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Nov 3

SimForcing: Distilling Simulation Motion Priors into Real-Domain Robot World Models

Action-conditioned robot world models must respond precisely to robot trajectories while preserving realistic visual dynamics, yet learning both from heterogeneous robot videos remains challenging. Simulation offers structured motion supervision, but appearance differences hinder direct transfer, and inaccurate simulation predictions can misguide real-video generation. We present SimForcing, a simulation-guided framework that uses simulation both as a source of transferable motion knowledge and as a controllable reference for prediction. First, we transfer motion knowledge from a simulation teacher through latent-motion distillation, aligning temporal changes in latent space to internalize motion priors while mitigating the influence of appearance differences. Second, we introduce multi-block simulation conditioning with condition dropout to exploit predicted simulation trajectories without relying excessively on their accuracy. Our simulation-conditioning classifier-free guidance scheme unifies these two ideas by balancing predictions based on internalized motion knowledge with those additionally guided by simulation latents. The jointly trained student generates both simulation conditions and real-domain videos, requiring no additional world model at inference. On Bridge, SimForcing achieves the best PSNR, SSIM, LPIPS, and FVD among the compared methods without external embodied pretraining. Evaluation on InternData-A1 further supports its applicability across robot datasets. Moreover, using our trained world model to initialize a vision-language-action model improves LIBERO success, suggesting its utility for downstream policy learning. https://github.com/Wang-Xiaodong1899/SimForcing

LIME: Learning Intent-aware Camera Motion from Egocentric Video

Autonomous robots often need to move their camera before they can act: to inspect an object, reveal an occluded region, or obtain a view that responds to a user's intent. While vision-language navigation translates instructions to base motion and vision-language-action policies map instructions to manipulation actions, language-conditioned camera motion remains comparatively underexplored as a first-class action. We formulate language-conditioned camera motion generation: given a current RGB observation and a free-form natural-language intent, predict a relative target camera pose for the next observation. This task is inherently non-trivial: viewpoint changes are driven by latent perceptual intentions, and a valid motion may operate at different semantic granularity, from entering a room to looking around a corner, inspecting a visible object, or revealing an occluded detail. To model this structure, we mine multi-intention camera-motion supervision from egocentric video, pairing plausible intents and observation-gain descriptions with relative SE(3) target poses. We propose LIME, a vision-language camera-motion generator that combines an auto-regressive observation-gain output with a continuous flow-matching pose head. This design lets the model jointly predict what the next view should reveal while representing multi-hypothesis target views. Across experiments and downstream robotic tasks, we show that LIME can learn to actively choose camera poses from passive human video, turning ordinary egocentric recordings into supervision for intent-aware active perception.

  • 9 authors
·
Jul 1

DragFlow: Unleashing DiT Priors with Region Based Supervision for Drag Editing

Drag-based image editing has long suffered from distortions in the target region, largely because the priors of earlier base models, Stable Diffusion, are insufficient to project optimized latents back onto the natural image manifold. With the shift from UNet-based DDPMs to more scalable DiT with flow matching (e.g., SD3.5, FLUX), generative priors have become significantly stronger, enabling advances across diverse editing tasks. However, drag-based editing has yet to benefit from these stronger priors. This work proposes the first framework to effectively harness FLUX's rich prior for drag-based editing, dubbed DragFlow, achieving substantial gains over baselines. We first show that directly applying point-based drag editing to DiTs performs poorly: unlike the highly compressed features of UNets, DiT features are insufficiently structured to provide reliable guidance for point-wise motion supervision. To overcome this limitation, DragFlow introduces a region-based editing paradigm, where affine transformations enable richer and more consistent feature supervision. Additionally, we integrate pretrained open-domain personalization adapters (e.g., IP-Adapter) to enhance subject consistency, while preserving background fidelity through gradient mask-based hard constraints. Multimodal large language models (MLLMs) are further employed to resolve task ambiguities. For evaluation, we curate a novel Region-based Dragging benchmark (ReD Bench) featuring region-level dragging instructions. Extensive experiments on DragBench-DR and ReD Bench show that DragFlow surpasses both point-based and region-based baselines, setting a new state-of-the-art in drag-based image editing. Code and datasets will be publicly available upon publication.

  • 7 authors
·
Oct 2, 2025 2

MVTrack4Gen: Multi-View Point Tracking as Geometric Supervision for 4D Video Generation

Synthesizing a novel-view video from a monocular reference video along a target camera trajectory requires both geometric consistency and motion fidelity with respect to the reference video. Existing methods based on explicit 3D representations are limited by the accuracy of off-the-shelf reconstruction modules, which often produce inaccurate geometry for dynamic objects in monocular videos. In contrast, camera-conditioning-only methods can achieve high visual quality but often struggle to preserve geometric and motion consistency. In this work, we introduce MVTrack4Gen (Multi-View point Tracking for Novel-View Generation), a motion-aware training framework that leverages multi-view point tracking as an additional geometric and motion supervision signal for camera-conditioning-only novel-view video diffusion models. Our key finding is that specific attention layers encode strong correspondence cues, where query features attend to key features at geometrically corresponding locations across views and over time, and the misalignment of these correspondences causes motion inconsistency. Based on this observation, we route these features into an auxiliary multi-view tracking head and jointly train the diffusion model with a point-tracking objective. By explicitly strengthening these motion-aware correspondences, MVTrack4Gen improves existing models to better follow the motion in the reference view and maintain cross-view geometric consistency. Across diverse benchmarks, our method achieves state-of-the-art geometric consistency and competitive camera accuracy.

kaist-ai KAIST AI
·
Jun 23 1

Learning to Generate Object Interactions with Physics-Guided Video Diffusion

Recent models for video generation have achieved remarkable progress and are now deployed in film, social media production, and advertising. Beyond their creative potential, such models also hold promise as world simulators for robotics and embodied decision making. Despite strong advances, however, current approaches still struggle to generate physically plausible object interactions and lack physics-grounded control mechanisms. To address this limitation, we introduce KineMask, an approach for physics-guided video generation that enables realistic rigid body control, interactions, and effects. Given a single image and a specified object velocity, our method generates videos with inferred motions and future object interactions. We propose a two-stage training strategy that gradually removes future motion supervision via object masks. Using this strategy we train video diffusion models (VDMs) on synthetic scenes of simple interactions and demonstrate significant improvements of object interactions in real scenes. Furthermore, KineMask integrates low-level motion control with high-level textual conditioning via predictive scene descriptions, leading to effective support for synthesis of complex dynamical phenomena. Extensive experiments show that KineMask achieves strong improvements over recent models of comparable size. Ablation studies further highlight the complementary roles of low- and high-level conditioning in VDMs. Our code, model, and data will be made publicly available.

  • 5 authors
·
Oct 2, 2025

RotationDrag: Point-based Image Editing with Rotated Diffusion Features

A precise and user-friendly manipulation of image content while preserving image fidelity has always been crucial to the field of image editing. Thanks to the power of generative models, recent point-based image editing methods allow users to interactively change the image content with high generalizability by clicking several control points. But the above mentioned editing process is usually based on the assumption that features stay constant in the motion supervision step from initial to target points. In this work, we conduct a comprehensive investigation in the feature space of diffusion models, and find that features change acutely under in-plane rotation. Based on this, we propose a novel approach named RotationDrag, which significantly improves point-based image editing performance when users intend to in-plane rotate the image content. Our method tracks handle points more precisely by utilizing the feature map of the rotated images, thus ensuring precise optimization and high image fidelity. Furthermore, we build a in-plane rotation focused benchmark called RotateBench, the first benchmark to evaluate the performance of point-based image editing method under in-plane rotation scenario on both real images and generated images. A thorough user study demonstrates the superior capability in accomplishing in-plane rotation that users intend to achieve, comparing the DragDiffusion baseline and other existing diffusion-based methods. See the project page https://github.com/Tony-Lowe/RotationDrag for code and experiment results.

  • 3 authors
·
Jan 12, 2024

4DStreamCtrl: Interactive Video Generation with Online 4D Control

Generative video models now synthesize footage nearly indistinguishable from reality. Their promise as interactive tools hinges on fine-grained control of how objects and the camera move over time, yet each existing approach captures only part of this: camera-parameter methods steer the viewpoint but cannot move objects, 2D-trajectory methods act in the image plane and ignore depth and occlusion, and recent 3D methods add geometry but run only offline at a fixed length. In particular, none combines 3D-consistent control of both camera and objects with real-time, streaming generation. Here we show that camera motion, object trajectories, and depth can be unified into a single 3D point-track representation, from which one model performs joint camera and object control, depth editing, and motion transfer in a single forward pass. To learn this interface at scale, we mine in-the-wild video for 3D motion supervision, yielding OpenVidHD-Motion3D, and encode it with a lightweight Geometric Motion Head that plugs into a pretrained video diffusion model. Because this encoder is temporally separable, we distill the model into a causal streaming student that generates arbitrarily long video in four denoising steps at memory independent of length. This unified design surpasses prior camera-only, 2D, and offline-3D methods in motion-control precision while covering modalities they address only in isolation. 4DStreamCtrl runs at 20 FPS on a single high-end GPU for 480p video and stays temporally coherent over hundreds of frames, enabling, to our knowledge, interactive 4D-controllable streaming generation for the first time. More broadly, grounding generation in explicit 3D geometry with efficient causal inference points toward interactive world models with closed-loop spatiotemporal control, from controllable simulators to real-time visual imagination for embodied agents.

  • 7 authors
·
Aug 26

From Static to Dynamic: On-Policy Distillation from Image to Video Diffusion Models

On-policy distillation (OPD) specializes pretrained video diffusion models through teacher supervision along the student's own generation trajectory. Although large video models are natural teachers, developing specialized video experts can require costly video data and training, while querying them incurs substantially higher latency than querying image experts. More readily available and cheaper to query, image experts offer a cost-effective alternative, particularly for largely temporal-agnostic capabilities such as aesthetics and OCR that admit frame-level supervision. However, heterogeneous image and video latent spaces prevent direct supervision of intermediate student states, while image experts lack cross-frame motion supervision, making temporal consistency vulnerable to frame-level improvements. In this paper, we propose MILD, a Motion-Preserving Image-to-Video Latent Distillation framework that transfers specialized image expertise while preserving pretrained video dynamics. MILD uses a learnable linear connector that aligns student latent states and predicted updates with those of image experts, enabling supervision transfer across heterogeneous latent spaces. We further constrain image-guided corrections around the pretrained student's predictions to preserve video dynamics and incorporate an optical-flow-based motion reward to improve motion quality and temporal consistency. Across specialized image experts and multiple video-student backbones, our method consistently outperforms video-teacher OPD baselines, with further studies demonstrating effective transfer across connector designs and heterogeneous architectures. These results establish image-to-video distillation as an effective route to improving video generation by drawing on the diverse and evolving capabilities of the image-generation ecosystem.

  • 6 authors
·
Sep 27

Drag Your GAN: Interactive Point-based Manipulation on the Generative Image Manifold

Synthesizing visual content that meets users' needs often requires flexible and precise controllability of the pose, shape, expression, and layout of the generated objects. Existing approaches gain controllability of generative adversarial networks (GANs) via manually annotated training data or a prior 3D model, which often lack flexibility, precision, and generality. In this work, we study a powerful yet much less explored way of controlling GANs, that is, to "drag" any points of the image to precisely reach target points in a user-interactive manner, as shown in Fig.1. To achieve this, we propose DragGAN, which consists of two main components: 1) a feature-based motion supervision that drives the handle point to move towards the target position, and 2) a new point tracking approach that leverages the discriminative generator features to keep localizing the position of the handle points. Through DragGAN, anyone can deform an image with precise control over where pixels go, thus manipulating the pose, shape, expression, and layout of diverse categories such as animals, cars, humans, landscapes, etc. As these manipulations are performed on the learned generative image manifold of a GAN, they tend to produce realistic outputs even for challenging scenarios such as hallucinating occluded content and deforming shapes that consistently follow the object's rigidity. Both qualitative and quantitative comparisons demonstrate the advantage of DragGAN over prior approaches in the tasks of image manipulation and point tracking. We also showcase the manipulation of real images through GAN inversion.

