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Aug 6

EgoSim: An Egocentric Multi-view Simulator and Real Dataset for Body-worn Cameras during Motion and Activity

Research on egocentric tasks in computer vision has mostly focused on head-mounted cameras, such as fisheye cameras or embedded cameras inside immersive headsets. We argue that the increasing miniaturization of optical sensors will lead to the prolific integration of cameras into many more body-worn devices at various locations. This will bring fresh perspectives to established tasks in computer vision and benefit key areas such as human motion tracking, body pose estimation, or action recognition -- particularly for the lower body, which is typically occluded. In this paper, we introduce EgoSim, a novel simulator of body-worn cameras that generates realistic egocentric renderings from multiple perspectives across a wearer's body. A key feature of EgoSim is its use of real motion capture data to render motion artifacts, which are especially noticeable with arm- or leg-worn cameras. In addition, we introduce MultiEgoView, a dataset of egocentric footage from six body-worn cameras and ground-truth full-body 3D poses during several activities: 119 hours of data are derived from AMASS motion sequences in four high-fidelity virtual environments, which we augment with 5 hours of real-world motion data from 13 participants using six GoPro cameras and 3D body pose references from an Xsens motion capture suit. We demonstrate EgoSim's effectiveness by training an end-to-end video-only 3D pose estimation network. Analyzing its domain gap, we show that our dataset and simulator substantially aid training for inference on real-world data. EgoSim code & MultiEgoView dataset: https://siplab.org/projects/EgoSim

  • 7 authors
·
Feb 25, 2025

MASS: Mesh-inellipse Aligned Deformable Surfel Splatting for Hand Reconstruction and Rendering from Egocentric Monocular Video

Reconstructing high-fidelity 3D hands from egocentric monocular videos remains a challenge due to the limitations in capturing high-resolution geometry, hand-object interactions, and complex objects on hands. Additionally, existing methods often incur high computational costs, making them impractical for real-time applications. In this work, we propose Mesh-inellipse Aligned deformable Surfel Splatting (MASS) to address these challenges by leveraging a deformable 2D Gaussian Surfel representation. We introduce the mesh-aligned Steiner Inellipse and fractal densification for mesh-to-surfel conversion that initiates high-resolution 2D Gaussian surfels from coarse parametric hand meshes, providing surface representation with photorealistic rendering potential. Second, we propose Gaussian Surfel Deformation, which enables efficient modeling of hand deformations and personalized features by predicting residual updates to surfel attributes and introducing an opacity mask to refine geometry and texture without adaptive density control. In addition, we propose a two-stage training strategy and a novel binding loss to improve the optimization robustness and reconstruction quality. Extensive experiments on the ARCTIC dataset, the Hand Appearance dataset, and the Interhand2.6M dataset demonstrate that our model achieves superior reconstruction performance compared to state-of-the-art methods.

  • 5 authors
·
Apr 9

Dexterous World Models

Recent progress in 3D reconstruction has made it easy to create realistic digital twins from everyday environments. However, current digital twins remain largely static and are limited to navigation and view synthesis without embodied interactivity. To bridge this gap, we introduce Dexterous World Model (DWM), a scene-action-conditioned video diffusion framework that models how dexterous human actions induce dynamic changes in static 3D scenes. Given a static 3D scene rendering and an egocentric hand motion sequence, DWM generates temporally coherent videos depicting plausible human-scene interactions. Our approach conditions video generation on (1) static scene renderings following a specified camera trajectory to ensure spatial consistency, and (2) egocentric hand mesh renderings that encode both geometry and motion cues to model action-conditioned dynamics directly. To train DWM, we construct a hybrid interaction video dataset. Synthetic egocentric interactions provide fully aligned supervision for joint locomotion and manipulation learning, while fixed-camera real-world videos contribute diverse and realistic object dynamics. Experiments demonstrate that DWM enables realistic and physically plausible interactions, such as grasping, opening, and moving objects, while maintaining camera and scene consistency. This framework represents a first step toward video diffusion-based interactive digital twins and enables embodied simulation from egocentric actions.

  • 4 authors
·
Dec 19, 2025

EgoRelight: Egocentric Human Capture and Illumination Recovery for Relightable and Photoreal Avatar Rendering

Mixed Reality (MR) headsets promise a future of immersive telepresence where virtual humans blend indistinguishably into real or virtual surroundings. Achieving this vision requires a method for capturing a user's motion, estimating appearance under novel lighting, and understanding the environment - all from the constrained viewpoint of a head-mounted display (HMD). Existing approaches treat these as isolated problems: they either focus on driving avatars with baked-in lighting or rely on studio setups for relighting. In this paper, we present EgoRelight, a holistic framework for egocentric telepresence that simultaneously captures full-body human performance, synthesizes photorealistic and relightable appearance, and estimates high dynamic range (HDR) environment maps from a single HMD. First, to ensure motion and surface reconstruction, we propose an egocentric perception module that leverages stereo down-facing cameras to extract dense depth maps, which serve as geometric control signals to drive a mesh-based avatar. Second, we introduce a novel neural appearance model that learns to synthesize view-dependent specular and view-independent diffuse shading separately. By employing a specialized ray-sampling strategy, our model generalizes to unseen illumination without relying on restrictive analytical BRDF priors. Third, we enable seamless avatar integration into the physical world via a test-time inverse rendering process, which recovers an HDR environment map by matching the pre-trained avatar's appearance to live egocentric camera observations. We demonstrate our system through a social telepresence application, where remote users are coherently relit according to their physical environment. Extensive experiments show that our components and the integrated system significantly outperform state-of-the-art baselines in geometric accuracy and rendering as well as relighting fidelity.

  • 6 authors
·
May 26

Learning Robot Soccer from Egocentric Vision with Deep Reinforcement Learning

We apply multi-agent deep reinforcement learning (RL) to train end-to-end robot soccer policies with fully onboard computation and sensing via egocentric RGB vision. This setting reflects many challenges of real-world robotics, including active perception, agile full-body control, and long-horizon planning in a dynamic, partially-observable, multi-agent domain. We rely on large-scale, simulation-based data generation to obtain complex behaviors from egocentric vision which can be successfully transferred to physical robots using low-cost sensors. To achieve adequate visual realism, our simulation combines rigid-body physics with learned, realistic rendering via multiple Neural Radiance Fields (NeRFs). We combine teacher-based multi-agent RL and cross-experiment data reuse to enable the discovery of sophisticated soccer strategies. We analyze active-perception behaviors including object tracking and ball seeking that emerge when simply optimizing perception-agnostic soccer play. The agents display equivalent levels of performance and agility as policies with access to privileged, ground-truth state. To our knowledge, this paper constitutes a first demonstration of end-to-end training for multi-agent robot soccer, mapping raw pixel observations to joint-level actions, that can be deployed in the real world. Videos of the game-play and analyses can be seen on our website https://sites.google.com/view/vision-soccer .

  • 16 authors
·
May 3, 2024 1

EgoCS-400K: An Egocentric Gameplay Dataset for World Models

The shift from video generation to interactive world modeling places new demands on data: beyond captioned videos, world models require temporally aligned video-action-language trajectories grounded in the actions, camera motion, states, and events that drive future scene changes. However, such data is difficult to obtain at scale. Web video datasets offer broad visual coverage but lack executable actions and reliable states; robotic datasets provide action and state supervision but are costly and limited in scene diversity; and existing simulators often lack large-scale human-driven interaction trajectories. In this paper, we introduce EgoCS-400K, a large-scale replay-grounded egocentric Counter-Strike dataset for world models, built from public professional CS and CS2 match demos that preserve human gameplay trajectories and enable parsing, replaying, rendering, and temporal alignment. We extract player states, view directions, movements, keyboard/button inputs, view-angle changes, weapon usage, game events, and round-level context, and render clean first-person videos from the same trajectories. EgoCS-400K contains over 400,000 first-person videos and 10,000 hours of gameplay from more than 1,000 matches and 40,000 rounds, covering 13 maps and 10 player viewpoints per round. It supports a range of interactive visual modeling tasks, including action-conditioned future prediction, state- and event-aware scene rollout, replay-grounded captioning, and agent egocentric action understanding. By connecting visual observations with human actions, camera motion, game states, and events at scale, EgoCS-400K serves as a practical bridge between passive web videos, controllable game simulation, and costly real-world embodied data.

EgoGrasp: World-Space Hand-Object Interaction Estimation from Egocentric Videos

We propose EgoGrasp, the first method to reconstruct world-space hand-object interactions (W-HOI) from dynamic egoview videos, supporting open-vocabulary objects. Accurate W-HOI reconstruction is critical for embodied intelligence yet remains challenging. Existing HOI methods are largely restricted to local camera coordinates or single frames, failing to capture global temporal dynamics. While some recent approaches attempt world-space hand estimation, they overlook object poses and HOI constraints. Moreover, previous HOI estimation methods either fail to handle open-set categories due to their reliance on object templates or employ differentiable rendering that requires per-instance optimization, resulting in prohibitive computational costs. Finally, frequent occlusions in egocentric videos severely degrade performance. To overcome these challenges, we propose a multi-stage framework: (i) a robust pre-processing pipeline leveraging vision foundation models for initial 3D scene, hand and object reconstruction; (ii) a body-guided diffusion model that incorporates explicit egocentric body priors for hand pose estimation; and (iii) an HOI-prior-informed diffusion model for hand-aware 6DoF pose infilling, ensuring physically plausible and temporally consistent W-HOI estimation. We experimentally demonstrate that EgoGrasp can achieve state-of-the-art performance in W-HOI reconstruction, handling multiple and open vocabulary objects robustly.

