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Nov 13

Follow-Your-Pose v2: Multiple-Condition Guided Character Image Animation for Stable Pose Control

Pose-controllable character video generation is in high demand with extensive applications for fields such as automatic advertising and content creation on social media platforms. While existing character image animation methods using pose sequences and reference images have shown promising performance, they tend to struggle with incoherent animation in complex scenarios, such as multiple character animation and body occlusion. Additionally, current methods request large-scale high-quality videos with stable backgrounds and temporal consistency as training datasets, otherwise, their performance will greatly deteriorate. These two issues hinder the practical utilization of character image animation tools. In this paper, we propose a practical and robust framework Follow-Your-Pose v2, which can be trained on noisy open-sourced videos readily available on the internet. Multi-condition guiders are designed to address the challenges of background stability, body occlusion in multi-character generation, and consistency of character appearance. Moreover, to fill the gap of fair evaluation of multi-character pose animation, we propose a new benchmark comprising approximately 4,000 frames. Extensive experiments demonstrate that our approach outperforms state-of-the-art methods by a margin of over 35\% across 2 datasets and on 7 metrics. Meanwhile, qualitative assessments reveal a significant improvement in the quality of generated video, particularly in scenarios involving complex backgrounds and body occlusion of multi-character, suggesting the superiority of our approach.

  • 13 authors
·
Jun 5, 2024

SkeletonMAE: Graph-based Masked Autoencoder for Skeleton Sequence Pre-training

Skeleton sequence representation learning has shown great advantages for action recognition due to its promising ability to model human joints and topology. However, the current methods usually require sufficient labeled data for training computationally expensive models, which is labor-intensive and time-consuming. Moreover, these methods ignore how to utilize the fine-grained dependencies among different skeleton joints to pre-train an efficient skeleton sequence learning model that can generalize well across different datasets. In this paper, we propose an efficient skeleton sequence learning framework, named Skeleton Sequence Learning (SSL). To comprehensively capture the human pose and obtain discriminative skeleton sequence representation, we build an asymmetric graph-based encoder-decoder pre-training architecture named SkeletonMAE, which embeds skeleton joint sequence into Graph Convolutional Network (GCN) and reconstructs the masked skeleton joints and edges based on the prior human topology knowledge. Then, the pre-trained SkeletonMAE encoder is integrated with the Spatial-Temporal Representation Learning (STRL) module to build the SSL framework. Extensive experimental results show that our SSL generalizes well across different datasets and outperforms the state-of-the-art self-supervised skeleton-based action recognition methods on FineGym, Diving48, NTU 60 and NTU 120 datasets. Additionally, we obtain comparable performance to some fully supervised methods. The code is avaliable at https://github.com/HongYan1123/SkeletonMAE.

  • 6 authors
·
Jul 17, 2023

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

StarPose: 3D Human Pose Estimation via Spatial-Temporal Autoregressive Diffusion

Monocular 3D human pose estimation remains a challenging task due to inherent depth ambiguities and occlusions. Compared to traditional methods based on Transformers or Convolutional Neural Networks (CNNs), recent diffusion-based approaches have shown superior performance, leveraging their probabilistic nature and high-fidelity generation capabilities. However, these methods often fail to account for the spatial and temporal correlations across predicted frames, resulting in limited temporal consistency and inferior accuracy in predicted 3D pose sequences. To address these shortcomings, this paper proposes StarPose, an autoregressive diffusion framework that effectively incorporates historical 3D pose predictions and spatial-temporal physical guidance to significantly enhance both the accuracy and temporal coherence of pose predictions. Unlike existing approaches, StarPose models the 2D-to-3D pose mapping as an autoregressive diffusion process. By synergically integrating previously predicted 3D poses with 2D pose inputs via a Historical Pose Integration Module (HPIM), the framework generates rich and informative historical pose embeddings that guide subsequent denoising steps, ensuring temporally consistent predictions. In addition, a fully plug-and-play Spatial-Temporal Physical Guidance (STPG) mechanism is tailored to refine the denoising process in an iterative manner, which further enforces spatial anatomical plausibility and temporal motion dynamics, rendering robust and realistic pose estimates. Extensive experiments on benchmark datasets demonstrate that StarPose outperforms state-of-the-art methods, achieving superior accuracy and temporal consistency in 3D human pose estimation. Code is available at https://github.com/wileychan/StarPose.

  • 8 authors
·
Aug 4, 2025

SignVerse-2M: A Two-Million-Clip Pose-Native Universe of 25+ Sign Languages

Existing large-scale sign language resources typically provide supervision only at the level of raw video-text alignment and are often produced in laboratory settings. While such resources are important for semantic understanding, they do not directly provide a unified interface for open-world recognition and translation, or for modern pose-driven sign language video generation frameworks: 1. RGB-based pretrained recognition models depend heavily on fixed backgrounds or clothing conditions during recording, and are less robust in open-world settings than style-agnostic pose-processing models. 2. Recent pose-guided image/video generation models mostly use a unified keypoint representation such as DWPose as their control interface. At present, the sign language field still lacks a data resource that can directly interface with this modern pose-native paradigm while also targeting real-world open scenarios. We present SignVerse-2M, a large-scale multilingual pose-native dataset for sign language pose modeling and evaluation. Built from publicly available multilingual sign language video resources, it applies DWPose in a unified preprocessing pipeline to convert raw videos into 2D pose sequences that can be used directly for modeling, resulting in a consolidated corpus of about two million clips covering more than 25 sign languages. Unlike many laboratory datasets, this resource preserves the recording conditions and speaker diversity of real-world videos while reducing appearance variation through a unified pose representation. Toward this goal, we further provide the data construction pipeline, task definitions, and a simple SignDW Transformer baseline, demonstrating the feasibility of this resource for multilingual pose-space modeling and its compatibility with modern pose-driven pipelines, while discussing the evaluation claims it can support as well as its current limitations.

  • 4 authors
·
May 2

H$_{2}$OT: Hierarchical Hourglass Tokenizer for Efficient Video Pose Transformers

Transformers have been successfully applied in the field of video-based 3D human pose estimation. However, the high computational costs of these video pose transformers (VPTs) make them impractical on resource-constrained devices. In this paper, we present a hierarchical plug-and-play pruning-and-recovering framework, called Hierarchical Hourglass Tokenizer (H_{2}OT), for efficient transformer-based 3D human pose estimation from videos. H_{2}OT begins with progressively pruning pose tokens of redundant frames and ends with recovering full-length sequences, resulting in a few pose tokens in the intermediate transformer blocks and thus improving the model efficiency. It works with two key modules, namely, a Token Pruning Module (TPM) and a Token Recovering Module (TRM). TPM dynamically selects a few representative tokens to eliminate the redundancy of video frames, while TRM restores the detailed spatio-temporal information based on the selected tokens, thereby expanding the network output to the original full-length temporal resolution for fast inference. Our method is general-purpose: it can be easily incorporated into common VPT models on both seq2seq and seq2frame pipelines while effectively accommodating different token pruning and recovery strategies. In addition, our H_{2}OT reveals that maintaining the full pose sequence is unnecessary, and a few pose tokens of representative frames can achieve both high efficiency and estimation accuracy. Extensive experiments on multiple benchmark datasets demonstrate both the effectiveness and efficiency of the proposed method. Code and models are available at https://github.com/NationalGAILab/HoT.

  • 6 authors
·
Sep 8, 2025

PAM: A Pose-Appearance-Motion Engine for Sim-to-Real HOI Video Generation

Hand-object interaction (HOI) reconstruction and synthesis are becoming central to embodied AI and AR/VR. Yet, despite rapid progress, existing HOI generation research remains fragmented across three disjoint tracks: (1) pose-only synthesis that predicts MANO trajectories without producing pixels; (2) single-image HOI generation that hallucinates appearance from masks or 2D cues but lacks dynamics; and (3) video generation methods that require both the entire pose sequence and the ground-truth first frame as inputs, preventing true sim-to-real deployment. Inspired by the philosophy of Joo et al. (2018), we think that HOI generation requires a unified engine that brings together pose, appearance, and motion within one coherent framework. Thus we introduce PAM: a Pose-Appearance-Motion Engine for controllable HOI video generation. The performance of our engine is validated by: (1) On DexYCB, we obtain an FVD of 29.13 (vs. 38.83 for InterDyn), and MPJPE of 19.37 mm (vs. 30.05 mm for CosHand), while generating higher-resolution 480x720 videos compared to 256x256 and 256x384 baselines. (2) On OAKINK2, our full multi-condition model improves FVD from 68.76 to 46.31. (3) An ablation over input conditions on DexYCB shows that combining depth, segmentation, and keypoints consistently yields the best results. (4) For a downstream hand pose estimation task using SimpleHand, augmenting training with 3,400 synthetic videos (207k frames) allows a model trained on only 50% of the real data plus our synthetic data to match the 100% real baseline.

