Preprint 2026 · Appendix

Supplementary Material for Mask2Real-WM

Extended results, ablations, failure analyses, and implementation details accompanying the main paper, together with the results and rollouts of the earlier version of this work.

ETH Zürich Soft Robotics Lab

Appendix A

Baseline comparison & the effect of simulation midtraining

What does large-scale simulation midtraining of WM₁ contribute to the full system?

The three two-stage variants share the same WM₂ renderer and differ only in how WM₁ is trained: (i) real data only, (ii) simulation only (midtraining), and (iii) simulation midtraining then real LoRA fine-tuning (sim+real, ours). We additionally compare against a separately trained, single-stage Ctrl-World RGB baseline. Like WM₁ and WM₂, it's initialized from SVD and LoRA-adapted (rank 16, α=16); unlike them, it's trained end-to-end for 70,000 steps exclusively on the real dataset (≈2.5 h), with no simulation exposure. It predicts RGB directly and uses neither WM₁ nor the WM₂ renderer.

Appearance metrics alone are misleading

Baseline versus two-stage appearance metrics across splits
Baseline vs. the three two-stage variants, per split and metric. Per-sample-view PSNR, SSIM and LPIPS on the ID and three OOD splits, each split by camera view. The baseline looks competitive on raw pixel metrics despite producing blurrier video; per-pixel metrics reward temporally averaged frames.

Sharpness exposes the blur

Laplacian variance sharpness per split
Predicted-video sharpness (Laplacian variance ↑) per split. Black ticks mark the ground-truth level. The baseline is consistently the least sharp model, while all two-stage models track ground-truth sharpness closely.
LPIPS versus sharpness scatter
Pixel quality vs. sharpness. The baseline attains good (low) LPIPS yet the lowest sharpness; good pixel scores can coincide with blurry output.

Fréchet Video Distance does not corroborate the OOD advantage

As a complementary check less directly tied to per-pixel reconstruction, we compute Fréchet Video Distance (FVD) between each model's generated rollouts and paired ground-truth clips, using the standard Kinetics-pretrained I3D feature extractor. On ID, Mask2Real-WM is roughly on par with the baseline (95.1 vs. 98.4), though the real-only WM₁ variant scores lowest overall (73.2). On the combined OOD split (n=150, pooling all three OOD conditions), the baseline is in fact the lowest-FVD model (351.0 vs. 386.3 for ours) — the opposite ranking from the controllability and sharpness results. We don't have a confirmed explanation for this reversal; plausible contributors include the sample size (still below the ≥2048 clips recommended for a stable estimate, even pooled) and a domain mismatch between I3D's Kinetics-pretrained features, tuned for holistic human-action recognition, and the fine per-joint articulation our controllability protocol targets. We report this result for completeness rather than because it supports our claims: unlike PSNR/SSIM/LPIPS, sharpness, and controllability, FVD at this sample size does not favor Mask2Real-WM over the baseline.

Fréchet Video Distance (RGB, third-person + wrist pooled) between generated and ground-truth rollouts. OOD pools all three OOD splits (n=150) to keep the sample size comparable to ID; the individual 50-sample splits are too small relative to the 400-dim I3D feature space for a stable covariance estimate. Best (lowest) per row in bold.
SplitBaselineWM1 real onlyWM1 sim onlyWM1 sim+real (ours)
ID (n=150)98.473.2211.695.1
OOD, combined (n=150)351.0406.2410.2386.3

Mask-space quality reveals the generalization benefit

WM₁ segmentation-space quality (both views pooled). OOD mIoU pools all three OOD splits (n=150); mIoU is averaged over the hand and object classes only (background excluded, as it's the dominant, near-trivial class). Best per split in bold.
SplitWM₁ regimePSNR ↑LPIPS ↓mIoU ↑
IDWM1 real only22.000.1190.621
WM1 sim only19.030.2290.361
WM1 sim+real (ours)20.720.1580.517
OODWM1 real only20.480.1470.488
WM1 sim only20.330.1840.391
WM1 sim+real (ours)21.740.1220.503

