sequences, it could reduce drift in extended virtual tours.

Load-bearing premise

The four-stage pipeline produces coherent, high-fidelity, artifact-free, and fully navigable 3D Gaussian Splatting scenes across the claimed input modalities.

What would settle it

Visible artifacts, geometric inconsistencies, or failed navigation in the generated 3D Gaussian Splatting scenes on the paper's reported benchmarks would disprove the performance claims.

Figures

Figures reproduced from arXiv: 2604.14268 by Bo Yuan, Chao Zhang, Chenjie Cao, Chunchao Guo, Coopers Li, Dongyuan Guo, Fan Yang, Haiyu Zhang, Hang Cao, Jianchen Zhu, Jiaxin Lin, Jie Xiao, Jihong Zhang, Junlin Yu, Junta Wu, Lei Wang, Lifu Wang, Lilin Wang, Linus, Minghui Chen, Penghao Zhao, Peng He, Qi Chen, Rui Chen, Rui Shao, Sicong Liu, Team HY-World, Tengfei Wang, Wangchen Qin, Xiang Yuan, Xiaochuan Niu, Xuhui Zuo, Yang Liu, Yifei Tang, Yifu Sun, Yihang Lian, Yi Sun, Yisu Zhang, Yonghao Tan, Yuhong Liu, Yuning Gong, Yuyang Yin, Zhenwei Wang, Zhenyang Liu, Zhiyuan Min.