  • 8 authors
·
Mar 12

Aria Digital Twin: A New Benchmark Dataset for Egocentric 3D Machine Perception

We introduce the Aria Digital Twin (ADT) - an egocentric dataset captured using Aria glasses with extensive object, environment, and human level ground truth. This ADT release contains 200 sequences of real-world activities conducted by Aria wearers in two real indoor scenes with 398 object instances (324 stationary and 74 dynamic). Each sequence consists of: a) raw data of two monochrome camera streams, one RGB camera stream, two IMU streams; b) complete sensor calibration; c) ground truth data including continuous 6-degree-of-freedom (6DoF) poses of the Aria devices, object 6DoF poses, 3D eye gaze vectors, 3D human poses, 2D image segmentations, image depth maps; and d) photo-realistic synthetic renderings. To the best of our knowledge, there is no existing egocentric dataset with a level of accuracy, photo-realism and comprehensiveness comparable to ADT. By contributing ADT to the research community, our mission is to set a new standard for evaluation in the egocentric machine perception domain, which includes very challenging research problems such as 3D object detection and tracking, scene reconstruction and understanding, sim-to-real learning, human pose prediction - while also inspiring new machine perception tasks for augmented reality (AR) applications. To kick start exploration of the ADT research use cases, we evaluated several existing state-of-the-art methods for object detection, segmentation and image translation tasks that demonstrate the usefulness of ADT as a benchmarking dataset.

  • 9 authors
·
Jun 10, 2023

E$^3$C: Video Generation with 3D Environmental Memory and Ego-Exo Human Pose Control

Controllable and physically grounded egocentric video generation is essential for embodied agents to reason about how their own and others' actions manifest and change the world. Compared to generic video synthesis, egocentric generation is especially challenging: the camera is tightly coupled to the actor, leading to rapid viewpoint changes and frequent self-occlusions; the underlying actions are subtle, articulated, and often only partially visible; and both the people and the scene state must evolve consistently with the specified controls. We present E^3C, a controllable video diffusion framework for egocentric generation that builds structured and compact conditions disentangling persistent scene structure from human-driven dynamics. From context frames, E^3C constructs a semi-dense point cloud-based 3D memory and augments each point with appearance descriptors from video-VAE features. Rendering this memory into target viewpoints produces conditioning aligned with the target frames. Human dynamics are modeled separately. The observed people in the scene are controlled by skeleton renderings (exo human control), while the camera wearer is specified by their 3D body joints and 6DoF wrist motion (ego human control). To preserve ego human control when the wearer's body parts are invisible, we introduce an ego motion encoder that produces persistent cross-attention tokens. Experiments on Nymeria show that E^3C improves visual fidelity, camera-motion accuracy, object consistency, and ego & exo human control over strong baselines, while also enabling intuitive scene editing.

  • 6 authors
·
May 24

EgoWorld: Translating Exocentric View to Egocentric View using Rich Exocentric Observations

Egocentric vision is essential for both human and machine visual understanding, particularly in capturing the detailed hand-object interactions needed for manipulation tasks. Translating third-person views into first-person views significantly benefits augmented reality (AR), virtual reality (VR) and robotics applications. However, current exocentric-to-egocentric translation methods are limited by their dependence on 2D cues, synchronized multi-view settings, and unrealistic assumptions such as the necessity of an initial egocentric frame and relative camera poses during inference. To overcome these challenges, we introduce EgoWorld, a novel framework that reconstructs an egocentric view from rich exocentric observations, including point clouds, 3D hand poses, and textual descriptions. Our approach reconstructs a point cloud from estimated exocentric depth maps, reprojects it into the egocentric perspective, and then applies diffusion model to produce dense, semantically coherent egocentric images. Evaluated on four datasets (i.e., H2O, TACO, Assembly101, and Ego-Exo4D), EgoWorld achieves state-of-the-art performance and demonstrates robust generalization to new objects, actions, scenes, and subjects. Moreover, EgoWorld exhibits robustness on in-the-wild examples, underscoring its practical applicability. Project page is available at https://redorangeyellowy.github.io/EgoWorld/.

  • 3 authors
·
Jun 22, 2025

ReViV: Reconstructing the Viewer and the View in 4D from Monocular Egocentric Video

Egocentric devices, such as wearable front-facing cameras, provide a unique perspective for capturing the continuous interaction between a human viewer and the surrounding environment. A holistic and efficient multimodal model capable of reconstructing this 4D representation is therefore highly desirable. However, existing approaches often rely on auxiliary inputs such as pre-computed camera trajectories, treat scene perception and human ego-motion modeling as separate problems despite their strong interdependency, and suffer from slow inference time. To address these limitations, we present ReViV, the first unified framework for holistic egocentric 4D reconstruction that extracts both viewer and view dynamics from a single monocular RGB video. We formulate the task as learning the full joint probability distribution over multimodal signals, including RGB video, camera trajectory, gaze direction, full-body motion, hand motion, and depth. Powered by a Masked Generative Egocentric Transformer, ReViV operates within a single feed-forward architecture to simultaneously reconstruct the temporally consistent 4D reconstruction across the viewer and the view with fast inference speed. Extensive experiments on diverse benchmarks, including HoloAssist, HOT3D, ARCTIC, Aria Digital Twin, and TACO, demonstrate that ReViV achieves state-of-the-art accuracy and efficiency across holistic ego-body, hand, and gaze reconstruction, camera tracking, while maintaining highly competitive egocentric depth estimation without relying on heavy task-specific priors. Code and models are fully open-sourced: https://reviv4d.github.io/.

Hand2World: Autoregressive Egocentric Interaction Generation via Free-Space Hand Gestures

Egocentric interactive world models are essential for augmented reality and embodied AI, where visual generation must respond to user input with low latency, geometric consistency, and long-term stability. We study egocentric interaction generation from a single scene image under free-space hand gestures, aiming to synthesize photorealistic videos in which hands enter the scene, interact with objects, and induce plausible world dynamics under head motion. This setting introduces fundamental challenges, including distribution shift between free-space gestures and contact-heavy training data, ambiguity between hand motion and camera motion in monocular views, and the need for arbitrary-length video generation. We present Hand2World, a unified autoregressive framework that addresses these challenges through occlusion-invariant hand conditioning based on projected 3D hand meshes, allowing visibility and occlusion to be inferred from scene context rather than encoded in the control signal. To stabilize egocentric viewpoint changes, we inject explicit camera geometry via per-pixel Plücker-ray embeddings, disentangling camera motion from hand motion and preventing background drift. We further develop a fully automated monocular annotation pipeline and distill a bidirectional diffusion model into a causal generator, enabling arbitrary-length synthesis. Experiments on three egocentric interaction benchmarks show substantial improvements in perceptual quality and 3D consistency while supporting camera control and long-horizon interactive generation.

  • 6 authors
·
Feb 10

Ego3DPose: Capturing 3D Cues from Binocular Egocentric Views

We present Ego3DPose, a highly accurate binocular egocentric 3D pose reconstruction system. The binocular egocentric setup offers practicality and usefulness in various applications, however, it remains largely under-explored. It has been suffering from low pose estimation accuracy due to viewing distortion, severe self-occlusion, and limited field-of-view of the joints in egocentric 2D images. Here, we notice that two important 3D cues, stereo correspondences, and perspective, contained in the egocentric binocular input are neglected. Current methods heavily rely on 2D image features, implicitly learning 3D information, which introduces biases towards commonly observed motions and leads to low overall accuracy. We observe that they not only fail in challenging occlusion cases but also in estimating visible joint positions. To address these challenges, we propose two novel approaches. First, we design a two-path network architecture with a path that estimates pose per limb independently with its binocular heatmaps. Without full-body information provided, it alleviates bias toward trained full-body distribution. Second, we leverage the egocentric view of body limbs, which exhibits strong perspective variance (e.g., a significantly large-size hand when it is close to the camera). We propose a new perspective-aware representation using trigonometry, enabling the network to estimate the 3D orientation of limbs. Finally, we develop an end-to-end pose reconstruction network that synergizes both techniques. Our comprehensive evaluations demonstrate that Ego3DPose outperforms state-of-the-art models by a pose estimation error (i.e., MPJPE) reduction of 23.1% in the UnrealEgo dataset. Our qualitative results highlight the superiority of our approach across a range of scenarios and challenges.

  • 4 authors
·
Sep 20, 2023

CARLA-GS: Decoupling Representation, Reasoning, and Physics Simulation for Autonomous Driving Corner-Case Synthesis

Safety evaluation for autonomous driving is dominated by rare, safety-critical interactions, motivating simulators that can deliberately synthesize corner cases with photorealistic observations. Corner-case generation is inherently a multi-source problem spanning visual representation, scene reasoning, and vehicle trajectory generation and control. Prior knowledge- and model-based approaches typically focus on scene or trajectory components in isolation, while diffusion-based methods attempt end-to-end generation but still struggle to ensure spatiotemporal consistency and physical realism. To unify these aspects within a single framework, we propose CARLA-GS, a modular corner-case synthesis pipeline that decouples visual representation, semantic reasoning, and physics-based execution while maintaining tight cross-module coupling. Starting from real driving data, we reconstruct an editable gaussian scene with additional geometry-consistent constraints. A multi-agent LLM then performs scene-level reasoning to identify risky interactions and generate intent-level waypoint trajectories, while the low-level motion control is delegated to CARLA, where a PID controller ensures kinematic and dynamic feasibility. The simulated vehicle states are finally re-projected into the gaussian scene for ego-centric rendering. This design enables high-level semantic reasoning, low-level physically executable motion, and photorealistic corner-case generation within a unified pipeline. Experiments on the Waymo Open Dataset show, both quantitatively and qualitatively, that our framework enables controllable corner-case generation and produces photorealistic, spatiotemporally consistent videos aligned with semantic intent and physically feasible motion.