  • 6 authors
·
May 18, 2023 74

STORM: Spatio-Temporal Reconstruction Model for Large-Scale Outdoor Scenes

We present STORM, a spatio-temporal reconstruction model designed for reconstructing dynamic outdoor scenes from sparse observations. Existing dynamic reconstruction methods often rely on per-scene optimization, dense observations across space and time, and strong motion supervision, resulting in lengthy optimization times, limited generalization to novel views or scenes, and degenerated quality caused by noisy pseudo-labels for dynamics. To address these challenges, STORM leverages a data-driven Transformer architecture that directly infers dynamic 3D scene representations--parameterized by 3D Gaussians and their velocities--in a single forward pass. Our key design is to aggregate 3D Gaussians from all frames using self-supervised scene flows, transforming them to the target timestep to enable complete (i.e., "amodal") reconstructions from arbitrary viewpoints at any moment in time. As an emergent property, STORM automatically captures dynamic instances and generates high-quality masks using only reconstruction losses. Extensive experiments on public datasets show that STORM achieves precise dynamic scene reconstruction, surpassing state-of-the-art per-scene optimization methods (+4.3 to 6.6 PSNR) and existing feed-forward approaches (+2.1 to 4.7 PSNR) in dynamic regions. STORM reconstructs large-scale outdoor scenes in 200ms, supports real-time rendering, and outperforms competitors in scene flow estimation, improving 3D EPE by 0.422m and Acc5 by 28.02%. Beyond reconstruction, we showcase four additional applications of our model, illustrating the potential of self-supervised learning for broader dynamic scene understanding.

  • 13 authors
·
Dec 31, 2024

Wave Forcing: Towards Speed-of-Light Streaming Video Generation

Real-time long-video generation requires continuous output with consistent appearance and natural motion. Existing chunk-wise autoregressive methods face challenges in both generation efficiency and long-video quality: serialized denoising and history-cache refresh require two forward passes even with one-step denoising, and longer rollouts can degrade quality and cause camera drift. We propose Wave Forcing (WF), which co-designs generation, training, and execution for continuous video output with multi-step denoising. WF uses chunk-wise causal attention to access earlier, cleaner chunks before their denoising is complete, and distributes staggered denoising and cache-refresh stages across full-model replicas to achieve 1F1C: one output chunk per concurrent forward round after pipeline fill. To adapt the model to this continuous generation process, we develop a three-stage training procedure that successively introduces mixed-noise denoising, motion supervision, and causal adaptation using self-generated history. To execute this process efficiently, Wave Runtime (WaveRT) uses Wave Parallelism (WP) for early K/V delivery and communication-computation overlap, together with optimized kernels and pipelined VAE decoding. Experiments on Wan2.1-T2V-1.3B show that 5-step WF maintains overall quality comparable to Rolling Forcing while achieving higher Dynamic Degree on both short and long videos. Our system efficiency experiments show that 4-step WF achieves 147.6 DiT FPS and 134.8 end-to-end FPS on eight H200 GPUs, yielding 7.07x the single-GPU end-to-end throughput. In DiT-only tests with matched SageAttention+W8A8 backends, denoising steps, and GPU counts, WP delivers up to 2.53x the throughput of the faster of the Ulysses and Ring context-parallel baselines across six model scales (1.3B-14B).

Semantic Motion Anchors: Bridging Motion and Meaning in Co-Speech Gestures

Learning a shared representation between spoken text and gesture is central to co-speech gesture retrieval, synthesis, and understanding, but remains challenging for semantically meaningful gestures whose communicative intent is not captured by motion alone. Direct contrastive alignment between transcripts and continuous motion embeddings often overemphasizes low-level kinematics and misses the symbolic content of semantic gestures. We propose semantic motion anchors, natural-language abstractions of gesture motion capturing physical form and communicative intent. Our method discretizes 3D gestures into body-hand motion primitives, verbalizes them into structured descriptions, and grounds them in the transcript to provide auxiliary contrastive supervision. On BEAT2, our method improves text-to-gesture R@1 by 8.2% over a direct text-motion baseline and outperforms prior retrieval approaches on text to gesture and gesture to text retrieval directions. Beyond aggregate retrieval metrics, semantic motion anchor supervision helps retrieve gestures that are semantically meaningful for the spoken query, rather than defaulting to generic motion patterns. A downstream retrieval-augmented gesture generation study showed that users significantly preferred gestures retrieved by our approach over a retrieval-augmented generation baseline, demonstrating that semantically grounded retrieval translates to gestures that better convey communicative intent in downstream generation.

  • 8 authors
·
May 31 2

AnyAct: Towards Human Reenactment of Character Motion From Video

We study the problem of directly deriving an initial human reenactment from a monocular video of a non-human character. Our goal is not to reconstruct the source character itself but to reinterpret its motion as a plausible and editable human performance for downstream animation authoring. This task is challenging because existing video-based motion capture methods are largely restricted to human-centric structural spaces, while motion retargeting methods typically require structured 3D source motions and known source topologies. Our key insight is that sparse local articulated motion cues can preserve essential dynamics across large structural differences, providing a stable bridge from character video to human reenactment. Based on this observation, we propose AnyAct, which formulates character-video-driven human reenactment as conditional human motion generation from transferable sparse local 2D articulated motion. To make this practical, we introduce three key designs: human-motion-only supervision via augmented 3D-to-2D projection, progressive 3D-to-2D training to alleviate conditioning ambiguity, and global-local motion decoupling for reliable local motion control. We further construct a benchmark primarily covering diverse non-human character videos. Experiments on the benchmark show that AnyAct produces high-fidelity initial human reenactments that preserve the essential dynamics of the characters in reference videos, and further ablation studies validate the effectiveness of its core designs.

  • 8 authors
·
May 18

TRACE: Typed Reference-Aware Conversational Editing for Humanoid Motion Diffusion

Language-conditioned humanoid motion generation enables users to create and refine robot movements through natural language. The central challenge is to connect an underspecified request to concrete motion structure that can subsequently be revised relative to an accepted reference. We present TRACE, a generation and editing framework for the Unitree G1 humanoid robot built around typed, measurable kinematic quantities. Our insight is to ground generation conditions in paired training motions and editing goals in the current motion. A language model learns to predict support, root, and hand events from motion-derived supervision; their time-aligned encodings complement the original text in a diffusion generator. Gravity-referenced states and trajectory--contact objectives improve kinematic consistency. For editing, typed requests define body--time scopes and source-relative goals. A separate reference-conditioned diffusion editor uses these goals and revised events to realize changes, while sampling-time projection preserves protected state coordinates. Quantitative evaluation and human assessment show improved semantic alignment and motion quality over the compared methods. Multi-turn editing evaluations demonstrate more reliable execution of successive relative requests under shared preservation constraints. Code is available at https://github.com/Multimodal-Perception-Action/TRACE.

  • 12 authors
·
Oct 21

Perfect Demo Makes Poor Teacher: Learning Robust Alignment from Critical Motion Segments

Expert demonstrations are widely assumed to be the gold standard for robot imitation learning. Yet for fine-grained manipulation such as insertion, stacking, and alignment, we uncover a counterintuitive failure mode: fluent demonstrations can be poor teachers. A skilled teleoperator compresses the decisive moments of alignment and recovery into a brief temporal window, leaving the policy flooded with redundant free-space motion and starved of supervision exactly where precision determines success. We address this bottleneck at two levels. At the data level, slowing down near alignment and resampling critical segments both help, yet the gain comes mainly from broadening the coverage of recovery states the policy must learn, not from reweighting frames it already has. Such data-side fixes, however, leave the policy's per-frame view untouched: a single image still maps directly to an action, and the local motion that governs correction stays implicit. We therefore turn to the representation level and introduce STAIR (Spatio-Temporal feature As an Interface for Robot learning), a compact dynamic feature that bridges the vision-language model and the action expert, distilling the short-horizon motion already recorded in each trajectory into dense, motion-aware supervision. Trained on fluent data alone, STAIR recovers most of the deliberate-demonstration gain (50.0 to 62.2% overall, approaching the 64.4% of deliberate demonstrations). These results call for a more pedagogical view of robot data, optimized for machine learnability rather than human efficiency alone.

  • 7 authors
·
Jul 14

EffectLearner: World-Aware Object-Effect Reasoning for Real-World Video Object Removal

Video object removal must eliminate not only the target object but also its induced effects while maintaining high-fidelity and spatiotemporally coherent restoration. Existing methods mainly learn object-effect correspondences implicitly from predefined effect categories and fixed data distributions, limiting their generalization to complex real-world scenes involving compositional effects, spatially detached or weakly correlated effects, long-tail physical phenomena, and dynamically evolving interactions. We propose EffectLearner, a semantic-reasoning-enhanced framework that combines a VLM-based Object-Effect Reasoner with a DiT-based Video Eraser. Guided by a structured effect-analysis prompt, the Reasoner performs cross-modal reasoning over a target-highlighted video and extracts compact effect-aware context, which guides the Video Eraser toward comprehensive object-effect removal. Motion-aware mask guidance and motion-consistency supervision further improve removal coverage and spatiotemporal stability under object motion and evolving scene dynamics. To fully exploit the framework in challenging real-world scenarios, we further construct EffectWorld, a paired video dataset specifically designed for complex object-induced effects, and introduce a progressive training curriculum that combines common supervision with complex-effect data. On the standard ROSE-Bench, EffectLearner outperforms existing baselines on most metrics and achieves clear advantages on both EffectWorld-Eval and the challenging EffectWorld-Wild, demonstrating its ability to deliver high-quality video object removal in complex real-world scenes.

  • 11 authors
·
Aug 5 4

Social Structure Matters in 3D Human-Human Interaction Generation

Although text-to-motion generation has achieved strong progress in synthesizing realistic single-person motions from language, extending it to text-driven 3D human-human interaction (HHI) remains non-trivial, as HHI requires modeling the underlying social structure that governs phase progression, actor roles, and inter-actor coordination. In this paper, we formulate HHI generation as a social structure modeling and grounding problem: the model must first infer how an interaction unfolds and how the two actors coordinate their roles, and then realize this structure as continuous, physically plausible, and partner-aware 3D motion. To study how such structure should be modeled, we first examine the capability boundary of large language models (LLMs) for HHI generation. Our analysis shows that LLMs can think by recovering phase decompositions and partner-aware roles, but cannot directly move, as they fail to generate dynamic, physically plausible, and interaction-aware motion. This motivates our planner-executor paradigm, Think with LLM, Move with Motion Skill. The LLM planner converts implicit interaction semantics into motion-aligned social supervision by decomposing interactions into phases, assigning partner-aware actor roles, and aligning them with motion sequence. The motion executor then grounds the planned social structure into coordinated two-person motion by adapting a pretrained solo motion model with LoRA, previous-phase self-conditioning, and ego-relative partner conditioning. Together, our Solo-to-Social framework bridges social organization and motion realization, producing 3D HHI with improved phase consistency, role alignment, and partner-aware coordination.

  • 9 authors
·
Jun 22

AnyCam: Learning to Recover Camera Poses and Intrinsics from Casual Videos

Estimating camera motion and intrinsics from casual videos is a core challenge in computer vision. Traditional bundle-adjustment based methods, such as SfM and SLAM, struggle to perform reliably on arbitrary data. Although specialized SfM approaches have been developed for handling dynamic scenes, they either require intrinsics or computationally expensive test-time optimization and often fall short in performance. Recently, methods like Dust3r have reformulated the SfM problem in a more data-driven way. While such techniques show promising results, they are still 1) not robust towards dynamic objects and 2) require labeled data for supervised training. As an alternative, we propose AnyCam, a fast transformer model that directly estimates camera poses and intrinsics from a dynamic video sequence in feed-forward fashion. Our intuition is that such a network can learn strong priors over realistic camera poses. To scale up our training, we rely on an uncertainty-based loss formulation and pre-trained depth and flow networks instead of motion or trajectory supervision. This allows us to use diverse, unlabelled video datasets obtained mostly from YouTube. Additionally, we ensure that the predicted trajectory does not accumulate drift over time through a lightweight trajectory refinement step. We test AnyCam on established datasets, where it delivers accurate camera poses and intrinsics both qualitatively and quantitatively. Furthermore, even with trajectory refinement, AnyCam is significantly faster than existing works for SfM in dynamic settings. Finally, by combining camera information, uncertainty, and depth, our model can produce high-quality 4D pointclouds.

