T2V
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Every latent frame starts from Gaussian noise and shares one timestep. The prompt fixes the scene, objects and style; optional camera and action trajectories decide how the viewpoint and the controlled subject evolve.
Technical Report · 2026 · Open weights
Real-Time Interactive World Model Foundation
1Astronex Robotics · 2Nanjing University of Information Science and Technology
01Overview
We present Astronex-World 1.0, an open controllable video world-model foundation. Given a text prompt (text-to-video) or an initial observation (image-to-video), the model predicts future visual states under frame-aligned camera trajectories, continuous actions and an embodiment identifier, and it accepts text events inserted at a specified position of a rollout. The family provides a bidirectional model for full-context generation and supervision and a causal model with block-causal attention and cross-block KV caching for persistent generation. Both inherit the Wan2.2-TI2V-5B visual prior. PRoPE injects camera intrinsics and extrinsics, while a 64-dimensional action stream modulates every Transformer layer. A five-stage training path develops bidirectional camera and action control, converts the backbone to block-causal generation, transfers the dense UniPC trajectory to a few-step student, restores mixed-domain dynamics, and completes asymmetric DMD/DMD2 distribution matching. The causal model generates 832×480 video at 24 fps with eight-step UniPC, an eight-latent-frame block, local history and persistent sink frames. All five training stages run on two NVIDIA L20 48 GB GPUs, and the causal model streams in real time on one. It scores 73.5 on WBench Navi and 70.0 on WBench Full. On Full, this 5B model is above the 13.6B LongCat-Video and the 14B Helios, within one point of the 22B LTX-2.3, and above YUME 1.5, which is post-trained from the same 5B Wan2.2 prior on NVIDIA A100 GPUs. The reserved action input and output interfaces allow post-training for embodied intelligence and autonomous driving.
One set of weights: T2V starts every latent frame from noise, I2V keeps an encoded reference frame clean.
Complete intrinsics and extrinsics enter the attention of all 30 Transformer layers.
A continuous action stream modulates every layer; the reserved action input and output support post-training for embodied intelligence and autonomous driving.
Insert a text event at a chosen frame of a running rollout for event-driven scenario simulation.
Block-causal attention, KV caching and 8-step sampling (4-step supported) stream video on a single NVIDIA L20.
Inference code, post-training recipes and weights are released under Apache 2.0.

02Demos
Cinematic clips are image-to-video generations with an explicit camera trajectory; the action-controlled group is a causal rollout where the model keeps consuming control input. Click any tile to open it at full size.
An unbranded electric hypercar accelerates through a near-future city at sunrise; wet asphalt, spray and reflections stay physically coherent.
A slow push toward a solitary stone lighthouse while ocean waves break against black cliffs and the beam sweeps through rain and spray.
A cinematic close portrait: the subject holds affectionate eye contact while a continuous breeze moves long hair in layered strands without breaking facial identity.
The camera glides over wildflowers toward a turquoise lake; ripples, swaying grass and water reflections stay geometrically coherent as it advances.
A slow slide along a colossal ocean cliff: Atlantic waves explode against dark sea arches while the horizon and rock geometry remain locked.
A red supercar holds its lane between two lane markings while three police cars and a helicopter keep their identities and spacing across the shot.
A spacecraft closes on a luminous traversable wormhole: the ring stays centered and round while blue-gold lensing rotates slowly clockwise.
A steady approach toward a supermassive black hole; the event horizon stays circular as the accretion disk brightens and gravitational lensing intensifies.
Real-road coastal drive under continuous steering input; lane markings, barriers and daylight stay consistent through the turn.
A forward-only rollout on a country road, showing how the world model extends a scene while the ego motion is commanded.
Low-light driving with headlight pools, lane markings and distant buildings held across the clip — a stress test for photometric stability.
Vehicle-view rollouts on a mountain road, where geometry and parallax have to stay coherent under combined forward and lateral control.
A bright, low-contrast environment where structure and terrain detail are easily repainted; the causal model keeps the path readable.
First-person game-style footage driven by CrossFPS-style stick channels, the same control space used for WBench keyboard commands.
Starting from a single state, the model keeps identity, lighting and scene consistent while expression and speech motion evolve. Open the tile to hear it.
One uninterrupted causal rollout that keeps accepting actions and extending the future without clip stitching — the long-horizon behaviour that persistent sinks and the local window are built for.
03Method
Astronex-World keeps the Wan2.2-TI2V-5B latent representation and its 30-layer DiT backbone rather than repeating large-scale video pretraining, and adds world-model controls through low-rank adaptation and newly initialized modules.