  • 3 authors
·
Jul 7

EgoGen: An Egocentric Synthetic Data Generator

Understanding the world in first-person view is fundamental in Augmented Reality (AR). This immersive perspective brings dramatic visual changes and unique challenges compared to third-person views. Synthetic data has empowered third-person-view vision models, but its application to embodied egocentric perception tasks remains largely unexplored. A critical challenge lies in simulating natural human movements and behaviors that effectively steer the embodied cameras to capture a faithful egocentric representation of the 3D world. To address this challenge, we introduce EgoGen, a new synthetic data generator that can produce accurate and rich ground-truth training data for egocentric perception tasks. At the heart of EgoGen is a novel human motion synthesis model that directly leverages egocentric visual inputs of a virtual human to sense the 3D environment. Combined with collision-avoiding motion primitives and a two-stage reinforcement learning approach, our motion synthesis model offers a closed-loop solution where the embodied perception and movement of the virtual human are seamlessly coupled. Compared to previous works, our model eliminates the need for a pre-defined global path, and is directly applicable to dynamic environments. Combined with our easy-to-use and scalable data generation pipeline, we demonstrate EgoGen's efficacy in three tasks: mapping and localization for head-mounted cameras, egocentric camera tracking, and human mesh recovery from egocentric views. EgoGen will be fully open-sourced, offering a practical solution for creating realistic egocentric training data and aiming to serve as a useful tool for egocentric computer vision research. Refer to our project page: https://ego-gen.github.io/.

  • 8 authors
·
Jan 16, 2024

EgoM2P: Egocentric Multimodal Multitask Pretraining

Understanding multimodal signals in egocentric vision, such as RGB video, depth, camera poses, and gaze, is essential for applications in augmented reality, robotics, and human-computer interaction, enabling systems to better interpret the camera wearer's actions, intentions, and surrounding environment. However, building large-scale egocentric multimodal and multitask models presents unique challenges. Egocentric data are inherently heterogeneous, with large variations in modality coverage across devices and settings. Generating pseudo-labels for missing modalities, such as gaze or head-mounted camera trajectories, is often infeasible, making standard supervised learning approaches difficult to scale. Furthermore, dynamic camera motion and the complex temporal and spatial structure of first-person video pose additional challenges for the direct application of existing multimodal foundation models. To address these challenges, we introduce a set of efficient temporal tokenizers and propose EgoM2P, a masked modeling framework that learns from temporally-aware multimodal tokens to train a large, general-purpose model for egocentric 4D understanding. This unified design supports multitasking across diverse egocentric perception and synthesis tasks, including gaze prediction, egocentric camera tracking, and monocular depth estimation from egocentric video, and also serves as a generative model for conditional egocentric video synthesis. Across these tasks, EgoM2P matches or outperforms specialist models while being an order of magnitude faster. We will fully open-source EgoM2P to support the community and advance egocentric vision research. Project page: https://egom2p.github.io/.

  • 6 authors
·
Jun 9, 2025

Scene-aware Egocentric 3D Human Pose Estimation

Egocentric 3D human pose estimation with a single head-mounted fisheye camera has recently attracted attention due to its numerous applications in virtual and augmented reality. Existing methods still struggle in challenging poses where the human body is highly occluded or is closely interacting with the scene. To address this issue, we propose a scene-aware egocentric pose estimation method that guides the prediction of the egocentric pose with scene constraints. To this end, we propose an egocentric depth estimation network to predict the scene depth map from a wide-view egocentric fisheye camera while mitigating the occlusion of the human body with a depth-inpainting network. Next, we propose a scene-aware pose estimation network that projects the 2D image features and estimated depth map of the scene into a voxel space and regresses the 3D pose with a V2V network. The voxel-based feature representation provides the direct geometric connection between 2D image features and scene geometry, and further facilitates the V2V network to constrain the predicted pose based on the estimated scene geometry. To enable the training of the aforementioned networks, we also generated a synthetic dataset, called EgoGTA, and an in-the-wild dataset based on EgoPW, called EgoPW-Scene. The experimental results of our new evaluation sequences show that the predicted 3D egocentric poses are accurate and physically plausible in terms of human-scene interaction, demonstrating that our method outperforms the state-of-the-art methods both quantitatively and qualitatively.

  • 6 authors
·
Sep 24, 2023

TSR-Ego: Temporally Guided Stereo Refinement Framework for Egocentric 3D Human Pose Estimation

Egocentric 3D human pose estimation from head-mounted stereo cameras is challenging due to fisheye distortion, severe self-occlusion, and frequent truncation of body joints outside the camera field of view. Recent stereo egocentric methods have improved performance through heatmap lifting, stereo correspondence, and transformer-based refinement, but they often rely heavily on frame-local evidence or use temporal information only as auxiliary pose-level context. This limits robustness when current-frame stereo cues are weak, occluded, or ambiguous. We propose TSR-Ego, a temporally guided stereo framework that couples short-term motion evidence with projection-guided feature sampling. The model first enriches dense stereo feature maps using a causal depthwise-separable temporal convolution, allowing past visual evidence to influence the feature space before deformable cross-attention. A single-stage causal stereo decoder then refines learned 3D joint queries through temporal self-attention, joint self-attention, and fisheye deformable stereo cross-attention, using the evolving pose estimate to generate 2D sampling references. Unlike methods that apply temporal reasoning mainly after pose prediction, TSR-Ego uses motion context to shape both the sampled stereo features and the joint representations while preserving online inference without future frames. Experiments on UnrealEgo2 and UnrealEgo-RW show state-of-the-art performance, with especially strong gains on real-world sequences.

  • 3 authors
·
Jul 9

EgoEdit: Dataset, Real-Time Streaming Model, and Benchmark for Egocentric Video Editing

We study instruction-guided editing of egocentric videos for interactive AR applications. While recent AI video editors perform well on third-person footage, egocentric views present unique challenges - including rapid egomotion and frequent hand-object interactions - that create a significant domain gap. Moreover, existing offline editing pipelines suffer from high latency, limiting real-time interaction. To address these issues, we present a complete ecosystem for egocentric video editing. First, we construct EgoEditData, a carefully designed and manually curated dataset specifically designed for egocentric editing scenarios, featuring rich hand-object interactions, while explicitly preserving hands. Second, we develop EgoEdit, an instruction-following egocentric video editor that supports real-time streaming inference on a single GPU. Finally, we introduce EgoEditBench, an evaluation suite targeting instruction faithfulness, hand and interaction preservation, and temporal stability under egomotion. Across both egocentric and general editing tasks, EgoEdit produces temporally stable, instruction-faithful results with interactive latency. It achieves clear gains on egocentric editing benchmarks-where existing methods struggle-while maintaining performance comparable to the strongest baselines on general editing tasks. EgoEditData and EgoEditBench will be made public for the research community. See our website at https://snap-research.github.io/EgoEdit

snap-research Snap Research
·
Dec 5, 2025 2

EgoVid-5M: A Large-Scale Video-Action Dataset for Egocentric Video Generation

Video generation has emerged as a promising tool for world simulation, leveraging visual data to replicate real-world environments. Within this context, egocentric video generation, which centers on the human perspective, holds significant potential for enhancing applications in virtual reality, augmented reality, and gaming. However, the generation of egocentric videos presents substantial challenges due to the dynamic nature of egocentric viewpoints, the intricate diversity of actions, and the complex variety of scenes encountered. Existing datasets are inadequate for addressing these challenges effectively. To bridge this gap, we present EgoVid-5M, the first high-quality dataset specifically curated for egocentric video generation. EgoVid-5M encompasses 5 million egocentric video clips and is enriched with detailed action annotations, including fine-grained kinematic control and high-level textual descriptions. To ensure the integrity and usability of the dataset, we implement a sophisticated data cleaning pipeline designed to maintain frame consistency, action coherence, and motion smoothness under egocentric conditions. Furthermore, we introduce EgoDreamer, which is capable of generating egocentric videos driven simultaneously by action descriptions and kinematic control signals. The EgoVid-5M dataset, associated action annotations, and all data cleansing metadata will be released for the advancement of research in egocentric video generation.

  • 9 authors
·
Nov 13, 2024 3

UniEgoMotion: A Unified Model for Egocentric Motion Reconstruction, Forecasting, and Generation

Egocentric human motion generation and forecasting with scene-context is crucial for enhancing AR/VR experiences, improving human-robot interaction, advancing assistive technologies, and enabling adaptive healthcare solutions by accurately predicting and simulating movement from a first-person perspective. However, existing methods primarily focus on third-person motion synthesis with structured 3D scene contexts, limiting their effectiveness in real-world egocentric settings where limited field of view, frequent occlusions, and dynamic cameras hinder scene perception. To bridge this gap, we introduce Egocentric Motion Generation and Egocentric Motion Forecasting, two novel tasks that utilize first-person images for scene-aware motion synthesis without relying on explicit 3D scene. We propose UniEgoMotion, a unified conditional motion diffusion model with a novel head-centric motion representation tailored for egocentric devices. UniEgoMotion's simple yet effective design supports egocentric motion reconstruction, forecasting, and generation from first-person visual inputs in a unified framework. Unlike previous works that overlook scene semantics, our model effectively extracts image-based scene context to infer plausible 3D motion. To facilitate training, we introduce EE4D-Motion, a large-scale dataset derived from EgoExo4D, augmented with pseudo-ground-truth 3D motion annotations. UniEgoMotion achieves state-of-the-art performance in egocentric motion reconstruction and is the first to generate motion from a single egocentric image. Extensive evaluations demonstrate the effectiveness of our unified framework, setting a new benchmark for egocentric motion modeling and unlocking new possibilities for egocentric applications.