  • 5 authors
·
Mar 29, 2025

LAWM-3D: Learning 3D-Aware Latent Actions from Human Videos for Generalizable Robot World Models

World models enable agents to perform forward rollout and planning without real-world interaction. However, their application in open-world embodied intelligence remains limited by the high cost of action annotations and the heterogeneity of action spaces across platforms. Recently, latent action models (LAMs) have alleviated this bottleneck by learning action representations directly from unlabeled human videos in a self-supervised manner. Nevertheless, most existing LAMs rely on single-view inputs and operate primarily in 2D pixel space, raising a fundamental question: can simply incorporating multi-view videos into LAM training endow the learned latent actions with 3D-aware perception? Our study shows that the answer is negative. The primary reasons lie in future-frame appearance leakage as well as inter-camera appearance discrepancies and viewpoint variations. To address these issues, we propose LAWM-3D, which introduces three tightly coupled key designs: (1) a multi-view invariant unified action tokenization scheme for learning 3D-aware latent actions; (2) a geometric alignment constraint that anchors intermediate encoder features to a pretrained 3D foundation model, thereby explicitly providing cross-view geometric correspondences; and (3) a non-injective RGB-D joint reconstruction objective that prevents shortcut learning from future-frame appearance information, forcing the LAM to focus supervision on motion cues with geometric significance. Importantly, these components are not simply stacked but are tightly coupled through a unified motivation. Built upon a two-stage paradigm of large-scale human video pretraining followed by robot fine-tuning, extensive experiments demonstrate that the proposed 3D-aware latent actions significantly improve world model performance, achieving SOTA results in generation quality, physical consistency, and generalization ability.

  • 8 authors
·
Aug 5

Motion-Omni: End-to-End Joint Speech and Full-Body Motion for Spoken Dialogue

An avatar that holds a conversation should decide what to say and to move while saying it, yet these abilities live in separate model families: spoken dialogue models produce speech without motion, and co-speech motion models produce motion only from audio handed to them. The standard remedy is a cascade that first generates the spoken response and then runs a motion model over the finished audio, which requires a second full inference pass and precludes any joint optimisation between the two. We present Motion-Omni, an end-to-end framework in which a spoken dialogue model natively outputs explicit facial expression together with hand, upper-body and lower-body motion, generated directly from the hidden states that produce the speech. Joint training is not optional here: with the speech pathway frozen, motion remains misaligned with the audio, and co-adapting the LLM, Speech Generator and Motion Generator under both objectives is what recovers alignment while retaining spoken-dialogue ability. Supervision comes from a scalable, model-agnostic pipeline that pseudo-labels consistent-voice speech responses with a replaceable motion teacher, yielding 422,856 quality-ranked pairs (1,402 hours). We further release SwDA-500 and, to our knowledge, the first public evaluation protocol for stochastic open-ended full-body spoken dialogue, matching audio across motion systems while unifying rendering, automatic metrics, human evaluation, and latency measurement. Instantiated with a Qwen2.5-7B-Instruct backbone, Motion-Omni-Q7 matches the same-audio teacher cascade to within 2% on reference-free motion metrics while responding 5.4 x faster (RTF=0.78, faster than real time), surpasses all non-teacher cascades on beat correlation and diversity, and reaches a 2.62% word error rate, the lowest among the omni-modal systems compared.

Self-supervised Learning of Motion Capture

Current state-of-the-art solutions for motion capture from a single camera are optimization driven: they optimize the parameters of a 3D human model so that its re-projection matches measurements in the video (e.g. person segmentation, optical flow, keypoint detections etc.). Optimization models are susceptible to local minima. This has been the bottleneck that forced using clean green-screen like backgrounds at capture time, manual initialization, or switching to multiple cameras as input resource. In this work, we propose a learning based motion capture model for single camera input. Instead of optimizing mesh and skeleton parameters directly, our model optimizes neural network weights that predict 3D shape and skeleton configurations given a monocular RGB video. Our model is trained using a combination of strong supervision from synthetic data, and self-supervision from differentiable rendering of (a) skeletal keypoints, (b) dense 3D mesh motion, and (c) human-background segmentation, in an end-to-end framework. Empirically we show our model combines the best of both worlds of supervised learning and test-time optimization: supervised learning initializes the model parameters in the right regime, ensuring good pose and surface initialization at test time, without manual effort. Self-supervision by back-propagating through differentiable rendering allows (unsupervised) adaptation of the model to the test data, and offers much tighter fit than a pretrained fixed model. We show that the proposed model improves with experience and converges to low-error solutions where previous optimization methods fail.

  • 4 authors
·
Dec 4, 2017

Sound Sparks Motion: Audio and Text Tuning for Video Editing

Motion-centric video editing remains difficult for large generative video models, which often respond well to appearance changes but struggle to produce specific, localized actions or state transitions in an existing clip. We introduce Sound Sparks Motion, a training-free framework that enables motion editing in an audio-visual video generation model by tuning its internal multimodal conditioning signals at test time. Rather than modifying model weights, our method tunes only two lightweight variables: an audio latent derived from the source video and a residual perturbation in the text-conditioning. We find that this combination can encourage motion edits that the underlying model often struggles to realize under prompt-only control. Since there is no direct way to evaluate temporal alignment between text and motion, we guide the tuning process using a vision-language model that provides feedback indicating whether the intended motion appears in the generated video. This simple supervision yields an effective semantic objective for motion editing, while regularization and perceptual-temporal constraints help preserve content and visual quality. Beyond per-video tuning, we show that the learned latent controls are transferable across videos, suggesting that they capture reusable motion-edit directions rather than overfitting to a single example. Our results highlight multimodal conditioning tuning, particularly through the audio pathway, as a promising direction for motion-aware video editing, and suggest that test-time tuning can serve as a lightweight probing mechanism that helps reveal latent motion controls embedded in the model's multimodal conditioning. Code and data are available via our project page: https://amirhossein-razlighi.github.io/Sound_Sparks_Motion/

  • 5 authors
·
May 13

Equivariant Spatio-Temporal Self-Supervision for LiDAR Object Detection

Popular representation learning methods encourage feature invariance under transformations applied at the input. However, in 3D perception tasks like object localization and segmentation, outputs are naturally equivariant to some transformations, such as rotation. Using pre-training loss functions that encourage equivariance of features under certain transformations provides a strong self-supervision signal while also retaining information of geometric relationships between transformed feature representations. This can enable improved performance in downstream tasks that are equivariant to such transformations. In this paper, we propose a spatio-temporal equivariant learning framework by considering both spatial and temporal augmentations jointly. Our experiments show that the best performance arises with a pre-training approach that encourages equivariance to translation, scaling, and flip, rotation and scene flow. For spatial augmentations, we find that depending on the transformation, either a contrastive objective or an equivariance-by-classification objective yields best results. To leverage real-world object deformations and motion, we consider sequential LiDAR scene pairs and develop a novel 3D scene flow-based equivariance objective that leads to improved performance overall. We show our pre-training method for 3D object detection which outperforms existing equivariant and invariant approaches in many settings.

  • 5 authors
·
Apr 17, 2024

Match-Any-Events: Zero-Shot Motion-Robust Feature Matching Across Wide Baselines for Event Cameras

Event cameras have recently shown promising capabilities in instantaneous motion estimation due to their robustness to low light and fast motions. However, computing wide-baseline correspondence between two arbitrary views remains a significant challenge, since event appearance changes substantially with motion, and learning-based approaches are constrained by both scalability and limited wide-baseline supervision. We therefore introduce the first event matching model that achieves cross-dataset wide-baseline correspondence in a zero-shot manner: a single model trained once is deployed on unseen datasets without any target-domain fine-tuning or adaptation. To enable this capability, we introduce a motion-robust and computationally efficient attention backbone that learns multi-timescale features from event streams, augmented with sparsity-aware event token selection, making large-scale training on diverse wide-baseline supervision computationally feasible. To provide the supervision needed for wide-baseline generalization, we develop a robust event motion synthesis framework to generate large-scale event-matching datasets with augmented viewpoints, modalities, and motions. Extensive experiments across multiple benchmarks show that our framework achieves a 37.7% improvement over the previous best event feature matching methods. Code and data are available at: https://github.com/spikelab-jhu/Match-Any-Events.

  • 4 authors
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Apr 19

PhyMotion: Structured 3D Motion Reward for Physics-Grounded Human Video Generation

Generating realistic human motion is a central yet unsolved challenge in video generation. While reinforcement learning (RL)-based post-training has driven recent gains in general video quality, extending it to human motion remains bottlenecked by a reward signal that cannot reliably score motion realism. Existing video rewards primarily rely on 2D perceptual signals, without explicitly modeling the 3D body state, contact, and dynamics underlying articulated human motion, and often assign high scores to videos with floating bodies or physically implausible movements. To address this, we propose PhyMotion, a structured, fine-grained motion reward that grounds recovered 3D human trajectories in a physics simulator and evaluates motion quality along multiple dimensions of physical feasibility. Concretely, we recover SMPL body meshes from generated videos, retarget them onto a humanoid in the MuJoCo physics simulator, and evaluate the resulting motion along three axes: kinematic plausibility, contact and balance consistency, and dynamic feasibility. Each component provides a continuous and interpretable signal tied to a specific aspect of motion quality, allowing the reward to capture which aspects of motion are physically correct or violated. Experiments show that PhyMotion achieves stronger correlation with human judgments than existing reward formulations. These gains carry over to RL-based post-training, where optimizing PhyMotion leads to larger and more consistent improvements than optimizing existing rewards, improving motion realism across both autoregressive and bidirectional video generators under both automatic metrics and blind human evaluation (+68 Elo gain). Ablations show that the three axes provide complementary supervision signals, while the reward preserves overall video generation quality with only modest training overhead.

3D-Aware Implicit Motion Control for View-Adaptive Human Video Generation

Existing methods for human motion control in video generation typically rely on either 2D poses or explicit 3D parametric models (e.g., SMPL) as control signals. However, 2D poses rigidly bind motion to the driving viewpoint, precluding novel-view synthesis. Explicit 3D models, though structurally informative, suffer from inherent inaccuracies (e.g., depth ambiguity and inaccurate dynamics) which, when used as a strong constraint, override the powerful intrinsic 3D awareness of large-scale video generators. In this work, we revisit motion control from a 3D-aware perspective, advocating for an implicit, view-agnostic motion representation that naturally aligns with the generator's spatial priors rather than depending on externally reconstructed constraints. We introduce 3DiMo, which jointly trains a motion encoder with a pretrained video generator to distill driving frames into compact, view-agnostic motion tokens, injected semantically via cross-attention. To foster 3D awareness, we train with view-rich supervision (i.e., single-view, multi-view, and moving-camera videos), forcing motion consistency across diverse viewpoints. Additionally, we use auxiliary geometric supervision that leverages SMPL only for early initialization and is annealed to zero, enabling the model to transition from external 3D guidance to learning genuine 3D spatial motion understanding from the data and the generator's priors. Experiments confirm that 3DiMo faithfully reproduces driving motions with flexible, text-driven camera control, significantly surpassing existing methods in both motion fidelity and visual quality.

