1414 lines
95 KiB
Plaintext
1414 lines
95 KiB
Plaintext
2026-4-15
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Lyra 2.0: Explorable Generative 3D Worlds
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Tianchang Shen* Sherwin Bahmani Kai He Sangeetha Grama Srinivasan Tianshi Cao Jiawei Ren
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Ruilong Li Zian Wang Nicholas Sharp Zan Gojcic Sanja Fidler Jiahui Huang Huan Ling Jun Gao
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Xuanchi Ren*
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NVIDIA
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*
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Equal contribution
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https://research.nvidia.com/labs/sil/lyra2/
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Single-Image to Expansive 3D Worlds
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arXiv:2604.13036v1 [cs.CV] 14 Apr 2026
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Input image
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Look back 2
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Input image 2
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~
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90
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me
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1
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te rs
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Video Generation Point Cloud 3DGS Renderings
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Generalization Across Diverse Domains
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Input Image 3DGS Renderings
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Simulation-Ready 3D Assets for Embodied AI
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Edit image to
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Street View open the door
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Figure 1: Lyra 2.0 enables long-horizon 3D-consistent scene generation from a single image. Starting from an
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input image, users iteratively define camera motion to explore the scene, while Lyra 2.0 synthesizes spatially
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persistent video outputs that progressively expand the environment. These videos can be directly reconstructed
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into high-fidelity 3D Gaussians and surface meshes, yielding 3D assets deployable in simulation engines and
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interactive viewers.
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© 2026 NVIDIA. All rights reserved.
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Lyra 2.0: Explorable Generative 3D Worlds
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Abstract
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Recent advances in video generation enable a new paradigm for 3D scene creation: generating camera-
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controlled videos that simulate scene walkthroughs, then lifting them to 3D via feed-forward recon-
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struction techniques. This generative reconstruction approach combines the visual fidelity and creative
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capacity of video models with 3D outputs ready for real-time rendering and simulation. Scaling to large,
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complex environments requires 3D-consistent video generation over long camera trajectories with large
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viewpoint changes and location revisits, a setting where current video models degrade quickly. Existing
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methods for long-horizon generation are fundamentally limited by two forms of degradation: spatial
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forgetting and temporal drifting. As exploration proceeds, previously observed regions fall outside
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the model’s temporal context, forcing the model to hallucinate structures when revisited. Meanwhile,
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autoregressive generation accumulates small synthesis errors over time, gradually distorting scene
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appearance and geometry. We present Lyra 2.0, a framework for generating persistent, explorable 3D
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worlds at scale. To address spatial forgetting, we maintain per-frame 3D geometry and use it solely for
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information routing—retrieving relevant past frames and establishing dense correspondences with the
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target viewpoints—while relying on the generative prior for appearance synthesis. To address temporal
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drifting, we train with self-augmented histories that expose the model to its own degraded outputs,
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teaching it to correct drift rather than propagate it. Together, these enable substantially longer and
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3D-consistent video trajectories, which we leverage to fine-tune feed-forward reconstruction models
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that reliably recover high-quality 3D scenes.
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1. Introduction
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Trained on massive internet data, video diffusion models [6, 13, 90, 107] now exhibit remarkable visual fidelity
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and strong local 3D consistency between neighboring frames. This progress enables generative reconstruction [2]:
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given a single image and a prescribed camera trajectory, a video diffusion model synthesizes dense novel
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views that serve as virtual captures for feed-forward 3D reconstruction, recovering explicit scene geometry and
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appearance. By replacing labor-intensive real-world capture with generative view synthesis, this paradigm
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enables scalable creation of diverse, high-quality, and even entirely imaginary 3D environments.
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However, scaling generative reconstruction to large, complex environments—such as navigating across
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rooms or long city streets—requires maintaining 3D consistency over extended trajectories with substantial
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viewpoint changes and revisits. Current video models generate frames autoregressively and struggle in such
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unbounded exploration scenarios, primarily suffering from two forms of degradation. First, spatial forgetting:
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as the camera moves, previously observed regions inevitably exceed the model’s finite temporal context window.
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Upon revisiting these areas, the model is forced to hallucinate structures from scratch, breaking global layout
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consistency. Second, temporal drifting: autoregressive generation is inherently susceptible to error accumulation.
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Small per-step synthesis artifacts compound over time, leading to severe color shifts and structural distortions.
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This is further exacerbated during camera exploration, where continuously introduced unseen regions diminish
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visual overlap with early history frames, depriving the model of reliable geometric and texture constraints.
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Recent efforts to mitigate spatial forgetting incorporate historical memory into the generation process. A
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prominent line of work [2, 81, 139, 141] maintains a cumulative 3D representation, conditioning subsequent
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frames on rendered views of the reconstructed geometry. While providing explicit spatial constraints, this
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tightly coupled design suffers from error amplification: generative artifacts degrade the 3D geometry, which
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in turn produces flawed conditioning for future frames. Alternatively, incorporating history frames directly
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into the context window via camera pose embeddings [26] avoids corrupted 3D intermediaries. Yet, this relies
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entirely on the model’s self-attention to infer long-range geometric correspondences, which frequently fails
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under large viewpoint variations. Instead, we bridge these two memory mechanisms by decoupling geometric
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2
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Lyra 2.0: Explorable Generative 3D Worlds
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tracking from pixel synthesis. We utilize an explicit 3D proxy solely for information routing—retrieving relevant
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historical context and establishing spatial correspondences. Given this undistorted history context with dense
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spatial grounding, the actual novel view synthesis is left to the diffusion model’s learned pixel prior, which
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resolves geometric inconsistencies and synthesizes novel views without propagating hard rendering artifacts.
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To mitigate temporal drifting, existing strategies typically extend the temporal context length to anchor on
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past frames [135]. However, in scene exploration, camera motion inherently moves early frames out of the
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field of view, rendering long-context anchoring ineffective for suppressing drift in newly observed areas. We
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propose alleviating the underlying training-inference discrepancy through a self-augmentation training scheme.
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By stochastically conditioning the network on its own one-step denoised predictions during training rather
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than perfect ground-truth frames, we expose the model to the exact error distributions encountered during
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autoregressive inference. Together with retrieving high-overlap history frames in the context window, the video
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model learns to actively mitigate drifting in recent generations with minimal computational overhead.
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Equipped with these mechanisms, our model achieves highly persistent and long-horizon scene generation.
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Nevertheless, videos synthesized by diffusion models inevitably contain minor multi-view inconsistencies that
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easily break traditional 3D reconstruction models, causing floaters and noisy artifacts. To achieve reliable
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scene reconstruction, we employ a feed-forward 3D Gaussian Splatting (3DGS) pipeline [58]. Fine-tuned on
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our generated sequences, this feed-forward model leverages its learned multi-view prior to tolerate minor
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inconsistencies, effectively bridging the domain gap and producing clean, coherent 3D structures.
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We integrate these components into Lyra 2.0, an interactive system for large-scale 3D scene exploration.
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Starting from a single image, Lyra 2.0 empowers users to define arbitrary long-horizon camera trajectories and
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progressively reconstruct complex environments. As demonstrated in Fig. 1, our approach supports extensive
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scene navigation, including lookbacks and large-scale synthesis. The generated content can then be reliably
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reconstructed into high-quality 3D Gaussians and surface meshes with accurate geometry, ready for downstream
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applications in embodied AI and immersive rendering.