  • 6 authors
·
Aug 1, 2025 3

Aria-NeRF: Multimodal Egocentric View Synthesis

We seek to accelerate research in developing rich, multimodal scene models trained from egocentric data, based on differentiable volumetric ray-tracing inspired by Neural Radiance Fields (NeRFs). The construction of a NeRF-like model from an egocentric image sequence plays a pivotal role in understanding human behavior and holds diverse applications within the realms of VR/AR. Such egocentric NeRF-like models may be used as realistic simulations, contributing significantly to the advancement of intelligent agents capable of executing tasks in the real-world. The future of egocentric view synthesis may lead to novel environment representations going beyond today's NeRFs by augmenting visual data with multimodal sensors such as IMU for egomotion tracking, audio sensors to capture surface texture and human language context, and eye-gaze trackers to infer human attention patterns in the scene. To support and facilitate the development and evaluation of egocentric multimodal scene modeling, we present a comprehensive multimodal egocentric video dataset. This dataset offers a comprehensive collection of sensory data, featuring RGB images, eye-tracking camera footage, audio recordings from a microphone, atmospheric pressure readings from a barometer, positional coordinates from GPS, connectivity details from Wi-Fi and Bluetooth, and information from dual-frequency IMU datasets (1kHz and 800Hz) paired with a magnetometer. The dataset was collected with the Meta Aria Glasses wearable device platform. The diverse data modalities and the real-world context captured within this dataset serve as a robust foundation for furthering our understanding of human behavior and enabling more immersive and intelligent experiences in the realms of VR, AR, and robotics.

  • 6 authors
·
Mar 18, 2024

EgoEvGesture: Gesture Recognition Based on Egocentric Event Camera

Egocentric gesture recognition is a pivotal technology for enhancing natural human-computer interaction, yet traditional RGB-based solutions suffer from motion blur and illumination variations in dynamic scenarios. While event cameras show distinct advantages in handling high dynamic range with ultra-low power consumption, existing RGB-based architectures face inherent limitations in processing asynchronous event streams due to their synchronous frame-based nature. Moreover, from an egocentric perspective, event cameras record data that includes events generated by both head movements and hand gestures, thereby increasing the complexity of gesture recognition. To address this, we propose a novel network architecture specifically designed for event data processing, incorporating (1) a lightweight CNN with asymmetric depthwise convolutions to reduce parameters while preserving spatiotemporal features, (2) a plug-and-play state-space model as context block that decouples head movement noise from gesture dynamics, and (3) a parameter-free Bins-Temporal Shift Module (BTSM) that shifts features along bins and temporal dimensions to fuse sparse events efficiently. We further establish the EgoEvGesture dataset, the first large-scale dataset for egocentric gesture recognition using event cameras. Experimental results demonstrate that our method achieves 62.7% accuracy tested on unseen subjects with only 7M parameters, 3.1% higher than state-of-the-art approaches. Notable misclassifications in freestyle motions stem from high inter-personal variability and unseen test patterns differing from training data. Moreover, our approach achieved a remarkable accuracy of 97.0% on the DVS128 Gesture, demonstrating the effectiveness and generalization capability of our method on public datasets. The dataset and models are made available at https://github.com/3190105222/EgoEv_Gesture.

  • 6 authors
·
Jul 18, 2025

EgoSplat: Open-Vocabulary Egocentric Scene Understanding with Language Embedded 3D Gaussian Splatting

Egocentric scenes exhibit frequent occlusions, varied viewpoints, and dynamic interactions compared to typical scene understanding tasks. Occlusions and varied viewpoints can lead to multi-view semantic inconsistencies, while dynamic objects may act as transient distractors, introducing artifacts into semantic feature modeling. To address these challenges, we propose EgoSplat, a language-embedded 3D Gaussian Splatting framework for open-vocabulary egocentric scene understanding. A multi-view consistent instance feature aggregation method is designed to leverage the segmentation and tracking capabilities of SAM2 to selectively aggregate complementary features across views for each instance, ensuring precise semantic representation of scenes. Additionally, an instance-aware spatial-temporal transient prediction module is constructed to improve spatial integrity and temporal continuity in predictions by incorporating spatial-temporal associations across multi-view instances, effectively reducing artifacts in the semantic reconstruction of egocentric scenes. EgoSplat achieves state-of-the-art performance in both localization and segmentation tasks on two datasets, outperforming existing methods with a 8.2% improvement in localization accuracy and a 3.7% improvement in segmentation mIoU on the ADT dataset, and setting a new benchmark in open-vocabulary egocentric scene understanding. The code will be made publicly available.

  • 7 authors
·
Mar 13, 2025

EgoReAct: Egocentric Video-Driven 3D Human Reaction Generation

Humans exhibit adaptive, context-sensitive responses to egocentric visual input. However, faithfully modeling such reactions from egocentric video remains challenging due to the dual requirements of strictly causal generation and precise 3D spatial alignment. To tackle this problem, we first construct the Human Reaction Dataset (HRD) to address data scarcity and misalignment by building a spatially aligned egocentric video-reaction dataset, as existing datasets (e.g., ViMo) suffer from significant spatial inconsistency between the egocentric video and reaction motion, e.g., dynamically moving motions are always paired with fixed-camera videos. Leveraging HRD, we present EgoReAct, the first autoregressive framework that generates 3D-aligned human reaction motions from egocentric video streams in real-time. We first compress the reaction motion into a compact yet expressive latent space via a Vector Quantised-Variational AutoEncoder and then train a Generative Pre-trained Transformer for reaction generation from the visual input. EgoReAct incorporates 3D dynamic features, i.e., metric depth, and head dynamics during the generation, which effectively enhance spatial grounding. Extensive experiments demonstrate that EgoReAct achieves remarkably higher realism, spatial consistency, and generation efficiency compared with prior methods, while maintaining strict causality during generation. We will release code, models, and data upon acceptance.

  • 13 authors
·
Dec 28, 2025

EgoForce: Forearm-Guided Camera-Space 3D Hand Pose from a Monocular Egocentric Camera

Reconstructing the absolute 3D pose and shape of the hands from the user's viewpoint using a single head-mounted camera is crucial for practical egocentric interaction in AR/VR, telepresence, and hand-centric manipulation tasks, where sensing must remain compact and unobtrusive. While monocular RGB methods have made progress, they remain constrained by depth-scale ambiguity and struggle to generalize across the diverse optical configurations of head-mounted devices. As a result, models typically require extensive training on device-specific datasets, which are costly and laborious to acquire. This paper addresses these challenges by introducing EgoForce, a monocular 3D hand reconstruction framework that recovers robust, absolute 3D hand pose and its position from the user's (camera-space) viewpoint. EgoForce operates across fisheye, perspective, and distorted wide-FOV camera models using a single unified network. Our approach combines a differentiable forearm representation that stabilizes hand pose, a unified arm-hand transformer that predicts both hand and forearm geometry from a single egocentric view, mitigating depth-scale ambiguity, and a ray space closed-form solver that enables absolute 3D pose recovery across diverse head-mounted camera models. Experiments on three egocentric benchmarks show that EgoForce achieves state-of-the-art 3D accuracy, reducing camera-space MPJPE by up to 28% on the HOT3D dataset compared to prior methods and maintaining consistent performance across camera configurations. For more details, visit the project page at https://dfki-av.github.io/EgoForce.

EgoSim: Egocentric World Simulator for Embodied Interaction Generation

We introduce EgoSim, a closed-loop egocentric world simulator that generates spatially consistent interaction videos and persistently updates the underlying 3D scene state for continuous simulation. Existing egocentric simulators either lack explicit 3D grounding, causing structural drift under viewpoint changes, or treat the scene as static, failing to update world states across multi-stage interactions. EgoSim addresses both limitations by modeling 3D scenes as updatable world states. We generate embodiment interactions via a Geometry-action-aware Observation Simulation model, with spatial consistency from an Interaction-aware State Updating module. To overcome the critical data bottleneck posed by the difficulty in acquiring densely aligned scene-interaction training pairs, we design a scalable pipeline that extracts static point clouds, camera trajectories, and embodiment actions from in-the-wild large-scale monocular egocentric videos. We further introduce EgoCap, a capture system that enables low-cost real-world data collection with uncalibrated smartphones. Extensive experiments demonstrate that EgoSim significantly outperforms existing methods in terms of visual quality, spatial consistency, and generalization to complex scenes and in-the-wild dexterous interactions, while supporting cross-embodiment transfer to robotic manipulation. Codes and datasets will be open soon. The project page is at egosimulator.github.io.