Figure 1
Figure 1. Figure 1: Versatile applications of HY-World 2.0. Our framework unifies world generation (synthe￾sizing immersive, explorable 3D worlds from text or single-view images) and world reconstruction (recovering 3D representation from multi-view inputs). These capabilities empower diverse applica￾tions, including robotics simulation, game development, and environment mapping. 3 [PITH_FULL_IMAGE:figures/full_fig_p003_1.png] view at source ↗
Figure 2
Figure 2. Figure 2: Architecture of HY-World 2.0. Our framework presents a four-stage process to transform multi-modal inputs into immersive 3D worlds: (1) initializing the world via Panorama Generation, (2) deriving exploration camera paths through Trajectory Planning, (3) expanding the world observa￾tions via memory-driven World Expansion, and (4) constructing the final 3DGS assets using World Composition. The core model/al… view at source ↗
Figure 3
Figure 3. Figure 3: Overview of the panorama generation architecture of HY-Pano 2.0. The Left side shows the framework pipeline of panorama generation, while the right side illustrates the circle padding (latent space) and the pixel blending (pixel space) for seamless panorama generation. Panorama Input Panoramic Point Cloud (MoGe2) Semantic Masks (SAM3) Panoramic Mesh (HY-World1.0) NavMesh (Recast Navigation) [PITH_FULL_IMA… view at source ↗
Figure 4
Figure 4. Figure 4: The initial scene parsing for trajectory planning. We obtain panoramic point clouds, meshes, semantic masks, and NavMesh via several pioneering works [67, 10, 23, 50]. 4.1 Geometric and Semantic Scene Parsing Given the panoramas, we first employ scene parsing to obtain panoramic point clouds, meshes, semantic masks, and navigation meshes for the subsequent trajectory planning, as shown in [PITH_FULL_IMAGE… view at source ↗
Figure 5
Figure 5. Figure 5: Illustration of five modes of trajectories planned in WorldNav. Some trajectories are omitted for a simplified visualization [PITH_FULL_IMAGE:figures/full_fig_p008_5.png] view at source ↗
Figure 6
Figure 6. Figure 6: Three training stages of WorldStereo 2.0, progressively enabling camera control, memory￾based consistency, and fast inference. navigation, we uniformly sample 72 candidate nodes along the ideal circle and validate them via ray-casting against the NavMesh. Valid nodes are then connected to form a continuous arc using a bidirectional greedy search. To maintain a smooth path, we apply a tail pruning mechanism… view at source ↗
Figure 7
Figure 7. Figure 7: Overall pipeline of WorldStereo 2.0. (a) The main Video Diffusion Transformer (DiT) branch is enhanced by the retrieval-based improved Spatial-Stereo Memory (SSM++) for fine-grained consistency. (b) The camera control branch is guided by the panoramic point cloud, serving as Global￾Geometric Memory (GGM) to confirm precise camera trajectory following and geometry-aware consistency. Here, we omit the VAE en… view at source ↗
Figure 8
Figure 8. Figure 8: Reconstruction and novel-view generation with different VAE variants. Keyframe￾VAE preserves appearance consistency in reconstructions and substantially improves the fidelity of generated novel views, particularly under large viewpoint changes. Please zoom in for details. Video latent space Keyframe latent space VAE-Encoder VAE-Decoder VAE-Encoder VAE-Decoder [1+𝑇𝑣𝑖𝑑 /4, H/8, W/8, C] [1, H/8, W/8, C] × (1+… view at source ↗
Figure 9
Figure 9. Figure 9: Keyframe-VAE in WorldStereo 2.0 versus a standard Video-VAE [64]. Unlike (a) Video-VAE, which performs spatio-temporal compression, (b) Keyframe-VAE applies spatial-only compression to better preserve high-frequency details and reduce artifacts essentially caused by Video-VAE encoding (e.g., motion blur and geometric distortion). Specifically, Keyframe-VAE loops the causal padding-based image encoding over… view at source ↗
Figure 10
Figure 10. Figure 10: Data construction of WorldStereo 2.0 memory training. (a) The global point clouds built for the GGM training with one reference view and Tg = 2 target views. (b) Trajectory retrieval strategies for SSM++ training tailored to dataset characteristics: temporally misaligned retrieval for existing multi-view data (top), and multi-trajectory retrieval for synthetic data (bottom). Explicit Camera Control. Follo… view at source ↗
Figure 11
Figure 11. Figure 11: Illustration of the RoPE [59] modification in SSM++. Target frames are spatially concatenated with their corresponding retrieved reference views along the horizontal axis (resulting in width 2W). Crucially, each retrieved view inherits the temporal index of its paired target frame before being fed into the main DiT branch. define the panoramic point cloud Ppan from Sec. 4.1 as the global point cloud, whic… view at source ↗
Figure 12
Figure 12. Figure 12: Model architecture of WorldMirror 2.0, which is a unified feed-forward model that takes multi-view images with optional geometric priors (camera poses, intrinsics, depth maps) as input, and simultaneously predicts dense point clouds, depth maps, surface normals, camera parameters, and 3DGS through a shared Transformer backbone with task-specific DPT decoder heads. 6 World Reconstruction: WorldMirror 2.0 B… view at source ↗
Figure 13
Figure 13. Figure 13: Analysis of normalized position encoding. (a) Average cosine similarity of center￾point RoPE encodings to other resolutions. Normalized RoPE maintains high cross-resolution consistency (> 0.95), while standard RoPE degrades significantly. (b) and (c) show the mean and standard deviation of encoding values across resolutions, respectively. Normalized RoPE exhibits near-constant statistics, whereas standard… view at source ↗
Figure 14