  • 16 authors
·
Apr 1

Disentangled Diffusion-Based 3D Human Pose Estimation with Hierarchical Spatial and Temporal Denoiser

Recently, diffusion-based methods for monocular 3D human pose estimation have achieved state-of-the-art (SOTA) performance by directly regressing the 3D joint coordinates from the 2D pose sequence. Although some methods decompose the task into bone length and bone direction prediction based on the human anatomical skeleton to explicitly incorporate more human body prior constraints, the performance of these methods is significantly lower than that of the SOTA diffusion-based methods. This can be attributed to the tree structure of the human skeleton. Direct application of the disentangled method could amplify the accumulation of hierarchical errors, propagating through each hierarchy. Meanwhile, the hierarchical information has not been fully explored by the previous methods. To address these problems, a Disentangled Diffusion-based 3D Human Pose Estimation method with Hierarchical Spatial and Temporal Denoiser is proposed, termed DDHPose. In our approach: (1) We disentangle the 3D pose and diffuse the bone length and bone direction during the forward process of the diffusion model to effectively model the human pose prior. A disentanglement loss is proposed to supervise diffusion model learning. (2) For the reverse process, we propose Hierarchical Spatial and Temporal Denoiser (HSTDenoiser) to improve the hierarchical modeling of each joint. Our HSTDenoiser comprises two components: the Hierarchical-Related Spatial Transformer (HRST) and the Hierarchical-Related Temporal Transformer (HRTT). HRST exploits joint spatial information and the influence of the parent joint on each joint for spatial modeling, while HRTT utilizes information from both the joint and its hierarchical adjacent joints to explore the hierarchical temporal correlations among joints. Code and models are available at https://github.com/Andyen512/DDHPose

  • 5 authors
·
Mar 7, 2024

HaLP: Hallucinating Latent Positives for Skeleton-based Self-Supervised Learning of Actions

Supervised learning of skeleton sequence encoders for action recognition has received significant attention in recent times. However, learning such encoders without labels continues to be a challenging problem. While prior works have shown promising results by applying contrastive learning to pose sequences, the quality of the learned representations is often observed to be closely tied to data augmentations that are used to craft the positives. However, augmenting pose sequences is a difficult task as the geometric constraints among the skeleton joints need to be enforced to make the augmentations realistic for that action. In this work, we propose a new contrastive learning approach to train models for skeleton-based action recognition without labels. Our key contribution is a simple module, HaLP - to Hallucinate Latent Positives for contrastive learning. Specifically, HaLP explores the latent space of poses in suitable directions to generate new positives. To this end, we present a novel optimization formulation to solve for the synthetic positives with an explicit control on their hardness. We propose approximations to the objective, making them solvable in closed form with minimal overhead. We show via experiments that using these generated positives within a standard contrastive learning framework leads to consistent improvements across benchmarks such as NTU-60, NTU-120, and PKU-II on tasks like linear evaluation, transfer learning, and kNN evaluation. Our code will be made available at https://github.com/anshulbshah/HaLP.

  • 7 authors
·
Apr 1, 2023

HiH: A Multi-modal Hierarchy in Hierarchy Network for Unconstrained Gait Recognition

Gait recognition has achieved promising advances in controlled settings, yet it significantly struggles in unconstrained environments due to challenges such as view changes, occlusions, and varying walking speeds. Additionally, efforts to fuse multiple modalities often face limited improvements because of cross-modality incompatibility, particularly in outdoor scenarios. To address these issues, we present a multi-modal Hierarchy in Hierarchy network (HiH) that integrates silhouette and pose sequences for robust gait recognition. HiH features a main branch that utilizes Hierarchical Gait Decomposer (HGD) modules for depth-wise and intra-module hierarchical examination of general gait patterns from silhouette data. This approach captures motion hierarchies from overall body dynamics to detailed limb movements, facilitating the representation of gait attributes across multiple spatial resolutions. Complementing this, an auxiliary branch, based on 2D joint sequences, enriches the spatial and temporal aspects of gait analysis. It employs a Deformable Spatial Enhancement (DSE) module for pose-guided spatial attention and a Deformable Temporal Alignment (DTA) module for aligning motion dynamics through learned temporal offsets. Extensive evaluations across diverse indoor and outdoor datasets demonstrate HiH's state-of-the-art performance, affirming a well-balanced trade-off between accuracy and efficiency.

NankaiUniversity Nankai University
·
Nov 18, 2023

CosmoH2G: A Hand-to-Gripper Transfer Dataset and Baseline Method for Object Manipulation with Complex Spatial Movements

Transferring human hand demonstrations to robotic grippers has recently emerged as a cost-effective solution for robot learning. However, existing methods are largely confined to simple, planar tasks and fail to handle complex spatial movements (e.g., intricate trajectories involving rotations or flips) that are essential for robot manipulation. Motivated by this gap, we adopt an implicit, data-driven approach guided by fine-grained hand-pose motions. To this end, we introduce a scalable acquisition pipeline to collect hand-gripper paired demonstrations, governed by a rigorous protocol that prioritizes motion complexity and leverages a handheld gripper for seamless action mimicry. This yields a large-scale paired dataset comprising 6,189 episodes across 1,254 unique objects, exhibiting significantly higher spatial complexity than existing benchmarks. However, learning such complex mappings remains challenging. We observe that naive end-to-end generation of full gripper pose sequences is insufficient, as minor trajectory deviations compound rapidly under intricate dynamics. To address this, we propose a two-stage framework: Stage I predicts sparse gripper keyframes (initial and terminal) to simplify the mapping objective, while Stage II generates the full continuous action sequence conditioned on these keyframes. Furthermore, to mitigate cumulative drift, we keep the gripper's orientation being learned while post-optimizing its translation based on the grasping heuristic and kinematic consistency. In both simulation and real-robot experiments, our framework enables stable and precise hand-to-gripper transfer of complex spatial manipulations, significantly outperforming traditional baselines. Project page: https://cosmoh2g.github.io.

  • 6 authors
·
Sep 6 3

MonoHuman: Animatable Human Neural Field from Monocular Video

Animating virtual avatars with free-view control is crucial for various applications like virtual reality and digital entertainment. Previous studies have attempted to utilize the representation power of the neural radiance field (NeRF) to reconstruct the human body from monocular videos. Recent works propose to graft a deformation network into the NeRF to further model the dynamics of the human neural field for animating vivid human motions. However, such pipelines either rely on pose-dependent representations or fall short of motion coherency due to frame-independent optimization, making it difficult to generalize to unseen pose sequences realistically. In this paper, we propose a novel framework MonoHuman, which robustly renders view-consistent and high-fidelity avatars under arbitrary novel poses. Our key insight is to model the deformation field with bi-directional constraints and explicitly leverage the off-the-peg keyframe information to reason the feature correlations for coherent results. Specifically, we first propose a Shared Bidirectional Deformation module, which creates a pose-independent generalizable deformation field by disentangling backward and forward deformation correspondences into shared skeletal motion weight and separate non-rigid motions. Then, we devise a Forward Correspondence Search module, which queries the correspondence feature of keyframes to guide the rendering network. The rendered results are thus multi-view consistent with high fidelity, even under challenging novel pose settings. Extensive experiments demonstrate the superiority of our proposed MonoHuman over state-of-the-art methods.