Motion-o: Trajectory-Grounded Video Reasoning

Recent research has made substantial progress on video reasoning, with many models leveraging spatio-temporal evidence chains to strengthen their inference capabilities. At the same time, a growing set of datasets and benchmarks now provides structured annotations designed to support and evaluate such reasoning. However, little attention has been paid to reasoning about how objects move between observations: no prior work has articulated the motion patterns by connecting successive observations, leaving trajectory understanding implicit and difficult to verify. We formalize this missing capability as Spatial-Temporal-Trajectory (STT) reasoning and introduce Motion-o, a motion-centric video understanding extension to visual language models that makes trajectories explicit and verifiable. To enable motion reasoning, we also introduce a trajectory-grounding dataset artifact that expands sparse keyframe supervision via augmentation to yield denser bounding box tracks and a stronger trajectory-level training signal. Finally, we introduce Motion Chain of Thought (MCoT), a structured reasoning pathway that makes object trajectories through discrete <motion/> tag summarizing per-object direction, speed, and scale (of velocity) change to explicitly connect grounded observations into trajectories. To train Motion-o, we design a reward function that compels the model to reason directly over visual evidence, all while requiring no architectural modifications. Empirical results demonstrate that Motion-o improves spatial-temporal grounding and trajectory prediction while remaining fully compatible with existing frameworks, establishing motion reasoning as a critical extension for evidence-based video understanding. Code is available at https://github.com/ostadabbas/Motion-o.

Beyond Visual Quality: Evaluating Physical Consistency under Ego-Motion with EgoGenEval

Recent visual generators produce high-fidelity images yet often violate physical consistency under ego-motion, limiting their use for spatial reasoning and embodied planning. Existing benchmarks largely focus on isolated images or single-step quality, leaving this challenge underexplored. We introduce EgoGenEval, a geometry-grounded, pose-free benchmark designed to evaluate the physical consistency of visual generators under ego-motion, and organize our study into two parts. (1) EgoGenEval contains 1,400 cases and 2,360 target views spanning single-step and multi-step ego-motion. It separately measures Camera Motion Grounding (CMG) and Scene State Preservation (SSP), with both metrics validated against blinded human judgments. Evaluating 16 pose-free generators together with two pose-conditioned references reveals that current models struggle to execute camera motion while maintaining scene state, and that no system performs well on both axes at once. (2) To examine whether benchmark-derived data can improve these capabilities, we build EgoGen-Train from the same geometry-grounded pipeline and run controlled SFT studies. These show that pairwise supervision does not reliably improve camera-motion grounding and scene-state preservation together: even at the full training pool and the longest budget, scene preservation gains a fraction of what camera motion does. This points to the pairwise teacher-forced objective itself as the binding constraint, motivating a trajectory-centric paradigm that couples self-conditioned rollouts with explicit pose and visibility supervision.

  • 5 authors
·
Sep 9

MagicPose4D: Crafting Articulated Models with Appearance and Motion Control

With the success of 2D and 3D visual generative models, there is growing interest in generating 4D content. Existing methods primarily rely on text prompts to produce 4D content, but they often fall short of accurately defining complex or rare motions. To address this limitation, we propose MagicPose4D, a novel framework for refined control over both appearance and motion in 4D generation. Unlike traditional methods, MagicPose4D accepts monocular videos as motion prompts, enabling precise and customizable motion generation. MagicPose4D comprises two key modules: i) Dual-Phase 4D Reconstruction Module} which operates in two phases. The first phase focuses on capturing the model's shape using accurate 2D supervision and less accurate but geometrically informative 3D pseudo-supervision without imposing skeleton constraints. The second phase refines the model using more accurate pseudo-3D supervision, obtained in the first phase and introduces kinematic chain-based skeleton constraints to ensure physical plausibility. Additionally, we propose a Global-local Chamfer loss that aligns the overall distribution of predicted mesh vertices with the supervision while maintaining part-level alignment without extra annotations. ii) Cross-category Motion Transfer Module} leverages the predictions from the 4D reconstruction module and uses a kinematic-chain-based skeleton to achieve cross-category motion transfer. It ensures smooth transitions between frames through dynamic rigidity, facilitating robust generalization without additional training. Through extensive experiments, we demonstrate that MagicPose4D significantly improves the accuracy and consistency of 4D content generation, outperforming existing methods in various benchmarks.

  • 5 authors
·
May 22, 2024

MoGAN: Improving Motion Quality in Video Diffusion via Few-Step Motion Adversarial Post-Training

Video diffusion models achieve strong frame-level fidelity but still struggle with motion coherence, dynamics and realism, often producing jitter, ghosting, or implausible dynamics. A key limitation is that the standard denoising MSE objective provides no direct supervision on temporal consistency, allowing models to achieve low loss while still generating poor motion. We propose MoGAN, a motion-centric post-training framework that improves motion realism without reward models or human preference data. Built atop a 3-step distilled video diffusion model, we train a DiT-based optical-flow discriminator to differentiate real from generated motion, combined with a distribution-matching regularizer to preserve visual fidelity. With experiments on Wan2.1-T2V-1.3B, MoGAN substantially improves motion quality across benchmarks. On VBench, MoGAN boosts motion score by +7.3% over the 50-step teacher and +13.3% over the 3-step DMD model. On VideoJAM-Bench, MoGAN improves motion score by +7.4% over the teacher and +8.8% over DMD, while maintaining comparable or even better aesthetic and image-quality scores. A human study further confirms that MoGAN is preferred for motion quality (52% vs. 38% for the teacher; 56% vs. 29% for DMD). Overall, MoGAN delivers significantly more realistic motion without sacrificing visual fidelity or efficiency, offering a practical path toward fast, high-quality video generation. Project webpage is: https://xavihart.github.io/mogan.

  • 7 authors
·
Nov 26, 2025

TACD: Distilling Efficient Text-to-Motion Models via Terminal Amplification Control

Recent text-to-motion models have improved motion quality and instruction following, yet many-step denoising and large model components make deployment slow and memory-intensive. We present Terminal-Amplification-Controlled Distillation (TACD), an on-policy approach for training efficient motion generators from text prompts and pretrained teachers, without real-motion training data. Building on segmented on-policy flow distillation, we supervise clean-motion predictions along student-generated trajectories. We identify a failure mode in which velocity matching on a fixed supervision grid repeatedly overweights errors near the denoising endpoint, degrading few-step generation. TACD ties the latest teacher query to the student's step size, bounding the effective loss weights in clean-motion space without changing inference. Experiments on HumanML3D and KIT-ML demonstrate improved few-step generation, including a 58% reduction in eight-step HY-Motion student FID relative to distillation without this bound. For diffusion teachers, the endpoint-matching form of TACD yields four-step students with lower FID and matched or improved text-motion retrieval relative to their 50-step teachers on HumanML3D. On HY-Motion and Kimodo, eight-step students with compact components achieve 7.7-11.9x end-to-end speedups and reduce peak GPU memory by 3.8-6.7x relative to their teachers. Project page: https://vkgo.github.io/TACD/

  • 11 authors
·
Oct 1

InterMimicGen: Scaling Humanoid Loco-Manipulation through Self-Evolving Motion Imitation

Captured human-object interactions provide rich supervision for humanoid loco-manipulation, but they are sparse, heterogeneous, and not directly executable by robots. We introduce InterMimicGen, a self-evolving motion-imitation framework in which robot motion data and a tracking policy improve each other. First, we consolidate motion-captured human-object interaction datasets and retarget them into humanoid robot references while preserving whole-body coordination and dexterous hand-object relationships. This produces a large and diverse humanoid robot reference collection for dexterous whole-body loco-manipulation. Second, we train a physics-based generalist tracker that executes these references in simulation on a humanoid with dexterous hands, covering a scale and diversity beyond prior humanoid tracking systems for loco-manipulation. Third, we close a data flywheel: each round makes small, task-preserving changes to where an interaction takes place and how the body performs it, fine-tunes the tracker on them, and keeps only the variants whose simulated execution completes the task, which seed the next round. With more iterations, these small edits compound into broader coverage around the sparse original demonstrations while preserving task semantics and motion quality. Experiments show contact-preserving retargeting across robot configurations, broad tracking with a single generalist policy, executable motions that keep growing over augmentation rounds, and transfer to real robots. InterMimicGen provides a unified path from heterogeneous human demonstrations to a continually expanding motion resource for humanoid robot learning.

  • 11 authors
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Oct 4 2

Improving Cross-embodiment Transfer in Latent Action Models with Action-Similarity Supervision

As generalist robot policies gain vision and language from web-scale pretraining, demonstrations remain costly to collect and tied to the robot that recorded them. Latent action models (LAMs) address both by learning latent actions from action-free videos that can be shared across embodiments, however, in practice, LAMs are sensitive to background visual noise, and the same motion from two different robots may be encoded with different latents. One solution to the background visual noise is to add an auxiliary loss predicting the robot action from the latent action, further associating the latent action space to the embodiment specific robot action space. We study a different use of the same labels, through action-similarity supervision. The similarity between any two latent actions is trained to match the similarity of the two ground-truth robot action sequences. The ground-truth actions are never predicted by the LAM, so the latent action does not need to encode embodiment specifics. We evaluate cross-embodiment transfer on RoboTwin 2.0 in a controlled setup, two bimanual robots demonstrate disjoint task sets, a policy is trained on all the demonstrations, and each robot is evaluated closed-loop on the tasks only the other demonstrated. With the policy architecture and its hyperparameters, the dataset, and the evaluation protocol fixed, predicting latent actions instead of ground-truth actions more than doubles cross-embodiment success. Given the same ground-truth actions, similarity supervision transfers better than an auxiliary loss that predicts the ground-truth action during the LAM training. Computing the similarities on end-effector motion rather than joint-space motion, and letting the loss compare latent actions across the two robots, gives the best approach of the study.

  • 5 authors
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Sep 16

StaMo: Unsupervised Learning of Generalizable Robot Motion from Compact State Representation

A fundamental challenge in embodied intelligence is developing expressive and compact state representations for efficient world modeling and decision making. However, existing methods often fail to achieve this balance, yielding representations that are either overly redundant or lacking in task-critical information. We propose an unsupervised approach that learns a highly compressed two-token state representation using a lightweight encoder and a pre-trained Diffusion Transformer (DiT) decoder, capitalizing on its strong generative prior. Our representation is efficient, interpretable, and integrates seamlessly into existing VLA-based models, improving performance by 14.3% on LIBERO and 30% in real-world task success with minimal inference overhead. More importantly, we find that the difference between these tokens, obtained via latent interpolation, naturally serves as a highly effective latent action, which can be further decoded into executable robot actions. This emergent capability reveals that our representation captures structured dynamics without explicit supervision. We name our method StaMo for its ability to learn generalizable robotic Motion from compact State representation, which is encoded from static images, challenging the prevalent dependence to learning latent action on complex architectures and video data. The resulting latent actions also enhance policy co-training, outperforming prior methods by 10.4% with improved interpretability. Moreover, our approach scales effectively across diverse data sources, including real-world robot data, simulation, and human egocentric video.

ZhejiangUniversity Zhejiang University
·
Oct 6, 2025 3

Decouple and Track: Benchmarking and Improving Video Diffusion Transformers for Motion Transfer

The motion transfer task involves transferring motion from a source video to newly generated videos, requiring the model to decouple motion from appearance. Previous diffusion-based methods primarily rely on separate spatial and temporal attention mechanisms within 3D U-Net. In contrast, state-of-the-art video Diffusion Transformers (DiT) models use 3D full attention, which does not explicitly separate temporal and spatial information. Thus, the interaction between spatial and temporal dimensions makes decoupling motion and appearance more challenging for DiT models. In this paper, we propose DeT, a method that adapts DiT models to improve motion transfer ability. Our approach introduces a simple yet effective temporal kernel to smooth DiT features along the temporal dimension, facilitating the decoupling of foreground motion from background appearance. Meanwhile, the temporal kernel effectively captures temporal variations in DiT features, which are closely related to motion. Moreover, we introduce explicit supervision along dense trajectories in the latent feature space to further enhance motion consistency. Additionally, we present MTBench, a general and challenging benchmark for motion transfer. We also introduce a hybrid motion fidelity metric that considers both the global and local motion similarity. Therefore, our work provides a more comprehensive evaluation than previous works. Extensive experiments on MTBench demonstrate that DeT achieves the best trade-off between motion fidelity and edit fidelity.

