WorldPack: Dynamic Frame Compression for Long-context Video World Modeling
Video world models have attracted significant attention for their ability to produce high-fidelity future visual observations conditioned on past observations and navigation actions. However, achieving temporally and spatially consistent generation over long horizons remains an open challenge: existing approaches either compress past frames without explicitly accounting for 3D viewpoint geometry or retrieve only a handful of spatially relevant frames without increasing the total amount of retained history. In this paper, we propose WorldPack, a video world model that introduces spatially-aware compressed memory to address both limitations simultaneously. The key insight is that compression rates should not be uniform or temporally determined, but should instead be dynamically allocated based on 3D spatial relevance to the current viewpoint. WorldPack achieves this through two tightly coupled mechanisms: trajectory packing, which fits substantially more historical frames into a fixed-length context through hierarchical frame compression, and geometric selection, which leverages camera pose information and field-of-view overlap to assign lower compression to spatially important frames and higher compression to less relevant ones. Together, these mechanisms expand the effective context from 4 to 22 frames with moderate computational overhead: trajectory packing increases diffusion-model inference time by 16%, while FoV-based geometric selection introduces an additional cost. We evaluate WorldPack on LoopNav, a Minecraft benchmark for long-horizon spatial consistency, and conduct comprehensive experiments on the RECON, real-world navigation dataset, across multiple metrics. WorldPack outperforms strong baselines, including Oasis, Mineworld, DIAMOND, and NWM, with pronounced gains on spatial reasoning tasks that require recall of distant observations.
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