  • 5 authors
·
Apr 4, 2023

3DTrajMaster: Mastering 3D Trajectory for Multi-Entity Motion in Video Generation

This paper aims to manipulate multi-entity 3D motions in video generation. Previous methods on controllable video generation primarily leverage 2D control signals to manipulate object motions and have achieved remarkable synthesis results. However, 2D control signals are inherently limited in expressing the 3D nature of object motions. To overcome this problem, we introduce 3DTrajMaster, a robust controller that regulates multi-entity dynamics in 3D space, given user-desired 6DoF pose (location and rotation) sequences of entities. At the core of our approach is a plug-and-play 3D-motion grounded object injector that fuses multiple input entities with their respective 3D trajectories through a gated self-attention mechanism. In addition, we exploit an injector architecture to preserve the video diffusion prior, which is crucial for generalization ability. To mitigate video quality degradation, we introduce a domain adaptor during training and employ an annealed sampling strategy during inference. To address the lack of suitable training data, we construct a 360-Motion Dataset, which first correlates collected 3D human and animal assets with GPT-generated trajectory and then captures their motion with 12 evenly-surround cameras on diverse 3D UE platforms. Extensive experiments show that 3DTrajMaster sets a new state-of-the-art in both accuracy and generalization for controlling multi-entity 3D motions. Project page: http://fuxiao0719.github.io/projects/3dtrajmaster

  • 10 authors
·
Jul 3, 2025 2

AnimateAnywhere: Rouse the Background in Human Image Animation

Human image animation aims to generate human videos of given characters and backgrounds that adhere to the desired pose sequence. However, existing methods focus more on human actions while neglecting the generation of background, which typically leads to static results or inharmonious movements. The community has explored camera pose-guided animation tasks, yet preparing the camera trajectory is impractical for most entertainment applications and ordinary users. As a remedy, we present an AnimateAnywhere framework, rousing the background in human image animation without requirements on camera trajectories. In particular, based on our key insight that the movement of the human body often reflects the motion of the background, we introduce a background motion learner (BML) to learn background motions from human pose sequences. To encourage the model to learn more accurate cross-frame correspondences, we further deploy an epipolar constraint on the 3D attention map. Specifically, the mask used to suppress geometrically unreasonable attention is carefully constructed by combining an epipolar mask and the current 3D attention map. Extensive experiments demonstrate that our AnimateAnywhere effectively learns the background motion from human pose sequences, achieving state-of-the-art performance in generating human animation results with vivid and realistic backgrounds. The source code and model will be available at https://github.com/liuxiaoyu1104/AnimateAnywhere.

  • 8 authors
·
Apr 28, 2025

VQ-VAD: Vector-quantized Motion Representation Learning for Human-centric Video Anomaly Detection

Video Anomaly Detection (VAD) is inherently challenging due to the scarcity of anomalies and the large visual variability in surveillance footage, including changes in lighting, viewpoint, and human appearance. To mitigate visual noise and address privacy concerns, recent work has shifted to pose-based VAD, which focuses on motion dynamics rather than raw video data. However, existing pose-based approaches model human behavior in continuous latent spaces, limiting their ability to learn compact motion patterns necessary for robust behavior analysis. We address this by proposing Vector-Quantized Video Anomaly Detection (VQ-VAD), a novel human-centric anomaly detection framework that learns discrete motion representations. VQ-VAD adapts Vector-Quantized GAN (VQ-GAN), originally developed for image generation, to operate on keypoint sequences and construct a motion codebook of normal behavior. Trained exclusively on normal motion sequences, VQ-VAD detects anomalies by identifying high reconstruction errors when an observed motion sequence cannot be mapped to the learned codebook. We conduct extensive experiments across three complementary evaluation settings, including in-domain, cross-domain, and cross-dataset generalization, on four anomaly detection benchmarks. VQ-VAD achieves strong in-domain accuracy (81.83% on HR-SHT [15]), effective cross-domain transfer from CMU Panoptic [14] (76.69% on HR-SHT [15] without retraining), and competitive cross-dataset robustness. The code base for this work is available at https://github.com/TeCSAR-UNCC/VQ-VAD.

  • 5 authors
·
Aug 4

VividPose: Advancing Stable Video Diffusion for Realistic Human Image Animation

Human image animation involves generating a video from a static image by following a specified pose sequence. Current approaches typically adopt a multi-stage pipeline that separately learns appearance and motion, which often leads to appearance degradation and temporal inconsistencies. To address these issues, we propose VividPose, an innovative end-to-end pipeline based on Stable Video Diffusion (SVD) that ensures superior temporal stability. To enhance the retention of human identity, we propose an identity-aware appearance controller that integrates additional facial information without compromising other appearance details such as clothing texture and background. This approach ensures that the generated videos maintain high fidelity to the identity of human subject, preserving key facial features across various poses. To accommodate diverse human body shapes and hand movements, we introduce a geometry-aware pose controller that utilizes both dense rendering maps from SMPL-X and sparse skeleton maps. This enables accurate alignment of pose and shape in the generated videos, providing a robust framework capable of handling a wide range of body shapes and dynamic hand movements. Extensive qualitative and quantitative experiments on the UBCFashion and TikTok benchmarks demonstrate that our method achieves state-of-the-art performance. Furthermore, VividPose exhibits superior generalization capabilities on our proposed in-the-wild dataset. Codes and models will be available.

  • 10 authors
·
May 28, 2024

Animate-X: Universal Character Image Animation with Enhanced Motion Representation

Character image animation, which generates high-quality videos from a reference image and target pose sequence, has seen significant progress in recent years. However, most existing methods only apply to human figures, which usually do not generalize well on anthropomorphic characters commonly used in industries like gaming and entertainment. Our in-depth analysis suggests to attribute this limitation to their insufficient modeling of motion, which is unable to comprehend the movement pattern of the driving video, thus imposing a pose sequence rigidly onto the target character. To this end, this paper proposes Animate-X, a universal animation framework based on LDM for various character types (collectively named X), including anthropomorphic characters. To enhance motion representation, we introduce the Pose Indicator, which captures comprehensive motion pattern from the driving video through both implicit and explicit manner. The former leverages CLIP visual features of a driving video to extract its gist of motion, like the overall movement pattern and temporal relations among motions, while the latter strengthens the generalization of LDM by simulating possible inputs in advance that may arise during inference. Moreover, we introduce a new Animated Anthropomorphic Benchmark (A^2Bench) to evaluate the performance of Animate-X on universal and widely applicable animation images. Extensive experiments demonstrate the superiority and effectiveness of Animate-X compared to state-of-the-art methods.

  • 9 authors
·
Oct 14, 2024 5

Animate-X++: Universal Character Image Animation with Dynamic Backgrounds

Character image animation, which generates high-quality videos from a reference image and target pose sequence, has seen significant progress in recent years. However, most existing methods only apply to human figures, which usually do not generalize well on anthropomorphic characters commonly used in industries like gaming and entertainment. Furthermore, previous methods could only generate videos with static backgrounds, which limits the realism of the videos. For the first challenge, our in-depth analysis suggests to attribute this limitation to their insufficient modeling of motion, which is unable to comprehend the movement pattern of the driving video, thus imposing a pose sequence rigidly onto the target character. To this end, this paper proposes Animate-X++, a universal animation framework based on DiT for various character types, including anthropomorphic characters. To enhance motion representation, we introduce the Pose Indicator, which captures comprehensive motion pattern from the driving video through both implicit and explicit manner. The former leverages CLIP visual features of a driving video to extract its gist of motion, like the overall movement pattern and temporal relations among motions, while the latter strengthens the generalization of DiT by simulating possible inputs in advance that may arise during inference. For the second challenge, we introduce a multi-task training strategy that jointly trains the animation and TI2V tasks. Combined with the proposed partial parameter training, this approach achieves not only character animation but also text-driven background dynamics, making the videos more realistic. Moreover, we introduce a new Animated Anthropomorphic Benchmark (A2Bench) to evaluate the performance of Animate-X++ on universal and widely applicable animation images. Extensive experiments demonstrate the superiority and effectiveness of Animate-X++.

  • 7 authors
·
Aug 12, 2025

MagicDance: Realistic Human Dance Video Generation with Motions & Facial Expressions Transfer

In this work, we propose MagicDance, a diffusion-based model for 2D human motion and facial expression transfer on challenging human dance videos. Specifically, we aim to generate human dance videos of any target identity driven by novel pose sequences while keeping the identity unchanged. To this end, we propose a two-stage training strategy to disentangle human motions and appearance (e.g., facial expressions, skin tone and dressing), consisting of the pretraining of an appearance-control block and fine-tuning of an appearance-pose-joint-control block over human dance poses of the same dataset. Our novel design enables robust appearance control with temporally consistent upper body, facial attributes, and even background. The model also generalizes well on unseen human identities and complex motion sequences without the need for any fine-tuning with additional data with diverse human attributes by leveraging the prior knowledge of image diffusion models. Moreover, the proposed model is easy to use and can be considered as a plug-in module/extension to Stable Diffusion. We also demonstrate the model's ability for zero-shot 2D animation generation, enabling not only the appearance transfer from one identity to another but also allowing for cartoon-like stylization given only pose inputs. Extensive experiments demonstrate our superior performance on the TikTok dataset.