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2. Related Work
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Camera-Conditioned Video Generation. There have been significant advances in extending video diffusion
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models to incorporate camera control. Early approaches inject explicit camera parameterizations into the
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generative backbone. For instance, MotionCtrl [114] flattens per-frame camera pose matrices into vectors
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and injects them into intermediate feature representations of a pre-trained video diffusion model. Subsequent
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works [3, 4, 26, 120] adopt dense ray-based encodings using Plücker coordinates [10, 93], enabling pixel-wise
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camera conditioning and improved viewpoint control. Following the success of Genie 3 [5], an increasingly
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popular line of work [28, 50, 70, 100, 138] formulates camera control as an action-conditioning problem,
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where viewpoint changes are driven by discrete control signals such as keyboard inputs. To further improve
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geometric faithfulness, recent approaches [48, 81, 117, 129, 130, 139] introduce more structured 3D guidance
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signals beyond per-frame pose conditioning. These methods condition generation on renderings of estimated
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3D geometry, such as global point cloud renderings or depth-warped images, to better constrain spatial structure
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during generation. GenWarp [88] introduces correspondence-based conditioning but is limited to single-image
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diffusion models.
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While these works produce compelling videos under viewpoint control, the underlying 3D consistency of the
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generated scenes is often limited and does not remain persistent when revisiting previously generated regions.
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Our work builds upon the camera-controlled video generation paradigm and addresses the fundamental
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problems of spatial forgetting and temporal drifting in long-horizon 3D-consistent generation.
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Memory-Aware Long Video Generation. Although camera conditioning enables controllable viewpoint
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changes, most video diffusion models remain constrained by a fixed temporal context window. As a result,
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3
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Lyra 2.0: Explorable Generative 3D Worlds
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long-horizon consistency degrades once previously generated content falls outside the attention span of the
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model. To address this limitation, recent works augment generative models with explicit memory mechanisms.
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A first family of approaches [24, 51, 118, 128] relies on retrieval-based memory. These methods treat past
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frames as an external memory bank and dynamically select relevant observations to guide the next generation.
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For example, Context-as-Memory [128] and WorldMem [118] retrieve earlier frames based on field-of-view
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(FOV) overlap, while VMem [51] performs geometry-aware retrieval using indexed 3D surface elements instead
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of purely view-based similarity. A second line of work [48, 62, 116, 139, 141] enforces spatial persistence
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through explicit 3D representations accumulated over time. Rather than retrieving individual frames, these
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methods construct and maintain a global scene structure that serves as a unified memory for camera control
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and revisit consistency. A third direction [15, 32, 33, 74, 84, 137] improves long-range temporal coherence by
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modifying the internal architecture of the generator, maintaining persistent latent states or key–value caches
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that propagate information across timesteps. Orthogonally, FramePack [135] compresses history frames into
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compact contextual slots through variable patchification based on temporal relevance, extending the effective
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context window without architectural changes.
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In contrast to global 3D memory methods that rely on a single accumulated scene representation, we
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maintain per-frame 3D geometry and use it exclusively for information routing, i.e., retrieving relevant history
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frames and establishing dense geometric correspondences, while relying on the video model’s generative prior
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for appearance synthesis. Combined with a self-augmentation strategy that mitigates temporal drifting, our
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approach enables scalable scene expansion and long-horizon 3D consistency under complex camera motion.
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3D Scene Generation. A prominent line of work [9, 58, 69, 80, 95, 134] reconstructs 3D Gaussians [43]
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from one or multiple input views in a fully feed-forward manner. Recent approaches combine generative
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modeling with feed-forward 3D reconstruction to reduce the reliance on densely sampled multi-view inputs.
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Bolt3D [98], for example, trains a pointmap [111] autoencoder to generate multi-view pointmaps, which
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are subsequently used for feed-forward 3D reconstruction. Wonderland [54] utilizes a camera-controlled
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video diffusion model to synthesize multi-view imagery and then predicts 3D Gaussians with a dedicated
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feed-forward network. More recently, Lyra [2] adopts a camera-controlled video model as a teacher within
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a self-distillation framework, enabling the training of a student 3D reconstruction model without requiring
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real-world multi-view supervision. FlashWorld [52] further demonstrates efficient 3D scene generation using a
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distilled camera-controlled video diffusion model. WorldExplorer [85] generates navigable 3D scenes from
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text by iteratively producing camera-guided videos from panoramic initializations and fusing them into 3D
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Gaussians via per-scene optimization. Concurrently, Video-to-World [31] proposes a non-rigid alignment
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procedure to correct 3D inconsistencies in video generations before lifting into 3D. Free-Range Gaussians [89]
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tackles generative 3D reconstruction by using flow matching directly on the Gaussian parameters.
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These methods achieve strong results but typically remain limited in view coverage. We instead generate
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long, 3D-consistent videos from a single image and lift them into large-scale 3D Gaussians and meshes via a
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scalable feed-forward reconstruction pipeline.
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3. Preliminaries
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DiT-Based Latent Video Diffusion. Our method builds upon DiT-based latent video diffusion models [13, 107].
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Given an RGB video of 𝐹 frames, x ∈ R𝐹 ×3×𝐻×𝑊 , a VAE encoder compresses it into a latent z = ℰ(x) ∈
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′
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R𝐹 ×𝐶×ℎ×𝑤 , from which a decoder reconstructs x̂ = 𝒟(z). To jointly handle images and videos, modern causal
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video VAEs encode the first frame independently and temporally compress subsequent frames. We adopt the
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Wan 2.1 VAE [107], which downsamples 8× spatially and 4× temporally, giving 𝐹 ′ = ⌊(𝐹 −1)/4⌋ + 1, 𝐶 = 16,
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ℎ = 𝐻/8, 𝑤 = 𝑊/8. Generation is performed in this latent space via flow matching [61]: given a clean latent
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z0 and noise 𝜖 ∼ 𝒩 (0, I), we form z𝑡 = (1−𝑡) z0 + 𝑡 𝜖 for 𝑡 ∈ [0, 1] and train a DiT 𝑣𝜃 to regress the velocity:
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[︁ ]︁
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2
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ℒ = Ez0 , 𝑡, 𝜖 ‖𝑣𝜃 (z𝑡 , 𝑡, c) − (𝜖 − z0 )‖ , (1)
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4
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Lyra 2.0: Explorable Generative 3D Worlds
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where c denotes conditioning signals (e.g., text). Long videos can be produced by generating fixed-length
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segments autoregressively, conditioning each step on previously generated frames.
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Camera-Conditioned Video Generation. Generating 3D-consistent scene explorations requires the model
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to follow a prescribed camera trajectory. For the 𝑖-th image, we denote the world-to-camera extrinsic as
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T𝑖 = [R𝑖 | t𝑖 ] ∈ R3×4 , intrinsic K𝑖 ∈ R3×3 , and estimated depth map 𝐷𝑖 ∈ R𝐻×𝑊 [81]. Two complementary
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strategies exist for injecting camera information into a DiT. Depth-based warping [81] forward-warps the
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most recent frame 𝐼𝑗 to each target viewpoint (T𝑖 , K𝑖 ) using its depth 𝐷𝑗 , encodes and concatenates the
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renderings with the denoising latent. We find that within Wan 2.1 [107], this mechanism alone already delivers
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accurate camera control even along long trajectories. However, when the viewpoint change is large enough
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that no warped pixels land on the target view, the control signal is lost entirely, and the visual quality degrades
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significantly. We therefore complement it with Plücker ray injection [26], which computes 6D ray coordinates
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r𝑖 (𝑢, 𝑣) = (d, o × d) ∈ R6 per pixel, projects them to the DiT’s hidden dimension via an MLP, and adds them
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to token features, providing an extra hint in case of drastic viewpoint changes.