  • 7 authors
·
Mar 21, 2025

Optimal-state Dynamics Estimation for Physics-based Human Motion Capture from Videos

Human motion capture from monocular videos has made significant progress in recent years. However, modern approaches often produce temporal artifacts, e.g. in form of jittery motion and struggle to achieve smooth and physically plausible motions. Explicitly integrating physics, in form of internal forces and exterior torques, helps alleviating these artifacts. Current state-of-the-art approaches make use of an automatic PD controller to predict torques and reaction forces in order to re-simulate the input kinematics, i.e. the joint angles of a predefined skeleton. However, due to imperfect physical models, these methods often require simplifying assumptions and extensive preprocessing of the input kinematics to achieve good performance. To this end, we propose a novel method to selectively incorporate the physics models with the kinematics observations in an online setting, inspired by a neural Kalman-filtering approach. We develop a control loop as a meta-PD controller to predict internal joint torques and external reaction forces, followed by a physics-based motion simulation. A recurrent neural network is introduced to realize a Kalman filter that attentively balances the kinematics input and simulated motion, resulting in an optimal-state dynamics prediction. We show that this filtering step is crucial to provide an online supervision that helps balancing the shortcoming of the respective input motions, thus being important for not only capturing accurate global motion trajectories but also producing physically plausible human poses. The proposed approach excels in the physics-based human pose estimation task and demonstrates the physical plausibility of the predictive dynamics, compared to state of the art. The code is available on https://github.com/cuongle1206/OSDCap

  • 4 authors
·
May 13, 2025

Prior-First, Condition-Second: Scalable and Controllable Hand Motion Completion

Synthesizing hand motion that matches the full body motion and the semantic labels is a difficult task due to their high degrees of freedom and the lack of semantic labels. To cope with this issue, we propose a prior-first, condition-second framework for body-conditioned hand motion completion. Our framework first learns a generic body-hand kinematic prior from large-scale unstructured and unlabeled motion data, capturing the intrinsic coordination between global body dynamics and hand articulation. Semantic control is then introduced through lightweight adaptation on top of the frozen prior, avoiding the need to relearn kinematic structure for each control interface. Our framework centers on a streaming, autoregressive body-hand prior that generates coherent, kinematically consistent hand motion from body dynamics in real time, using structured kinematic modeling to maintain mechanical body-hand coupling. To enable practical controllability under limited supervision, we introduce semantically-layered adapters that inject conditioning signals at appropriate kinematic levels, supporting both self-supervised attribute control and weakly supervised text-driven control with only a few hours of labeled data. Extensive evaluations demonstrate that our framework improves kinematic plausibility, robustness, and controllability compared to end-to-end conditioned baselines, particularly in low-resource and cross-dataset settings. We further showcase real-time inference and an interactive authoring workflow, highlighting the applicability to production animation pipelines. Homepage: https://AIGAnimation.github.io/HandPrior/

  • 3 authors
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Jul 6

FlowHMR: Physically Plausible Motion Capture from Video

We present FlowHMR, a framework for recovering physically plausible global 3D human motion from monocular video. Previous learning-based methods typically regress human motion directly from video and train the network with geometric supervision. However, recovering human motion from monocular video is inherently ambiguous in depth, and direct regression tends to collapse toward an averaged solution. Moreover, the recovered motions are not guaranteed to be physically plausible, so physics-based tracking of them often fails. To address these challenges, we formulate video motion capture as a video-conditioned motion generation problem and first pretrain a flow matching model for this task. Given an input video, the pretrained model generates diverse motion candidates, but not all of them are faithful to the video or physically trackable. We therefore post-train the model using Group Relative Policy Optimization (GRPO) with two rewards. A fidelity reward encourages consistency with the input video. A tracking reward favors motions that a physics-based controller can track successfully. Together, these rewards shift the model's output preference, so the post-trained model stays faithful to the input video while producing more physically plausible motion. We further introduce Wild-4K, a large and diverse dataset of about 4K internet videos, for evaluating human motion recovery in the wild. Qualitative and quantitative experiments on Wild-4K show that our method outperforms state-of-the-art methods in overall motion fidelity and achieves a physical tracking success rate of 82.47%, compared with 62.82% for the strongest baseline, GVHMR.

  • 11 authors
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Oct 1

CLIP-RT: Learning Language-Conditioned Robotic Policies from Natural Language Supervision

Teaching robots desired skills in real-world environments remains challenging, especially for non-experts. A key bottleneck is that collecting robotic data often requires expertise or specialized hardware, limiting accessibility and scalability. We posit that natural language offers an intuitive and accessible interface for robot learning. To this end, we study two aspects: (1) enabling non-experts to collect robotic data through natural language supervision (e.g., "move the arm to the right") and (2) training robot policies directly from this supervision. Specifically, we introduce a data collection framework that collects robot demonstrations based on natural language supervision and further augments these demonstrations. We then present CLIP-RT, a new vision-language-action (VLA) model that learns language-conditioned visuomotor policies from this supervision. CLIP-RT adapts the pretrained CLIP model and learns to predict language-based motion primitives via contrastive imitation learning. We train CLIP-RT on the Open X-Embodiment dataset and finetune it on in-domain data collected by our framework. In real-world evaluations, CLIP-RT demonstrates strong capabilities in learning novel manipulation skills, outperforming OpenVLA (7B parameters) by 24% in average success rates, while using 7x fewer parameters (1B). We further assess CLIP-RT's capabilities in few-shot generalization and collaborative scenarios involving large pretrained models or humans. In simulated environments, CLIP-RT also yields strong performance, achieving a 93.1% average success rate on the LIBERO benchmark with an inference throughput of 163 Hz.

  • 5 authors
·
Nov 1, 2024

WorldReel: 4D Video Generation with Consistent Geometry and Motion Modeling

Recent video generators achieve striking photorealism, yet remain fundamentally inconsistent in 3D. We present WorldReel, a 4D video generator that is natively spatio-temporally consistent. WorldReel jointly produces RGB frames together with 4D scene representations, including pointmaps, camera trajectory, and dense flow mapping, enabling coherent geometry and appearance modeling over time. Our explicit 4D representation enforces a single underlying scene that persists across viewpoints and dynamic content, yielding videos that remain consistent even under large non-rigid motion and significant camera movement. We train WorldReel by carefully combining synthetic and real data: synthetic data providing precise 4D supervision (geometry, motion, and camera), while real videos contribute visual diversity and realism. This blend allows WorldReel to generalize to in-the-wild footage while preserving strong geometric fidelity. Extensive experiments demonstrate that WorldReel sets a new state-of-the-art for consistent video generation with dynamic scenes and moving cameras, improving metrics of geometric consistency, motion coherence, and reducing view-time artifacts over competing methods. We believe that WorldReel brings video generation closer to 4D-consistent world modeling, where agents can render, interact, and reason about scenes through a single and stable spatiotemporal representation.

  • 5 authors
·
Dec 8, 2025

SONIC: Supersizing Motion Tracking for Natural Humanoid Whole-Body Control

Despite the rise of billion-parameter foundation models trained across thousands of GPUs, similar scaling gains have not been shown for humanoid control. Current neural controllers for humanoids remain modest in size, target a limited set of behaviors, and are trained on a handful of GPUs over several days. We show that scaling up model capacity, data, and compute yields a generalist humanoid controller capable of creating natural and robust whole-body movements. Specifically, we posit motion tracking as a natural and scalable task for humanoid control, leveraging dense supervision from diverse motion-capture data to acquire human motion priors without manual reward engineering. We build a foundation model for motion tracking by scaling along three axes: network size (from 1.2M to 42M parameters), dataset volume (over 100M frames, 700 hours of high-quality motion data), and compute (9k GPU hours). Beyond demonstrating the benefits of scale, we show the practical utility of our model through two mechanisms: (1) a real-time universal kinematic planner that bridges motion tracking to downstream task execution, enabling natural and interactive control, and (2) a unified token space that supports various motion input interfaces, such as VR teleoperation devices, human videos, and vision-language-action (VLA) models, all using the same policy. Scaling motion tracking exhibits favorable properties: performance improves steadily with increased compute and data diversity, and learned representations generalize to unseen motions, establishing motion tracking at scale as a practical foundation for humanoid control.

  • 26 authors
·
Nov 10, 2025

MotionBlind: Probing the Illusion of Motion Understanding in Video-LLMs

Video large language models (Video-LLMs) are increasingly used as the perceptual front end of world models, a role that assumes they can read motion: how fast something moves, which way it travels, how hard it is pushed. We show they cannot. A Video-LLM can watch two clips of the same person in the same room, name every object in both, and still fail to say which clip moves faster. We introduce MotionBlind, a contrastive benchmark of self-recorded video for physically grounded motion(speed, magnitude, and direction), the variables a world model must predict. Each instance is a pair of near-identical clips that differ only in motion. Each clip carries two complementary yes/no questions, giving four items per instance, and a model earns credit only if all four are correct. We report Instance Accuracy(IAcc), which has a 6.25% chance floor. Single-frame, appearance, and language-only shortcuts all collapse to it. MotionBlind complements the recent TimeBlind benchmark. We run a controlled study of six open and two frontier Video-LLMs, varying whether the video is present, whether frames are shown in the correct temporal order, and how frames are sampled (1 to 24 frames, four selection strategies). Open models sit near the 6.25% floor, and scale does not help. Removing the video drops every model to zero IAcc, and shuffling frames collapses IAcc to chance, so the task genuinely needs video in order. Neither more frames nor smarter frame selection closes the gap, because these change which frames are seen, not whether motion is read. Only Gemini3.1 Pro clears the benchmark overall, and even it fails on speed. A frontend that cannot tell two speeds of the same action apart is not yet a trustworthy source of supervision, reward, or evaluation for a world model.

  • 10 authors
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Sep 7

Sonic-AMG: Streaming Human Motion Generation from Spatial Audio

Modeling human reactions to spatial audio requires understanding both what is heard and where it comes from. Prior work generates motion offline from complete acoustic and spatial input sequences. Humans, however, react to sounds without knowing what they will hear next. We present Sonic-AMG, to our knowledge the first framework for streaming human motion generation from spatial audio. The model encodes acoustic content and body-relative source geometry as separate tokens. Conditioned on these tokens, a causal transformer with a flow head generates continuous motion latents, from which a causal decoder reconstructs motion segments. Standard teacher-forced training derives motion histories and body-relative source locations from ground-truth motion, whereas streaming inference relies on generated motion for both, resulting in a training-inference mismatch. To reduce this history discrepancy, we introduce rehearsal training, which combines full-sequence teacher-forced supervision with supervised prediction along short autoregressive self-rollouts. To keep spatial conditioning consistent with generated motion, we propose spatial feedback, which recomputes body-relative source locations from generated root poses during both rehearsal training and inference. On SAM, Sonic-AMG achieves state-of-the-art FID and R-precision. It further supports real-time online generation of coherent reactions across sound events and source locations. Project page: https://jingchengni.com/sonic-amg/.