Real-only training fits the ID distribution best, but simulation midtraining followed by fine-tuning generalizes best under distribution shift (OOD PSNR 21.7 vs. 20.5), because the synthetic corpus covers contact-rich motions absent from the small real dataset. mIoU (hand and object classes) shows a consistent pattern: sim-only alone trails both other regimes at every split (ID 0.36, OOD 0.39), and sim+real edges out real-only on OOD (0.50 vs. 0.49, a modest margin) despite trailing it substantially on ID (0.52 vs. 0.62). Long-horizon rollouts comparing ours vs. the baseline are shown in Appendix N.

Appendix B

Per-component action controllability

Does the model respond to each action dimension independently?

We drive a single action dimension at a time with a sinusoid (holding the others fixed) and roll the model out for all 23 dimensions: the 6-DoF end-effector pose (dims 0 to 5: x, y, z, roll, pitch, yaw) and the 17 ORCA hand joints (dims 6 to 22). Qualitatively, the model produces a coherent, dimension-specific visual response for the perturbed dimensions, illustrative of command-response controllability rather than a quantitative measure of per-dimension physical fidelity or cross-axis independence.

Per-component action controllability across all 23 dimensions
Per-component action controllability (generated). For each of the 23 action dimensions, a sinusoid is applied to that dimension alone; each clip is 50 frames generated autoregressively (5 per step), frames 0/5/10 shown. Most dimensions in third-person view; thumb joints and the mcp/pip joints of the middle, ring and pinky fingers in wrist view to better show finger motion.

Appendix C

WM₂ conditioning ablation

Ablating WM₂'s two conditioning signals: the ControlNet mask branch and the frame-wise action cross-attention.

Standard pixel metrics (PSNR, SSIM, LPIPS) reward predictions that minimise per-pixel error, biasing them towards blurry, temporally averaged outputs. The actions-only variant therefore appears competitive on these metrics while producing visibly degraded video.

WM2 ablation frame sharpness across conditioning variants
Frame sharpness across conditioning variants. Laplacian variance ↑ for each of the 50 generated ID frames; dashed line is ground-truth sharpness. The actions-only variant collapses to blurry, low-variance outputs (0.80× GT), while masks-only and masks+actions both recover ≈0.97× GT sharpness.

Masks only (no action conditioning) is the primary driver of spatial sharpness and additionally enables zero-shot deployment decoupled from the robot's action space. Masks + actions (ours) yields the best ID pixel metrics and competitive OOD performance while keeping the sharpness gains. The LPIPS summary appears in Appendix M.

Appendix D

Error accumulation in autoregressive rollouts

In autoregressive rollout each predicted frame conditions the next, so small mistakes compound, and WM₁ mask errors propagate into WM₂.

Error accumulation over the rollout horizon
Error accumulation over the rollout. Mean per-frame LPIPS on ID (left) and OOD No-Object (right) for the four WM₁ regimes. Error grows fastest over the first ≈10 steps and then plateaus. On OOD all curves rise more steeply; the baseline retains the lowest LPIPS here, again reflecting the blurry-prediction bias rather than better video quality.

Appendix E

Failure mode examples

The current bottleneck is WM₁'s object-state prediction: it reliably captures hand dynamics but is less certain about the object.

Failure mode: object vanishing under occlusion
Object vanishing under occlusion. Third-person frames from a 149-frame rollout. The cube is present early (t=0,30), disappears while the hand occludes it (t=59 to 118), and reappears once the occlusion clears (t=148).
Failure mode: object duplication
Object duplication / spawning. WM₁ predicts an incorrect object state: a second cube appears (t=99) and the object is re-spawned at a shifted location. Both failures originate in WM₁'s dynamics, not WM₂'s rendering: with ground-truth masks WM₂ renders the object correctly (see G).

Appendix F

Generalization to objects unseen in real data

The real demos are almost exclusively red-cube manipulation. We evaluate the full pipeline zero-shot on a banana, cup and cylinder: objects WM₁ has seen in simulation but that WM₂ (real-only) has never rendered.