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Context Compression via FramePack. We adopt FramePack [135] to compress the history context and
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mitigate drifting. We describe its details here and discuss additional strategies to further reduce drifting
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in § 4.3. FramePack compresses history frames with variable patchification kernels by temporal proximity:
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recent frames use a small kernel for fine-grained tokenization, while distant frames use a large kernel for
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aggressive compression. This allows the model to attend to a long temporal horizon within a fixed token budget.
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Typically, the temporal history is organized as:
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⏟ ⏞ f16k4
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f1k1 ⏟ f2k2
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⏞ f1k1 g20 , (2)
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⏟ ⏞
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anchor temporal slots generate
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where f𝑛k𝑚 denotes 𝑛 frames compressed with spatial subsampling factor 𝑚, and g20 is the 20-frame
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generation target. The anchor frame (the initial image 𝐼0 ) is always included at full resolution as a fixed
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reference point, serving as an early-established endpoint [135] that prevents the model from drifting away
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from the original scene appearance.
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4. Method
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4.1. Overview
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−1
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Given a single input image 𝐼0 and a camera trajectory {(T𝑖 , K𝑖 )}𝑇𝑖=0 , our goal is to generate a long, camera-
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controlled video that maintains global 3D consistency across all frames and can be lifted into an explorable 3D
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scene.
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As illustrated in Fig. 2, Lyra 2.0 generates long videos through an autoregressive retrieve–generate–update
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loop. At each iteration, the user first provides a 3D camera trajectory and an optional text prompt to guide
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outpainting. Then we (i) retrieve history frames whose 3D content is most relevant to the target viewpoint,
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(ii) generate the next video segment conditioned on both temporal history and retrieved spatial context, and
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(iii) update the memory with the newly generated frames. At the core of this pipeline are two mechanisms
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that address the key challenges in long-horizon autoregressive generation: anti-forgetting (§ 4.2), which builds
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a spatial memory with per-frame 3D geometry and bridges it with the video model’s context to maintain
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spatial consistency when revisiting previously explored regions, and anti-drifting (§ 4.3), which adaptively
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compresses history frames and mitigates quality degradation over long sequences. The memory grows with
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each iteration step, enabling the model to maintain consistency over arbitrarily long trajectories and across
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revisits to previously explored regions. The generated long video is then lifted into explicit 3D representations
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via feed-forward 3D reconstruction (§ 4.4).
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5
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Lyra 2.0: Explorable Generative 3D Worlds
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Pipeline overview Video model
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Video frames update
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ÒThe city wall, with houses
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visible through the gate arch.Ó History frames
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Camera trajectory DiT block
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Text prompt (optional) …
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Input image
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User inputs DiT block
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Target views
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Inject to attention
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Video generation Depth Index History tokens Noise
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Point cloud (Sec. 4.2 & 4.3) Retrieve
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Temporal slots
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3D GS/mesh
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reconstruction Dense 3D
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correspondence
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(Sec. 4.4)
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Interactive 3D explorer Spatial memory Attach 3D coords. Warped coords.
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Figure 2: Method overview. (Left) Given an input image, Lyra 2.0 iteratively generates video segments
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guided by a user-defined camera trajectory from an interactive 3D explorer and an optional text prompt, lifting
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each segment into 3D point clouds fed back for continued navigation. Generated video frames are finally
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reconstructed and exported as 3D Gaussians or meshes. (Right) At each step, history frames with maximal
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visibility of the target views are retrieved from the spatial memory. Their canonical coordinates are warped to
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establish dense 3D correspondences and injected into DiT via attention, together with compressed temporal
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history.
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4.2. Anti-Forgetting for 3D-Persistent Video Generation
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Achieving long-range spatial consistency requires recalling geometrically relevant history observations regard-
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less of their temporal distance. Our core intuition is to use noisy 3D geometry estimation exclusively for
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information routing—selecting which history observations are relevant and establishing geometric correspon-
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dence between history and future viewpoints—while the video model handles all appearance synthesis and
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resolves inconsistencies between observations. Following this intuition, we first build a 3D cache that stores
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per-frame geometry information, and design a retrieval strategy that selects the most informative history frames
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for a given target viewpoint to condition the video model.
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Building the 3D Cache. We maintain a 3D cache 𝒞 that grows incrementally as the video is generated. For each
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frame 𝐼𝑖 with estimated depth 𝐷𝑖 [58] and camera intrinsic and extrinsic (T𝑖 , K𝑖 ), our 3D cache maintains
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two components: (i) the full-resolution depth map 𝐷𝑖 and camera parameters; (ii) a downsampled point cloud
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P𝑖 ∈ R(𝐻/𝑑)×(𝑊/𝑑)×3 , obtained by subsampling the depth map by factor 𝑑 and unprojecting it into world
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coordinates. This first component preserves full geometric precision for correspondence computation, while
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the second one is exclusively used for efficient retrieval.
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Critically, the cache stores the geometry of each frame independently, and we never fuse them into a single
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global point cloud. This is particularly important in long-horizon generation, where depth estimation quality
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inevitably degrades over time, since it runs on the generated frames rather than real images. By maintaining
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per-frame point clouds, we avoid accumulating cross-view misalignment from imperfect depth into a single
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corrupted reconstruction.
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Geometry-Aware Retrieval. Since the context window of a video model is limited, selecting the most informative
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history frames is critical for maximizing long-range consistency and efficiency. At each autoregressive step,
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we select 𝑁𝑠 history frames whose 3D content is most visible from the target viewpoint. To achieve this, we
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compute the visibility score 𝜑 of each history frame. Specifically, given a target camera (T* , K* ), we project
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every downsampled point cloud P𝑖 onto the target image plane. Then, for each pixel on the target image
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plane, we compute the minimum projected depth over all frames to handle occlusion. A point is considered
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visible if and only if the difference between its depth and the minimum depth is less than a threshold 𝛿. The
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visibility score 𝜑(𝑖) of frame 𝑖 is the count of its visible points. During training, we sample the history frames
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proportional to visibility scores 𝜑(𝑖) to make the model robust to different frame retrieval results. At inference,
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6
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Lyra 2.0: Explorable Generative 3D Worlds
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we greedily maximize coverage: iteratively selecting the frame that covers the most not-yet-covered target
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pixels, up to 𝑁𝑠 frames. This avoids redundant selection of nearby viewpoints and maximizes the collective
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spatial coverage.
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With this mechanism, even when the camera revisits a region hundreds of frames later—far beyond the
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model’s temporal context window—our retrieval can naturally recall the relevant observations via their 3D
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overlap.
