WorldRoPE

Probabilistic World-Centric Rotary Embedding for Multi-View Attention

Mijeong Kim1, Kyujin Lim2, Bohyung Han1,2

1ECE  ·  2IPAI, Seoul National University

Under Review

Multi-view attention,
grounded in 3D.

WorldRoPE models uncertain patch positions in a shared 3D world. Its expected rotary embedding guides cross-view attention in multi-view Transformers, layer by layer.

Patch support is projected across views to guide attention.

Abstract

Rotary Positional Embedding (RoPE) is widely used to encode relative positions in Transformers. In multi-view settings, however, patch coordinates are defined independently in each image: the same 3D point can therefore have different coordinates across views, making them insufficient for establishing cross-view correspondences. We introduce WorldRoPE, a probabilistic world-centric RoPE for multi-view attention. At each layer, WorldRoPE back-projects each patch token into a set of volumetric Gaussian primitives in a shared world frame. These primitives represent multiple plausible 3D supports for a token, jointly capturing alternative depth hypotheses, depth uncertainty, and the finite spatial extent of its patch frustum. When a key token’s support is projected into a query view, it induces a distribution over where that key may appear in the query image. WorldRoPE integrates the rotary operator over this distribution in closed form, combining rotations at the projected primitive centers according to their mixture weights with covariance-dependent attenuation. This makes attention less sensitive to uncertain key locations in the query view, without rasterizing or warping token features. The formulation reduces to deterministic RoPE when the support collapses to a point. Across layers, the predicted geometry guides cross-view attention, while the updated features refine the geometry used at the next layer. Experiments on novel view synthesis, depth estimation, and 3D geometry reconstruction demonstrate the effectiveness of WorldRoPE for multi-view Transformers.

World-centric token geometry

A patch covers a viewing frustum, often crossing more than one depth. A mixture of volumetric Gaussians can retain those alternative surfaces, their uncertainty, and the finite footprint of the patch.

Figure 1 from the paper: ray-based geometry, world-centric Gaussian token geometry, and probabilistic rotary embedding
Figure 1. WorldRoPE overview. Multi-hypothesis token support is projected into the query view, where RoPE is integrated over possible key positions.

WorldRoPE in attention

At each Transformer layer, token features predict 3D Gaussian support for key patches. Projection into the query view gives a closed-form expected rotary operator for cross-view attention. The updated features inform geometry prediction in the next layer.

Figure 2 from the paper: WorldRoPE inside multi-view attention, from Gaussian prediction to the next attention layer
Figure 2. Geometry prediction and cross-view attention within a Transformer layer.
Watch the method animation (11 s)

Interactive Projected Distribution

Move the key camera in 3D and change the possible depths of its center patch. The right panel shows the combined projected distribution in the query view.

3D camera pose and depth

Drag the blue K camera up or down to change Y, including below zero. Drag the XZ handle to change depth and horizontal position. X 0.70 · Y +0.35 · Z 0.10

Camera geometry interactive 3D view

Orange: fixed query camera. Blue: movable key camera. Ellipses: possible 3D support.

Projected Probability Distribution (Query View)

01
Equal-weight mixture of two projected Gaussians; the dashed orange line is the epipolar line.

Color encodes density relative to the visible peak (0–1). The equal-weight mixture integrates to one over the full query plane.

Demo assumptions

The center key patch has two possible depths with equal mixture weight and independently adjustable depth standard deviations, as in the paper's per-hypothesis mixture. A fixed 3D depth σ can look narrower after projection at a greater depth because perspective reduces disparity. Its depth uncertainty and optional patch footprint are projected through the fixed query camera. The dashed epipolar line is the projection of the center key ray over varying depth. To make spatial extent visible at this display size, the illustrative patch-footprint width is enlarged and grows with depth; it is not a learned covariance. A half-pixel regularization keeps the displayed density finite when spatial extent is off. Probability outside the query image frame is not shown.

Novel view synthesis

With LVSM, WorldRoPE improves PSNR, SSIM, and LPIPS on RE10K and Objaverse.

Figure 3 from the paper: reference views, ground truth, six positional encoding baselines, and WorldRoPE on RE10K and Objaverse
Figure 3. Qualitative comparisons, including stair railings and bicycle wheels.
Novel view synthesis with LVSM. Higher PSNR and SSIM, lower LPIPS.
MethodRE10KObjaverse
PSNR ↑SSIM ↑LPIPS ↓PSNR ↑SSIM ↑LPIPS ↓
Plücker ray24.620.7900.10815.150.8380.355
GTA25.050.7990.10222.220.8920.123
PRoPE25.440.8110.09522.410.8940.117
RayRoPE26.170.8330.08122.250.8920.121
URoPE26.260.8340.07821.990.8900.128
WorldRoPE26.750.8460.07322.520.8960.113

Table 2 in the paper. PSNR is in dB.

Predicted 3D support

Figure 4 from the paper: image tokens with multiple predicted depth peaks and two example depth distributions
Figure 4. Predicted depth distributions for patches at a vegetation–sky boundary and within vegetation.
Figure 7 from the paper: world-space Gaussian primitives across layers and their projection into the query view
Figure 7. World-space primitives across attention layers and their projection into the query view. RGB rasterization is used here only for visualization.

Beyond novel view synthesis

We also evaluate WorldRoPE with UniMatch for stereo depth and VGGT for feed-forward 3D reconstruction.

Stereo depth estimation

Stereo depth estimation with UniMatch. Lower is better.
MethodScenes11
RMSE ↓
SUN3D
RMSE ↓
RGBD
RMSE ↓
ScanNet++
AbsRel ↓
ScanNet++
RMSE ↓
RayRoPE0.7430.3700.6770.2570.426
URoPE0.6860.3740.6370.2340.398
WorldRoPE0.6610.3560.6300.2240.386

Feed-forward 3D reconstruction

Feed-forward 3D reconstruction with VGGT on ScanNet++. Lower is better.
MethodDepth
AbsRel ↓
Norm.
RMSE ↓
Camera points
AbsRel ↓
Rotation
error ↓
RayRoPE0.05790.06240.05751.04
URoPE0.05810.06260.05761.02
WorldRoPE0.05670.06190.05650.98

For derivations, ablations, and implementation details, read the full paper on arXiv ↗.