  • 8 authors
·
Mar 31 2

EgoHumans: An Egocentric 3D Multi-Human Benchmark

We present EgoHumans, a new multi-view multi-human video benchmark to advance the state-of-the-art of egocentric human 3D pose estimation and tracking. Existing egocentric benchmarks either capture single subject or indoor-only scenarios, which limit the generalization of computer vision algorithms for real-world applications. We propose a novel 3D capture setup to construct a comprehensive egocentric multi-human benchmark in the wild with annotations to support diverse tasks such as human detection, tracking, 2D/3D pose estimation, and mesh recovery. We leverage consumer-grade wearable camera-equipped glasses for the egocentric view, which enables us to capture dynamic activities like playing tennis, fencing, volleyball, etc. Furthermore, our multi-view setup generates accurate 3D ground truth even under severe or complete occlusion. The dataset consists of more than 125k egocentric images, spanning diverse scenes with a particular focus on challenging and unchoreographed multi-human activities and fast-moving egocentric views. We rigorously evaluate existing state-of-the-art methods and highlight their limitations in the egocentric scenario, specifically on multi-human tracking. To address such limitations, we propose EgoFormer, a novel approach with a multi-stream transformer architecture and explicit 3D spatial reasoning to estimate and track the human pose. EgoFormer significantly outperforms prior art by 13.6% IDF1 on the EgoHumans dataset.

  • 6 authors
·
May 25, 2023

EgoPoseFormer: A Simple Baseline for Stereo Egocentric 3D Human Pose Estimation

We present EgoPoseFormer, a simple yet effective transformer-based model for stereo egocentric human pose estimation. The main challenge in egocentric pose estimation is overcoming joint invisibility, which is caused by self-occlusion or a limited field of view (FOV) of head-mounted cameras. Our approach overcomes this challenge by incorporating a two-stage pose estimation paradigm: in the first stage, our model leverages the global information to estimate each joint's coarse location, then in the second stage, it employs a DETR style transformer to refine the coarse locations by exploiting fine-grained stereo visual features. In addition, we present a Deformable Stereo Attention operation to enable our transformer to effectively process multi-view features, which enables it to accurately localize each joint in the 3D world. We evaluate our method on the stereo UnrealEgo dataset and show it significantly outperforms previous approaches while being computationally efficient: it improves MPJPE by 27.4mm (45% improvement) with only 7.9% model parameters and 13.1% FLOPs compared to the state-of-the-art. Surprisingly, with proper training settings, we find that even our first-stage pose proposal network can achieve superior performance compared to previous arts. We also show that our method can be seamlessly extended to monocular settings, which achieves state-of-the-art performance on the SceneEgo dataset, improving MPJPE by 25.5mm (21% improvement) compared to the best existing method with only 60.7% model parameters and 36.4% FLOPs. Code is available at: https://github.com/ChenhongyiYang/egoposeformer .

  • 6 authors
·
Mar 26, 2024

EgoTracks: A Long-term Egocentric Visual Object Tracking Dataset

Visual object tracking is a key component to many egocentric vision problems. However, the full spectrum of challenges of egocentric tracking faced by an embodied AI is underrepresented in many existing datasets; these tend to focus on relatively short, third-person videos. Egocentric video has several distinguishing characteristics from those commonly found in past datasets: frequent large camera motions and hand interactions with objects commonly lead to occlusions or objects exiting the frame, and object appearance can change rapidly due to widely different points of view, scale, or object states. Embodied tracking is also naturally long-term, and being able to consistently (re-)associate objects to their appearances and disappearances over as long as a lifetime is critical. Previous datasets under-emphasize this re-detection problem, and their "framed" nature has led to adoption of various spatiotemporal priors that we find do not necessarily generalize to egocentric video. We thus introduce EgoTracks, a new dataset for long-term egocentric visual object tracking. Sourced from the Ego4D dataset, this new dataset presents a significant challenge to recent state-of-the-art single-object tracking models, which we find score poorly on traditional tracking metrics for our new dataset, compared to popular benchmarks. We further show improvements that can be made to a STARK tracker to significantly increase its performance on egocentric data, resulting in a baseline model we call EgoSTARK. We publicly release our annotations and benchmark, hoping our dataset leads to further advancements in tracking.

  • 4 authors
·
Sep 30, 2023

Cross-View Exocentric to Egocentric Video Synthesis

Cross-view video synthesis task seeks to generate video sequences of one view from another dramatically different view. In this paper, we investigate the exocentric (third-person) view to egocentric (first-person) view video generation task. This is challenging because egocentric view sometimes is remarkably different from the exocentric view. Thus, transforming the appearances across the two different views is a non-trivial task. Particularly, we propose a novel Bi-directional Spatial Temporal Attention Fusion Generative Adversarial Network (STA-GAN) to learn both spatial and temporal information to generate egocentric video sequences from the exocentric view. The proposed STA-GAN consists of three parts: temporal branch, spatial branch, and attention fusion. First, the temporal and spatial branches generate a sequence of fake frames and their corresponding features. The fake frames are generated in both downstream and upstream directions for both temporal and spatial branches. Next, the generated four different fake frames and their corresponding features (spatial and temporal branches in two directions) are fed into a novel multi-generation attention fusion module to produce the final video sequence. Meanwhile, we also propose a novel temporal and spatial dual-discriminator for more robust network optimization. Extensive experiments on the Side2Ego and Top2Ego datasets show that the proposed STA-GAN significantly outperforms the existing methods.

  • 5 authors
·
Jul 6, 2021

Developing Vision-Language-Action Model from Egocentric Videos

Egocentric videos capture how humans manipulate objects and tools, providing diverse motion cues for learning object manipulation. Unlike the costly, expert-driven manual teleoperation commonly used in training Vision-Language-Action models (VLAs), egocentric videos offer a scalable alternative. However, prior studies that leverage such videos for training robot policies typically rely on auxiliary annotations, such as detailed hand-pose recordings. Consequently, it remains unclear whether VLAs can be trained directly from raw egocentric videos. In this work, we address this challenge by leveraging EgoScaler, a framework that extracts 6DoF object manipulation trajectories from egocentric videos without requiring auxiliary recordings. We apply EgoScaler to four large-scale egocentric video datasets and automatically refine noisy or incomplete trajectories, thereby constructing a new large-scale dataset for VLA pre-training. Our experiments with a state-of-the-art π_0 architecture in both simulated and real-robot environments yield three key findings: (i) pre-training on our dataset improves task success rates by over 20\% compared to training from scratch, (ii) the performance is competitive with that achieved using real-robot datasets, and (iii) combining our dataset with real-robot data yields further improvements. These results demonstrate that egocentric videos constitute a promising and scalable resource for advancing VLA research.

  • 4 authors
·
Sep 25, 2025

EgoPoseVR: Spatiotemporal Multi-Modal Reasoning for Egocentric Full-Body Pose in Virtual Reality

Immersive virtual reality (VR) applications demand accurate, temporally coherent full-body pose tracking. Recent head-mounted camera-based approaches show promise in egocentric pose estimation, but encounter challenges when applied to VR head-mounted displays (HMDs), including temporal instability, inaccurate lower-body estimation, and the lack of real-time performance. To address these limitations, we present EgoPoseVR, an end-to-end framework for accurate egocentric full-body pose estimation in VR that integrates headset motion cues with egocentric RGB-D observations through a dual-modality fusion pipeline. A spatiotemporal encoder extracts frame- and joint-level representations, which are fused via cross-attention to fully exploit complementary motion cues across modalities. A kinematic optimization module then imposes constraints from HMD signals, enhancing the accuracy and stability of pose estimation. To facilitate training and evaluation, we introduce a large-scale synthetic dataset of over 1.8 million temporally aligned HMD and RGB-D frames across diverse VR scenarios. Experimental results show that EgoPoseVR outperforms state-of-the-art egocentric pose estimation models. A user study in real-world scenes further shows that EgoPoseVR achieved significantly higher subjective ratings in accuracy, stability, embodiment, and intention for future use compared to baseline methods. These results show that EgoPoseVR enables robust full-body pose tracking, offering a practical solution for accurate VR embodiment without requiring additional body-worn sensors or room-scale tracking systems.

  • 6 authors
·
Feb 4

Understanding Dynamic Scenes in Ego Centric 4D Point Clouds

Understanding dynamic 4D scenes from an egocentric perspective-modeling changes in 3D spatial structure over time-is crucial for human-machine interaction, autonomous navigation, and embodied intelligence. While existing egocentric datasets contain dynamic scenes, they lack unified 4D annotations and task-driven evaluation protocols for fine-grained spatio-temporal reasoning, especially on motion of objects and human, together with their interactions. To address this gap, we introduce EgoDynamic4D, a novel QA benchmark on highly dynamic scenes, comprising RGB-D video, camera poses, globally unique instance masks, and 4D bounding boxes. We construct 927K QA pairs accompanied by explicit Chain-of-Thought (CoT), enabling verifiable, step-by-step spatio-temporal reasoning. We design 12 dynamic QA tasks covering agent motion, human-object interaction, trajectory prediction, relation understanding, and temporal-causal reasoning, with fine-grained, multidimensional metrics. To tackle these tasks, we propose an end-to-end spatio-temporal reasoning framework that unifies dynamic and static scene information, using instance-aware feature encoding, time and camera encoding, and spatially adaptive down-sampling to compress large 4D scenes into token sequences manageable by LLMs. Experiments on EgoDynamic4D show that our method consistently outperforms baselines, validating the effectiveness of multimodal temporal modeling for egocentric dynamic scene understanding.

  • 5 authors
·
Aug 10, 2025

Real-Time Human Frontal View Synthesis from a Single Image

Photorealistic human novel view synthesis from a single image is crucial for democratizing immersive 3D telepresence, eliminating the need for complex multi-camera setups. However, current rendering-centric methods prioritize visual fidelity over explicit geometric understanding and struggle with intricate regions like faces and hands, leading to temporal instability. Meanwhile, human-centric frameworks suffer from memory bottlenecks since they typically rely on an auxiliary model to provide informative structural priors for geometric modeling, which limits real-time performance. To address these challenges, we propose PrismMirror, a geometry-guided framework for instant frontal view synthesis from a single image. By avoiding external geometric modeling and focusing on frontal view synthesis, our model optimizes visual integrity for telepresence. Specifically, PrismMirror introduces a novel cascade learning strategy that enables coarse-to-fine geometric feature learning. It first directly learns coarse geometric features, such as SMPL-X meshes and point clouds, and then refines textures through rendering supervision. To achieve real-time efficiency, we distill this unified framework into a lightweight linear attention model. Notably, PrismMirror is the first monocular human frontal view synthesis model that achieves real-time inference at 24 FPS, significantly outperforming previous methods in both visual authenticity and structural accuracy.