Because WM₁ operates in segmentation space and is largely agnostic to appearance, the dynamics model transfers directly; only WM₂ must render the new appearance.

Generalization to unseen objects. No fine-tuning performed; both views pooled, n=300 sample-views per object.
ObjectModelPSNR ↑SSIM ↑LPIPS ↓
BananaBaseline (Ctrl-World)19.400.6130.202
Mask2Real-WM (appearance)17.300.5640.238
Mask2Real-WM (WM₁ seg)19.760.8600.201
CupBaseline (Ctrl-World)19.010.6180.200
Mask2Real-WM (appearance)16.650.5810.224
Mask2Real-WM (WM₁ seg)19.480.8670.180
CylinderBaseline (Ctrl-World)19.060.6160.194
Mask2Real-WM (appearance)16.920.5790.221
Mask2Real-WM (WM₁ seg)19.800.8660.190

The baseline scores higher on per-pixel appearance metrics owing to the blurry-prediction bias, but WM₁ maintains high segmentation-space fidelity (SSIM ≈ 0.86) on these objects. The result is specific to WM₁: the mask dynamics model transfers segmentation dynamics to objects seen in simulation midtraining but absent from real-world training, without retraining the dynamics model, not evidence of superior zero-shot generalization of the full RGB pipeline (which scores worse than the baseline on pixel metrics here). Only WM₂ would need updating to match new textures. Qualitative predictions for each object are shown below.

Qualitative prediction: cup
Cup
Qualitative prediction: banana
Banana
Qualitative prediction: cylinder
Cylinder

Appendix G

WM₂ conditioned on ground-truth masks

Is WM₁'s mask prediction quality the primary bottleneck? We feed WM₂ oracle SAM 3 masks instead of WM₁'s predictions.

WM2 on ground-truth versus predicted masks
WM₂ on ground-truth vs. predicted masks (ID split). The oracle reaches 26.8 PSNR / 0.85 SSIM / 0.044 LPIPS, far above the full pipeline (20.1 / 0.70 / 0.150) and the baseline (20.8 / 0.70 / 0.139). The gap to the full pipeline is therefore attributable to WM₁'s mask errors, not WM₂'s rendering capacity (n=150).

Appendix H

CNN mask encoder vs. VAE encoder for ControlNet

Why a dedicated CNN encoder rather than the SVD VAE encoder to condition ControlNet?

We measure a boundary-response score: the ratio of feature-gradient magnitude at segmentation-class boundaries to that in flat interiors (>1 means boundary-selective features). Across 128 frames the CNN attains 4.41 ± 0.74 vs. 2.98 ± 0.43 for the VAE; class boundaries encoded ≈48% more strongly, on every frame.

Per-frame boundary response score, CNN versus VAE
Per-frame boundary-response score (CNN adapter vs. VAE encoder) and its mean ± std.
PCA of conditioning features
PCA of the conditioning features (input mask, CNN, VAE, boundary mask). CNN features preserve sharp class boundaries; the VAE (trained to reconstruct natural RGB, not flat categorical masks) smears across them.

Appendix I

Dataset statistics

A large, contact-focused simulation corpus paired with a small real dataset.

The simulation corpus contains 13,950 episodes totalling 53.7 h at 5 fps across five objects (banana, cup, cylinder, dice, torus). Episodes are short and contact-focused (mean 13.9 s). The real dataset comprises 218 episodes totalling 2.5 h, with bimodal lengths: 198 short manipulation rollouts (0.71 h) and 20 long free-play sequences (1.80 h), predominantly red-cube grasping.

Composition of the simulation dataset by motion generator.
Motion generatorEpisodes
MimicGen, clean (no noise)5,000
MimicGen, noisy (per-subtask sine noise)5,000
Random-motion (exploratory)3,700
Teleoperated demonstrations250
Total13,950
Episode length distributions for simulation and real datasets
Episode-length distributions for the simulation and real datasets.