  • 9 authors
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Oct 8

Movens-Zero: Scaling Humanoid Motion Foundation Models with Large-Scale Human Videos

Scaling humanoid motion foundation models is constrained by the scarcity of diverse, robot-executable data and by the difficulty of jointly learning from heterogeneous multimodal inputs while supporting real-time closed-loop control. We present Movens-5M, constructed from raw Internet videos through clip generation, quality filtering, semantic annotation, motion recovery, and physical refinement with humanoid retargeting and execution verification. It contains 15 million human-motion sequences and 5 million physically executable humanoid-motion sequences spanning over 10,000 hours, aligned with text, RGB video, speech, and music. Building on this data, we introduce Movens-Zero, a scalable understanding-generation-execution architecture that supports joint learning across modalities and real-time closed-loop execution. Task-mixed flow-matching training jointly optimizes a single action expert across seven generation tasks, enabling direct motion generation from text, speech, music, and video. Multimodal Real-Time Chunking connects overlapping chunks under continuously updated instructions and robot states for continuous closed-loop execution. We further introduce Movens-Intent, a four-track benchmark with 8,192 expert-verified condition-motion pairs across text, speech, music, and video. Experiments show consistent gains across all four modalities when scaling execution-verified data from 1% to 100% and action-expert capacity from 64M to 911M parameters, while demonstrating that data quality and cross-modal supervision improve generation and execution.

  • 24 authors
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Oct 29

Discriminately Treating Motion Components Evolves Joint Depth and Ego-Motion Learning

Unsupervised learning of depth and ego-motion, two fundamental 3D perception tasks, has made significant strides in recent years. However, most methods treat ego-motion as an auxiliary task, either mixing all motion types or excluding depth-independent rotational motions in supervision. Such designs limit the incorporation of strong geometric constraints, reducing reliability and robustness under diverse conditions. This study introduces a discriminative treatment of motion components, leveraging the geometric regularities of their respective rigid flows to benefit both depth and ego-motion estimation. Given consecutive video frames, network outputs first align the optical axes and imaging planes of the source and target cameras. Optical flows between frames are transformed through these alignments, and deviations are quantified to impose geometric constraints individually on each ego-motion component, enabling more targeted refinement. These alignments further reformulate the joint learning process into coaxial and coplanar forms, where depth and each translation component can be mutually derived through closed-form geometric relationships, introducing complementary constraints that improve depth robustness. DiMoDE, a general depth and ego-motion joint learning framework incorporating these designs, achieves state-of-the-art performance on multiple public datasets and a newly collected diverse real-world dataset, particularly under challenging conditions. Our source code will be publicly available at mias.group/DiMoDE upon publication.

  • 9 authors
·
Nov 3, 2025 1

PRISM: Streaming Human Motion Generation with Per-Joint Latent Decomposition

Text-to-motion generation has advanced rapidly, yet two challenges persist. First, existing motion autoencoders compress each frame into a single monolithic latent vector, entangling trajectory and per-joint rotations in an unstructured representation that downstream generators struggle to model faithfully. Second, text-to-motion, pose-conditioned generation, and long-horizon sequential synthesis typically require separate models or task-specific mechanisms, with autoregressive approaches suffering from severe error accumulation over extended rollouts. We present PRISM, addressing each challenge with a dedicated contribution. (1) A joint-factorized motion latent space: each body joint occupies its own token, forming a structured 2D grid (time joints) compressed by a causal VAE with forward-kinematics supervision. This simple change to the latent space -- without modifying the generator -- substantially improves generation quality, revealing that latent space design has been an underestimated bottleneck. (2) Noise-free condition injection: each latent token carries its own timestep embedding, allowing conditioning frames to be injected as clean tokens (timestep0) while the remaining tokens are denoised. This unifies text-to-motion and pose-conditioned generation in a single model, and directly enables autoregressive segment chaining for streaming synthesis. Self-forcing training further suppresses drift in long rollouts. With these two components, we train a single motion generation foundation model that seamlessly handles text-to-motion, pose-conditioned generation, autoregressive sequential generation, and narrative motion composition, achieving state-of-the-art on HumanML3D, MotionHub, BABEL, and a 50-scenario user study.

  • 6 authors
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Mar 9

Self-Supervised Learning via Conditional Motion Propagation

Intelligent agent naturally learns from motion. Various self-supervised algorithms have leveraged motion cues to learn effective visual representations. The hurdle here is that motion is both ambiguous and complex, rendering previous works either suffer from degraded learning efficacy, or resort to strong assumptions on object motions. In this work, we design a new learning-from-motion paradigm to bridge these gaps. Instead of explicitly modeling the motion probabilities, we design the pretext task as a conditional motion propagation problem. Given an input image and several sparse flow guidance vectors on it, our framework seeks to recover the full-image motion. Compared to other alternatives, our framework has several appealing properties: (1) Using sparse flow guidance during training resolves the inherent motion ambiguity, and thus easing feature learning. (2) Solving the pretext task of conditional motion propagation encourages the emergence of kinematically-sound representations that poss greater expressive power. Extensive experiments demonstrate that our framework learns structural and coherent features; and achieves state-of-the-art self-supervision performance on several downstream tasks including semantic segmentation, instance segmentation, and human parsing. Furthermore, our framework is successfully extended to several useful applications such as semi-automatic pixel-level annotation. Project page: "http://mmlab.ie.cuhk.edu.hk/projects/CMP/".

  • 5 authors
·
Mar 27, 2019

EmerNeRF: Emergent Spatial-Temporal Scene Decomposition via Self-Supervision

We present EmerNeRF, a simple yet powerful approach for learning spatial-temporal representations of dynamic driving scenes. Grounded in neural fields, EmerNeRF simultaneously captures scene geometry, appearance, motion, and semantics via self-bootstrapping. EmerNeRF hinges upon two core components: First, it stratifies scenes into static and dynamic fields. This decomposition emerges purely from self-supervision, enabling our model to learn from general, in-the-wild data sources. Second, EmerNeRF parameterizes an induced flow field from the dynamic field and uses this flow field to further aggregate multi-frame features, amplifying the rendering precision of dynamic objects. Coupling these three fields (static, dynamic, and flow) enables EmerNeRF to represent highly-dynamic scenes self-sufficiently, without relying on ground truth object annotations or pre-trained models for dynamic object segmentation or optical flow estimation. Our method achieves state-of-the-art performance in sensor simulation, significantly outperforming previous methods when reconstructing static (+2.93 PSNR) and dynamic (+3.70 PSNR) scenes. In addition, to bolster EmerNeRF's semantic generalization, we lift 2D visual foundation model features into 4D space-time and address a general positional bias in modern Transformers, significantly boosting 3D perception performance (e.g., 37.50% relative improvement in occupancy prediction accuracy on average). Finally, we construct a diverse and challenging 120-sequence dataset to benchmark neural fields under extreme and highly-dynamic settings.

  • 11 authors
·
Nov 3, 2023 1

PropFly: Learning to Propagate via On-the-Fly Supervision from Pre-trained Video Diffusion Models

Propagation-based video editing enables precise user control by propagating a single edited frame into following frames while maintaining the original context such as motion and structures. However, training such models requires large-scale, paired (source and edited) video datasets, which are costly and complex to acquire. Hence, we propose the PropFly, a training pipeline for Propagation-based video editing, relying on on-the-Fly supervision from pre-trained video diffusion models (VDMs) instead of requiring off-the-shelf or precomputed paired video editing datasets. Specifically, our PropFly leverages one-step clean latent estimations from intermediate noised latents with varying Classifier-Free Guidance (CFG) scales to synthesize diverse pairs of 'source' (low-CFG) and 'edited' (high-CFG) latents on-the-fly. The source latent serves as structural information of the video, while the edited latent provides the target transformation for learning propagation. Our pipeline enables an additional adapter attached to the pre-trained VDM to learn to propagate edits via Guidance-Modulated Flow Matching (GMFM) loss, which guides the model to replicate the target transformation. Our on-the-fly supervision ensures the model to learn temporally consistent and dynamic transformations. Extensive experiments demonstrate that our PropFly significantly outperforms the state-of-the-art methods on various video editing tasks, producing high-quality editing results.

  • 5 authors
·
Feb 23

EchoDiST: Self-distillation-based joint learning for diffusion-conditioned echocardiographic myocardial motion estimation

Motion estimation in echocardiography is essential for quantitative assessment of cardiac function and myocardial mechanics, but remains challenging due to image artifacts, limited image information, speckle decorrelation, and the scarcity of ground-truth displacement fields. Anatomy-guided approaches can provide structural information, yet often rely on expert-labeled myocardial segmentations. We propose EchoDiST, a framework for unsupervised echocardiographic myocardial motion estimation that integrates self-distillation-based joint learning with a diffusion-conditioned motion estimation network. Here, unsupervised motion estimation refers to learning without ground-truth displacement fields. The self-distillation strategy jointly optimizes anatomical segmentation and myocardial motion estimation under limited anatomical annotations. Diffusion-based conditioning is used during training with stochastic perturbations, while inference requires only a single deterministic forward pass without iterative reverse-diffusion sampling. EchoDiST was evaluated on three echocardiographic datasets, including two external test datasets under cross-view and cross-dataset settings. Compared with seven representative learning-based methods, EchoDiST consistently improved anatomical alignment, myocardial strain assessment, and motion-derived functional and cardiac-phase assessment. These gains were statistically significant across the evaluated tasks and datasets. Overall, EchoDiST provides an effective approach for reliable myocardial motion estimation under limited anatomical supervision and supports downstream quantitative assessment of cardiac function.

  • 3 authors
·
Oct 7

WorldFlow: Joint Video and 3D Motion Prediction via Large-Scale Pretraining

Predicting future physical states stands as a central challenge in embodied intelligence. Existing video world models leave 3D dynamics implicit, action-based formulations remain tied to specific robot configurations, and 3D motion prediction models use flow-only supervision, providing a limited learning signal for physical dynamics. To circumvent these limitations, we introduce , a generative world model that jointly predicts future video and query-based 3D trajectories. By parameterizing 3D motion as continuous displacement tokens aligned with the video grid, a unified Mixture-of-Transformers (MoT) backbone jointly denoises both modalities under a rectified-flow objective. This formulation couples explicit geometric dynamics with visual evolution, effectively unlocking the physical commonsense embedded within pretrained video models. To empirically scale and validate this unified architecture, we train on a heterogeneous mixture of 1.44 million object-level samples spanning simulated and real-world domains. We further introduce WorldFlowBench, comprising 1,678 evaluation samples from 11 data sources across simulated and real-world interactions, including spatial reasoning tasks. Across all three evaluation sets, WorldFlow achieves the lowest average displacement error (ADE) and final displacement error (FDE) among the evaluated learning-based methods. Notably, on the challenging SpatialCog set, WorldFlow achieves an ADE of 0.060 m, a 54.2\% reduction compared with the strongest external baseline. It also reduces ADE and FDE by 55.9\% and 68.5\%, respectively, compared with its flow-only variant. Project page: https://worldflow-rbs.github.io/.

  • 12 authors
·
Oct 28 1

InternVideo-Next: Towards General Video Foundation Models without Video-Text Supervision

Large-scale video-text pretraining achieves strong performance but depends on noisy, synthetic captions with limited semantic coverage, often overlooking implicit world knowledge such as object motion, 3D geometry, and physical cues. In contrast, masked video modeling (MVM) directly exploits spatiotemporal structures but trails text-supervised methods on general tasks. We find this gap arises from overlooked architectural issues: pixel-level reconstruction struggles with convergence and its low-level requirement often conflicts with semantics, while latent prediction often encourages shortcut learning. To address these, we disentangle the traditional encoder-decoder design into an Encoder-Predictor-Decoder (EPD) framework, where the predictor acts as a latent world model, and propose InternVideo-Next, a two-stage pretraining scheme that builds a semantically consistent yet detail-preserving latent space for this world model. First, conventional linear decoder in pixel MVM enforces the predictor output latent to be linearly projected to, thus separable in pixel space, causing the conflict with semantic abstraction. Our Stage 1 proposes a conditional diffusion decoder and injects reliable image-level semantic priors to enhance semantics and convergence, thus bridging pixel-level fidelity with high-level semantic abstraction. Stage 2 further learns world knowledge by predicting frozen Stage 1 targets within this space, mitigating shortcut learning. Trained on public, unlabeled videos, InternVideo-Next achieves state-of-the-art results across benchmarks and provides a scalable path toward general video representation learning.

