World Model

An open platform for building real-time digital worlds where reality, simulation, AI, robotics, and neural rendering converge — with the voxel world as the single source of geometric truth.

What is Voxel World Model?

Voxel World Model (VWM) is an open architecture for representing the world as a living, synchronized voxel simulation — not a one-shot reconstruction, but a continuously evolving world model.

Rather than treating AI rendering as the simulation itself, VWM separates geometry, meaning, identity through time, inference, and visualization into independent layers that compose automatically through a transactional event-driven kernel.

The Adaptive Voxel World is the authoritative source of geometric truth.

One observation → transaction → semantics → identity → reasoning. Renderers only observe. The whole world can be saved, restored, audited, and replayed.

Reality Capture (V20) ↓ Authoritative Voxel World ←── transactions (V26) ↓ ┌───────────┼───────────┬───────────┐ │ │ │ │ Semantics Identity Reasoning Simulation (V23) (V24) (V25) (V17) │ │ │ │ └───────────┴───────────┴───────────┘ ↑ event reactors (V21 · V26 kernel) ↓ Reactive Runtime · Compiler · Viz · Neural (V15–V22) ↓ Snapshot save / restore / replay (V26) ↓ world.query — one service interface (V27) ↓ world.sync — distributed replicas (V28) ↓ world.trust — operations · signatures · policy (V29) ↓ Kernel v1.0 — final · stable · boring (V30) Stack: reality → meaning → continuity → inference · wired as one kernel · exposed as a service · replicated · trusted · v1.0

Core Philosophy

The renderer never owns reality. The renderer visualizes reality.

Reality │ Identities · AI Agents · Robots · IoT · Vehicles · Automation · Sensors │ ▼ ═══════════════════════════════ Authoritative Voxel World ═══════════════════════════════ │ ├── Semantics (meaning, evidence) ├── Identity (continuity through time) ├── Reasoning (inference, causality) ├── Native Voxel Rendering ├── Stylized Rendering ├── Neural Rendering ├── VR / AR ├── Robotics └── Simulation APIs

Why Voxels?

Voxel worlds provide something extremely valuable:

Deterministic

Reproducible, predictable simulation behavior.

Editable

Environments you can change and reason about.

Networked

Efficient sync across devices and identities.

Persistent

Objects keep identity as the world evolves (V24).

Semantic

Meaning with confidence, not bare labels (V23).

Simple Physics

Straightforward rules for real interaction.

Instead of storing only pixels or meshes, VWM stores geometry, meaning, and continuity. A door is a door — with evidence, competing hypotheses, and a life history — not simply millions of triangles.

Digital Twins

One of the primary goals of VWM is creating live digital twins — real-world devices continuously synchronized into the voxel world. With Kernel v1.0 declared, that work proceeds in independently versioned platform tracks (Perception, Simulation, Robotics, FRAME, …) — not further kernel milestones. Apps already talk to the world through world.query; replicas converge through world.sync and world.trust. The intended multimodal surface is catalogued on Multimodal World I/O.

Real-world events become voxel events. Opening your real office door can open the corresponding voxel door. Smart lights update the virtual room. Vehicle telemetry updates your vehicle inside the world.

Reality is an Input

Everything becomes an event. The simulation does not care where data originated, only that the world changed. V20 unified observation intake; V21 made subsystems react on an event bus instead of orchestration chains.

Door Sensor · Temperature · Camera · GPS · Vehicle · Identity · Robot │ ▼ ────────────── World Events (V21 Runtime) ────────────── │ ▼ Voxel Simulation · Semantics · Identity

Semantics, Identity & Reasoning

Unlike traditional voxel engines, objects are not merely blocks. Three shipped layers sit above geometry without mutating it:

Semantic World Engine V23

Entities own competing class hypotheses, attributes, and relationships — they only reference authoritative voxels. One mutation path: evidence → confidence → hypothesis. AI/heuristics propose; humans verify.

Persistent Identity V24

Objects keep UUIDs across observations. Probabilistic multi-signal matching, accumulated confidence, immutable history, change detection, and replay without mutating the present.

World Reasoning V25

Evidence-backed inference: classical rules, causal chains, competing explanations, and hypothetical predictions. Every conclusion cites evidence. Never mutates the world.

Door / Light Hypothesis: Door 0.82 · Wall 0.50 [proposed] Identity: obj-… · Tracked · v5 Inference: RoomA is accessible 0.90 Light1 is off 0.83 Causal: Breaker1 tripped ⇒ Outlet1 no_power ⇒ Light1 off

Hierarchical Context

Semantic information exists at every level, from the whole world down to individual components — queryable by class, room, and relationship:

World → Region → Building → Room → Object → Component World: Modern suburban neighborhood Building: Engineering office Room: Electronics laboratory Desk: Walnut standing desk Object: Oscilloscope (same UUID after it moves)
Isometric voxel house with semantic labels for vehicle, room, desk, and door.
Semantic voxel world. Objects carry meaning at every level — a vehicle in the garage, rooms, furniture, and doors are labeled and understood, not just drawn as geometry.