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𝑠 −1
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Injecting Spatial Memory into the Video Model. Having retrieved the most relevant history frames {𝐼𝑗 }𝑁
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𝑗=0 ,
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we inject them into the video model as spatial slots: each retrieved frame is encoded independently by the
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VAE as image tokens (without temporal compression) and placed alongside the temporal FramePack slots
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and generation tokens. We apply the same variable-kernel spatial compression from FramePack to both the
|
||
temporal and spatial slots. The full context layout is:
|
||
|
||
f1k1
|
||
⏟ ⏞ f4k2
|
||
⏟ ⏞f1k1 f16k4
|
||
⏟ f2k2
|
||
⏞ f1k1 g20 ,
|
||
⏟ ⏞
|
||
anchor spatial slots temporal slots generate
|
||
|
||
where spatial slots contribute 𝑁𝑠 =5 retrieved frames: 4 frames at subsampling factor 2 and 1 frame at full
|
||
resolution. All tokens are jointly processed by the full DiT self-attention.
|
||
While prior retrieval-based approaches [118, 128] inject history frames in a similar fashion, they lack
|
||
geometric grounding for precise multi-view alignment. To address this, we further establish dense correspon-
|
||
dences via canonical coordinate warping: for the 𝑗-th retrieved frame, we assign a canonical coordinate map
|
||
C𝑗 ∈ [−1, 1]3×𝐻×𝑊 whose three channels are (𝑢, 𝑣, 2 · 𝑁𝑗𝑠 − 1) where (𝑢, 𝑣) encodes the normalized spatial
|
||
position. We then forward-warp C𝑗 using the full-resolution depth:
|
||
|
||
Ĉ𝑗 = FwdWarp(C𝑗 , 𝐷𝑠𝑗 , T𝑠𝑗 , T* , K𝑠𝑗 , K* ). (3)
|
||
|
||
We additionally warp the depth as a fourth channel, yielding a 4-channel map [Ĉ𝑗 ; 𝐷
|
||
ˆ 𝑗 ] per retrieved frame.
|
||
When fewer than 𝑁𝑠 frames are retrieved, missing slots are padded so the model can distinguish real cor-
|
||
respondences from empty slots. To feed the warped correspondence maps into DiT, we encode them via
|
||
positional encoding and aggregate through a learned MLP. The output embeddings are added to the tokens at
|
||
the self-attention layer of every transformer block.
|
||
Note that we warp canonical coordinates rather than RGB images for a specific reason: warped RGB
|
||
inevitably contains disocclusion holes, stretching artifacts, and depth-boundary bleeding. If conditioned on such
|
||
images, the video model tends to re-generate these artifacts—the warped image acts as a crutch that bypasses
|
||
the generative prior rather than informing it. Canonical coordinates carry the same geometric correspondence
|
||
information without any appearance content, leaving appearance synthesis entirely to the video model.
|
||
In summary, our video model context comprises three complementary signals: (1) the retrieved history
|
||
𝑠 −1 ˆ 𝑁𝑠 −1
|
||
frames {𝐼𝑗 }𝑁
|
||
𝑗=0 encoded as spatial slots; (2) the forward-warped correspondence maps [Ĉ𝑗 ; 𝐷𝑗 ]𝑗=0 ; and (3)
|
||
the compressed temporal history via FramePack (Eq (2)).
|
||
|
||
|
||
4.3. Anti-Drifting for Long-Horizon Video Generation
|
||
The root cause of drifting is observation bias [135]: during training, the model conditions on ground-truth
|
||
history frames, but at inference it must condition on its own imperfect outputs. This train-test discrepancy means
|
||
that per-step errors—color shifts, blurring, distortions—go uncorrected and compound across autoregressive
|
||
steps, gradually degrading quality. Context compression via FramePack (§ 3) alleviates drift by extending
|
||
the temporal horizon and anchoring generation to the original image, but it does not close the fundamental
|
||
observation bias gap. We therefore complement it with a self-augmentation training strategy that directly
|
||
reduces the train-test discrepancy.
|
||
|
||
|
||
7
|
||
Lyra 2.0: Explorable Generative 3D Worlds
|
||
|
||
|
||
|
||
Self-Augmentation Training. Related approaches such as Self-Forcing [36] mitigate drifting by conditioning
|
||
the model on its own predictions during training, but are primarily designed for causal network architectures.
|
||
Directly applying self-forcing to our bi-directional video model is prohibitively expensive: each history segment
|
||
would require full bi-directional attention and multi-step denoising (e.g., 35 steps) to simulate the model’s
|
||
inference-time outputs.
|
||
To address this, we introduce a lightweight self-augmentation strategy. Consider an autoregressive training
|
||
step with ground-truth history frames xhist and current chunk frames xcur . Since our VAE is causal, encoding
|
||
the current chunk depends on the temporal cache from the history segment. We encode both using clean
|
||
ground-truth frames: zhist
|
||
0 = ℰ(xhist ) and zcur
|
||
0 = ℰ(x
|
||
cur
|
||
| xhist ), where the conditioning notation denotes the
|
||
causal VAE cache dependency.
|
||
With probability 𝑝aug , we corrupt the history latent by sampling 𝑡 ∼ 𝒰(0, 0.5) and adding noise according
|
||
to the flow matching schedule:
|
||
|
||
zhist
|
||
𝑡 = (1 − 𝑡) zhist
|
||
0 + 𝑡 𝜖, 𝜖 ∼ 𝒩 (0, I). (4)
|
||
|
||
The video model then performs one-step denoising to produce an approximate reconstruction:
|
||
|
||
z̃hist hist
|
||
0 = z𝑡 − 𝑡 · 𝑣𝜃 (zhist
|
||
𝑡 , 𝑡, c), (5)
|
||
|
||
and we replace zhist
|
||
0 with z̃hist
|
||
0 as the DiT’s conditioning context. Crucially, the target latent zcur
|
||
0 is always
|
||
encoded with the clean history cache, and the flow matching loss supervises the DiT to denoise toward this
|
||
clean zcur
|
||
0 despite receiving corrupted conditioning. This teaches the model to recover high-quality outputs from
|
||
imperfect history context, effectively learning to counteract drifting artifacts during autoregressive inference.
|
||
The overall overhead is minimal, requiring only one additional DiT forward pass.
|
||
|
||
|
||
4.4. 3D Reconstruction
|
||
We lift the generated videos from Lyra 2.0 into explicit 3D representations for downstream applications such as
|
||
embodied AI simulation and virtual reality.
|
||
3D Gaussian Splatting. We adopt Depth Anything v3 (DAv3) [58], a feed-forward 3D foundation model that
|
||
predicts per-pixel 3DGS attributes from input images. However, the pretrained DAv3 model exhibits two main
|
||
limitations in our setting. First, DAv3 predicts one Gaussian per pixel, which leads to an excessively large
|
||
number of Gaussians for the high-resolution inputs produced by our system. To address this, we modify the
|
||
Gaussian DPT head in the DAv3 architecture to produce a feature map downsampled by a factor of 𝑘 × 𝑘. This
|
||
allows the network to process the original high-resolution images while reducing the number of predicted
|
||
Gaussians by 𝑘 2 , yielding a more compact representation suitable for real-time rendering and data streaming.
|
||
Second, DAv3 is not optimized for generated data, where small geometric inconsistencies are common. To
|
||
improve robustness, we fine-tune the model on scenes generated by our video model. Similar to Lyra [2], this
|
||
improves robustness to artifacts commonly present in generative data.