OpenGVLab OpenGVLab
·
Dec 1, 2025 1

SOMA: A Benchmark for Fine-Grained Egocentric Behavior and Body-Motion Understanding

Perceiving human body motion is critical for multimodal systems that understand and assist people. Yet current evaluations of Multimodal Large Language Models (MLLMs) largely focus on objects, scenes, and coarse actions, leaving their ability to reason about the body itself poorly assessed. This is especially challenging from the egocentric perspective, in which the body is only partially visible and motion must be inferred from occluded and temporally distributed cues. We introduce SOMA, a benchmark for fine-grained body-motion understanding from egocentric video, comprising 1,632 human-verified questions across three capability axes: body configuration, motion dynamics, and temporal reasoning. We evaluate 37 leading closed-source, open-source, and specialized egocentric MLLMs, complemented by an extensive human evaluation. We find that humans also find this task difficult from video alone (68.5% accuracy), yet clearly outperform the strongest MLLM (Qwen3.6-27B), which reaches 50.0% zero-shot accuracy. Our error analysis shows that MLLMs often misread the wearer's own body, misjudge events in time, and are prone to biases such as favoring the right hand or under-counting repetitions. To narrow the gap to human performance and support further progress, we introduce a training dataset of aligned video, body motion, and language supervision, and a multimodal baseline that jointly learns from these modalities. By identifying common failure modes and missing capabilities in current MLLMs, we hope SOMA will inspire future research on body-motion understanding and multimodal reasoning. Full benchmark, training data, and code will be released at: https://cnai.epfl.ch/soma

VEGA: Learning Navigation VLAs from In-the-Wild Egocentric Video with Geometric Trajectory Supervision

We introduce VEGA, an approach for training navigation VisionLanguage-Action (VLA) models from unlabeled egocentric navigation videos. Internet-scale egocentric videos provide a scalable source of navigation-relevant visual observations, capturing cluttered scenes, close-range obstacles, and natural human motion through real-world spaces. However, these videos are not directly usable for policy learning because they do not provide obstacle-aware trajectories conditioned on explicit navigation goals in the robot's coordinate frame. VEGA addresses this gap by reconstructing local scene geometry from monocular video, sampling navigation goals (represented as text, image, or spatial waypoints) and generating obstacle-aware trajectories using the constructed geometry. The resulting trajectory distribution is then used to train a flow-matching VLA navigation policy. By using geometry exclusively during training, VEGA distills obstacle-aware planning directly into a vision-based policy. Furthermore, we introduce VEGA-Bench, a benchmark containing 250k scenes and approximately 5 million navigation goals paired with scene geometry, designed to evaluate goal progress, collision avoidance, and obstacle clearance of VLAs. Our evaluation shows that VEGA achieves competitive goal progress while reducing collisions by 33.0% and improving obstacle clearance by 17.9% over the strongest baseline on VEGABench, while improving success by at least 150.0%, reducing collisions by at least 66.7%, and improving obstacle clearance by at least 60.0% in real-world trials. Ultimately, we demonstrate that video-derived geometric supervision provides a scalable and effective signal for training obstacle-aware navigation VLAs. The code and benchmark will be released at the time of publication.

  • 5 authors
·
Jun 15

SpatialUAV: Benchmarking Spatial Intelligence for Low-Altitude UAV Perception, Collaboration, and Motion

Spatial intelligence is essential for low-altitude unmanned aerial vehicle (UAV) perception, collaboration, and navigation. However, existing UAV benchmarks often emphasize image-level recognition, single-view understanding, or narrow answer formats, leaving 3D spatial inference, multi-view collaboration, scene dynamics, and diverse task formulations insufficiently evaluated. To address these gaps, we introduce SpatialUAV, a real low-altitude UAV benchmark comprising 4,331 curated instances across 14 fine-grained task types, covering semantic discrimination, spatial relation, aerial--aerial collaboration, aerial--ground collaboration, and motion understanding. SpatialUAV organizes all samples into a unified visual-input--question--answer schema, while supporting seven input configurations and nine answer formats, including option labels, region identifiers, geometric values, cross-view correspondences, and free-form motion descriptions. To ensure reliable and grounded evaluation, our data construction pipeline integrates detector-assisted regions, depth supervision, metadata-derived rules, extensive manual annotation, blind filtering, and multi-turn human validation, together with task-specific metrics for heterogeneous outputs. Evaluating representative vision-language models across three categories, we show that current models remain far from human-level performance, with pronounced bottlenecks in cross-view association, structured grounding, geometric reasoning, and temporal viewpoint understanding. These results offer empirical guidance for advancing low-altitude UAV spatial intelligence. Code and data are available at https://github.com/Hyu-Zhang/SpatialUAV.

  • 6 authors
·
Jun 25

PoseTriplet: Co-evolving 3D Human Pose Estimation, Imitation, and Hallucination under Self-supervision

Existing self-supervised 3D human pose estimation schemes have largely relied on weak supervisions like consistency loss to guide the learning, which, inevitably, leads to inferior results in real-world scenarios with unseen poses. In this paper, we propose a novel self-supervised approach that allows us to explicitly generate 2D-3D pose pairs for augmenting supervision, through a self-enhancing dual-loop learning framework. This is made possible via introducing a reinforcement-learning-based imitator, which is learned jointly with a pose estimator alongside a pose hallucinator; the three components form two loops during the training process, complementing and strengthening one another. Specifically, the pose estimator transforms an input 2D pose sequence to a low-fidelity 3D output, which is then enhanced by the imitator that enforces physical constraints. The refined 3D poses are subsequently fed to the hallucinator for producing even more diverse data, which are, in turn, strengthened by the imitator and further utilized to train the pose estimator. Such a co-evolution scheme, in practice, enables training a pose estimator on self-generated motion data without relying on any given 3D data. Extensive experiments across various benchmarks demonstrate that our approach yields encouraging results significantly outperforming the state of the art and, in some cases, even on par with results of fully-supervised methods. Notably, it achieves 89.1% 3D PCK on MPI-INF-3DHP under self-supervised cross-dataset evaluation setup, improving upon the previous best self-supervised methods by 8.6%. Code can be found at: https://github.com/Garfield-kh/PoseTriplet

  • 8 authors
·
Mar 28, 2022

Act with Intent: Distilling Behavior Intent for Vision-Language-Action Models

Vision-Language-Action (VLA) models can turn multimodal context into robot actions, but their action decoders are still trained largely by behavior cloning. This supervises which motor command was demonstrated while leaving implicit the local objective served by the behavior under the instruction. Future-based supervision enriches action learning with frames, latent observations, trajectories, or motion representations, but these signals capture particular realizations of what may happen rather than the shared semantic objective of the forthcoming behavior. We propose Intention Distillation (INDI), which distills behavior-level intent into the action decoder. During training, a frozen teacher VLM interprets a demonstrated segment from the current observation, instruction, coarse action summary, and corresponding execution video. From its standard inputs, the deployed VLA recovers the resulting multimodal intent representation at an intermediate decoder layer and uses it to organize action prediction together with representations of how the behavior unfolds and what it achieves. On SimplerEnv-Bridge, INDI improves GR00T-N1.7 from 64.3% to 84.7%, and on RoboCasa Kitchen it improves the controlled GR00T-N1.7 baseline from 64.1% to 70.3%, with consistent gains on π_{0.5} across both benchmarks. In real-world tasks, INDI improves average success from 62.0% to 68.7%, with gains of up to 12.0 pp on longer-horizon tasks. Further analyses show that the recovered latent is used by the decoder, captures behavior objective and execution progress, and organizes downstream predictions in an objective-dependent manner. These results show that action decoders benefit from explicitly modeling the semantic objective of the behavior they generate.

DirectSwap: Mask-Free Cross-Identity Training and Benchmarking for Expression-Consistent Video Head Swapping

Video head swapping aims to replace the entire head of a video subject, including facial identity, head shape, and hairstyle, with that of a reference image, while preserving the target body, background, and motion dynamics. Due to the lack of ground-truth paired swapping data, prior methods typically train on cross-frame pairs of the same person within a video and rely on mask-based inpainting to mitigate identity leakage. Beyond potential boundary artifacts, this paradigm struggles to recover essential cues occluded by the mask, such as facial pose, expressions, and motion dynamics. To address these issues, we prompt a video editing model to synthesize new heads for existing videos as fake swapping inputs, while maintaining frame-synchronized facial poses and expressions. This yields HeadSwapBench, the first cross-identity paired dataset for video head swapping, which supports both training ( videos) and benchmarking ( videos) with genuine outputs. Leveraging this paired supervision, we propose DirectSwap, a mask-free, direct video head-swapping framework that extends an image U-Net into a video diffusion model with a motion module and conditioning inputs. Furthermore, we introduce the Motion- and Expression-Aware Reconstruction (MEAR) loss, which reweights the diffusion loss per pixel using frame-difference magnitudes and facial-landmark proximity, thereby enhancing cross-frame coherence in motion and expressions. Extensive experiments demonstrate that DirectSwap achieves state-of-the-art visual quality, identity fidelity, and motion and expression consistency across diverse in-the-wild video scenes. We will release the source code and the HeadSwapBench dataset to facilitate future research.

  • 6 authors
·
Dec 10, 2025

METIS: Multi-Source Egocentric Training for Integrated Dexterous Vision-Language-Action Model

Building a generalist robot that can perceive, reason, and act across diverse tasks remains an open challenge, especially for dexterous manipulation. A major bottleneck lies in the scarcity of large-scale, action-annotated data for dexterous skills, as teleoperation is difficult and costly. Human data, with its vast scale and diverse manipulation behaviors, provides rich priors for learning robotic actions. While prior works have explored leveraging human demonstrations, they are often constrained by limited scenarios and a large visual gap between human and robots. To eliminate these limitations, we propose METIS, a vision-language-action (VLA) model for dexterous manipulation pretrained on multi-source egocentric datasets. We first construct EgoAtlas, which integrates large-scale human and robotic data from multiple sources, all unified under a consistent action space. We further extract motion-aware dynamics, a compact and discretized motion representation, which provides efficient and expressive supervision for VLA training. Built upon them, METIS integrates reasoning and acting into a unified framework, enabling effective deployment to downstream dexterous manipulation tasks. Our method demonstrates exceptional dexterous manipulation capabilities, achieving highest average success rate in six real-world tasks. Experimental results also highlight the superior generalization and robustness to out-of-distribution scenarios. These findings emphasize METIS as a promising step toward a generalist model for dexterous manipulation.

  • 8 authors
·
Nov 21, 2025

Ani3DHuman: Photorealistic 3D Human Animation with Self-guided Stochastic Sampling

Current 3D human animation methods struggle to achieve photorealism: kinematics-based approaches lack non-rigid dynamics (e.g., clothing dynamics), while methods that leverage video diffusion priors can synthesize non-rigid motion but suffer from quality artifacts and identity loss. To overcome these limitations, we present Ani3DHuman, a framework that marries kinematics-based animation with video diffusion priors. We first introduce a layered motion representation that disentangles rigid motion from residual non-rigid motion. Rigid motion is generated by a kinematic method, which then produces a coarse rendering to guide the video diffusion model in generating video sequences that restore the residual non-rigid motion. However, this restoration task, based on diffusion sampling, is highly challenging, as the initial renderings are out-of-distribution, causing standard deterministic ODE samplers to fail. Therefore, we propose a novel self-guided stochastic sampling method, which effectively addresses the out-of-distribution problem by combining stochastic sampling (for photorealistic quality) with self-guidance (for identity fidelity). These restored videos provide high-quality supervision, enabling the optimization of the residual non-rigid motion field. Extensive experiments demonstrate that \MethodName can generate photorealistic 3D human animation, outperforming existing methods. Code is available in https://github.com/qiisun/ani3dhuman.