T2V
Every latent frame starts from Gaussian noise and shares one timestep. The prompt fixes the scene, objects and style; optional camera and action trajectories decide how the viewpoint and the controlled subject evolve.
I2V
The reference frame is VAE-encoded into the first latent frame, kept clean at timestep 0 and excluded from the loss. Future frames attend to it, so appearance and layout come from the image while text, camera and action decide what happens next.

The bidirectional model attends over the complete clip. The causal model uses a block lower-triangular mask: positions inside the current block interact bidirectionally, cross-block attention sees generated history only, and completed blocks are cached as keys and values instead of being recomputed.
For each latent frame, PRoPE turns the camera intrinsics and extrinsics into a projective positional transform inside attention. The 64-D action and embodiment ID are projected into per-frame modulation of every layer, zero-initialized so that insertion preserves the base model.
The causal model attends to a local window of the 20 most recent latent frames. The earliest four latent frames form a persistent attention sink outside this window and are never evicted. A frustum-overlap retrieval option recalls matching history when the camera revisits a region.
| Model | Astronex-World-5B · bidirectional and causal forms from the same weights |
|---|---|
| Base model | Wan2.2-TI2V-5B · 30 DiT layers · 48-channel latents |
| Conditions | Text, first frame, camera intrinsics/extrinsics (PRoPE), 64-D actions with 32 embodiment IDs, event text |
| Action output | Open post-training head, 64-D per latent frame |
| Causal context | 20-frame local window plus four persistent sink frames |
| Sampling | UniPC, 8 steps by default (best quality), 4 steps supported; CFG 3.0, eight latent frames per block |
| Output | 832×480 and 1280×704 at 24 fps |
| Hardware | Trained on 2× NVIDIA L20 48 GB · real-time inference on 1× L20 |
04Event prompts
Camera and action streams describe how the viewpoint and the agent move; events describe what happens in the scene. The causal model accepts an event prompt at a chosen latent frame of an ongoing rollout, and the event unfolds inside the scene that already exists.

Frames before the switch are already generated and cached; their keys and values are not recomputed, so the established scene does not change.
At the switch the text is re-encoded and cross-attention is rebuilt. Later blocks read the new text and still attend to the cached history, which ties the event to the existing layout and subjects.
The original prompt keeps describing the scene and the added text describes only the change. Replacing the prompt would ask for a different scene instead of an event inside the current one.
Measured against an otherwise identical event-free rollout, the change stays at the requested position. Because the prefix does not depend on the event, the same history can be continued with different events or with none, and the futures can be compared — for example a sudden obstacle appearing or an object being picked up.
05Training
Every stage runs on two NVIDIA L20 48 GB GPUs. Stage I produces the bidirectional release; Stages II–V turn it into the streaming causal release.
Stage I
PRoPE camera control and 64-D action conditioning are learned under full temporal attention.
→ bidirectional release
Stage II
Temporal attention becomes block-causal and is trained with teacher forcing on clean history.
→ AR diffusion model
Stage III
A frozen dense UniPC teacher is distilled into a few-step student that starts from the same noise, targeting 4-step generation.
→ few-step causal model
Stage IV
Camera, game, driving and robot data restore subject motion and train both I2V and T2V modes.
→ SFT checkpoint
Stage V
Distribution matching with a bidirectional real-score teacher and a motion-preservation term.
→ causal release

| Dataset | Supervision | Role | Stages |
|---|---|---|---|
| Control2V / minWM-data | Video, camera intrinsics and extrinsics | Camera trajectories and projective geometry | I–V |
| DROID | Real robot trajectories and actions | Action and embodiment conditioning | I |
| CrossFPS | First-person video with aligned controls | Action-conditioned navigation and game motion | IV, V |
| DrivingDojo | Driving video and road scenarios | Ego motion, traffic events and road dynamics | IV, V |
| NVIDIA PhysicalAI | Synthetic embodied robot scenes | Contact, manipulation and embodied motion | IV, V |