  • 9 authors
·
Nov 18, 2023 2

FreeLong++: Training-Free Long Video Generation via Multi-band SpectralFusion

Recent advances in video generation models have enabled high-quality short video generation from text prompts. However, extending these models to longer videos remains a significant challenge, primarily due to degraded temporal consistency and visual fidelity. Our preliminary observations show that naively applying short-video generation models to longer sequences leads to noticeable quality degradation. Further analysis identifies a systematic trend where high-frequency components become increasingly distorted as video length grows, an issue we term high-frequency distortion. To address this, we propose FreeLong, a training-free framework designed to balance the frequency distribution of long video features during the denoising process. FreeLong achieves this by blending global low-frequency features, which capture holistic semantics across the full video, with local high-frequency features extracted from short temporal windows to preserve fine details. Building on this, FreeLong++ extends FreeLong dual-branch design into a multi-branch architecture with multiple attention branches, each operating at a distinct temporal scale. By arranging multiple window sizes from global to local, FreeLong++ enables multi-band frequency fusion from low to high frequencies, ensuring both semantic continuity and fine-grained motion dynamics across longer video sequences. Without any additional training, FreeLong++ can be plugged into existing video generation models (e.g. Wan2.1 and LTX-Video) to produce longer videos with substantially improved temporal consistency and visual fidelity. We demonstrate that our approach outperforms previous methods on longer video generation tasks (e.g. 4x and 8x of native length). It also supports coherent multi-prompt video generation with smooth scene transitions and enables controllable video generation using long depth or pose sequences.

  • 2 authors
·
Jun 30, 2025 1

Controllable Complex Human Motion Video Generation via Text-to-Skeleton Cascades

Generating videos of complex human motions such as flips, cartwheels, and martial arts remains challenging for current video diffusion models. Text-only conditioning is temporally ambiguous for fine-grained motion control, while explicit pose-based controls, though effective, require users to provide complete skeleton sequences that are costly to produce for long and dynamic actions. We propose a two-stage cascaded framework that addresses both limitations. First, an autoregressive text-to-skeleton model generates 2D pose sequences from natural language descriptions by predicting each joint conditioned on previously generated poses. This design captures long-range temporal dependencies and inter-joint coordination required for complex motions. Second, a pose-conditioned video diffusion model synthesizes videos from a reference image and the generated skeleton sequence. It employs DINO-ALF (Adaptive Layer Fusion), a multi-level reference encoder that preserves appearance and clothing details under large pose changes and self-occlusions. To address the lack of publicly available datasets for complex human motion video generation, we introduce a Blender-based synthetic dataset containing 2,000 videos with diverse characters performing acrobatic and stunt-like motions. The dataset provides full control over appearance, motion, and environment. It fills an important gap because existing benchmarks significantly under-represent acrobatic motions while web-collected datasets raise copyright and privacy concerns. Experiments on our synthetic dataset and the Motion-X Fitness benchmark show that our text-to-skeleton model outperforms prior methods on FID, R-precision, and motion diversity. Our pose-to-video model also achieves the best results among all compared methods on VBench metrics for temporal consistency, motion smoothness, and subject preservation.

  • 6 authors
·
Mar 8

OpenFS: Multi-Hand-Capable Fingerspelling Recognition with Implicit Signing-Hand Detection and Frame-Wise Letter-Conditioned Synthesis

Fingerspelling is a component of sign languages in which words are spelled out letter by letter using specific hand poses. Automatic fingerspelling recognition plays a crucial role in bridging the communication gap between Deaf and hearing communities, yet it remains challenging due to the signing-hand ambiguity issue, the lack of appropriate training losses, and the out-of-vocabulary (OOV) problem. Prior fingerspelling recognition methods rely on explicit signing-hand detection, which often leads to recognition failures, and on a connectionist temporal classification (CTC) loss, which exhibits the peaky behavior problem. To address these issues, we develop OpenFS, an open-source approach for fingerspelling recognition and synthesis. We propose a multi-hand-capable fingerspelling recognizer that supports both single- and multi-hand inputs and performs implicit signing-hand detection by incorporating a dual-level positional encoding and a signing-hand focus (SF) loss. The SF loss encourages cross-attention to focus on the signing hand, enabling implicit signing-hand detection during recognition. Furthermore, without relying on the CTC loss, we introduce a monotonic alignment (MA) loss that enforces the output letter sequence to follow the temporal order of the input pose sequence through cross-attention regularization. In addition, we propose a frame-wise letter-conditioned generator that synthesizes realistic fingerspelling pose sequences for OOV words. This generator enables the construction of a new synthetic benchmark, called FSNeo. Through comprehensive experiments, we demonstrate that our approach achieves state-of-the-art performance in recognition and validate the effectiveness of the proposed recognizer and generator. Codes and data are available in: https://github.com/AIRC-KETI/OpenFS.

  • 3 authors
·
Feb 26

TM2T: Stochastic and Tokenized Modeling for the Reciprocal Generation of 3D Human Motions and Texts

Inspired by the strong ties between vision and language, the two intimate human sensing and communication modalities, our paper aims to explore the generation of 3D human full-body motions from texts, as well as its reciprocal task, shorthanded for text2motion and motion2text, respectively. To tackle the existing challenges, especially to enable the generation of multiple distinct motions from the same text, and to avoid the undesirable production of trivial motionless pose sequences, we propose the use of motion token, a discrete and compact motion representation. This provides one level playing ground when considering both motions and text signals, as the motion and text tokens, respectively. Moreover, our motion2text module is integrated into the inverse alignment process of our text2motion training pipeline, where a significant deviation of synthesized text from the input text would be penalized by a large training loss; empirically this is shown to effectively improve performance. Finally, the mappings in-between the two modalities of motions and texts are facilitated by adapting the neural model for machine translation (NMT) to our context. This autoregressive modeling of the distribution over discrete motion tokens further enables non-deterministic production of pose sequences, of variable lengths, from an input text. Our approach is flexible, could be used for both text2motion and motion2text tasks. Empirical evaluations on two benchmark datasets demonstrate the superior performance of our approach on both tasks over a variety of state-of-the-art methods. Project page: https://ericguo5513.github.io/TM2T/

  • 4 authors
·
Aug 3, 2022

DreamDance: Animating Human Images by Enriching 3D Geometry Cues from 2D Poses

In this work, we present DreamDance, a novel method for animating human images using only skeleton pose sequences as conditional inputs. Existing approaches struggle with generating coherent, high-quality content in an efficient and user-friendly manner. Concretely, baseline methods relying on only 2D pose guidance lack the cues of 3D information, leading to suboptimal results, while methods using 3D representation as guidance achieve higher quality but involve a cumbersome and time-intensive process. To address these limitations, DreamDance enriches 3D geometry cues from 2D poses by introducing an efficient diffusion model, enabling high-quality human image animation with various guidance. Our key insight is that human images naturally exhibit multiple levels of correlation, progressing from coarse skeleton poses to fine-grained geometry cues, and further from these geometry cues to explicit appearance details. Capturing such correlations could enrich the guidance signals, facilitating intra-frame coherency and inter-frame consistency. Specifically, we construct the TikTok-Dance5K dataset, comprising 5K high-quality dance videos with detailed frame annotations, including human pose, depth, and normal maps. Next, we introduce a Mutually Aligned Geometry Diffusion Model to generate fine-grained depth and normal maps for enriched guidance. Finally, a Cross-domain Controller incorporates multi-level guidance to animate human images effectively with a video diffusion model. Extensive experiments demonstrate that our method achieves state-of-the-art performance in animating human images.

  • 8 authors
·
Nov 30, 2024

HRM^2Avatar: High-Fidelity Real-Time Mobile Avatars from Monocular Phone Scans

We present HRM^2Avatar, a framework for creating high-fidelity avatars from monocular phone scans, which can be rendered and animated in real time on mobile devices. Monocular capture with smartphones provides a low-cost alternative to studio-grade multi-camera rigs, making avatar digitization accessible to non-expert users. Reconstructing high-fidelity avatars from single-view video sequences poses challenges due to limited visual and geometric data. To address these limitations, at the data level, our method leverages two types of data captured with smartphones: static pose sequences for texture reconstruction and dynamic motion sequences for learning pose-dependent deformations and lighting changes. At the representation level, we employ a lightweight yet expressive representation to reconstruct high-fidelity digital humans from sparse monocular data. We extract garment meshes from monocular data to model clothing deformations effectively, and attach illumination-aware Gaussians to the mesh surface, enabling high-fidelity rendering and capturing pose-dependent lighting. This representation efficiently learns high-resolution and dynamic information from monocular data, enabling the creation of detailed avatars. At the rendering level, real-time performance is critical for animating high-fidelity avatars in AR/VR, social gaming, and on-device creation. Our GPU-driven rendering pipeline delivers 120 FPS on mobile devices and 90 FPS on standalone VR devices at 2K resolution, over 2.7times faster than representative mobile-engine baselines. Experiments show that HRM^2Avatar delivers superior visual realism and real-time interactivity, outperforming state-of-the-art monocular methods.