Mesh Neural Cellular Automata

Texture modeling and synthesis are essential for enhancing the realism of virtual environments. Methods that directly synthesize textures in 3D offer distinct advantages to the UV-mapping-based methods as they can create seamless textures and align more closely with the ways textures form in nature. We propose Mesh Neural Cellular Automata (MeshNCA), a method that directly synthesizes dynamic textures on 3D meshes without requiring any UV maps. MeshNCA is a generalized type of cellular automata that can operate on a set of cells arranged on non-grid structures such as the vertices of a 3D mesh. MeshNCA accommodates multi-modal supervision and can be trained using different targets such as images, text prompts, and motion vector fields. Only trained on an Icosphere mesh, MeshNCA shows remarkable test-time generalization and can synthesize textures on unseen meshes in real time. We conduct qualitative and quantitative comparisons to demonstrate that MeshNCA outperforms other 3D texture synthesis methods in terms of generalization and producing high-quality textures. Moreover, we introduce a way of grafting trained MeshNCA instances, enabling interpolation between textures. MeshNCA allows several user interactions including texture density/orientation controls, grafting/regenerate brushes, and motion speed/direction controls. Finally, we implement the forward pass of our MeshNCA model using the WebGL shading language and showcase our trained models in an online interactive demo, which is accessible on personal computers and smartphones and is available at https://meshnca.github.io.

  • 6 authors
·
May 15, 2024

Wh0: Generative World Models as Scalable Sources of Egocentric Human Hand Manipulation Data

Scaling dexterous manipulation requires generalization across objects, scenes, and tasks, yet existing data sources face a trade-off between scale and scene/embodiment alignment: teleoperation data is well aligned with robot deployment but expensive to collect; simulation is scalable but limited by the sim-to-real gap; and real egocentric videos scale effectively but remain misaligned with robot deployment. We propose Wh0, a framework that uses generative video world models as scalable and controllable sources of egocentric human-hand manipulation data to unlock the manipulation capabilities of pretrained dexterous VLA models. Conditioned on language, objects, and scenes, Wh0 uses a generative world model to produce WM-H, a 50k-episode dataset of egocentric human-object interaction videos. Wh0 then converts the generated videos into robot-trainable supervision through hand motion reconstruction and visual editing. Co-trained with a limited amount of real robot data, WM-H adapts pretrained VLA models to dexterous manipulation deployment. Across 18 real-world dexterous manipulation tasks, compared with a model post-trained only on robot data, Wh0 improves zero-shot success on unseen tasks from 8.3% to 38.9%. Ablation studies further show that scalable generation and scene/embodiment alignment are key drivers of performance gains. Videos and open-source code can be found on our project website: https://chenyt31.github.io/wh0.github.io/.

  • 7 authors
·
Jun 22

StrucPhysVideo: Learning Physical Dynamics from Structured Captions and Robot Actions

Modeling physical dynamics, including how objects move, interact, and change state, is central to video world models for embodied AI. We present StrucPhysVideo, a family of video world models that bridges physics-focused data curation with language- and action-conditioned prediction of scene evolution. Our data pipeline combines motion-aware video segmentation, quality and content filtering, and physical relevance verification with structured annotations of objects, materials, and temporally localized interactions. By disentangling camera motion from object behavior and explicitly describing contact, deformation, and state transitions, the pipeline provides supervision grounded in observable physical events. Building on these data, we introduce StrucPhysVideo-TI2V, a sparse Mixture-of-Experts (MoE) text-image-to-video model trained with a curriculum that progressively emphasizes physical dynamics while retaining general-domain video data. StrucPhysVideo-TI2V achieves state-of-the-art performance on Physics-IQ Verified, scoring 45.5% and outperforming Cosmos3-Super-Image2Video by 2.8 percentage points. Caption ablations across backbones further demonstrate the effectiveness of physics-focused supervision. We further extend StrucPhysVideo-TI2V to StrucPhysVideo-IA2V, an interactive image-action-to-video world model that predicts visual outcomes from robot end-effector commands. Action conditioning, causal autoregressive generation, and few-step distillation enable incremental robot rollouts with only four denoising steps. Together, StrucPhysVideo advances physical dynamics modeling from image- and language-conditioned video prediction toward action-driven interaction.

  • 9 authors
·
Sep 15

GraftOOD: Grafting Out-of-Distribution Exemplars into Advantage-Weighted Rectification for Video Reward Optimization

Video reward optimization can increase proxy rewards while reducing video dynamics, a mismatch we identify as motion collapse, including under a video-level motion-quality reward. We propose GraftOOD, which replaces part of the online rollouts in selected prompt groups with out-of-distribution video exemplars. A shared velocity-regression objective combines group-relative reward rectification with sequence-level exemplar supervision, requiring neither exemplar generation trajectories nor an additional supervised-loss coefficient. We characterize its pointwise optimal field as a source-posterior-weighted combination of the two source-specific target fields. We construct GraftSet-Video, containing 9,588 format-matched exemplars for 2,397 prompts, to supply external supervision. On Wan2.1-1.3B, GraftOOD raises Dynamic Degree from 4.86 to 44.41 relative to reward-only FlowAWR, while HPSv3 decreases from 8.10 to 7.32 and VisionReward remains close. At the main setting, GraftOOD leads nine of ten metrics among three exemplar-augmented methods. Ablations of exemplar frequency and within-group count reveal dynamics--reward trade-offs rather than uniform gains from increasing exemplar usage. These results support external exemplar supervision as a complement to scalar reward feedback, without equating higher measured dynamics with coherent, visually plausible motion in the generated videos. Code is available at https://github.com/Fuzm7/FlowAWR{GraftOOD}.

  • 10 authors
·
Oct 8

Splannequin: Freezing Monocular Mannequin-Challenge Footage with Dual-Detection Splatting

Synthesizing high-fidelity frozen 3D scenes from monocular Mannequin-Challenge (MC) videos is a unique problem distinct from standard dynamic scene reconstruction. Instead of focusing on modeling motion, our goal is to create a frozen scene while strategically preserving subtle dynamics to enable user-controlled instant selection. To achieve this, we introduce a novel application of dynamic Gaussian splatting: the scene is modeled dynamically, which retains nearby temporal variation, and a static scene is rendered by fixing the model's time parameter. However, under this usage, monocular capture with sparse temporal supervision introduces artifacts like ghosting and blur for Gaussians that become unobserved or occluded at weakly supervised timestamps. We propose Splannequin, an architecture-agnostic regularization that detects two states of Gaussian primitives, hidden and defective, and applies temporal anchoring. Under predominantly forward camera motion, hidden states are anchored to their recent well-observed past states, while defective states are anchored to future states with stronger supervision. Our method integrates into existing dynamic Gaussian pipelines via simple loss terms, requires no architectural changes, and adds zero inference overhead. This results in markedly improved visual quality, enabling high-fidelity, user-selectable frozen-time renderings, validated by a 96% user preference. Project page: https://chien90190.github.io/splannequin/

  • 5 authors
·
Dec 4, 2025 2

PickStyle: Video-to-Video Style Transfer with Context-Style Adapters

We address the task of video style transfer with diffusion models, where the goal is to preserve the context of an input video while rendering it in a target style specified by a text prompt. A major challenge is the lack of paired video data for supervision. We propose PickStyle, a video-to-video style transfer framework that augments pretrained video diffusion backbones with style adapters and benefits from paired still image data with source-style correspondences for training. PickStyle inserts low-rank adapters into the self-attention layers of conditioning modules, enabling efficient specialization for motion-style transfer while maintaining strong alignment between video content and style. To bridge the gap between static image supervision and dynamic video, we construct synthetic training clips from paired images by applying shared augmentations that simulate camera motion, ensuring temporal priors are preserved. In addition, we introduce Context-Style Classifier-Free Guidance (CS-CFG), a novel factorization of classifier-free guidance into independent text (style) and video (context) directions. CS-CFG ensures that context is preserved in generated video while the style is effectively transferred. Experiments across benchmarks show that our approach achieves temporally coherent, style-faithful, and content-preserving video translations, outperforming existing baselines both qualitatively and quantitatively.

Pickford Pickford
·
Oct 8, 2025 3

Video2Sim2Real: Full-Stack Autonomous Dexterous Skill Acquisition from a Single Human Video

Human manipulation videos are a convenient and intuitive source for robot learning. However, directly transferring human dexterity to robots remains challenging due to perception errors and embodiment gap. To address this, we introduce Video2Sim2Real, a full-stack framework for autonomous skill acquisition from a single human manipulation video. Our framework first uses off-the-shelf foundation models to reconstruct a simulator-ready digital twin and extract robot and object motion priors. Rather than treating the extracted robot motion as a reliable reference throughout execution, our key idea is to recover and leverage the most fundamental sources of supervision from the demonstrated skill: We identify object-centric keyframes to optimize the corresponding robot configurations using object information from the simulator, and use these configurations as anchors that refine the robot motion such that it ultimately has the desired impact on the environment. To bridge the remaining sim-to-real gap, we introduce a sim-to-real strategy that decouples robustness to noisy and incomplete perception from variations in hand-object interaction dynamics. Specifically, we learn to recalibrate robot configurations from noisy real-world point clouds via IL, and leverage residual RL to perform local finger-level adaptations to ensure for robust and effective interactions. Finally, a collision-aware motion planning module enables spatial generalization to novel object configurations. Across several everyday manipulation tasks, Video2Sim2Real improves simulated task success, safety, and trajectory coherence over numerous baselines, and achieves better sim-to-real transfer than existing techniques. These results demonstrate a promising path toward autonomous dexterous skill acquisition from human videos.

  • 17 authors
·
Jun 6

EgoFound3R: End-to-End Egocentric Hand Reconstruction in World Space with Point-Wise Interaction Attributes

Egocentric video has become a primary source of supervision for embodied models, and its value rests on recovering hand motion in world coordinates, which camera motion and hand occlusion make difficult. Existing reconstruction pipelines typically separate hand and scene estimation, leave interaction attributes to separate task-specific models, and invoke several models per video, so no prior reconstruction model estimates these attributes and throughput becomes a practical constraint on large-scale annotation. We therefore introduce EgoFound3R, a unified end-to-end model that estimates world-space hand geometry in a metric scale shared with the scene, and predicts point-wise interaction attributes, including visibility, contact, and distance. The model integrates three designs: (i) structured hand prompts that transfer pretrained geometric priors to world-space hand reconstruction; (ii) an explicit hand representation that decodes hand geometry and interaction attributes; and (iii) a shared-parameter multi-rate design that lowers inference cost. Together, these designs predict hand geometry and point-wise attributes in one pass. On OakInk-v2, TACO, and HOI4D, EgoFound3R reduces the mean per-joint position error (MPJPE) by 43.2%, 22.4%, and 11.6% over previous methods and predicts point-wise contact and distance alongside the geometry in the same pass, while attaining approximately 6x higher throughput.

  • 5 authors
·
Oct 2

IMU-Bench: Benchmarking Wrist IMU Representations Across Kinematic, Semantic and Clinical Tasks

Wrist-worn inertial measurement units (IMUs) provide a common sensing modality for tasks ranging from activity and gesture recognition to pose estimation, inertial odometry and clinical motor assessment. Existing wearable benchmarks evaluate performance across multiple tasks, but leave open how supervision for one task affects transfer to others and whether these tasks benefit from a shared representation. We present IMU-Bench, a benchmark of ten tasks from eight datasets for studying IMU multi-task performance and cross-task transfer. We compare six self-supervised methods pretrained on unlabeled recorded and simulated wrist motion, evaluating classification, pose and velocity estimation, and IMU-language retrieval. We find that our masked autoencoder, InrtlWrist, achieves the best or joint-best frozen-probe performance on nine of ten tasks, and fine-tuning improves on training from scratch on nine of ten tasks, including full-body pose, odometry and retrieval. Across transfer and joint-training experiments, supervision that benefits one target can reduce performance on others, with supervised sources transferring within kinematic estimation while, under frozen probing, none approaches the pretrained encoder on language retrieval, and joint-training gains that come at a cost to the paired task. These findings distinguish broad downstream usefulness from complementary task supervision. Code, task cards and a leaderboard are publicly available.

  • 4 authors
·
Oct 13