Figure 14. Figure 14: The pipeline of depth alignment. We align the WorldMirror depth estimated from generated keyframes with the panoramic point cloud. The point cloud is rendered as geometric guidance, identifying reliable regions to supervise the linear alignment. The outlier detection process effectively eliminated and corrected the alignment coefficients based on global statistics. where Ncap is the architectural view-cou… view at source ↗
Figure 15
Figure 15. Figure 15: Comparison of reconstructed point clouds. (a) Reference panoramic point cloud estimated by MoGe2 [67]. (b-d) Results from state-of-the-art feedforward reconstruction methods: Mapanything [32], DepthAnything3 (DA3) [40], and WorldMirror 2.0. (e) WorldMirror 2.0 with the proposed depth alignment. Note that for all feedforward methods (b-d), the 10% of points with the lowest confidence are filtered out, and … view at source ↗
Figure 16
Figure 16. Figure 16: Visual results of panorama generation by HY-Pano 2.0. Our model supports both text and images of various resolutions as inputs. 24 [PITH_FULL_IMAGE:figures/full_fig_p024_16.png] view at source ↗
Figure 17
Figure 17. Figure 17: Qualitative comparison on the text-to-panorama (T2P) task. Our method outperforms previous approaches in terms of layout coherence, fine-grained details, and overall visual aesthetics. experiences. Finally, aerial trajectories (Fig. 19f) incorporate additional bird’s-eye view (BEV) observations, improving the freedom of the 3D world’s viewpoint changing. 8.1.3 Results & Analysis of WorldStereo 2.0 Results… view at source ↗
Figure 18
Figure 18. Figure 18: Qualitative comparison on the image-to-panorama (I2P) task. Our method outperforms previous approaches in extension plausibility, content richness, and overall quality. Results of Camera Control Capability. We quantitatively evaluate the camera control capability of WorldStereo 2.0 in Tab. 6, while ablation studies are performed in Tab. 7. Both evaluations are applied with 100 out-of-distribution images s… view at source ↗
Figure 19
Figure 19. Figure 19: Qualitative ablation results of trajectory planning. Relying solely on panoramic views (b) results in severe artifacts and incomplete geometry. By sequentially integrating views generated from (c) regular, (d) surrounding & reconstruction, (e) wandering, and (f) aerial trajectories, our method progressively eliminates blind spots, refines complex object structures, and enhances overall scene completeness.… view at source ↗
Figure 20
Figure 20. Figure 20: Point clouds and 3DGS comparisons with video2world [21]. “Pcd.” denotes point cloud. For each scene, both methods are evaluated within 300 images generated by WorldStereo 2.0. Ablation Studies of Memory Training and Distillation. We comprehensively evaluate the memory training and post-distillation in Tab. 8. Incorporating GGM and SSM++ (Config A) substantially improves the photometric quality and multi-t… view at source ↗
Figure 21
Figure 21. Figure 21: Results of the overall world generation pipeline. Each scene is visualized across two rows. The top row displays, from left to right: the generated panorama, the aligned point clouds, a global overview of splattings, and the extracted coarse mesh. The bottom row showcases novel views rendered from various viewpoints. 30 [PITH_FULL_IMAGE:figures/full_fig_p030_21.png] view at source ↗
Figure 22
Figure 22. Figure 22: Interactive exploration within the generated 3D worlds of HY-World 2.0. By controlling virtual agents, users can navigate complex geometric structures (e.g., stairs and indoor layouts) with real-time collision detection and physically plausible feedback, demonstrating the readiness of our results for interactive applications [PITH_FULL_IMAGE:figures/full_fig_p031_22.png] view at source ↗
Figure 23
Figure 23. Figure 23: Qualitative comparison with Marble [72] using the same panoramic inputs. The input panoramas are displayed on the left. For each scene, we present novel view renderings from the generated 3DGS models of both methods. Compared to Marble, our approach achieves higher fidelity to the input conditions, sharper textures, and superior geometric consistency across diverse viewpoints. Please zoom in for details. … view at source ↗
Figure 24
Figure 24. Figure 24: Qualitative comparison with Marble [72] using the same input image. (a) displays input perspective images. For each scene, we compare both (b) generated panoramas and (c) 3DGS renderings. Compared to Marble, our approach better adheres to the input views while achieving comparable quality and superior completeness in 3DGS. Please zoom in for details. and DL3DV, following the protocol of [69]. For camera p… view at source ↗
Figure 25
Figure 25. Figure 25: Visual comparison of WorldMirror 1.0 and 2.0. We compare predicted surface normals and reconstructed point clouds. WorldMirror 2.0 produces more accurate normals with finer structural details and more consistent multi-view point clouds. !! "#$%&'()*+ ,-./0 12'-0%342/56789 12'-0%342/56$89 :7;<:7; 79#=<79#= :7;<:7; 79#=<79#= #>$<:7; ?;@<79#= #>$<:7; ?;@<79#= !! ";%&'()*+ [PITH_FULL_IMAGE:figures/full_fig_p… view at source ↗
Figure 26
Figure 26. Figure 26: Multi-resolution point cloud comparison of WorldMirror 1.0 and 2.0. We evaluate under dense (32 views, top) and sparse (8 views, bottom) settings at different inference resolutions. WorldMirror 1.0 degrades severely at high resolution, while WorldMirror 2.0 maintains consistent reconstruction quality across all resolutions. 35 [PITH_FULL_IMAGE:figures/full_fig_p035_26.png] view at source ↗
Figure 27
Figure 27. Figure 27: Comparison with Pow3R and MapAnything under different prior conditions. All methods are evaluated at high resolution (756×1036). Results are averaged on 7-Scenes, NRGBD, and DTU datasets. Pow3R (pro) refers to the original Pow3R with Procrustes alignment. WorldMirror 2.0 demonstrates stronger geometric reasoning and 3D prior integration capabilities at high resolution. 8.2.2 Inference-Time Evaluation Geom… view at source ↗
read the original abstract

