First-person world simulator driven by 3D human motion plus anchor views, rendering egocentric video including object interactions. Code under review.

AnchorWorld
Research framework for first-person world simulation driven by 3D human motion and anchor-view scene customization.
Updated EU status checked Last shown
AnchorWorld at a glance
- What is AnchorWorld?
- AnchorWorld is a research. Research framework for first-person world simulation driven by 3D human motion and anchor-view scene customization.
- Does AnchorWorld work in the EU?
- Unverified. No explicit evidence found. It is a research project page with no public release, code or weights listed. Last verified 14 Nov 2026.
- How much does AnchorWorld cost?
- Pricing unknown. Research project; no public product or pricing found.
- Where was AnchorWorld shown?
- In 1 creator video by AI Search. Most recently by AI Search on 14 Jun 2026, at 39:24 in “RIP Claude Fable, open-source AI unleashed, full body avatars, new Google models, new TTS: AI NEWS”.
Sources: the vendor's own pages (linked above) and creator videos at the linked timestamps. EU status is information, not legal advice; see how we check.
AnchorWorld is a research framework from an internship at the Kling Team, Kuaishou Technology, for egocentric (first-person) interactive world simulation. It uses 3D human motion as the action signal, so an agent or player can navigate and interact with a generated world, and it renders the result as first-person video, including object interactions.
To handle body parts that are out of view in first-person footage, it adds third-person video as auxiliary training supervision, using a projection-based action representation that combines full-body motion with camera trajectories. The model is pre-trained on third-person videos and then adapted to the egocentric viewpoint.
World customization works through anchor views. Each anchor view has an RGB image for appearance, a 3D pose for spatial grounding, and an evolution prompt describing how the local scene changes over time. These are injected into a pre-trained video model without architectural changes: in-context image tokens, pose embeddings, and masked cross-attention for the prompts.
The project page compares it against PlayerOne (re-implemented on Wan2.2 TI2V 5B) and CaM. At the time of the source material, code was reported to be under review, and no weights or public demo were listed. Hand poses are excluded because their estimation from egocentric data is unreliable.
- 3D human motion as the action control signal
- Hybrid third-person and first-person training for full-body spatial grounding
- Anchor views combining RGB image, 3D pose and evolution prompt
- Customization without changing the pre-trained video model architecture
- Evaluated on egocentric control, static consistency, scene evolution and out-of-distribution scenes
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