|
||
Surface Mesh Extraction. After obtaining the 3DGS, we further extract a surface mesh. Specifically, we develop
|
||
a hierarchical sparse grid approach for large-scale mesh extraction based on OpenVDB [72, 115], allocating
|
||
fine grid cells near the generation viewpoints and coarse cells in the distant background. The median depth
|
||
from the Gaussian reconstruction is rasterized as a depth map in each view with normals computed as the
|
||
gradient of depth, and we use the resulting oriented point cloud to construct a signed distance function on the
|
||
sparse grid. Surfaces are extracted via marching cubes, stitched across hierarchy levels, and decimated for
|
||
efficient downstream processing.
|
||
|
||
|
||
|
||
|
||
8
|
||
Lyra 2.0: Explorable Generative 3D Worlds
|
||
|
||
|
||
|
||
Table 1: Quantitative comparison on single-view to long video generation. Best results are shown in bold and
|
||
second best are underlined.
|
||
|
||
DL3DV Tanks-and-Temples
|
||
Method
|
||
Subjective Style Camera Reproj. Subjective Style Camera Reproj.
|
||
SSIM↑ LPIPS↓ FID↓ SSIM↑ LPIPS↓ FID↓
|
||
Qual.↑ Consist.↑ Ctrl.↑ Err.↓ Qual.↑ Consist.↑ Ctrl.↑ Err.↓
|
||
GEN3C [81] 0.346 0.535 58.96 24.60 76.77 69.54 0.068 0.350 0.589 79.07 21.75 75.54 70.91 0.054
|
||
Yume1.5 [70] 0.342 0.719 84.84 22.80 66.73 – 0.095 0.348 0.702 89.69 28.68 78.63 – 0.083
|
||
CaM [128] 0.370 0.562 50.43 35.19 82.63 42.71 0.069 0.367 0.605 59.20 34.22 82.83 31.86 0.056
|
||
VMem [51] 0.331 0.744 120.59 18.54 76.14 0.68 0.268 0.338 0.767 136.48 16.21 70.54 0.00 0.263
|
||
SPMem [117] 0.383 0.522 53.77 38.32 82.79 62.05 0.074 0.383 0.571 60.11 34.41 79.68 45.07 0.059
|
||
HY-WorldPlay [37] 0.373 0.765 139.36 4.79 54.62 – 0.092 0.380 0.796 163.54 3.24 48.22 – 0.084
|
||
Ours 0.388 0.498 43.43 44.54 87.46 64.67 0.076 0.384 0.552 51.33 43.35 85.07 63.87 0.069
|
||
Ours DMD 0.359 0.507 43.63 45.21 88.57 65.64 0.088 0.362 0.545 49.71 43.02 78.91 58.12 0.077
|
||
|
||
|
||
|
||
|
||
4.5. Distilled Model for Accelerated Inference
|
||
We additionally train a distilled version of our model using Distribution Matching Distillation (DMD) [126] to
|
||
accelerate inference. Starting from our trained teacher model, we distill a student model that generates videos
|
||
in 4 denoising steps instead of 35. We also distill the classifier-free guidance into the student, eliminating the
|
||
need for separate conditional and unconditional forward passes at inference. During distillation, we retain our
|
||
self-augmentation strategy so that the student remains robust to autoregressive error accumulation. Combined,
|
||
the reduced sampling steps and single-pass inference reduce the per-step generation time by roughly 13× while
|
||
maintaining comparable visual quality for interactive use cases.
|
||
|
||
|
||
5. Experiments
|
||
|
||
5.1. Training Details
|
||
Datasets. We train our model on DL3DV [60], which contains 10K long video clips of diverse real-world scenes.
|
||
We estimate camera poses using ViPE [35] and predict per-frame depth with Depth Anything V3 [58]. Video
|
||
captions are generated using Qwen3-VL-8B-Instruct [103].
|
||
Paired Data Curation. For real-world videos from DL3DV, we sample 1,000 frames per video. During training,
|
||
we construct conditioning–target pairs using two complementary strategies. With 30% probability, we train
|
||
in image-to-video (I2V) mode, where the model generates the first 𝐿 = 80 consecutive frames conditioned
|
||
on a single initial frame. With the remaining 70% probability, we perform autoregressive chunk-based
|
||
training. Specifically, given a sequence of 𝑇 frames, we uniformly sample a segment index 𝑠 ∈ [0, 𝑆max ), where
|
||
𝑆max = ⌊(𝑇 − 1)/𝐿⌋ − 1. The history window spans frames [0, 𝑠 · 𝐿 + 1) as conditioning context, and the
|
||
ground-truth target consists of the next 𝐿 consecutive frames in segment 𝑠 + 1.
|
||
|
||
|
||
5.2. Evaluation on Long Video Generation
|
||
Baselines and Metrics. We compare against recent camera-controllable long video generation methods
|
||
with memory mechanisms: Yume-1.5 [70], GEN3C [81], Context as Memory (CaM) [128], VMem [51],
|
||
SPMem [117], and concurrent work HY-WorldPlay [37]. Yume-1.5 is a FramePack-based method that relies
|
||
solely on temporal context without spatial memory. GEN3C, CaM, VMem, and SPMem condition generation on
|
||
multi-view history frames to maintain memory consistency. SPMem accumulates history frames into a global
|
||
point cloud for conditioning. HY-WorldPlay uses discrete action control (keyboard inputs) rather than explicit
|
||
camera trajectory conditioning. Since CaM and SPMem are not open-sourced, we re-implement them based on
|
||
Wan2.1-14B [107].
|
||
All methods are evaluated on DL3DV-Evaluation [60] for in-domain testing and Tanks and Temples [46] for
|
||
|
||
|
||
9
|
||
Lyra 2.0: Explorable Generative 3D Worlds
|
||
|
||
|
||
|
||
|
||
Figure 3: Video generation comparisons. Given a single input image from Tanks and Temples, we compare
|
||
long-horizon generations (∼frame 800+) from all evaluated video models. Baselines exhibit severe quality
|
||
degradation, geometric distortions, or content drifting at long horizons, while our method maintains realistic
|
||
structures and appearances.
|
||
|
||
|
||
out-of-domain generalization. We follow standard protocol [81, 82, 128] and report SSIM, LPIPS, and Fréchet
|
||
Inception Distance (FID). Since standard metrics are insufficient for evaluating long video generation, we
|
||
additionally adopt metrics from WorldScore [18]: Subjective Quality Score for human perceptual quality, Style
|
||
Consistency Score to detect visual drifting between the first and last frames, and Camera Controllability Score
|
||
to measure camera pose accuracy. We further report reprojection error, computed by estimating per-frame
|
||
depth with an off-the-shelf SLAM system [35], to verify 3D consistency of the generated videos.