We introduce HY-World 2.0, a multi-modal world model framework that advances our prior project HY-World 1.0. HY-World 2.0 accommodates diverse input modalities, including text prompts, single-view images, multi-view images, and videos, and produces 3D world representations. With text or single-view image inputs, the model performs world generation, synthesizing high-fidelity, navigable 3D Gaussian Splatting (3DGS) scenes. This is achieved through a four-stage method: a) Panorama Generation with HY-Pano 2.0, b) Trajectory Planning with WorldNav, c) World Expansion with WorldStereo 2.0, and d) World Composition with WorldMirror 2.0. Specifically, we introduce key innovations to enhance panorama fidelity, enable 3D scene understanding and planning, and upgrade WorldStereo, our keyframe-based view generation model with consistent memory. We also upgrade WorldMirror, a feed-forward model for universal 3D prediction, by refining model architecture and learning strategy, enabling world reconstruction from multi-view images or videos. Also, we introduce WorldLens, a high-performance 3DGS rendering platform featuring a flexible engine-agnostic architecture, automatic IBL lighting, efficient collision detection, and training-rendering co-design, enabling interactive exploration of 3D worlds with character support. Extensive experiments demonstrate that HY-World 2.0 achieves state-of-the-art performance on several benchmarks among open-source approaches, delivering results comparable to the closed-source model Marble. We release all model weights, code, and technical details to facilitate reproducibility and support further research on 3D world models.