  • 9 authors
·
Oct 15, 2025

IGen: Scalable Data Generation for Robot Learning from Open-World Images

The rise of generalist robotic policies has created an exponential demand for large-scale training data. However, on-robot data collection is labor-intensive and often limited to specific environments. In contrast, open-world images capture a vast diversity of real-world scenes that naturally align with robotic manipulation tasks, offering a promising avenue for low-cost, large-scale robot data acquisition. Despite this potential, the lack of associated robot actions hinders the practical use of open-world images for robot learning, leaving this rich visual resource largely unexploited. To bridge this gap, we propose IGen, a framework that scalably generates realistic visual observations and executable actions from open-world images. IGen first converts unstructured 2D pixels into structured 3D scene representations suitable for scene understanding and manipulation. It then leverages the reasoning capabilities of vision-language models to transform scene-specific task instructions into high-level plans and generate low-level actions as SE(3) end-effector pose sequences. From these poses, it synthesizes dynamic scene evolution and renders temporally coherent visual observations. Experiments validate the high quality of visuomotor data generated by IGen, and show that policies trained solely on IGen-synthesized data achieve performance comparable to those trained on real-world data. This highlights the potential of IGen to support scalable data generation from open-world images for generalist robotic policy training.

  • 13 authors
·
Dec 1, 2025

UniHand: A Unified Model for Diverse Controlled 4D Hand Motion Modeling

Hand motion plays a central role in human interaction, yet modeling realistic 4D hand motion (i.e., 3D hand pose sequences over time) remains challenging. Research in this area is typically divided into two tasks: (1) Estimation approaches reconstruct precise motion from visual observations, but often fail under hand occlusion or absence; (2) Generation approaches focus on synthesizing hand poses by exploiting generative priors under multi-modal structured inputs and infilling motion from incomplete sequences. However, this separation not only limits the effective use of heterogeneous condition signals that frequently arise in practice, but also prevents knowledge transfer between the two tasks. We present UniHand, a unified diffusion-based framework that formulates both estimation and generation as conditional motion synthesis. UniHand integrates heterogeneous inputs by embedding structured signals into a shared latent space through a joint variational autoencoder, which aligns conditions such as MANO parameters and 2D skeletons. Visual observations are encoded with a frozen vision backbone, while a dedicated hand perceptron extracts hand-specific cues directly from image features, removing the need for complex detection and cropping pipelines. A latent diffusion model then synthesizes consistent motion sequences from these diverse conditions. Extensive experiments across multiple benchmarks demonstrate that UniHand delivers robust and accurate hand motion modeling, maintaining performance under severe occlusions and temporally incomplete inputs.

  • 5 authors
·
Feb 24

SparseCtrl-HOI: Sparse Temporal Control for Human-Object Interaction Video Generation

Human-Object Interaction (HOI) video generation aims to synthesize realistic videos of humans manipulating diverse objects, serving as a promising avenue for AI-driven live streaming e-commerce. A primary obstacle in this domain lies in the complexity of modeling fine-grained physical dynamics and the intricate spatial-temporal coordination between human hands and objects. Existing approaches to this problem typically rely on dense temporal guidance, e.g., frame-wise hand-object pose sequences, to strictly control the interaction process. However, such dense guidance incurs high annotation costs and affects motion synthesis diversity. To overcome these limitations, we introduce SparseCtrl-HOI, a novel sparse temporal control framework for HOI video generation. It requires only a few keyframes that capture interaction states at designated timestamps. Specifically, we employ a Time-Controlled Rotary Positional Embedding (TiRoPE) mechanism to temporally anchor these keyframes while preserving their spatial integrity. Subsequently, to govern the dynamics across intermediate frames, we propose a Motion Prior Injection Module that leverages Multimodal Large Language Models (MLLMs) to extract high-level motion priors. This empowers the model to hallucinate logically and physically plausible transitions. Furthermore, we build SparseHOI-5K, a high-quality and richly annotated dataset for HOI video generation with sparse temporal control. Comprehensive evaluations confirm that our method substantially reduces annotation overhead while synthesizing superior live-streaming e-commerce videos. Both our code and dataset are publicly available at https://mpi-lab.github.io/SparseCtrl-HOI.

  • 5 authors
·
Jul 6

CoDance: An Unbind-Rebind Paradigm for Robust Multi-Subject Animation

Character image animation is gaining significant importance across various domains, driven by the demand for robust and flexible multi-subject rendering. While existing methods excel in single-person animation, they struggle to handle arbitrary subject counts, diverse character types, and spatial misalignment between the reference image and the driving poses. We attribute these limitations to an overly rigid spatial binding that forces strict pixel-wise alignment between the pose and reference, and an inability to consistently rebind motion to intended subjects. To address these challenges, we propose CoDance, a novel Unbind-Rebind framework that enables the animation of arbitrary subject counts, types, and spatial configurations conditioned on a single, potentially misaligned pose sequence. Specifically, the Unbind module employs a novel pose shift encoder to break the rigid spatial binding between the pose and the reference by introducing stochastic perturbations to both poses and their latent features, thereby compelling the model to learn a location-agnostic motion representation. To ensure precise control and subject association, we then devise a Rebind module, leveraging semantic guidance from text prompts and spatial guidance from subject masks to direct the learned motion to intended characters. Furthermore, to facilitate comprehensive evaluation, we introduce a new multi-subject CoDanceBench. Extensive experiments on CoDanceBench and existing datasets show that CoDance achieves SOTA performance, exhibiting remarkable generalization across diverse subjects and spatial layouts. The code and weights will be open-sourced.

  • 8 authors
·
Jan 16 4

X-Dancer: Expressive Music to Human Dance Video Generation

We present X-Dancer, a novel zero-shot music-driven image animation pipeline that creates diverse and long-range lifelike human dance videos from a single static image. As its core, we introduce a unified transformer-diffusion framework, featuring an autoregressive transformer model that synthesize extended and music-synchronized token sequences for 2D body, head and hands poses, which then guide a diffusion model to produce coherent and realistic dance video frames. Unlike traditional methods that primarily generate human motion in 3D, X-Dancer addresses data limitations and enhances scalability by modeling a wide spectrum of 2D dance motions, capturing their nuanced alignment with musical beats through readily available monocular videos. To achieve this, we first build a spatially compositional token representation from 2D human pose labels associated with keypoint confidences, encoding both large articulated body movements (e.g., upper and lower body) and fine-grained motions (e.g., head and hands). We then design a music-to-motion transformer model that autoregressively generates music-aligned dance pose token sequences, incorporating global attention to both musical style and prior motion context. Finally we leverage a diffusion backbone to animate the reference image with these synthesized pose tokens through AdaIN, forming a fully differentiable end-to-end framework. Experimental results demonstrate that X-Dancer is able to produce both diverse and characterized dance videos, substantially outperforming state-of-the-art methods in term of diversity, expressiveness and realism. Code and model will be available for research purposes.

  • 9 authors
·
Feb 24, 2025 3

Priced Guidance: Can Language Models Generate Future Research Ideas?

