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【论文速递】L3G-World: Real-Time Infinite World Generation with Latent 3D Gaussian Memory

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华人空间新闻 新手上路 周五 10月 30, 2026 8:00 pm #1
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英文标题:L3G-World: Real-Time Infinite World Generation with Latent 3D Gaussian Memory arXiv编号:2610.40614 作者:Jinhyeok Choi, JoungBin Lee, Jongmin Lee 来源:a…
【编辑部】这对你意味着什么
该论文提出的L3G-World技术实现了实时无限世界生成,在9 FPS下运行,相比现有最高效的3D内存基线,3D基元减少38.6倍,内存更新快3.2倍,内存渲染快359倍。这项技术可能推动游戏开发、元宇宙应用、虚拟现实内容创作等领域的实时生成能力,相关从业的华人工程师、研究人员及留学生可关注其对行业技术栈的潜在影响。
【论文速递】L3G-World: Real-Time Infinite World Generation with Latent 3D Gaussian Memory

英文标题:L3G-World: Real-Time Infinite World Generation with Latent 3D Gaussian Memory

arXiv编号:2610.40614
作者:Jinhyeok Choi, JoungBin Lee, Jongmin Lee
来源:arXiv
原文链接:https://arxiv.org/abs/2610.40614

中文摘要:
Interactive world models generate visual content conditioned on user actions, yet maintaining spatial consistency over long-horizon exploration in real time remains challenging. Existing approaches rely on either temporal context or explicit 3D memory, both of which scale poorly because memory grows with the length of the generated stream. Moreover, explicit 3D memories condition latent video generators by re-encoding RGB renderings, which precludes real-time generation. In this paper, we introduce a Latent 3D Gaussian Memory (L3G) that combines the efficiency of feed-forward reconstruction with a compact, rapidly renderable scene representation. Building on this memory, we propose L3G-World, in which a memory updater and a video diffusion transformer (DiT) alternate autoregressively to generate spatially consistent worlds. The memory updater spawns Gaussians in newly observed regions and refines existing ones, so that the memory grows with scene extent rather than stream length. Each Gaussian further stores a VAE latent feature, allowing the memory to be rendered directly into the DiT's latent space without VAE re-encoding. Experiments show that L3G-World achieves state-of-the-art generation quality and long-horizon spatial consistency, with up to $38.6\times$ fewer 3D primitives, $3.2\times$ faster memory updates, and $359\times$ faster memory rendering relative to the most efficient prior 3D-memory baseline for each metric, enabling real-time world generation at 9 FPS.

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