AI systems receive rich contextual information — and an auditable evidence trail — instead of only geometry.

Neural Rendering

Photorealism is not the simulation. Photorealism is a renderer. The same voxel world can be viewed through many rendering pipelines; changing renderers never changes simulation.

The View Generator

One authoritative world feeds a view generator; every rendering is just a different way of observing the same state.

Reality │ ▼ ═══════════════════════════════════════════ Authoritative Adaptive Voxel World ─────────────────────────────────────────── Geometry Materials Semantics Components Relationships Physics Confidence History Sensors Identity Observations AI Knowledge ═══════════════════════════════════════════ │ ▼ View Generator │ ┌──────────────┼──────────────┐ ▼ ▼ ▼ Raster Neural Analytics Renderer Renderer Renderer └──────────────┼──────────────┘ │ ▼ User's Chosen Reality ↓
Native Voxel Enhanced Voxel Low Poly LEGO Clay Pixel Art Anime Watercolor Photorealistic Cinematic Wireframe Bounding Boxes Collision Geometry Navigation Mesh Occlusion View Terrain Height Map Slope Analysis Topographic Thermal Infrared (IR) Night Vision Radar LiDAR Point Cloud Gaussian Splat View Depth Buffer Surface Normals Material IDs Lighting Buffers Motion Vectors Semantic Segmentation Object Classification Instance Segmentation Physics View Constraint Visualization Fluid Simulation Airflow Electric Fields Magnetic Fields Heatmaps Optimization Heatmap GPU Cost CPU Cost Network Replication Latency Heatmap Pathfinding Cost AI Attention Maps Knowledge Graph Overlay Sensor Coverage Security Coverage Power Grid Automation Flow Historical Timeline Future Prediction Time-Lapse Replay Mixed Reality Overlay Custom User Views

Gaussian Observation Pipeline

When the chosen view is Gaussian, the path is fixed and modular: the world never changes; only observation quality does. Deterministic stages produce a Gaussian frame with metadata; optional AI stages enhance it — first locally (what this surface is), then globally (what this scene is). Each stage can be enabled or disabled independently.

Adaptive Voxel World │ ▼ ══════════════════════════ World Compiler ══════════════════════════ │ ▼ Gaussian Scene Artifact │ ▼ ══════════════════════════ Gaussian Rasterizer ══════════════════════════ │ ▼ Gaussian Frame + Metadata │ ├───────────────┐ │ │ ▼ │ Local Frame Enhancer │ (Materials, textures, │ small detail) │ │ │ ▼ │ Enhanced Gaussian Frame │ │ │ └───────┬───────┘ ▼ Final Display Frame │ ▼ Global Frame Enhancer (optional) (Cinematic effects, HDR, film grain, color grading, atmosphere, bloom, DOF, temporal reconstruction) │ ▼ Monitor

Two Enhancement Layers

Instead of one huge neural renderer solving every problem at once, VWM separates responsibilities the way the rest of the stack does — narrowly defined jobs that can improve independently.

Layer 1 — Local Enhancement V18–V22

Improves the rendered Gaussian image itself. Consumes RGB, depth, normals, motion vectors, semantic labels, material IDs, and voxel metadata embeddings.

Jobs: better brick / grass / bark / glass / reflections, cleaner edges, anti-aliasing, fine geometric detail. Classical-CV chain is live (V18); background evolution caches revisions (V19); Real-ESRGAN runs on CUDA as a registry backend (V22) — never the renderer.

Layer 2 — Global Enhancement

Treats the result as a finished frame. Does not care about individual bricks. Still open polish (alongside V13 streaming).

Jobs: HDR tone mapping, cinematic color grading, GI enhancement, atmospheric haze, lens effects, bloom, DOF, motion blur, temporal stabilization, noise reduction, upscaling, and stylization (anime, watercolor, thermal, …).

Sunset example. Layer 1 knows “this voxel is polished brass” and produces realistic brass reflections. Layer 2 knows “the entire scene is golden hour” and warms lighting and atmosphere across the whole frame. Two different problems — complementary stages.