Editorial analysis

A structured set of objections, weighed in public.

Desk editor's note, referee report, simulated authors' rebuttal, and a circularity audit. Tearing a paper down is the easy half of reading it; the pith above is the substance, this is the friction.

Referee Report

1 major / 0 minor

Summary. The manuscript introduces HY-World 2.0, a multi-modal world model extending HY-World 1.0 that accepts text prompts, single-view images, multi-view images, or videos as input and outputs navigable 3D Gaussian Splatting scenes. It employs a four-stage pipeline—panorama generation via HY-Pano 2.0, trajectory planning via WorldNav, world expansion via WorldStereo 2.0 (with consistent memory), and composition via WorldMirror 2.0 (with refined architecture and learning)—along with the WorldLens rendering platform featuring engine-agnostic design, IBL lighting, collision detection, and training-rendering co-design. The work claims state-of-the-art performance among open-source methods, results comparable to the closed-source Marble model, and releases all weights, code, and technical details for reproducibility.

Significance. If the pipeline produces coherent, high-fidelity 3DGS outputs and the empirical claims hold, the paper offers a substantial open-source advance in multi-modal 3D world reconstruction and simulation. The explicit release of artifacts, combined with component-level innovations such as consistent memory in WorldStereo 2.0 and refined learning in WorldMirror 2.0, directly supports community verification and extension, strengthening its value for downstream applications in graphics, robotics, and immersive environments.

major comments (1)
  1. [Abstract and Experiments] Abstract and Experiments section: the central claim of SOTA performance among open-source approaches and comparability to Marble is load-bearing but unsupported by any named benchmarks, quantitative metrics, tables, or direct comparison details in the provided abstract. The experiments section must supply these specifics (e.g., exact datasets, PSNR/SSIM/LPIPS scores, and baseline tables) to allow assessment of the four-stage pipeline's effectiveness.

Simulated Author's Rebuttal

1 responses · 0 unresolved

We thank the referee for the constructive comment on strengthening the empirical support for our performance claims. We agree that explicit details are needed and will revise the manuscript accordingly.

read point-by-point responses
  1. Referee: [Abstract and Experiments] Abstract and Experiments section: the central claim of SOTA performance among open-source approaches and comparability to Marble is load-bearing but unsupported by any named benchmarks, quantitative metrics, tables, or direct comparison details in the provided abstract. The experiments section must supply these specifics (e.g., exact datasets, PSNR/SSIM/LPIPS scores, and baseline tables) to allow assessment of the four-stage pipeline's effectiveness.

    Authors: We agree that the abstract does not include specific quantitative details and that the Experiments section requires clearer presentation of the supporting evidence. In the revised manuscript we will (1) update the abstract to reference key results, (2) expand the Experiments section with named benchmarks and exact datasets, (3) add tables reporting PSNR, SSIM, and LPIPS scores, and (4) include direct numerical comparisons to open-source baselines as well as the closed-source Marble model. These additions will allow readers to assess the four-stage pipeline's effectiveness. revision: yes

Circularity Check

0 steps flagged

No significant circularity; empirical system paper with no derivation chain

full rationale

The manuscript describes a four-stage engineering pipeline (HY-Pano 2.0, WorldNav, WorldStereo 2.0, WorldMirror 2.0) for 3DGS world generation and reconstruction from multiple modalities. No equations, uniqueness theorems, fitted-parameter predictions, or ansatz derivations appear in the provided text. Claims rest on empirical benchmarks, released weights/code, and comparisons to external models such as Marble. Self-references to HY-World 1.0 and internal components are architectural descriptions, not load-bearing reductions of results to inputs. The work is therefore self-contained against external evaluation and receives the default non-circularity finding.

Axiom & Free-Parameter Ledger

1 free parameters · 1 axioms · 5 invented entities

The central claim rests on the effectiveness of the proposed pipeline components, which are trained on unspecified datasets with many implicit hyperparameters; the output representation assumes Gaussian Splatting suffices for navigable scenes.

free parameters (1)
  • Model hyperparameters and training configurations
    Implicit in the training of HY-Pano 2.0, WorldStereo 2.0, WorldMirror 2.0 and related components; standard for deep learning systems but unspecified in abstract.
axioms (1)
  • domain assumption 3D Gaussian Splatting provides a suitable representation for high-fidelity navigable 3D scenes
    Used as the output format for all generated and reconstructed worlds.
invented entities (5)
  • HY-Pano 2.0 no independent evidence
    purpose: Panorama generation from text or single-view images
    New component introduced for the first stage of the generation pipeline.
  • WorldNav no independent evidence
    purpose: Trajectory planning and 3D scene understanding
    New module for path planning within generated worlds.
  • WorldStereo 2.0 no independent evidence
    purpose: World expansion with consistent memory from keyframes
    Upgraded keyframe-based view generation model.
  • WorldMirror 2.0 no independent evidence
    purpose: Universal 3D prediction from multi-view images or videos
    Feed-forward model upgrade for reconstruction.
  • WorldLens no independent evidence
    purpose: High-performance 3DGS rendering with IBL lighting and collision detection
    New rendering platform for interactive exploration.

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