We evaluate language models' capability to generate novel research ideas through the lens of compression. We aim to lower-bound the potentially tiny probability that a language model generates the essence of a future research idea without any hints. Rather than estimate this probability through expensive repeated sampling, our Priced Guidance framework measures the compression cost: how many additional bits of information are needed to guide the model to recover the target idea. We prove that if the model can recover the target idea with at most K bits of guidance in expectation, then it can generate the idea without any guidance with probability at least 2^{-K}. In our framework, the language model, called the generator, can pose a sequence of multiple-choice questions and specify a probability distribution over possible answers. A guide, which is a language model with access to the target idea, selects answers. If a selected answer has prior probability p, the generator pays -log_2 p bits. The generator aims to produce an idea that matches the essence of the target idea with minimal cumulative cost. This cumulative cost equals, up to an additive constant, the number of bits of information sent by the guide. Using this methodology, we evaluate five generator LLMs (Opus 5, Fable 5.1, GPT-6 Astra, GPT-5.6 Sol, and GLM 5.3) on the core ideas in 87 recent high-quality deep learning papers and we use LLM as judge to determine whether the generated idea matches the target in terms of the central research object and defining mechanism. Fable 5.1 achieves the lowest median compression cost at 69.9 bits, substantially lower than gzip's median of 5,712 bits for losslessly compressing the summary of the target idea. A uniform ensemble of Fable 5.1, Opus 5, and Astra further reduces the median compression cost to 55.8 bits and improves the generation probability lower bound by 18,000 times.

  • 3 authors
·
Oct 3

PostoMETRO: Pose Token Enhanced Mesh Transformer for Robust 3D Human Mesh Recovery

With the recent advancements in single-image-based human mesh recovery, there is a growing interest in enhancing its performance in certain extreme scenarios, such as occlusion, while maintaining overall model accuracy. Although obtaining accurately annotated 3D human poses under occlusion is challenging, there is still a wealth of rich and precise 2D pose annotations that can be leveraged. However, existing works mostly focus on directly leveraging 2D pose coordinates to estimate 3D pose and mesh. In this paper, we present PostoMETRO(Pose token enhanced MEsh TRansfOrmer), which integrates occlusion-resilient 2D pose representation into transformers in a token-wise manner. Utilizing a specialized pose tokenizer, we efficiently condense 2D pose data to a compact sequence of pose tokens and feed them to the transformer together with the image tokens. This process not only ensures a rich depiction of texture from the image but also fosters a robust integration of pose and image information. Subsequently, these combined tokens are queried by vertex and joint tokens to decode 3D coordinates of mesh vertices and human joints. Facilitated by the robust pose token representation and the effective combination, we are able to produce more precise 3D coordinates, even under extreme scenarios like occlusion. Experiments on both standard and occlusion-specific benchmarks demonstrate the effectiveness of PostoMETRO. Qualitative results further illustrate the clarity of how 2D pose can help 3D reconstruction. Code will be made available.

  • 4 authors
·
Mar 19, 2024

Text2Performer: Text-Driven Human Video Generation

Text-driven content creation has evolved to be a transformative technique that revolutionizes creativity. Here we study the task of text-driven human video generation, where a video sequence is synthesized from texts describing the appearance and motions of a target performer. Compared to general text-driven video generation, human-centric video generation requires maintaining the appearance of synthesized human while performing complex motions. In this work, we present Text2Performer to generate vivid human videos with articulated motions from texts. Text2Performer has two novel designs: 1) decomposed human representation and 2) diffusion-based motion sampler. First, we decompose the VQVAE latent space into human appearance and pose representation in an unsupervised manner by utilizing the nature of human videos. In this way, the appearance is well maintained along the generated frames. Then, we propose continuous VQ-diffuser to sample a sequence of pose embeddings. Unlike existing VQ-based methods that operate in the discrete space, continuous VQ-diffuser directly outputs the continuous pose embeddings for better motion modeling. Finally, motion-aware masking strategy is designed to mask the pose embeddings spatial-temporally to enhance the temporal coherence. Moreover, to facilitate the task of text-driven human video generation, we contribute a Fashion-Text2Video dataset with manually annotated action labels and text descriptions. Extensive experiments demonstrate that Text2Performer generates high-quality human videos (up to 512x256 resolution) with diverse appearances and flexible motions.

  • 6 authors
·
Apr 17, 2023

4DEquine: Disentangling Motion and Appearance for 4D Equine Reconstruction from Monocular Video

4D reconstruction of equine family (e.g. horses) from monocular video is important for animal welfare. Previous mainstream 4D animal reconstruction methods require joint optimization of motion and appearance over a whole video, which is time-consuming and sensitive to incomplete observation. In this work, we propose a novel framework called 4DEquine by disentangling the 4D reconstruction problem into two sub-problems: dynamic motion reconstruction and static appearance reconstruction. For motion, we introduce a simple yet effective spatio-temporal transformer with a post-optimization stage to regress smooth and pixel-aligned pose and shape sequences from video. For appearance, we design a novel feed-forward network that reconstructs a high-fidelity, animatable 3D Gaussian avatar from as few as a single image. To assist training, we create a large-scale synthetic motion dataset, VarenPoser, which features high-quality surface motions and diverse camera trajectories, as well as a synthetic appearance dataset, VarenTex, comprising realistic multi-view images generated through multi-view diffusion. While training only on synthetic datasets, 4DEquine achieves state-of-the-art performance on real-world APT36K and AiM datasets, demonstrating the superiority of 4DEquine and our new datasets for both geometry and appearance reconstruction. Comprehensive ablation studies validate the effectiveness of both the motion and appearance reconstruction network. Project page: https://luoxue-star.github.io/4DEquine_Project_Page/.

  • 5 authors
·
Mar 10 2

PAS3R: Pose-Adaptive Streaming 3D Reconstruction for Long Video Sequences

Online monocular 3D reconstruction enables dense scene recovery from streaming video but remains fundamentally limited by the stability-adaptation dilemma: the reconstruction model must rapidly incorporate novel viewpoints while preserving previously accumulated scene structure. Existing streaming approaches rely on uniform or attention-based update mechanisms that often fail to account for abrupt viewpoint transitions, leading to trajectory drift and geometric inconsistencies over long sequences. We introduce PAS3R, a pose-adaptive streaming reconstruction framework that dynamically modulates state updates according to camera motion and scene structure. Our key insight is that frames contributing significant geometric novelty should exert stronger influence on the reconstruction state, while frames with minor viewpoint variation should prioritize preserving historical context. PAS3R operationalizes this principle through a motion-aware update mechanism that jointly leverages inter-frame pose variation and image frequency cues to estimate frame importance. To further stabilize long-horizon reconstruction, we introduce trajectory-consistent training objectives that incorporate relative pose constraints and acceleration regularization. A lightweight online stabilization module further suppresses high-frequency trajectory jitter and geometric artifacts without increasing memory consumption. Extensive experiments across multiple benchmarks demonstrate that PAS3R significantly improves trajectory accuracy, depth estimation, and point cloud reconstruction quality in long video sequences while maintaining competitive performance on shorter sequences.

  • 4 authors
·
Mar 21

PoseScript: Linking 3D Human Poses and Natural Language

Natural language plays a critical role in many computer vision applications, such as image captioning, visual question answering, and cross-modal retrieval, to provide fine-grained semantic information. Unfortunately, while human pose is key to human understanding, current 3D human pose datasets lack detailed language descriptions. To address this issue, we have introduced the PoseScript dataset. This dataset pairs more than six thousand 3D human poses from AMASS with rich human-annotated descriptions of the body parts and their spatial relationships. Additionally, to increase the size of the dataset to a scale that is compatible with data-hungry learning algorithms, we have proposed an elaborate captioning process that generates automatic synthetic descriptions in natural language from given 3D keypoints. This process extracts low-level pose information, known as "posecodes", using a set of simple but generic rules on the 3D keypoints. These posecodes are then combined into higher level textual descriptions using syntactic rules. With automatic annotations, the amount of available data significantly scales up (100k), making it possible to effectively pretrain deep models for finetuning on human captions. To showcase the potential of annotated poses, we present three multi-modal learning tasks that utilize the PoseScript dataset. Firstly, we develop a pipeline that maps 3D poses and textual descriptions into a joint embedding space, allowing for cross-modal retrieval of relevant poses from large-scale datasets. Secondly, we establish a baseline for a text-conditioned model generating 3D poses. Thirdly, we present a learned process for generating pose descriptions. These applications demonstrate the versatility and usefulness of annotated poses in various tasks and pave the way for future research in the field.