Independent Configuration

frame_enhancement: local_ai: off # or on (V18 classical · V22 RealESRGAN) global_ai: off # or on (still open) # off / off → pure Gaussian raster # on / off → photoreal surfaces, no cinematic pass # off / on → fast raster + AI grading / temporal # on / on → maximum realism

Metadata Each Layer Consumes

# Layer 1 — local / per-object object: semantic: oak_tree material: bark moisture: 0.18 season: autumn confidence: 0.99
# Layer 2 — global / scene world: weather: rain fog_density: 0.12 sun_elevation: 18° exposure: EV 11 time_of_day: sunset

One model understands what this surface is; the other understands what this scene is. Deterministic world simulation and Gaussian rasterization stay authoritative; local and global AI only observe and enhance. Neural backends are interchangeable through a registry — drop FLUX/HiDream weights later without rewriting the engine.

VWM point cloud view of a house with semantic overlays identifying vehicle, desk, and door.
Point cloud view mode. The same voxel world observed through a LiDAR-style point cloud renderer, with live semantic readouts for recognized objects.

Voxel Game → Real-Time Photorealism

A real VWM deployment uses an open-source voxel game as the structured simulation layer, then replaces or overlays the native renderer with an AI-driven photorealistic pipeline, keeping geometry exact while upgrading appearance.

Side-by-side comparison of voxel simulation render and AI photorealistic neural render of the same house scene.
Same world, different renderer. Left: authoritative voxel simulation. Right: neural photorealistic appearance, geometry unchanged, visualization upgraded. This is the core VWM rendering invariant in practice.

AI-Assisted Rendering

Objects may optionally include rendering hints (material, lighting, condition, style). The renderer uses these as conditioning information. Hard facts remain deterministic. Soft hints remain artistic guidance.

Reality Capture & Understanding

The platform ingests information from many sources — RGB and depth cameras, LiDAR, radar, GPS, smart home devices, industrial sensors, and more. V20 unified that intake; semantics, identity, and reasoning all contribute without becoming authority.

VWM reasons about objects, relationships, events, history, and cause — not only pixels. The world becomes understandable, not merely visible.

Replay Everything

Every change can be recorded. V24 reconstructs object state at any past time; V25 replays conclusions and causal chains from the immutable fact log — without modifying the present.

Modular by Design

Reality Capture (V20) ↓ World Reconstruction ↓ Voxel Simulation (V17) ↓ Semantics (V23) · Identity (V24) · Reasoning (V25) ↓ AI Systems · Reactive Runtime (V21) ↓ Rendering (V16 · V18–V22)

Every subsystem is replaceable. New renderers, AI models, sensors, and robotics systems integrate without redesigning the platform.

Development Status

The kernel is v1.0 (V30) — a deterministic, transactional, evidence-driven, distributed spatial world kernel. One labeled observation drives the stack; world.query asks the world; world.sync + world.trust converge replicas by exchanging operations and recomputing derived state locally. Appearance v2.2 remains the production appearance default. v2.4 not trained. Overall vision ~99% — see architecture status.

✅ Latest: V30 Kernel Finalization — Kernel v1.0 · 366/366 tests

Live: kernel_version: 1.0, invariants PASS, replication health 1.0. Canonical regression ALL OK: TinyRoom · Hallway · Apartment · Office · Campus. No more V31/V32 — platform tracks version above the kernel.

366/366Tests (V9–V30)
v1.0Kernel declared
99%Overall vision
5/5Canonical worlds
finalKernel milestone
v2.2Appearance default

Recent milestones

VWM viewer with the Kernel v1.0 (V30) panel.
Kernel v1.0 (V30), live. Stable substrate · canonical worlds ALL OK.
Distributed Trust (V29) panel.
V29 Trust. Operations · recompute · forged REJECTED.
Distributed World (V28) panel.
V28 Sync. Many replicas · one logical world.

Full milestone reports and benchmark tables:

Technical paper → Project updates → Benchmarks → End-to-end pipeline → Multimodal World I/O → Architecture status → Roadmap →

Long-Term Vision

Voxel World Model aims to become a universal foundation for persistent digital worlds, a place where:

The simulation remains stable. The visualization evolves forever.

Shipped through Kernel v1.0 (V30): a transactional, evidence-driven, distributed spatial world kernel — robots, AI, twins, FRAME, and the browser go through world.query; replicas exchange operations under world.trust and recompute derived knowledge locally. Next work is above the kernel in independently versioned tracks (Perception · Simulation · Neural · Developer · Robotics · FRAME · Visualization) — plus polish V13 streaming / global frame post and V15 Part 2 browser migration.

Full roadmap →

Organization

This GitHub organization hosts the components that make Voxel World Model possible:

Voxel Simulation Reality Capture Neural Rendering Gaussian Reconstruction World Synchronization Semantic Understanding Persistent Identity World Reasoning World Kernel World Query Distributed Sync Distributed Trust Kernel v1.0 Sensor Frameworks AI Tooling Robotics Interfaces Dataset Tooling Developer Utilities

Every repository contributes toward a common goal: building an open, persistent, AI-native world model for reality itself.