Appendix J

Implementation details

Real-world rig. A 7-DoF Franka Emika Panda arm with the 17-DoF ORCA hand (24 actuated joint DoF total: 7 arm + 17 hand; commanded through a 23-dimensional action space of a 6-D Cartesian end-effector pose and 17 hand-joint positions) inside a fixed arena, observed by a static third-person camera and a wrist-mounted camera (two Luxonis OAK-D RGB cameras). The setup figure is on the main page.

Simulation assets. Default Franka Panda URDF and the ORCA hand USD; the arena is reconstructed from physical measurements. No material, lighting or texture tuning is applied.

System identification. To reduce the kinematic gap between the simulated and physical ORCA hand, per-joint PD gains and friction coefficients are optimized with CMA-ES (following Bjelonic et al. 2025) to minimise tracking error under a chirp command. After calibration the simulated trajectory closely follows the measured one across the full frequency sweep, sufficient for the joint-angle-driven segmentation representation to stay accurate.

SAM 3 prompt engineering

For the third-person view, the prompts "hand" and the object name (e.g. "red cube") are used. For the wrist view, a short initialization clip is prepended in which the hand moves clearly into frame; the bounding box from this clip seeds SAM 3's tracker for the rest of the sequence.

Wrist-view SAM 3 initialization clip
Wrist-view SAM 3 initialization clip. Frames (left to right) in which the hand moves into the wrist camera's field of view; the hand bounding box from this clip seeds the tracker for the rest of the sequence.

CNN mask encoder. Three convolutional blocks (Conv2d + GroupNorm + SiLU) with strided downsampling, a transposed convolution to restore resolution, and a final 1×1 convolution to match the ControlNet feature dimension. Operating on decoded pixel-space masks rather than VAE latents is key (see H).

Appendix K

Hyperparameters

Training hyperparameters for WM₁ and WM₂.
HyperparameterWM₁WM₂
Training steps (sim)55,000n/a
Training steps (real / total)45,00070,000
Learning rate10⁻⁴ / 5×10⁻⁶10⁻⁴
LR schedulerCosineCosine
Warm-up steps3,000 / 5003,000
LR cycles0.50.5
Batch size6472
GPU1× H2008× H100
Mixed precisionBF16FP16
LoRA rank / α16 / 16 (real FT)16 / 16
Cond. dropout (mask only)10%10%
Cond. dropout (action only)10%10%
Cond. dropout (both)5%5%

Appendix L

Future work & policy rollouts in imagination

Scaling the data generator, conditioning on camera intrinsics/extrinsics, multi-object segmentation vocabularies, and distilling both stages into few-step samplers for near-real-time rollouts.

We roll out three policies trained on the real robot (a flow-matching policy, a diffusion policy, and an ACT policy, all trained on red-cube grasps and placements onto the red ramp) inside both Mask2Real-WM and the baseline world model. Using Mask2Real-WM as a policy evaluator (scoring candidate policies by their predicted outcomes in imagination) is a natural extension we leave to future work.

Flow-matching policy rollout
Flow-matching policy: ours (top) vs. baseline (bottom).
Diffusion policy rollout
Diffusion policy: ours (top) vs. baseline (bottom).
ACT policy rollout
ACT policy: ours (top) vs. baseline (bottom).

Each: 100-frame rollout (5 frames predicted per step), 4 frames shown ≈33 apart; both views, lower half generated.

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Appendix M

Controllability and perceptual results of the earlier protocol

An earlier version of this work evaluated controllability with sinusoidal perturbations on in-distribution (ID) and out-of-distribution (OOD) splits and compared against a single real-only baseline.