  • 5 authors
·
Oct 21, 2022

XNect: Real-time Multi-Person 3D Motion Capture with a Single RGB Camera

We present a real-time approach for multi-person 3D motion capture at over 30 fps using a single RGB camera. It operates successfully in generic scenes which may contain occlusions by objects and by other people. Our method operates in subsequent stages. The first stage is a convolutional neural network (CNN) that estimates 2D and 3D pose features along with identity assignments for all visible joints of all individuals.We contribute a new architecture for this CNN, called SelecSLS Net, that uses novel selective long and short range skip connections to improve the information flow allowing for a drastically faster network without compromising accuracy. In the second stage, a fully connected neural network turns the possibly partial (on account of occlusion) 2Dpose and 3Dpose features for each subject into a complete 3Dpose estimate per individual. The third stage applies space-time skeletal model fitting to the predicted 2D and 3D pose per subject to further reconcile the 2D and 3D pose, and enforce temporal coherence. Our method returns the full skeletal pose in joint angles for each subject. This is a further key distinction from previous work that do not produce joint angle results of a coherent skeleton in real time for multi-person scenes. The proposed system runs on consumer hardware at a previously unseen speed of more than 30 fps given 512x320 images as input while achieving state-of-the-art accuracy, which we will demonstrate on a range of challenging real-world scenes.

  • 10 authors
·
Jul 1, 2019

FreeMan: Towards Benchmarking 3D Human Pose Estimation in the Wild

Estimating the 3D structure of the human body from natural scenes is a fundamental aspect of visual perception. This task carries great importance for fields like AIGC and human-robot interaction. In practice, 3D human pose estimation in real-world settings is a critical initial step in solving this problem. However, the current datasets, often collected under controlled laboratory conditions using complex motion capture equipment and unvarying backgrounds, are insufficient. The absence of real-world datasets is stalling the progress of this crucial task. To facilitate the development of 3D pose estimation, we present FreeMan, the first large-scale, real-world multi-view dataset. FreeMan was captured by synchronizing 8 smartphones across diverse scenarios. It comprises 11M frames from 8000 sequences, viewed from different perspectives. These sequences cover 40 subjects across 10 different scenarios, each with varying lighting conditions. We have also established an automated, precise labeling pipeline that allows for large-scale processing efficiently. We provide comprehensive evaluation baselines for a range of tasks, underlining the significant challenges posed by FreeMan. Further evaluations of standard indoor/outdoor human sensing datasets reveal that FreeMan offers robust representation transferability in real and complex scenes. FreeMan is now publicly available at https://wangjiongw.github.io/freeman.

  • 9 authors
·
Sep 10, 2023

GeoWeaver: Accurate Long-Sequence 3D Reconstruction via Hierarchical Geometric Assembly

Long-sequence 3D reconstruction from RGB videos requires both accurate local geometry and globally consistent camera motion. Feed-forward models provide strong depth and pose predictions, but their memory cost prevents joint inference over long sequences. Chunk-wise processing improves scalability, yet independently predicted chunks often exhibit scale drift, pose errors, and point-cloud misalignment. We present GeoWeaver, a unified framework comprising a Geometric Prior Model (GPM) and Test-Time Adaptation (TTA). The GPM predicts chunk-wise depth, confidence, and camera parameters as adjustable geometric priors. TTA then performs sequential initialization, global chunk-level Sim(3) alignment, and coarse-to-fine refinement of camera poses, affine depth corrections, and intrinsics. Dense correspondences provide adjacent, cross-chunk, and long-range constraints, while a robust CDF-style objective jointly optimizes weighted 2D reprojection and 3D consistency residuals. This design preserves local geometric accuracy while correcting accumulated pose, scale, depth, and calibration errors. Experiments across diverse long-sequence benchmarks demonstrate improved camera accuracy, global consistency, and point-cloud quality. Ablations verify the contribution of each adaptation stage, and applying the same TTA procedure to different geometric prior models consistently improves their trajectory estimates, demonstrating that GeoWeaver is not tied to a specific GPM.

  • 7 authors
·
Aug 17

Video-Based Human Pose Regression via Decoupled Space-Time Aggregation

By leveraging temporal dependency in video sequences, multi-frame human pose estimation algorithms have demonstrated remarkable results in complicated situations, such as occlusion, motion blur, and video defocus. These algorithms are predominantly based on heatmaps, resulting in high computation and storage requirements per frame, which limits their flexibility and real-time application in video scenarios, particularly on edge devices. In this paper, we develop an efficient and effective video-based human pose regression method, which bypasses intermediate representations such as heatmaps and instead directly maps the input to the output joint coordinates. Despite the inherent spatial correlation among adjacent joints of the human pose, the temporal trajectory of each individual joint exhibits relative independence. In light of this, we propose a novel Decoupled Space-Time Aggregation network (DSTA) to separately capture the spatial contexts between adjacent joints and the temporal cues of each individual joint, thereby avoiding the conflation of spatiotemporal dimensions. Concretely, DSTA learns a dedicated feature token for each joint to facilitate the modeling of their spatiotemporal dependencies. With the proposed joint-wise local-awareness attention mechanism, our method is capable of efficiently and flexibly utilizing the spatial dependency of adjacent joints and the temporal dependency of each joint itself. Extensive experiments demonstrate the superiority of our method. Compared to previous regression-based single-frame human pose estimation methods, DSTA significantly enhances performance, achieving an 8.9 mAP improvement on PoseTrack2017. Furthermore, our approach either surpasses or is on par with the state-of-the-art heatmap-based multi-frame human pose estimation methods. Project page: https://github.com/zgspose/DSTA.

  • 2 authors
·
Mar 28, 2024

se(3)-TrackNet: Data-driven 6D Pose Tracking by Calibrating Image Residuals in Synthetic Domains

Tracking the 6D pose of objects in video sequences is important for robot manipulation. This task, however, introduces multiple challenges: (i) robot manipulation involves significant occlusions; (ii) data and annotations are troublesome and difficult to collect for 6D poses, which complicates machine learning solutions, and (iii) incremental error drift often accumulates in long term tracking to necessitate re-initialization of the object's pose. This work proposes a data-driven optimization approach for long-term, 6D pose tracking. It aims to identify the optimal relative pose given the current RGB-D observation and a synthetic image conditioned on the previous best estimate and the object's model. The key contribution in this context is a novel neural network architecture, which appropriately disentangles the feature encoding to help reduce domain shift, and an effective 3D orientation representation via Lie Algebra. Consequently, even when the network is trained only with synthetic data can work effectively over real images. Comprehensive experiments over benchmarks - existing ones as well as a new dataset with significant occlusions related to object manipulation - show that the proposed approach achieves consistently robust estimates and outperforms alternatives, even though they have been trained with real images. The approach is also the most computationally efficient among the alternatives and achieves a tracking frequency of 90.9Hz.

  • 4 authors
·
Jul 26, 2020

Scene-aware Egocentric 3D Human Pose Estimation

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

  • 6 authors
·
Sep 24, 2023

The Invisible EgoHand: 3D Hand Forecasting through EgoBody Pose Estimation

Forecasting hand motion and pose from an egocentric perspective is essential for understanding human intention. However, existing methods focus solely on predicting positions without considering articulation, and only when the hands are visible in the field of view. This limitation overlooks the fact that approximate hand positions can still be inferred even when they are outside the camera's view. In this paper, we propose a method to forecast the 3D trajectories and poses of both hands from an egocentric video, both in and out of the field of view. We propose a diffusion-based transformer architecture for Egocentric Hand Forecasting, EgoH4, which takes as input the observation sequence and camera poses, then predicts future 3D motion and poses for both hands of the camera wearer. We leverage full-body pose information, allowing other joints to provide constraints on hand motion. We denoise the hand and body joints along with a visibility predictor for hand joints and a 3D-to-2D reprojection loss that minimizes the error when hands are in-view. We evaluate EgoH4 on the Ego-Exo4D dataset, combining subsets with body and hand annotations. We train on 156K sequences and evaluate on 34K sequences, respectively. EgoH4 improves the performance by 3.4cm and 5.1cm over the baseline in terms of ADE for hand trajectory forecasting and MPJPE for hand pose forecasting. Project page: https://masashi-hatano.github.io/EgoH4/

  • 4 authors
·
Apr 10, 2025

Novel-view Synthesis and Pose Estimation for Hand-Object Interaction from Sparse Views

Hand-object interaction understanding and the barely addressed novel view synthesis are highly desired in the immersive communication, whereas it is challenging due to the high deformation of hand and heavy occlusions between hand and object. In this paper, we propose a neural rendering and pose estimation system for hand-object interaction from sparse views, which can also enable 3D hand-object interaction editing. We share the inspiration from recent scene understanding work that shows a scene specific model built beforehand can significantly improve and unblock vision tasks especially when inputs are sparse, and extend it to the dynamic hand-object interaction scenario and propose to solve the problem in two stages. We first learn the shape and appearance prior knowledge of hands and objects separately with the neural representation at the offline stage. During the online stage, we design a rendering-based joint model fitting framework to understand the dynamic hand-object interaction with the pre-built hand and object models as well as interaction priors, which thereby overcomes penetration and separation issues between hand and object and also enables novel view synthesis. In order to get stable contact during the hand-object interaction process in a sequence, we propose a stable contact loss to make the contact region to be consistent. Experiments demonstrate that our method outperforms the state-of-the-art methods. Code and dataset are available in project webpage https://iscas3dv.github.io/HO-NeRF.

