L3G-World: Real-Time Infinite World Generation with Latent 3D Gaussian Memory
Jinhyeok Choi, JoungBin Lee, Jongmin Lee, Minkyeong Jeon, Jiyoung Kim, Kaeun Han, Yoonjin Yoon, Seungryong Kim
KAIST AI · Ewha Womans University · KAIST Urban AI Institute
Published October 29, 2026 · on the feed October 30, 2026 · ▲ 52 · arXiv 2610.40614
The abstract
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 38.6times fewer 3D primitives, 3.2times faster memory updates, and 359times faster memory rendering relative to the most efficient prior 3D-memory baseline for each metric, enabling real-time world generation at 9 FPS.
The Brief
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Transcript
L3G-World. Real-Time Infinite World Generation with Latent 3D Gaussian Memory. By Jinhyeok Choi and seven others, from KAIST AI, Ewha Womans University, and one other institution. Published on the twenty-ninth of October.
Interactive world models generate visual content in response to user actions. Keeping that content spatially consistent over long exploration, and doing it in real time, remains hard. Existing approaches lean on either temporal context or explicit 3D memory, and both scale poorly, because memory grows with the length of the generated stream. Explicit 3D memories have a second cost: they condition latent video generators by re-encoding RGB renderings, and that step rules out real-time generation. So the field faces two problems at once. Memory that keeps getting bigger the longer a user explores, and a conversion from rendered pixels back into latents on every step. The first threatens long horizons. The second threatens speed.
The answer proposed is a Latent 3D Gaussian Memory, L3G, which pairs the efficiency of feed-forward reconstruction with a compact scene representation that renders quickly. L3G-World builds on it, with a memory updater and a video diffusion transformer taking turns autoregressively to generate spatially consistent worlds.
Two design choices address the two costs. The memory updater spawns Gaussians in newly observed regions and refines the ones already there, so memory grows with the extent of the scene rather than the length of the stream. And each Gaussian stores a VAE latent feature, which lets the memory render straight into the DiT's latent space with no VAE re-encoding in between. Revisiting a place already seen therefore refines existing Gaussians rather than adding a new record of it, and what the memory hands the generator is already in the form the generator works in.
Experiments report state-of-the-art generation quality and long-horizon spatial consistency. Against the most efficient prior 3D-memory baseline on each metric, L3G-World uses up to thirty-eight point six times fewer 3D primitives. Note that the comparison point is chosen per metric, so each figure is measured against whichever prior method was most efficient on that measure.
Its memory updates are up to three point two times faster, and memory rendering is up to three hundred fifty-nine times faster. Together, those enable real-time world generation at nine frames per second.
Both bottlenecks traced back to the memory: how it grows, and what form it is read out in. Tying growth to the scene instead of the stream, and storing latents the generator can consume directly, is what turns a consistent world model into one that keeps pace with the user.
Paper Quest · 7 chapters · about 41 min
Play this paper
Learn it by doing: make the calls the authors made, guess the result before you see it, and defend it in a viva graded on your own words. Chapter 1 is right here.
Chapter 1 🧩 · The problem
Every quest starts with a wall. Here it is a memory that grows with every frame you generate.
You are generating video live as a user walks through a virtual place with their actions. Turn around, and the room you just left must still look the same.
The road ahead
- 1 · The problem ~7 min A live world generator must remember what it already showed, yet both usual kinds of memory grow with every frame, and one is too slow.
- 2 · What came before ~3 min
- 3 · The key idea ~9 min Keep a compact 3D Gaussian memory that is revised in place and stores the generator's own codes, taking turns with the video generator.
- 4 · Choose your own research ~3 min
- 5 · Build the method ~8 min Gaussians carry latent features, are spawned or refined from each chunk, render latents for the target cameras, and condition a video DiT, optionally distilled.
- 6 · The experiment ~6 min You’ll guess: Against the most efficient prior 3D-memory baseline, how many times faster was memory rendering with the latent Gaussian memory?
- 7 · The viva ~5 min Three questions from the examiners, answered in your own words. Win it for the paper’s trophy.
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