In that evaluation, the three two-stage variants (WM₁ real only, sim only, and sim+real) are the counterparts of Cascade-R, Cascade-S, and Cascade-SR in the main paper, and the single-stage Ctrl-World baseline is the counterpart of the monolithic real-only model Mono-R. The training recipes differ in detail (the earlier baseline was trained for 70,000 steps, Mono-R uses 22k real-data updates), so the two evaluations are not directly comparable. The real training data is concentrated around grasping and free-play manipulation and contains only limited isolated single-finger motion. Simulation midtraining alone lifted controllability from ≈0.68 to 0.85 (ID) and from ≈0.51 to 0.73 (OOD); real fine-tuning then closed the remaining gap to 0.95 ID / 0.87 OOD, with the largest benefit on near-grasp OOD configurations, while the baseline reached ≈0.60 ID and fell below 0.5 on OOD. These numbers come from a different protocol than Table II of the main paper.

Controllability results across models and degrees of freedom
Action controllability. Left: model responses to sinusoidal perturbation of individual action components. Right: mean controllability score for ID (top) and OOD (bottom). Our full model (WM1 sim→real, WM2 real) reaches ≈0.95 ID and ≈0.87 OOD; the monolithic baseline falls below 0.5 on OOD.
Perceptual metrics across WM1 training configurations
Perceptual metrics across WM1 training configurations. PSNR, SSIM, LPIPS on ID (top) and LPIPS on three OOD splits (No Object, Random Play, Background) in the bottom row, for real-only, sim-only, and sim-then-real WM1, all paired with the same WM2. Sim midtraining substantially reduces OOD degradation while real fine-tuning maintains strong ID performance.
WM2 conditioning ablation measured in LPIPS
WM2 conditioning ablation (LPIPS↓). Mask conditioning via ControlNet is the dominant driver of spatial sharpness; adding action conditioning further tightens motion consistency. Masks alone already support competitive quality and zero-shot deployment decoupled from the action space.

Appendix N

Autoregressive rollout, ours vs. monolithic

Autoregressive rollout on a pick-and-place sequence with the cup, comparing Mask2Real-WM against the monolithic baseline.

Mask2Real-WM (ours): sharp contacts, stable object identity

Monolithic baseline: blur and drift accumulate

Long-horizon mask-to-RGB rollout strip, ours
Ours: long-horizon mask→RGB rollout strip.
Long-horizon rollout strip, baseline
Baseline: long-horizon rollout strip; note the loss of finger and object detail over time.

Appendix O

Behavior unfolding inside the world model

These examples visualize how long-horizon behavior unfolds as ACT, Diffusion Policy, and Flow Matching are rolled out inside Mask2Real-WM. Each video shows both the third-person and wrist-camera views: the upper half is the starting image for each view, and the lower half is the policy rollout. Side-by-side comparisons with the baseline are in Appendix L.

ACT · Sequence A

Diffusion Policy · Sequence A

Flow Matching · Sequence A

ACT · Sequence B

Diffusion Policy · Sequence B

Flow Matching · Sequence B

Appendix P

Limitations of the earlier version

All principal failure modes trace back to WM1. Without depth information, WM1 loses objects under hand occlusion. Over long horizons, the color-class mask carries no object-level identity, causing drift that text-prompt or object-ID conditioning could address.

Synthetic masks are perturbed only with a fixed Gaussian blur on rasterization edges — a coarse proxy for SAM 3's actual real-world error modes (boundary noise, occasional misclassification, temporal flicker); matching that error distribution more closely would likely narrow the sim-to-real gap further. WM1's diffusion backbone also denoises masks in pixel space; a JEPA-style architecture that predicts future states directly in a learned latent space, paired with a decoder trained to recover semantic masks from that latent, is an alternative we haven't explored.

WM2 is trained on real data from a single physical arena, so its rendering has not been evaluated in visually distinct scenes beyond the rotated-arena split. Its SVD-ControlNet backbone could also be replaced with a larger, more capable video foundation model such as Cosmos-Transfer, purpose-built for multimodal-conditioned world generation, at the cost of substantially more compute.

Because the baseline had no simulation exposure while WM1 is midtrained on over 50 h of synthetic data, that comparison cannot separate gains from the mask factorization from gains from simply seeing more data. The matched-recipe comparison of the main paper (Cascade-SR vs. Mono-SR) addresses this. Finally, two sequential diffusion passes are expensive; distilling both stages into consistency models is a promising route to near-real-time inference.