  • 7 authors
·
Aug 22, 2023

APT-36K: A Large-scale Benchmark for Animal Pose Estimation and Tracking

Animal pose estimation and tracking (APT) is a fundamental task for detecting and tracking animal keypoints from a sequence of video frames. Previous animal-related datasets focus either on animal tracking or single-frame animal pose estimation, and never on both aspects. The lack of APT datasets hinders the development and evaluation of video-based animal pose estimation and tracking methods, limiting real-world applications, e.g., understanding animal behavior in wildlife conservation. To fill this gap, we make the first step and propose APT-36K, i.e., the first large-scale benchmark for animal pose estimation and tracking. Specifically, APT-36K consists of 2,400 video clips collected and filtered from 30 animal species with 15 frames for each video, resulting in 36,000 frames in total. After manual annotation and careful double-check, high-quality keypoint and tracking annotations are provided for all the animal instances. Based on APT-36K, we benchmark several representative models on the following three tracks: (1) supervised animal pose estimation on a single frame under intra- and inter-domain transfer learning settings, (2) inter-species domain generalization test for unseen animals, and (3) animal pose estimation with animal tracking. Based on the experimental results, we gain some empirical insights and show that APT-36K provides a valuable animal pose estimation and tracking benchmark, offering new challenges and opportunities for future research. The code and dataset will be made publicly available at https://github.com/pandorgan/APT-36K.

  • 6 authors
·
Jun 12, 2022

MV-SSM: Multi-View State Space Modeling for 3D Human Pose Estimation

While significant progress has been made in single-view 3D human pose estimation, multi-view 3D human pose estimation remains challenging, particularly in terms of generalizing to new camera configurations. Existing attention-based transformers often struggle to accurately model the spatial arrangement of keypoints, especially in occluded scenarios. Additionally, they tend to overfit specific camera arrangements and visual scenes from training data, resulting in substantial performance drops in new settings. In this study, we introduce a novel Multi-View State Space Modeling framework, named MV-SSM, for robustly estimating 3D human keypoints. We explicitly model the joint spatial sequence at two distinct levels: the feature level from multi-view images and the person keypoint level. We propose a Projective State Space (PSS) block to learn a generalized representation of joint spatial arrangements using state space modeling. Moreover, we modify Mamba's traditional scanning into an effective Grid Token-guided Bidirectional Scanning (GTBS), which is integral to the PSS block. Multiple experiments demonstrate that MV-SSM achieves strong generalization, outperforming state-of-the-art methods: +10.8 on AP25 (+24%) on the challenging three-camera setting in CMU Panoptic, +7.0 on AP25 (+13%) on varying camera arrangements, and +15.3 PCP (+38%) on Campus A1 in cross-dataset evaluations. Project Website: https://aviralchharia.github.io/MV-SSM

HyperMotion: DiT-Based Pose-Guided Human Image Animation of Complex Motions

Recent advances in diffusion models have significantly improved conditional video generation, particularly in the pose-guided human image animation task. Although existing methods are capable of generating high-fidelity and time-consistent animation sequences in regular motions and static scenes, there are still obvious limitations when facing complex human body motions (Hypermotion) that contain highly dynamic, non-standard motions, and the lack of a high-quality benchmark for evaluation of complex human motion animations. To address this challenge, we introduce the Open-HyperMotionX Dataset and HyperMotionX Bench, which provide high-quality human pose annotations and curated video clips for evaluating and improving pose-guided human image animation models under complex human motion conditions. Furthermore, we propose a simple yet powerful DiT-based video generation baseline and design spatial low-frequency enhanced RoPE, a novel module that selectively enhances low-frequency spatial feature modeling by introducing learnable frequency scaling. Our method significantly improves structural stability and appearance consistency in highly dynamic human motion sequences. Extensive experiments demonstrate the effectiveness of our dataset and proposed approach in advancing the generation quality of complex human motion image animations. Code and dataset will be made publicly available.

  • 8 authors
·
May 28, 2025

HiP3R: Hierarchical Pose Graphs for Long-Horizon 3D Reconstruction

Feed-forward models accurately estimate camera motion and 3D geometry from short video windows. However, computational and memory costs prevent direct inference on sequences containing thousands of frames. Long videos must therefore be processed as overlapping chunks. This division produces independent local reconstructions with inconsistent coordinate frames and duplicate estimates of shared cameras. Achieving global consistency requires propagating constraints from adjacent overlaps and distant revisits across the sequence. This requirement naturally motivates pose graph optimization. However, the choice of graph level creates a trade-off. Chunk-level graphs efficiently resolve scale drift and close large loops. Yet, their rigid transformations cannot correct internal errors or conflicting frame predictions. Conversely, frame-level optimization offers local flexibility, but scaling it globally is computationally expensive and can break metric scale. HiP3R resolves this trade-off using a hierarchical pose graph. HiP3R first optimizes a robust chunk-level Sim(3) graph to establish the global layout and scale. It then holds this layout fixed and estimates one shared SE(3) camera per frame, turning overlapping window predictions into a single trajectory. Experiments across multiple benchmarks demonstrate the effectiveness of HiP3R in improving camera trajectories and 3D reconstruction. Our method applies to both chunk-based and streaming backends without additional training or fine-tuning. The codes are available at https://kkakkkka.github.io/HiP3R.

JustDense: Just using Dense instead of Sequence Mixer for Time Series analysis

Sequence and channel mixers, the core mechanism in sequence models, have become the de facto standard in time series analysis (TSA). However, recent studies have questioned the necessity of complex sequence mixers, such as attention mechanisms, demonstrating that simpler architectures can achieve comparable or even superior performance. This suggests that the benefits attributed to complex sequencemixers might instead emerge from other architectural or optimization factors. Based on this observation, we pose a central question: Are common sequence mixers necessary for time-series analysis? Therefore, we propose JustDense, an empirical study that systematically replaces sequence mixers in various well-established TSA models with dense layers. Grounded in the MatrixMixer framework, JustDense treats any sequence mixer as a mixing matrix and replaces it with a dense layer. This substitution isolates the mixing operation, enabling a clear theoretical foundation for understanding its role. Therefore, we conducted extensive experiments on 29 benchmarks covering five representative TSA tasks using seven state-of-the-art TSA models to address our research question. The results show that replacing sequence mixers with dense layers yields comparable or even superior performance. In the cases where dedicated sequence mixers still offer benefits, JustDense challenges the assumption that "deeper and more complex architectures are inherently better" in TSA.

RT-Pose: A 4D Radar Tensor-based 3D Human Pose Estimation and Localization Benchmark

Traditional methods for human localization and pose estimation (HPE), which mainly rely on RGB images as an input modality, confront substantial limitations in real-world applications due to privacy concerns. In contrast, radar-based HPE methods emerge as a promising alternative, characterized by distinctive attributes such as through-wall recognition and privacy-preserving, rendering the method more conducive to practical deployments. This paper presents a Radar Tensor-based human pose (RT-Pose) dataset and an open-source benchmarking framework. The RT-Pose dataset comprises 4D radar tensors, LiDAR point clouds, and RGB images, and is collected for a total of 72k frames across 240 sequences with six different complexity-level actions. The 4D radar tensor provides raw spatio-temporal information, differentiating it from other radar point cloud-based datasets. We develop an annotation process using RGB images and LiDAR point clouds to accurately label 3D human skeletons. In addition, we propose HRRadarPose, the first single-stage architecture that extracts the high-resolution representation of 4D radar tensors in 3D space to aid human keypoint estimation. HRRadarPose outperforms previous radar-based HPE work on the RT-Pose benchmark. The overall HRRadarPose performance on the RT-Pose dataset, as reflected in a mean per joint position error (MPJPE) of 9.91cm, indicates the persistent challenges in achieving accurate HPE in complex real-world scenarios. RT-Pose is available at https://huggingface.co/datasets/uwipl/RT-Pose.

  • 8 authors
·
Jul 18, 2024