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Render, Don't Decode:
Weight-Space World Models with Latent Structural Disentanglement

Roussel Desmond Nzoyem1    Mauro Comi2
1 Centre for AI Fundamentals, University of Manchester  |  2 Interactive AI CDT, University of Bristol
Correspondence: roussel.nzoyem@manchester.ac.uk

Abstract

Training world models on vast quantities of unlabelled videos is a critical step toward fully autonomous intelligence. However, the prevailing paradigm of encoding raw pixels into opaque latent spaces and relying on heavy decoders for reconstruction leaves these models computationally expensive and uninterpretable. We address this problem by introducing NOVA, a world modelling framework that represents the system state as the weights and biases of an auxiliary coordinate-based implicit neural representation (INR). This structured representation is analytically rendered, which eliminates the decoder bottleneck while conferring compactness, portability, and zero-shot super-resolution. Furthermore, like most latent action models, NOVA can be distilled into a context-dependent video generator via an action-matching objective. Surprisingly, without resorting to auxiliary losses or adversarial objectives, can disentangle structural scene components such as background, foreground, and inter-frame motion, enabling users to edit either content or dynamics without compromising the other. We validate our framework on several challenging datasets, achieving strong controllable forecasting while operating on a single consumer GPU at 40M parameters. Ultimately, structured representations like INRs not only enhance our understanding of latent dynamics but also pave the way for immersive and customisable virtual experiences.

Why should we rethink world models?

NOVA overcomes these issues via an analytical INR renderer, additive latent decomposition, and stable dynamics.

Method


NOVA evolves the hidden state directly in the weight space of an INR, with its additive dynamics inducing content/motion disentanglement. The framework eliminates the traditional decoder, since the continuous INR renders pixels analytically from latent weights, enabling parameter efficiency, portability, and resolution flexibility. This weight-space world model can be distilled into a video generation model by training a control module to imitate previously learned actions.

NOVA architecture

NOVA architecture: The Encoder maps frames to weight-space offsets. During training, the IDM infers latent action from consecutive encoded states, then the FDM predicts the next weight offset. Unlike conventional decoders, the Renderer is not trained; it is an analytical function that maps a coordinate grid to pixel values via an implicit neural representation (INR).

GCM training

GCM training: The Generative Control Model (GCM) distills IDM into an autoregressive generator, enabling video prediction without access to future frames.

Content/Motion editing

Content/motion retargeting: Algorithm for zero-shot intervention on either state, action, or both during inference.

Main Capabilities

✂️ Zero-Shot Video Editing

Additive decomposition induces a dissentaglement of background, identity, and dynamics. Unlike existing latent action models, NOVA offers users with the possibility to edit content without affecting motion, and vice-versa.

MNIST Content/Motion editing

🔍 Zero-Shot Super-Resolution

Because the INR is a continuous function, NOVA can be rendered at any resolution without retraining. We apply a Nyquist-Shannon frequency mask to Fourier features during inference, suppressing aliasing artefacts. Below, we see a WeatherBench frame upsampled ×32; NOVA preserves macro‑structure and avoids spurious high-frequency noise.

Super-resolution comparison

Interactive Playgrounds

Explore NOVA's three video editing capabilities live in your browser. These playgrounds run the Generative Control Model (GCM) inference pipeline — the same autoregressive video generator described in Algorithm 2 of the paper — powered by quantised JAX models via ONNX Runtime Web. These demos use the same trained weights from the paper's Moving MNIST experiment, but operate under three constraints that affect quality:

  1. Custom initial conditions — you draw your own digits rather than using the real Moving MNIST dataset, so the encoder may generalise imperfectly to hand-drawn strokes.
  2. Extended forecast horizon — the models are trained on 20-step sequences; here the GCM runs for up to 1000 steps, well beyond the training distribution, so longer runs may drift.
  3. Quantised models — the ONNX graphs are heavily quantised for fast browser delivery (JAX → JAX2ONNX → INT8). Consider downloading full-precision weights.

👆 Click anywhere to load models
Downloads ~32 MB of quantised ONNX weights, then runs locally.

Content Retargeting

Draw two initial digits and press ▶ Restart Simulation to begin. Then draw any two "alien" digits in the right canvas and click 🔄 Replace Content. The model should swap the INR latent state while keeping the motion intact.

Initial Digits
Output Video
Alien Digits

Action Interpolation — Click to Steer

Draw a scene with two digits, then press ▶ Restart Simulation. While the simulation is running, click anywhere on the output canvas to redirect one of the digits toward that location.

The GCM generates a 4-dimensional latent action vector each step, with dimensions 0–1 loosely corresponding to one digit, and dimensions 2–3 to the other digit's location. Clicking the output canvas overrides those values, blending toward your target over the selected number of interpolation steps. However, the latent action dimensions here are not regularised and may thus carry irrelevant information. Don't expect exact positional control, but if you click near the canvas centre, the digit should converge toward the middle. Finding the relationship between your click and the resulting trajectory should be fun, and we would be happy to hear what you find 🙂!
Initial Digits
Output Video (click to steer)

Motion Retargeting

Draw two initial digits in each canvas. Press ▶ Run Transfer Simulation to start both simulations. At any moment, click ✨ Start Retargeting to inject Video A's motion into Video B.

Two independent GCM simulations run in parallel. Video A generates its own actions autonomously. Once retargeting is triggered, Video B's own GCM actions are replaced by Video A's actions, forcing B's content to follow A's trajectory without altering the contents of the video. After retargeting, Video B's digit(s) should quickly adopt the trajectory of Video A, while their visual identity is preserved. While here we focus on MNIST, note that the paper demonstrates this on PhyWorld physics sequences as well.
Initial Digits A
Output Video A (motion source)
Output Video B (motion target)
⚡ Receives A's trajectory
Initial Digits B

Citation

@article{nzoyem2026render,
    title={Render, Don't Decode: Weight-Space World Models with Latent Structural Disentanglement},
    author={Roussel Desmond Nzoyem and Mauro Comi},
    year={2026},
    eprint={2605.06298},
    archivePrefix={arXiv},
    primaryClass={cs.CV}
}

Acknowledgements

This work was supported by the University of Manchester and the University of Bristol. We thank the open-source community for the various tools and datasets that made the development of NOVA possible.