  • 7 authors
·
Mar 16 1

RoboSense: Large-scale Dataset and Benchmark for Egocentric Robot Perception and Navigation in Crowded and Unstructured Environments

Reliable embodied perception from an egocentric perspective is challenging yet essential for autonomous navigation technology of intelligent mobile agents. With the growing demand of social robotics, near-field scene understanding becomes an important research topic in the areas of egocentric perceptual tasks related to navigation in both crowded and unstructured environments. Due to the complexity of environmental conditions and difficulty of surrounding obstacles owing to truncation and occlusion, the perception capability under this circumstance is still inferior. To further enhance the intelligence of mobile robots, in this paper, we setup an egocentric multi-sensor data collection platform based on 3 main types of sensors (Camera, LiDAR and Fisheye), which supports flexible sensor configurations to enable dynamic sight of view from ego-perspective, capturing either near or farther areas. Meanwhile, a large-scale multimodal dataset is constructed, named RoboSense, to facilitate egocentric robot perception. Specifically, RoboSense contains more than 133K synchronized data with 1.4M 3D bounding box and IDs annotated in the full 360^{circ} view, forming 216K trajectories across 7.6K temporal sequences. It has 270times and 18times as many annotations of surrounding obstacles within near ranges as the previous datasets collected for autonomous driving scenarios such as KITTI and nuScenes. Moreover, we define a novel matching criterion for near-field 3D perception and prediction metrics. Based on RoboSense, we formulate 6 popular tasks to facilitate the future research development, where the detailed analysis as well as benchmarks are also provided accordingly. Data desensitization measures have been conducted for privacy protection.

  • 5 authors
·
Aug 27, 2024

EgoXtreme: A Dataset for Robust Object Pose Estimation in Egocentric Views under Extreme Conditions

Smart glass is emerging as an useful device since it provides plenty of insights under hands-busy, eyes-on-task situations. To understand the context of the wearer, 6D object pose estimation in egocentric view is becoming essential. However, existing 6D object pose estimation benchmarks fail to capture the challenges of real-world egocentric applications, which are often dominated by severe motion blur, dynamic illumination, and visual obstructions. This discrepancy creates a significant gap between controlled lab data and chaotic real-world application. To bridge this gap, we introduce EgoXtreme, a new large-scale 6D pose estimation dataset captured entirely from an egocentric perspective. EgoXtreme features three challenging scenarios - industrial maintenance, sports, and emergency rescue - designed to introduce severe perceptual ambiguities through extreme lighting, heavy motion blur, and smoke. Evaluations of state-of-the-art generalizable pose estimators on EgoXtreme indicate that their generalization fails to hold in extreme conditions, especially under low light. We further demonstrate that simply applying image restoration (e.g., deblurring) offers no positive improvement for extreme conditions. While performance gain has appeared in tracking-based approach, implying using temporal information in fast-motion scenarios is meaningful. We conclude that EgoXtreme is an essential resource for developing and evaluating the next generation of pose estimation models robust enough for real-world egocentric vision. The dataset and code are available at https://taegyoun88.github.io/EgoXtreme/

  • 7 authors
·
Mar 26

MEgoHand: Multimodal Egocentric Hand-Object Interaction Motion Generation

Egocentric hand-object motion generation is crucial for immersive AR/VR and robotic imitation but remains challenging due to unstable viewpoints, self-occlusions, perspective distortion, and noisy ego-motion. Existing methods rely on predefined 3D object priors, limiting generalization to novel objects, which restricts their generalizability to novel objects. Meanwhile, recent multimodal approaches suffer from ambiguous generation from abstract textual cues, intricate pipelines for modeling 3D hand-object correlation, and compounding errors in open-loop prediction. We propose MEgoHand, a multimodal framework that synthesizes physically plausible hand-object interactions from egocentric RGB, text, and initial hand pose. MEgoHand introduces a bi-level architecture: a high-level "cerebrum" leverages a vision language model (VLM) to infer motion priors from visual-textual context and a monocular depth estimator for object-agnostic spatial reasoning, while a low-level DiT-based flow-matching policy generates fine-grained trajectories with temporal orthogonal filtering to enhance stability. To address dataset inconsistency, we design a dataset curation paradigm with an Inverse MANO Retargeting Network and Virtual RGB-D Renderer, curating a unified dataset of 3.35M RGB-D frames, 24K interactions, and 1.2K objects. Extensive experiments across five in-domain and two cross-domain datasets demonstrate the effectiveness of MEgoHand, achieving substantial reductions in wrist translation error (86.9%) and joint rotation error (34.1%), highlighting its capacity to accurately model fine-grained hand joint structures and generalize robustly across diverse scenarios.

  • 4 authors
·
May 21, 2025

HandsOnWorld: Unconstrained Egocentric Video Generation with Camera-Disentangled Hand Control

We present HandsOnWorld, a framework for hand-controlled egocentric video generation that forgoes multi-view and marker-based motion capture, learning instead from unconstrained monocular video. Such generality is bottlenecked by the scarcity of scalable 3D hand annotations: large egocentric corpora lack finger-level labels, whereas precise hand datasets are confined to narrow, instrumented settings, limiting prior hand-controlled generators to restricted scene distributions. We instead annotate 3D hands directly on in-the-wild egocentric video through monocular reconstruction, introducing a protagonist-centered annotation pipeline that filters the reconstructions at the action-semantic, image-quality, and 3D-geometric levels to build EgoVid-Pro, a dataset of clean, protagonist-only hand trajectories spanning 103K clips and roughly 12M frames across diverse everyday scenes. To resolve the camera-hand entanglement induced by large ego-motion, we further propose the Plücker Hand Map, a 3D-aware control signal that extends Plücker-ray representations from camera rays to the hand surface, disentangling camera and hand motion at the representation level. Experiments show that \method surpasses prior hand-controlled generators in reconstruction fidelity and control accuracy, and generalizes to out-of-distribution everyday scenes beyond the laboratory datasets on which prior methods rely.

  • 6 authors
·
Jul 1

Imagine360: Immersive 360 Video Generation from Perspective Anchor

360^circ videos offer a hyper-immersive experience that allows the viewers to explore a dynamic scene from full 360 degrees. To achieve more user-friendly and personalized content creation in 360^circ video format, we seek to lift standard perspective videos into 360^circ equirectangular videos. To this end, we introduce Imagine360, the first perspective-to-360^circ video generation framework that creates high-quality 360^circ videos with rich and diverse motion patterns from video anchors. Imagine360 learns fine-grained spherical visual and motion patterns from limited 360^circ video data with several key designs. 1) Firstly we adopt the dual-branch design, including a perspective and a panorama video denoising branch to provide local and global constraints for 360^circ video generation, with motion module and spatial LoRA layers fine-tuned on extended web 360^circ videos. 2) Additionally, an antipodal mask is devised to capture long-range motion dependencies, enhancing the reversed camera motion between antipodal pixels across hemispheres. 3) To handle diverse perspective video inputs, we propose elevation-aware designs that adapt to varying video masking due to changing elevations across frames. Extensive experiments show Imagine360 achieves superior graphics quality and motion coherence among state-of-the-art 360^circ video generation methods. We believe Imagine360 holds promise for advancing personalized, immersive 360^circ video creation.

  • 7 authors
·
Dec 4, 2024 2

EgoPoser: Robust Real-Time Egocentric Pose Estimation from Sparse and Intermittent Observations Everywhere

Full-body egocentric pose estimation from head and hand poses alone has become an active area of research to power articulate avatar representations on headset-based platforms. However, existing methods over-rely on the indoor motion-capture spaces in which datasets were recorded, while simultaneously assuming continuous joint motion capture and uniform body dimensions. We propose EgoPoser to overcome these limitations with four main contributions. 1) EgoPoser robustly models body pose from intermittent hand position and orientation tracking only when inside a headset's field of view. 2) We rethink input representations for headset-based ego-pose estimation and introduce a novel global motion decomposition method that predicts full-body pose independent of global positions. 3) We enhance pose estimation by capturing longer motion time series through an efficient SlowFast module design that maintains computational efficiency. 4) EgoPoser generalizes across various body shapes for different users. We experimentally evaluate our method and show that it outperforms state-of-the-art methods both qualitatively and quantitatively while maintaining a high inference speed of over 600fps. EgoPoser establishes a robust baseline for future work where full-body pose estimation no longer needs to rely on outside-in capture and can scale to large-scale and unseen environments.