|
||
Quantitative Comparison. As shown in Tab. 1, our method achieves the best results on both datasets across
|
||
nearly all metrics, validating our anti-forgetting and anti-drifting mechanisms: 3D geometry serves as an
|
||
information routing signal to enforce long-range consistency without sacrificing generation quality, while context
|
||
compression and self-augmentation prevent quality degradation over long horizons. Among the baselines,
|
||
each addresses only one aspect of this challenge. GEN3C [81] achieves the best Camera Controllability and
|
||
Reprojection Error through explicit depth-warped conditioning, but this rigid geometric constraint degrades
|
||
generation quality, as reflected by its low Subjective Quality and SSIM. CaM [128] and SPMem [117] are the
|
||
strongest competitors on quality metrics thanks to their multi-view history memory, but their implicit camera
|
||
conditioning leads to substantially lower Camera Controllability. SPMem’s global point cloud conditioning
|
||
also introduces geometric errors over long horizons, resulting in more pronounced drifting as reflected by
|
||
lower Style Consistency. VMem [51] struggles to maintain coherence over long horizons, resulting in the
|
||
weakest scores across nearly all metrics. Yume-1.5 [70] and HY-WorldPlay [37] lack explicit camera trajectory
|
||
conditioning, failing to follow the specified viewpoints; HY-WorldPlay further suffers from severe temporal
|
||
|
||
|
||
10
|
||
Lyra 2.0: Explorable Generative 3D Worlds
|
||
|
||
|
||
|
||
Table 2: Quantitative comparison on 3D scene generation. Best results are shown in bold and second best are
|
||
underlined.
|
||
|
||
DL3DV Tanks-and-Temples
|
||
Method
|
||
LPIPS-P↓ LPIPS-G↓ FID↓ Subj. Qual.↑ LPIPS-P↓ LPIPS-G↓ FID↓ Subj. Qual.↑
|
||
GEN3C [81] + DAv3 0.504 0.649 99.83 11.00 0.511 0.694 125.19 5.38
|
||
Yume1.5 [70] + DAv3 0.598 0.806 121.61 0.22 0.575 0.794 113.25 0.79
|
||
CaM [128] + DAv3 0.433 0.668 94.04 12.16 0.423 0.693 94.02 9.79
|
||
VMem [51] + DAv3 0.593 0.836 206.88 2.00 0.597 0.832 211.72 3.76
|
||
SPMem [117] + DAv3 0.419 0.625 93.56 13.72 0.412 0.666 94.11 9.95
|
||
Ours + DAv3 0.413 0.603 74.39 17.02 0.409 0.648 79.36 14.42
|
||
Ours Full 0.381 0.579 65.94 20.52 0.372 0.629 72.47 18.80
|
||
|
||
|
||
|
||
drifting, leading to substantial quality degradation. In contrast, our framework bridges this gap, achieving
|
||
both high visual fidelity and accurate camera control simultaneously.
|
||
Qualitative Comparison. In Fig. 3, we visualize single-image to long-video generation results. The shown
|
||
images correspond to approximately frame 800, illustrating the challenges baselines face in maintaining realistic
|
||
content over long generation horizons. VMem exhibits severe quality degradation and structural collapse;
|
||
GEN3C and Yume-1.5 suffer from geometric distortions; CaM and SPMem maintain reasonable quality but
|
||
show noticeable drifting. In contrast, our method maintains realistic geometric structures and appearances
|
||
with respect to the input when revisiting regions.
|
||
Distilled Model. As shown in Tab. 1, our DMD-distilled model (4 steps) achieves comparable or even slightly
|
||
better per-frame quality (LPIPS, FID) compared to the full model (35 steps), while camera controllability
|
||
decreases moderately due to the reduced number of denoising steps.
|
||
|
||
|
||
5.3. Evaluation on 3D Scene Generation
|
||
Baselines and Metrics. In this work, we focus on large-scale 3D scene generation. To construct compet-
|
||
itive baselines, we pair the long video generation methods from Sec. 5.2 with Depth Anything V3 [58], a
|
||
state-of-the-art 3D reconstruction model that converts videos into 3DGS. We render novel views from the
|
||
reconstructed 3DGS and evaluate with FID and Subjective Quality Score. We additionally report two LPIPS
|
||
variants: LPIPS-G, computed between rendered novel views and ground-truth frames, which measures overall
|
||
reconstruction quality; and LPIPS-P, computed between rendered novel views and the generated video frames,
|
||
which quantifies the 3D consistency of the underlying video model—a more consistent video yields a more
|
||
faithful 3D reconstruction and thus lower LPIPS-P. We also compare with prior generative reconstruction
|
||
methods, Lyra [2] and FantasyWorld [14], which generate short videos and lift them to 3D but are inherently
|
||
limited in scene scale.
|
||
Quantitative Comparison. As shown in Tab. 2, our method achieves the best results across all metrics on both
|
||
datasets. Both our variants—Ours + DAv3 and Ours Full—substantially outperform all baselines in LPIPS-G,
|
||
FID, and Subjective Quality, demonstrating that the 3D consistency of our generated videos translates directly
|
||
into higher-quality scene reconstructions. Furthermore, Ours Full consistently outperforms Ours + DAv3 across
|
||
all metrics, validating the benefit of fine-tuning the reconstruction model on our generated scenes to improve
|
||
robustness to generative artifacts. Notably, our method also achieves substantially lower LPIPS-P, confirming
|
||
that our video model produces inherently more 3D-consistent outputs: the generated videos can be more
|
||
faithfully reconstructed in 3D and re-rendered from novel viewpoints with minimal discrepancy.
|
||
Qualitative Comparison. We compare renderings of 3DGS scenes generated from single images in Fig. 4.
|
||
|
||
|
||
|
||
11
|
||
Lyra 2.0: Explorable Generative 3D Worlds
|
||
|
||
|
||
|
||
|
||
Figure 4: 3DGS comparisons. We compare renderings from 3DGS scenes reconstructed from video diffusion
|
||
model outputs, starting from a single input image from Tanks and Temples.
|
||
|
||
|
||
While all baselines produce scenes with artifacts and floaters, our pipeline is able to generate realistic 3D scenes
|
||
with high fidelity. We further compare with Lyra [2] and FantasyWorld [14] in Fig. 5. Both methods generate
|
||
short videos and lift them to 3D, inherently limiting the achievable scene scale. In contrast, our interactive
|
||
exploration framework allows users to iteratively define camera trajectories and progressively expand the
|
||
environment, producing scenes of substantially greater spatial extent and complexity.
|
||
|
||
|
||
5.4. Ablation Study
|
||
We ablate the key design choices of our framework on Tanks and Temples. Quantitative results are reported in
|
||
Tab. 3 and qualitative comparisons are shown in Fig. 6.
|
||
w/ Global Point Cloud fuses all history frames into a single accumulated point cloud and conditions generation
|
||
on its rendered images, replacing both the per-frame 3D cache and the correspondence-based conditioning.
|
||
This significantly degrades Camera Controllability (49.86 vs. 63.87) and Style Consistency (82.42 vs. 85.07),
|
||
confirming that accumulated depth errors corrupt the conditioning signal over long horizons. As shown in
|
||
Fig. 6, this variant produces noticeably inaccurate camera poses.
|
||
w/ Explicit Corr. Fusion replaces our learned MLP aggregation with explicit depth-reasoning-based fusion
|
||
for merging correspondences from multiple source frames. Camera Controllability drops (57.29 vs. 63.87),
|
||
showing that learned aggregation handles noisy depth estimates more gracefully than hard geometric fusion.
|
||
w/o FramePack removes the FramePack temporal slots. Without temporal grounding, the model is prone to
|
||
drifting, significantly reducing Style Consistency (80.61 vs. 85.07) and increasing Reprojection Error (0.079 vs.
