Weijie Wang1,*
Haoyu Zhao1,*
Yifan Yang2
Feng Chen3
Zeyu Zhang1
Yefei He1
Zicheng Duan3
Donny Y. Chen4
Yuqing Yang2
Bohan Zhuang1
1Zhejiang University 2Microsoft Research 3Adelaide University 4Monash University
*Equal contribution
Latent Spatial Memory stores persistent 3D scene content directly as latent tokens.
It avoids repeated RGB rendering and re-encoding from explicit 3D caches, enabling efficient spatial consistency for video world models.
| Latent Memory Persistent 3D scene context lives directly in latent space. |
No RGB Detour Mirage avoids repeated render-and-reencode cache updates. |
| Memory Lifecycle Initialize, read, denoise, and update across generated chunks. |
Efficient Worlds Higher generation efficiency with lower 3D cache memory. |
Mirage builds a persistent latent cache from the initial observation. For each generated chunk, it reads target-view memory, uses it during denoising, and writes updated static scene content back to the cache.
| faster generation | lower 3D cache memory | WorldScore average |
If you find this project useful, please cite:
@article{wang2026mirage,
title = {Latent Spatial Memory for Video World Models},
author = {Wang, Weijie and Zhao, Haoyu and Yang, Yifan and Chen, Feng and Zhang, Zeyu and He, Yefei and Duan, Zicheng and Chen, Donny Y. and Yang, Yuqing and Zhuang, Bohan},
journal = {arXiv preprint arXiv:2604.24764},
year = {2026}
}See SUPPORT.md for usage support and SECURITY.md for vulnerability reporting.
This project welcomes contributions and suggestions. Most contributions require you to agree to a Contributor License Agreement (CLA) declaring that you have the right to, and actually do, grant us the rights to use your contribution.
For details, visit Contributor License Agreements. When you submit a pull request, a CLA bot will automatically determine whether you need to provide a CLA and decorate the PR appropriately. Simply follow the instructions provided by the bot. You will only need to do this once across all repos using our CLA.
This project has adopted the Microsoft Open Source Code of Conduct. For more information, see the Code of Conduct FAQ or contact opencode@microsoft.com with additional questions or comments.
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