  • 4 authors
·
Aug 12, 2023

Understanding From Human Perspective: A Multi-agent System for Interactive Egocentric Medical Image Segmentation

Interactive egocentric medical image segmentation (IEMIS) plays an important role in smart-glasses-assisted medical image review, segmenting the medical targets a clinician refers to from their egocentric view. Once it succeeds, the object-level visual evidence it provides strengthens the review and underpins fine-grained analysis and clinical decision-making. However, the instruction and the video both come from the user's egocentric perspective, which poses two challenges. (1) Semantic ambiguity leaves the model unable to confirm the user-intended target. (2) Visual variability makes the segmentation jump from frame to frame. In this paper, we propose EgoMed-Agent, a multi-agent system that understands the target from the human perspective through two workflows. (1) The Target Confirmation Workflow grounds the instruction against candidate targets with a reliability score, confirming the target when the grounding is reliable and asking the user to clarify when it is not, thereby confirming the segmentation target. (2) The Localization-Guided Propagation Workflow couples mask propagation with per-frame target localization, using the localized target to correct the propagated mask whenever the two diverge, so the segmentation stays on the target across the egocentric video. Extensive experiments show that EgoMed-Agent reaches 71.34\% average Dice, far above the best text-prompted baseline (11.70\%). Our code is available at https://github.com/wdyyyyyy/EgoMed-Agent{our project page}.

  • 6 authors
·
Jul 18

UNIEGO: Proxies as Mediators for Unified Egocentric Video Representation Learning

Egocentric video understanding is inherently limited by the narrow perspective of wearable cameras: a single viewpoint, a single modality, a single model cannot capture the full richness of human action. We argue that a truly expressive egocentric representation must subsume complementary knowledge across viewpoints, modalities, and foundation model representations, yet remain deployable from egocentric video alone. To this end, we introduce a hierarchical multi-teacher distillation framework that produces UNIEGO, a unified egocentric encoder trained with nine teachers spanning ego-exo viewpoints, RGB, depth, and skeleton modalities, and four foundation models. Rather than distilling directly from heterogeneous teachers whose incompatible architectures and feature geometries induce conflicting gradients, our framework interposes a layer of representation-specific Proxy models that translate diverse teacher knowledge into a homogeneous egocentric space. A second distillation stage, Selective Proxy Distillation (SPD), then adaptively selects, for each training sample, the subset of proxies that are both correct and confident, distilling exclusively from reliable supervision and suppressing erroneous signals. SPD is further stabilized by initializing UNIEGO as a learned convex combination of proxy parameters, placing the unified model in a well-conditioned region of the loss landscape before distillation begins. UNIEGO achieves state-of-the-art performance across three egocentric video understanding tasks - action recognition, video retrieval, and action segmentation on three challenging ego-exo benchmarks, outperforming naive multi-teacher distillation baselines and demonstrating that structured, proxy-mediated knowledge transfer yields richer and more discriminative egocentric representations.

  • 5 authors
·
Jun 17

EgoInertia-MI: A Multimodal Egocentric Vision and IMU Benchmark for Motor Impairment Assessment

Motor impairments, including tremor, bradykinesia, gait abnormalities, and postural instability, are common across many neurological and movement-related conditions. Conventional clinical assessments are often intermittent and may fail to capture subtle temporal variations in motor behavior. While wearable IMUs and third-person video have shown promise for objective motor assessment, third-person recordings raise privacy concerns and require constrained acquisition setups. In contrast, egocentric vision provides a more naturalistic and privacyaware alternative. In this work, we introduce EgoInertia-MI, a multimodal benchmark dataset combining synchronized egocentric video and wearable IMU signals for motor impairment analysis. The dataset contains 19 upper- and lower-body activities performed by healthy volunteers simulating varying levels of motor impairment severity levels: no impairment, mild impairment, and severe impairment. We establish two benchmark tasks: action recognition and motor impairment severity estimation, and evaluate multiple unimodal and multimodal baselines. Experimental results show that egocentric video provides strong cues for motor impairment assessment, while multimodal fusion achieves the best overall performance, reaching 0.78 Macro-F1 for severity estimation and 0.93 Macro-F1 for action recognition. These findings highlight the potential of combining egocentric vision and wearable sensing for ecologically valid and privacy-aware motor assessment. Code and data are available at:https://fatemah-alh.github.io/EgoInertia-MI-Page/.

  • 4 authors
·
Jul 3

egoPPG: Heart Rate Estimation from Eye-Tracking Cameras in Egocentric Systems to Benefit Downstream Vision Tasks

Egocentric vision systems aim to understand the spatial surroundings and the wearer's behavior inside it, including motions, activities, and interactions. We argue that egocentric systems must additionally detect physiological states to capture a person's attention and situational responses, which are critical for context-aware behavior modeling. In this paper, we propose egoPPG, a novel vision task for egocentric systems to recover a person's cardiac activity to aid downstream vision tasks. We introduce PulseFormer, a method to extract heart rate as a key indicator of physiological state from the eye tracking cameras on unmodified egocentric vision systems. PulseFormer continuously estimates the photoplethysmogram (PPG) from areas around the eyes and fuses motion cues from the headset's inertial measurement unit to track HR values. We demonstrate egoPPG's downstream benefit for a key task on EgoExo4D, an existing egocentric dataset for which we find PulseFormer's estimates of HR to improve proficiency estimation by 14%. To train and validate PulseFormer, we collected a dataset of 13+ hours of eye tracking videos from Project Aria and contact-based PPG signals as well as an electrocardiogram (ECG) for ground-truth HR values. Similar to EgoExo4D, 25 participants performed diverse everyday activities such as office work, cooking, dancing, and exercising, which induced significant natural motion and HR variation (44-164 bpm). Our model robustly estimates HR (MAE=7.67 bpm) and captures patterns (r=0.85). Our results show how egocentric systems may unify environmental and physiological tracking to better understand users and that egoPPG as a complementary task provides meaningful augmentations for existing datasets and tasks. We release our code, dataset, and HR augmentations for EgoExo4D to inspire research on physiology-aware egocentric tasks.

  • 5 authors
·
Aug 5, 2025

EgoReasoner: Learning Egocentric 4D Reasoning via Task-Adaptive Structured Thinking

Egocentric video understanding is inherently complex due to the dynamic 4D nature of the environment, where camera motion and object displacements necessitate a continuous re-evaluation of spatial relations. In this work, we target a suite of under-explored egocentric 4D reasoning tasks, including fixture interaction counting, viewpoint-relative fixture location, object movement itinerary tracking, and stationary object localization, that require fundamentally different cognitive operations: spatial anchoring, temporal tracking, and duration reasoning. We observe that these structural differences make task-agnostic approaches insufficient: generic Chain-of-Thought methods lack task-appropriate reasoning primitives, and uniform reinforcement learning actively destabilizes performance on spatial tasks. To address this, we propose EgoReasoner, a two-stage framework that aligns both the reasoning scaffold and the reward signal to each task's cognitive structure. In the first stage, Task-Adaptive Thinking Templates guide the synthesis of structured CoT traces that teach the model to reason adaptively across task types via supervised fine-tuning. In the second stage, task-aware reward functions verify entity grounding, temporal alignment, and task-adaptive logical consistency, selectively strengthening each reasoning pathway via reinforcement fine-tuning with GRPO. Our 3B-parameter model, trained on only 16K samples, achieves 37.5% average accuracy on the challenging HD-EPIC benchmark, surpassing Qwen2.5-VL-7B (25.7%) by over 10 points.

  • 12 authors
·
Mar 30

Gaze Beyond the Frame: Forecasting Egocentric 3D Visual Span

People continuously perceive and interact with their surroundings based on underlying intentions that drive their exploration and behaviors. While research in egocentric user and scene understanding has focused primarily on motion and contact-based interaction, forecasting human visual perception itself remains less explored despite its fundamental role in guiding human actions and its implications for AR/VR and assistive technologies. We address the challenge of egocentric 3D visual span forecasting, predicting where a person's visual perception will focus next within their three-dimensional environment. To this end, we propose EgoSpanLift, a novel method that transforms egocentric visual span forecasting from 2D image planes to 3D scenes. EgoSpanLift converts SLAM-derived keypoints into gaze-compatible geometry and extracts volumetric visual span regions. We further combine EgoSpanLift with 3D U-Net and unidirectional transformers, enabling spatio-temporal fusion to efficiently predict future visual span in the 3D grid. In addition, we curate a comprehensive benchmark from raw egocentric multisensory data, creating a testbed with 364.6K samples for 3D visual span forecasting. Our approach outperforms competitive baselines for egocentric 2D gaze anticipation and 3D localization while achieving comparable results even when projected back onto 2D image planes without additional 2D-specific training.

  • 5 authors
·
Nov 22, 2025

EgoObjects: A Large-Scale Egocentric Dataset for Fine-Grained Object Understanding

Object understanding in egocentric visual data is arguably a fundamental research topic in egocentric vision. However, existing object datasets are either non-egocentric or have limitations in object categories, visual content, and annotation granularities. In this work, we introduce EgoObjects, a large-scale egocentric dataset for fine-grained object understanding. Its Pilot version contains over 9K videos collected by 250 participants from 50+ countries using 4 wearable devices, and over 650K object annotations from 368 object categories. Unlike prior datasets containing only object category labels, EgoObjects also annotates each object with an instance-level identifier, and includes over 14K unique object instances. EgoObjects was designed to capture the same object under diverse background complexities, surrounding objects, distance, lighting and camera motion. In parallel to the data collection, we conducted data annotation by developing a multi-stage federated annotation process to accommodate the growing nature of the dataset. To bootstrap the research on EgoObjects, we present a suite of 4 benchmark tasks around the egocentric object understanding, including a novel instance level- and the classical category level object detection. Moreover, we also introduce 2 novel continual learning object detection tasks. The dataset and API are available at https://github.com/facebookresearch/EgoObjects.