06Results
Scores on two public benchmarks, and how a 5B model trained on two L20 GPUs compares with open models from 4B to 22B.
Dimension scores on Full 289, evaluated with the official WBench code.
| Model | Params | Training GPUs | Avg. | Quality | Setting | Interaction | Consistency | Physical |
|---|---|---|---|---|---|---|---|---|
| Kairos 3.0 | 4B | n/r | 65.7 | 73.1 | 70.3 | 41.6 | 83.2 | 60.5 |
| YUME 1.5† | 5B | NVIDIA A100 | 68.9 | 77.6 | 72.4 | 48.4 | 80.9 | 65.4 |
| Astronex-World 1.0† | 5B | 2× L20 48 GB | 70.0 | 78.3 | 73.8 | 47.6 | 82.4 | 68.1 |
| HY-Video 1.5 | 8.3B | n/r | 74.3 | 76.6 | 85.6 | 54.7 | 87.5 | 67.1 |
| LongCat-Video | 13.6B | n/r | 69.9 | 77.2 | 72.3 | 45.1 | 86.6 | 68.4 |
| Helios (distilled)† | 14B | 64–128× H100 | 69.7 | 73.3 | 75.3 | 41.6 | 82.2 | 76.1 |
| LTX-2.3 | 22B | n/r | 70.9 | 77.0 | 85.2 | 49.4 | 78.0 | 65.1 |
Training hardware follows each model's report (n/r: not reported). †: post-trained from a Wan prior.
Same 5B class
YUME 1.5 is post-trained from the same Wan2.2 5B prior on A100 GPUs. Astronex-World 1.0, trained on two L20 GPUs, is higher in Average (70.0 vs. 68.9) and in four of five dimensions, and 4.3 points above the 4B Kairos 3.0.
Larger models
With a third or less of the parameters, it is above LongCat-Video (13.6B) and Helios (14B) and within 0.9 points of LTX-2.3 (22B). Helios uses 64–128 H100 GPUs per stage. Quality 78.3 is the highest in the table.
What this shows
A strong video prior plus staged post-training is enough to build a real-time interactive world model that competes with models two to four times larger — reproducible on hardware most research groups have.



| Setting | Imaging Quality | Aesthetic Quality | Motion Smoothness | Temporal Flickering | Background | Camera Motion |
|---|---|---|---|---|---|---|
| Text-to-video | 0.715 | 0.508 | 0.990 | 0.987 | – | – |
| Image-to-video | 0.738 | 0.473 | – | 0.995 | 0.985 | 0.485 |
Official VBench 1.0 code; 240 T2V and 118 I2V videos generated in the official prompt order.



07Limitations & roadmap

W → right → left sequence, and a warehouse gradually darkens and loses local detail.
Attention sinks delay but do not eliminate long-term drift.
Next
2.0 will include 14B and 5B scales, both with bidirectional and causal forms and unified text, image, camera, continuous-action and embodiment interfaces. The 14B model targets visual capacity, complex dynamics and long-horizon scene modelling; the 5B model keeps the low-cost real-time path.
Primary objectives are long-term color drift, structural repainting, loop inconsistency, motion decay and complex interaction. Building on the reserved action interface, post-trained models for embodied intelligence and autonomous driving will follow, with action adherence, planning and task success added to the evaluation.
08Citation
@techreport{zhou2026astronexworld,
title = {Astronex-World 1.0: Real-Time Interactive World Model Foundation},
author = {Zhou, Xin and Miao, Cong},
institution = {Astronex Robotics},
year = {2026},
type = {Technical Report}
}