|
||
|
||
|
||
|
||
12
|
||
Lyra 2.0: Explorable Generative 3D Worlds
|
||
|
||
|
||
|
||
|
||
Input image FantasyWorld Lyra Ours
|
||
|
||
Figure 5: Qualitative comparison with Lyra and FantasyWorld. We show 3DGS renderings (Lyra and Ours)
|
||
and point cloud renderings (FantasyWorld) in bird’s-eye view. Red bounding boxes highlight approximately
|
||
the same spatial region across methods. Our interactive exploration framework produces scenes of significantly
|
||
greater scale and complexity.
|
||
|
||
Table 3: Ablation study on Tanks and Temples. We ablate key design choices of our framework. Best results are
|
||
shown in bold.
|
||
|
||
Method SSIM↑ LPIPS↓ FID↓ Subjective Qual.↑ Style Consist.↑ Camera Ctrl.↑ Reproj. Err.↓
|
||
Ours 0.384 0.552 51.33 43.35 85.07 63.87 0.069
|
||
w/ Global Point Cloud 0.368 0.562 52.54 44.58 82.42 49.86 0.067
|
||
w/ Explicit Corr. Fusion 0.370 0.554 49.13 45.71 83.28 57.29 0.071
|
||
w/o FramePack 0.362 0.549 50.98 45.27 80.61 62.62 0.079
|
||
w/o Self-Augmentation 0.363 0.568 55.15 47.88 77.98 53.92 0.066
|
||
|
||
|
||
|
||
0.069). As shown in Fig. 6, this variant exhibits pronounced visual drifting.
|
||
w/o Self-Augmentation removes the self-augmentation training strategy. While per-frame Subjective Quality
|
||
improves (47.88 vs. 43.35), long-range consistency degrades substantially: Style Consistency drops to 77.98
|
||
and Camera Controllability to 53.92. Without exposure to imperfect conditioning during training, the model
|
||
becomes brittle at inference when conditioning on its own imperfect outputs, causing errors to compound
|
||
across segments, as visible in Fig. 6.
|
||
|
||
|
||
5.5. Applications
|
||
Beyond quantitative evaluation, we demonstrate the practical applicability of our framework through an
|
||
interactive GUI, in-the-wild scene generation, and downstream simulation.
|
||
Interactive GUI. We build an interactive interface that allows users to specify camera trajectories within the
|
||
3D cache and progressively generate and explore scenes in real time, as shown in Fig. 7. The GUI visualizes
|
||
the accumulated point clouds, enabling users to plan trajectories that revisit previously explored regions or
|
||
venture into unobserved areas.
|
||
In-the-Wild Scene Generation. We showcase our method on diverse in-the-wild images beyond the evaluation
|
||
benchmarks, generating large-scale explorable 3D scenes from a single input image. As shown in Fig. 1 and
|
||
Fig. 8, our framework produces globally consistent long videos and high-quality 3D reconstructions across a
|
||
variety of scene types, including both indoor and outdoor environments.
|
||
|
||
|
||
13
|
||
Lyra 2.0: Explorable Generative 3D Worlds
|
||
|
||
|
||
|
||
|
||
Figure 6: Qualitative ablation study. Given a single input image, we compare generations from our full model
|
||
and ablated variants on Tanks and Temples scenes.
|
||
|
||
Explore
|
||
Generate
|
||
|
||
|
||
|
||
|
||
Interactive GUI Surface mesh reconstruction Issac Sim simulation
|
||
|
||
Figure 7: Applications. Our interactive interface allows users to specify camera trajectories within the 3D
|
||
cache to easily generate novel viewpoints. Moreover, the reconstructed 3DGS scenes can be converted into
|
||
surface meshes and integrated into embodied AI simulators such as NVIDIA Isaac Sim for robot simulation.
|
||
|
||
|
||
Embodied AI Simulation. The 3D Gaussian Splatting representations and meshes generated by our pipeline
|
||
can be directly exported to physics engines for downstream applications. We demonstrate this by importing our
|
||
reconstructed scenes into NVIDIA Isaac Sim, enabling physically grounded robot navigation and interaction
|
||
within the generated environments. This highlights the potential of our framework for scalable embodied AI
|
||
simulation without the need for real-world 3D data acquisition.
|
||
|
||
|
||
6. Discussion
|
||
In this work, we introduced Lyra 2.0, a generative reconstruction framework that enables the creation of
|
||
large-scale, explorable 3D environments. Our approach addresses the key challenge of long-horizon consistency
|
||
in camera-controlled video generation through dedicated anti-forgetting and anti-drifting mechanisms, and
|
||
improves the reconstruction model to be robust to small generative errors. The generated scenes can be directly
|
||
deployed for interactive exploration, virtual reality experiences, and simulation.
|
||
Despite these advances, several limitations remain. First, our current framework focuses on static envi-
|
||
ronments and does not explicitly model dynamic scenes, which remains an important direction for future
|
||
work. Second, our video generation model inherits characteristics of the training data. In particular, the
|
||
DL3DV dataset contains exposure variations across views, which the model may reproduce during generation.
|
||
Such photometric inconsistencies can lead to artifacts in the feed-forward 3DGS reconstruction. Addressing
|
||
photometric stability within the network [16] or using photometrically consistent synthetic datasets [128],
|
||
e.g., from game engines, could lead to more consistent 3D scenes.
|
||
|
||
|
||
|
||
|
||
14
|
||
Lyra 2.0: Explorable Generative 3D Worlds
|
||
|
||
|
||
|
||
|
||
Input image
|
||
|
||
|
||
|
||
|
||
Trajectory 1
|
||
|
||
|
||
|
||
Input image
|
||
Trajectory 1
|
||
|
||
|
||
Trajectory 2
|
||
|
||
Trajectory 2
|
||
Video Generation Reconstructed 3DGS
|
||
|
||
Figure 8: In-the-Wild Scene Generation. We show video generations and 3DGS reconstructions for challenging
|
||
in-the-wild input images that go beyond the training data distribution. Our approach supports flexible camera
|
||
trajectories specified in the GUI for world exploration, including combining multiple trajectories from the same
|
||
starting point (see second example).
|
||
|
||
|
||
Acknowledgement
|
||
We would like to thank Product Managers Aditya Mahajan and Matt Cragun for their valuable guidance and
|
||
support. We also thank Oliver Hahn, David Pankratz, Christian Laforte, Gene Liu, and Rafal Karp for insightful
|
||
discussions and feedback. We are grateful to Yifeng Jiang, Nicolas Moenne-Loccoz, Tanki Zhang, Aditya Gupta,
|
||
and Gavriel State for their prompt and helpful support in developing the Isaac Sim demo. Finally, we sincerely
|
||
acknowledge Merlin Nimier-David, Thomas Müller, and Alex Keller for their foundational interactive GUI, upon
|
||
which our system builds
|
||
|
||
|
||
|
||
|
||
15
|
||
Lyra 2.0: Explorable Generative 3D Worlds
|
||
|
||
|
||
|
||
A. Implementation Details
|
||
|
||
A.1. Model Architecture
|
||
Base Model. We build upon the Wan 2.1-14B DiT [107] as our backbone video diffusion model. The VAE
|
||
encodes videos at 8× spatial and 4× temporal downsampling with a latent channel dimension 𝐶=16. All
|
||
training and inference are performed at a resolution of 832×480 pixels.