  • 9 authors
·
Sep 15, 2023

Ego2Web: A Web Agent Benchmark Grounded in Egocentric Videos

Multimodal AI agents are increasingly automating complex real-world workflows that involve online web execution. However, current web-agent benchmarks suffer from a critical limitation: they focus entirely on web-based interaction and perception, lacking grounding in the user's real-world physical surroundings. This limitation prevents evaluation in crucial scenarios, such as when an agent must use egocentric visual perception (e.g., via AR glasses) to recognize an object in the user's surroundings and then complete a related task online. To address this gap, we introduce Ego2Web, the first benchmark designed to bridge egocentric video perception and web agent execution. Ego2Web pairs real-world first-person video recordings with web tasks that require visual understanding, web task planning, and interaction in an online environment for successful completion. We utilize an automatic data-generation pipeline combined with human verification and refinement to curate well-constructed, high-quality video-task pairs across diverse web task types, including e-commerce, media retrieval, knowledge lookup, etc. To facilitate accurate and scalable evaluation for our benchmark, we also develop a novel LLM-as-a-Judge automatic evaluation method, Ego2WebJudge, which achieves approximately 84% agreement with human judgment, substantially higher than existing evaluation methods. Experiments with diverse SoTA agents on our Ego2Web show that their performance is weak, with substantial headroom across all task categories. We also conduct a comprehensive ablation study on task design, highlighting the necessity of accurate video understanding in the proposed task and the limitations of current agents. We hope Ego2Web can be a critical new resource for developing truly capable AI assistants that can seamlessly see, understand, and act across the physical and digital worlds.

deepmind Deepmind
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Mar 23 2

Controllable Egocentric Video Generation via Occlusion-Aware Sparse 3D Hand Joints

Controllable video generation for complex hand-object interactions is a critical step toward building visual world models. However, existing methods often struggle to achieve fine-grained, 3D-consistent hand articulation in generated videos. By relying on dense 2D trajectories or implicit pose representations, they collapse crucial geometric structures into spatially ambiguous signals, leading to severe motion inconsistencies and hallucinated artifacts under egocentric occlusions. To address this, we propose leveraging sparse 3D hand joints as explicit control signals with three key advantages: explicit geometry to resolve occlusions, an intuitive interface for interactive editing, and cross-embodiment generalization to robotic hands. Built upon this, our efficient control module extracts occlusion-aware features from the source reference frame by penalizing unreliable visual features from hidden joints, and employs a 3D-based weighting mechanism to handle dynamically occluded target joints during motion propagation. Meanwhile, it directly injects 3D geometric embeddings into the latent space to enforce structural consistency. To facilitate robust training and evaluation, we develop an automated annotation pipeline, yielding 1M high-quality egocentric video clips paired with precise hand trajectories. Experiments demonstrate that our approach outperforms state-of-the-art baselines, generating high-fidelity egocentric videos with realistic hand-object interactions.

  • 7 authors
·
Jun 28

Sensor-Augmented Egocentric-Video Captioning with Dynamic Modal Attention

Automatically describing video, or video captioning, has been widely studied in the multimedia field. This paper proposes a new task of sensor-augmented egocentric-video captioning, a newly constructed dataset for it called MMAC Captions, and a method for the newly proposed task that effectively utilizes multi-modal data of video and motion sensors, or inertial measurement units (IMUs). While conventional video captioning tasks have difficulty in dealing with detailed descriptions of human activities due to the limited view of a fixed camera, egocentric vision has greater potential to be used for generating the finer-grained descriptions of human activities on the basis of a much closer view. In addition, we utilize wearable-sensor data as auxiliary information to mitigate the inherent problems in egocentric vision: motion blur, self-occlusion, and out-of-camera-range activities. We propose a method for effectively utilizing the sensor data in combination with the video data on the basis of an attention mechanism that dynamically determines the modality that requires more attention, taking the contextual information into account. We compared the proposed sensor-fusion method with strong baselines on the MMAC Captions dataset and found that using sensor data as supplementary information to the egocentric-video data was beneficial, and that our proposed method outperformed the strong baselines, demonstrating the effectiveness of the proposed method.

  • 3 authors
·
Sep 6, 2021

EgoCoT-Bench: Benchmarking Grounded and Verifiable Operation-Centric Chain of Thought Reasoning for MLLMs

The rapid development of Multimodal Large Language Models (MLLMs) has led to growing interest in egocentric video understanding, specifically the ability for MLLMs to recognize fine-grained hand-object interactions, track object state changes over time, and reason about manipulative processes in dynamic environments from a first-person perspective. However, existing egocentric video benchmarks suffer from limited grounded rationale evaluation, offering limited support for fine-grained operation-centric reasoning and rarely examining whether model rationales are grounded in explicit spatio-temporal evidence. To address this gap, we introduce EgoCoT-Bench, a fine-grained egocentric benchmark for grounded and verifiable operation-centric reasoning with explicit step-by-step rationale annotations. Overall, EgoCoT-Bench comprises 3,172 verifiable QA pairs over 351 egocentric videos separated into four task groups for a total of 12 sub-task groups, encompassing perception and retrospection, anticipation, and high-level reasoning. The benchmark is constructed through a spatio-temporal scene graphs (STSG) guided generation framework and is further refined by human annotators to ensure correctness, egocentric relevance and fine-grained quality. Experimental results show continuing difficulties with egocentric fine-grained reasoning and further reveal that many multimodal models produce explanations that are answer-correct, but have evidence that is inconsistent with the answer. We hope EgoCoT-Bench can serve as a useful testbed for grounded and verifiable reasoning in egocentric video understanding. Project page and supplementary materials are available at: https://dstardust.github.io/EgoCoT/.

  • 4 authors
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May 18

Domain Adaptive Hand Keypoint and Pixel Localization in the Wild

We aim to improve the performance of regressing hand keypoints and segmenting pixel-level hand masks under new imaging conditions (e.g., outdoors) when we only have labeled images taken under very different conditions (e.g., indoors). In the real world, it is important that the model trained for both tasks works under various imaging conditions. However, their variation covered by existing labeled hand datasets is limited. Thus, it is necessary to adapt the model trained on the labeled images (source) to unlabeled images (target) with unseen imaging conditions. While self-training domain adaptation methods (i.e., learning from the unlabeled target images in a self-supervised manner) have been developed for both tasks, their training may degrade performance when the predictions on the target images are noisy. To avoid this, it is crucial to assign a low importance (confidence) weight to the noisy predictions during self-training. In this paper, we propose to utilize the divergence of two predictions to estimate the confidence of the target image for both tasks. These predictions are given from two separate networks, and their divergence helps identify the noisy predictions. To integrate our proposed confidence estimation into self-training, we propose a teacher-student framework where the two networks (teachers) provide supervision to a network (student) for self-training, and the teachers are learned from the student by knowledge distillation. Our experiments show its superiority over state-of-the-art methods in adaptation settings with different lighting, grasping objects, backgrounds, and camera viewpoints. Our method improves by 4% the multi-task score on HO3D compared to the latest adversarial adaptation method. We also validate our method on Ego4D, egocentric videos with rapid changes in imaging conditions outdoors.

  • 6 authors
·
Mar 15, 2022

PROSE: Training-Free Egocentric Scene Registration with Vision-Language Models

Registering two captures of the same indoor space taken at different times underpins persistent spatial memory for robots and AR systems, yet the realistic version of this task is egocentric and its most scalable form is RGB-only. Head-mounted cameras yield blurry, fast-moving, partially overlapping views from which dense geometry is hard to recover. Classical registration leans on exactly the clean point clouds this setting lacks, while learned scene-graph methods require a pre-built or annotated graph and a trained matcher that we find brittle under egocentric data. We take a different route, using a pretrained vision-language model as the source of both scene understanding and cross-scan matching. Our method, PROSE (Prompted Scene rEgistration), lifts each RGB sequence into an object-level 3D scene graph using off-the-shelf foundation models for geometry, segmentation, and language, then prompts the same VLM to match object instances across the two RGB sequences. To make this matching tractable and reliable, we leverage object heights as a prior and verify each proposed match with a paired same/different query, then solve for the rigid transform by hypothesizing a candidate per matched object and selecting the one with the strongest geometric consensus. PROSE adds no learned parameters and requires no depth sensor, training, or annotated graph. On the egocentric Aria Digital Twin and Aria Everyday Activities benchmarks, it outperforms both geometric and learned scene-graph baselines in registration accuracy, on ground-truth and RGB-reconstructed point clouds alike, and the scene graph it produces transfers directly to downstream tasks.

  • 7 authors
·
Jun 14

Volumetric Capture of Humans with a Single RGBD Camera via Semi-Parametric Learning

Volumetric (4D) performance capture is fundamental for AR/VR content generation. Whereas previous work in 4D performance capture has shown impressive results in studio settings, the technology is still far from being accessible to a typical consumer who, at best, might own a single RGBD sensor. Thus, in this work, we propose a method to synthesize free viewpoint renderings using a single RGBD camera. The key insight is to leverage previously seen "calibration" images of a given user to extrapolate what should be rendered in a novel viewpoint from the data available in the sensor. Given these past observations from multiple viewpoints, and the current RGBD image from a fixed view, we propose an end-to-end framework that fuses both these data sources to generate novel renderings of the performer. We demonstrate that the method can produce high fidelity images, and handle extreme changes in subject pose and camera viewpoints. We also show that the system generalizes to performers not seen in the training data. We run exhaustive experiments demonstrating the effectiveness of the proposed semi-parametric model (i.e. calibration images available to the neural network) compared to other state of the art machine learned solutions. Further, we compare the method with more traditional pipelines that employ multi-view capture. We show that our framework is able to achieve compelling results, with substantially less infrastructure than previously required.

  • 12 authors
·
May 28, 2019