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SubscribeGyroscope-Assisted Motion Deblurring Network
Image research has shown substantial attention in deblurring networks in recent years. Yet, their practical usage in real-world deblurring, especially motion blur, remains limited due to the lack of pixel-aligned training triplets (background, blurred image, and blur heat map) and restricted information inherent in blurred images. This paper presents a simple yet efficient framework to synthetic and restore motion blur images using Inertial Measurement Unit (IMU) data. Notably, the framework includes a strategy for training triplet generation, and a Gyroscope-Aided Motion Deblurring (GAMD) network for blurred image restoration. The rationale is that through harnessing IMU data, we can determine the transformation of the camera pose during the image exposure phase, facilitating the deduction of the motion trajectory (aka. blur trajectory) for each point inside the three-dimensional space. Thus, the synthetic triplets using our strategy are inherently close to natural motion blur, strictly pixel-aligned, and mass-producible. Through comprehensive experiments, we demonstrate the advantages of the proposed framework: only two-pixel errors between our synthetic and real-world blur trajectories, a marked improvement (around 33.17%) of the state-of-the-art deblurring method MIMO on Peak Signal-to-Noise Ratio (PSNR).
SMILE: Infusing Spatial and Motion Semantics in Masked Video Learning
Masked video modeling, such as VideoMAE, is an effective paradigm for video self-supervised learning (SSL). However, they are primarily based on reconstructing pixel-level details on natural videos which have substantial temporal redundancy, limiting their capability for semantic representation and sufficient encoding of motion dynamics. To address these issues, this paper introduces a novel SSL approach for video representation learning, dubbed as SMILE, by infusing both spatial and motion semantics. In SMILE, we leverage image-language pretrained models, such as CLIP, to guide the learning process with their high-level spatial semantics. We enhance the representation of motion by introducing synthetic motion patterns in the training data, allowing the model to capture more complex and dynamic content. Furthermore, using SMILE, we establish a new self-supervised video learning paradigm capable of learning strong video representations without requiring any natural video data. We have carried out extensive experiments on 7 datasets with various downstream scenarios. SMILE surpasses current state-of-the-art SSL methods, showcasing its effectiveness in learning more discriminative and generalizable video representations. Code is available: https://github.com/fmthoker/SMILE
DeblurGAN: Blind Motion Deblurring Using Conditional Adversarial Networks
We present DeblurGAN, an end-to-end learned method for motion deblurring. The learning is based on a conditional GAN and the content loss . DeblurGAN achieves state-of-the art performance both in the structural similarity measure and visual appearance. The quality of the deblurring model is also evaluated in a novel way on a real-world problem -- object detection on (de-)blurred images. The method is 5 times faster than the closest competitor -- DeepDeblur. We also introduce a novel method for generating synthetic motion blurred images from sharp ones, allowing realistic dataset augmentation. The model, code and the dataset are available at https://github.com/KupynOrest/DeblurGAN
Multi-Modal Motion Retrieval by Learning a Fine-Grained Joint Embedding Space
Motion retrieval is crucial for motion acquisition, offering superior precision, realism, controllability, and editability compared to motion generation. Existing approaches leverage contrastive learning to construct a unified embedding space for motion retrieval from text or visual modality. However, these methods lack a more intuitive and user-friendly interaction mode and often overlook the sequential representation of most modalities for improved retrieval performance. To address these limitations, we propose a framework that aligns four modalities -- text, audio, video, and motion -- within a fine-grained joint embedding space, incorporating audio for the first time in motion retrieval to enhance user immersion and convenience. This fine-grained space is achieved through a sequence-level contrastive learning approach, which captures critical details across modalities for better alignment. To evaluate our framework, we augment existing text-motion datasets with synthetic but diverse audio recordings, creating two multi-modal motion retrieval datasets. Experimental results demonstrate superior performance over state-of-the-art methods across multiple sub-tasks, including an 10.16% improvement in R@10 for text-to-motion retrieval and a 25.43% improvement in R@1 for video-to-motion retrieval on the HumanML3D dataset. Furthermore, our results show that our 4-modal framework significantly outperforms its 3-modal counterpart, underscoring the potential of multi-modal motion retrieval for advancing motion acquisition.
Image as an IMU: Estimating Camera Motion from a Single Motion-Blurred Image
In many robotics and VR/AR applications, fast camera motions cause a high level of motion blur, causing existing camera pose estimation methods to fail. In this work, we propose a novel framework that leverages motion blur as a rich cue for motion estimation rather than treating it as an unwanted artifact. Our approach works by predicting a dense motion flow field and a monocular depth map directly from a single motion-blurred image. We then recover the instantaneous camera velocity by solving a linear least squares problem under the small motion assumption. In essence, our method produces an IMU-like measurement that robustly captures fast and aggressive camera movements. To train our model, we construct a large-scale dataset with realistic synthetic motion blur derived from ScanNet++v2 and further refine our model by training end-to-end on real data using our fully differentiable pipeline. Extensive evaluations on real-world benchmarks demonstrate that our method achieves state-of-the-art angular and translational velocity estimates, outperforming current methods like MASt3R and COLMAP.