|
||
Camera Conditioning Modules. We inject camera information through two complementary modules:
|
||
• Depth-warped conditioning: We forward-warp the most recent frame to each target viewpoint using the
|
||
estimated depth map, encode through the VAE, and concatenate with the denoising latent along the channel
|
||
dimension.
|
||
• Plücker ray injection: 6D Plücker ray coordinates are computed per pixel for all frames (temporal history,
|
||
spatial memory, and generation tokens). These are projected to the DiT’s hidden dimension via a pixel-
|
||
shuffle layer followed by a single linear layer, yielding per-token ray embeddings p. These are added to the
|
||
token features before the query and key projections at every transformer block, i.e., q = 𝑊𝑄 (x + p) and
|
||
k = 𝑊𝐾 (x + p), while the value projection remains unmodified.
|
||
Canonical Coordinate Injection. The forward-warped 4-channel canonical coordinate maps [Ĉ𝑗 ; 𝐷 ˆ 𝑗 ] are
|
||
downsampled to match the latent spatial resolution via pixel shuffle. Each channel is encoded with sinusoidal
|
||
positional encoding, and the resulting embeddings are aggregated through a pixel-shuffle layer followed by a
|
||
single linear layer. The output is injected into the queries and keys of self-attention at every transformer block,
|
||
but not the values, following the same injection scheme as the Plücker ray embeddings described above. This
|
||
design ensures that the correspondence signal guides which generation tokens attend to which spatial slots,
|
||
while the values remain unmodified from the pretrained model.
|
||
Number of Spatial Slots. We analyze the effect of the number of retrieved spatial memory frames 𝑁𝑠 on
|
||
target-frame coverage in Fig. 9. 𝑁𝑠 =5 provides a good trade-off between coverage of previously visited regions
|
||
and inference efficiency.
|
||
|
||
|
||
|
||
|
||
Figure 9: Target-frame coverage vs. number of retrieved spatial memory frames. We evaluate on training
|
||
videos by treating the latter half as the target generation segment. Coverage is computed by forward-warping
|
||
each retrieved frame to every target viewpoint using ground-truth depth; a target pixel is counted as covered
|
||
only when the depth discrepancy between the warped point and the target ground-truth depth falls below a
|
||
threshold. 𝑁𝑠 =5 offers a favorable balance between spatial coverage and computational efficiency.
|
||
|
||
|
||
16
|
||
Lyra 2.0: Explorable Generative 3D Worlds
|
||
|
||
|
||
|
||
A.2. Training
|
||
Spatial Memory. We retrieve 𝑁𝑠 =5 spatial memory frames per autoregressive step. The downsampled point
|
||
cloud in the 3D cache uses a subsampling factor of 𝑑=8. The visibility score occlusion threshold is 𝛿=0.1 (in
|
||
normalized depth units).
|
||
Self-Augmentation. We set the augmentation probability 𝑝aug = 0.7.
|
||
Optimization. We use AdamW [68] with a learning rate of 3×10−5 and weight decay 0.1. Training uses a
|
||
batch size of 64 across 64 NVIDIA GB200 GPUs. We train for 7,000 iterations. All newly added modules are
|
||
initialized with zero weights so that the model starts from the pretrained Wan 2.1 behavior. We use bf16
|
||
mixed-precision training throughout.
|
||
Flow Matching. We use rectified flow matching. During training we sample timesteps from a logit-normal
|
||
distribution (mean 0, std 1 in logit space) with uniform time weighting; at inference we use the FlowUniPC [140]
|
||
multistep scheduler with 35 steps.
|
||
|
||
|
||
A.3. Inference
|
||
Classifier-Free Guidance. We apply classifier-free guidance (CFG) with a scale of 5.0 for the text prompt.
|
||
Runtime. Each autoregressive step (80 frames) takes approximately 194 seconds on a single NVIDIA GB200
|
||
GPU for the full model (35 steps with CFG), including depth estimation, spatial memory retrieval, and DiT
|
||
denoising. With Ours DMD (4 steps, no CFG), this reduces to approximately 15 seconds per step. Spatial
|
||
memory retrieval takes less than 1 second per step in both cases.
|
||
|
||
|
||
A.4. 3D Reconstruction
|
||
3DGS. The Gaussian DPT head downsampling factor is 𝑘=2, reducing the Gaussian count by 4×. To construct
|
||
the fine-tuning dataset, we autoregressively generate 3,000 one-minute videos using images and camera
|
||
trajectories from DL3DV [60]. We then fine-tune DAv3 on these scenes for 10,000 iterations with a learning
|
||
rate of 5×10−5 and batch size 8.
|
||
Mesh Extraction. The mesh extraction step extracts a triangular mesh of the scene using a hierarchical sparse
|
||
grid. The number of levels and voxel sizes for each level in the hierarchy are determined by the scale of the
|
||
scene. The depth from the Gaussian reconstruction is used to compute a signed distance field, and a single
|
||
surface mesh is extracted by running marching cubes on each level and merging them at level transitions.
|
||
|
||
|
||
A.5. Related Work
|
||
We provide more extensive related work discussion in addition to Sec. 2.
|
||
3D generation. Early work on 3D generation largely focused on category-specific object synthesis, extending
|
||
GAN-based frameworks to 3D by incorporating neural rendering as an inductive bias [1, 7, 17, 20, 73, 87]. The
|
||
introduction of CLIP-based supervision [78] enabled more flexible generation pipelines, supporting both text-
|
||
conditioned synthesis and semantic editing [11, 22, 38, 39, 83, 109]. More recently, diffusion-based methods
|
||
have substantially improved visual fidelity by replacing CLIP guidance with Score Distillation Sampling
|
||
(SDS) [12, 27, 42, 47, 53, 56, 57, 65, 75, 94, 110, 113, 125, 131]. To improve geometric consistency, a
|
||
number of approaches explicitly enforce multi-view coherence by generating or supervising across multiple
|
||
viewpoints [19, 21, 29, 41, 44, 59, 63, 64, 79, 91, 102, 106, 112, 132]. In parallel, some methods formulate
|
||
scene generation as an iterative inpainting process to progressively expand 3D environments [30, 92]. Another
|
||
line of work lifts 2D observations into 3D representations using NeRF [71], 3D Gaussian Splatting [43], or
|
||
mesh-based formulations in combination with diffusion priors [8, 23, 66, 67, 69, 77, 96, 101, 104, 108, 127].
|
||
|
||
|
||
17
|
||
Lyra 2.0: Explorable Generative 3D Worlds
|
||
|
||
|
||
|
||
Feed-forward 3D models. A complementary line of research focuses on feed-forward architectures that directly
|
||
infer 3D structure from images or text in a single pass [25, 34, 40, 49, 54, 76, 86, 95, 97, 98, 99, 105, 119,
|
||
121, 122, 124, 133, 136]. While these methods enable efficient 3D generation, they are generally restricted to
|
||
static scene representations. Other approaches specialize in narrow domains such as facial reconstruction [45].
|
||
Some works [55, 123] address real-world dynamic scenes, but struggle to generalize to diverse generated
|
||
content or large viewpoint variations.
|
||
|
||
|
||
|
||
|
||
18
|
||
Lyra 2.0: Explorable Generative 3D Worlds
|
||
|
||
|
||
|
||
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