SOLAMI: Social Vision-Language-Action Modeling for Immersive Interaction with 3D Autonomous Characters
Human beings are social animals. How to equip 3D autonomous characters with similar social intelligence that can perceive, understand and interact with humans remains an open yet foundamental problem. In this paper, we introduce SOLAMI, the first end-to-end Social vision-Language-Action (VLA) Modeling framework for Immersive interaction with 3D autonomous characters. Specifically, SOLAMI builds 3D autonomous characters from three aspects: (1) Social VLA Architecture: We propose a unified social VLA framework to generate multimodal response (speech and motion) based on the user's multimodal input to drive the character for social interaction. (2) Interactive Multimodal Data: We present SynMSI, a synthetic multimodal social interaction dataset generated by an automatic pipeline using only existing motion datasets to address the issue of data scarcity. (3) Immersive VR Interface: We develop a VR interface that enables users to immersively interact with these characters driven by various architectures. Extensive quantitative experiments and user studies demonstrate that our framework leads to more precise and natural character responses (in both speech and motion) that align with user expectations with lower latency.
PointOdyssey: A Large-Scale Synthetic Dataset for Long-Term Point Tracking
We introduce PointOdyssey, a large-scale synthetic dataset, and data generation framework, for the training and evaluation of long-term fine-grained tracking algorithms. Our goal is to advance the state-of-the-art by placing emphasis on long videos with naturalistic motion. Toward the goal of naturalism, we animate deformable characters using real-world motion capture data, we build 3D scenes to match the motion capture environments, and we render camera viewpoints using trajectories mined via structure-from-motion on real videos. We create combinatorial diversity by randomizing character appearance, motion profiles, materials, lighting, 3D assets, and atmospheric effects. Our dataset currently includes 104 videos, averaging 2,000 frames long, with orders of magnitude more correspondence annotations than prior work. We show that existing methods can be trained from scratch in our dataset and outperform the published variants. Finally, we introduce modifications to the PIPs point tracking method, greatly widening its temporal receptive field, which improves its performance on PointOdyssey as well as on two real-world benchmarks. Our data and code are publicly available at: https://pointodyssey.com
ZooBuilder: 2D and 3D Pose Estimation for Quadrupeds Using Synthetic Data
This work introduces a novel strategy for generating synthetic training data for 2D and 3D pose estimation of animals using keyframe animations. With the objective to automate the process of creating animations for wildlife, we train several 2D and 3D pose estimation models with synthetic data, and put in place an end-to-end pipeline called ZooBuilder. The pipeline takes as input a video of an animal in the wild, and generates the corresponding 2D and 3D coordinates for each joint of the animal's skeleton. With this approach, we produce motion capture data that can be used to create animations for wildlife.
Generative Causal Representation Learning for Out-of-Distribution Motion Forecasting
Conventional supervised learning methods typically assume i.i.d samples and are found to be sensitive to out-of-distribution (OOD) data. We propose Generative Causal Representation Learning (GCRL) which leverages causality to facilitate knowledge transfer under distribution shifts. While we evaluate the effectiveness of our proposed method in human trajectory prediction models, GCRL can be applied to other domains as well. First, we propose a novel causal model that explains the generative factors in motion forecasting datasets using features that are common across all environments and with features that are specific to each environment. Selection variables are used to determine which parts of the model can be directly transferred to a new environment without fine-tuning. Second, we propose an end-to-end variational learning paradigm to learn the causal mechanisms that generate observations from features. GCRL is supported by strong theoretical results that imply identifiability of the causal model under certain assumptions. Experimental results on synthetic and real-world motion forecasting datasets show the robustness and effectiveness of our proposed method for knowledge transfer under zero-shot and low-shot settings by substantially outperforming the prior motion forecasting models on out-of-distribution prediction. Our code is available at https://github.com/sshirahmad/GCRL.
Free-Form Motion Control: A Synthetic Video Generation Dataset with Controllable Camera and Object Motions
Controlling the movements of dynamic objects and the camera within generated videos is a meaningful yet challenging task. Due to the lack of datasets with comprehensive motion annotations, existing algorithms can not simultaneously control the motions of both camera and objects, resulting in limited controllability over generated contents. To address this issue and facilitate the research in this field, we introduce a Synthetic Dataset for Free-Form Motion Control (SynFMC). The proposed SynFMC dataset includes diverse objects and environments and covers various motion patterns according to specific rules, simulating common and complex real-world scenarios. The complete 6D pose information facilitates models learning to disentangle the motion effects from objects and the camera in a video. To validate the effectiveness and generalization of SynFMC, we further propose a method, Free-Form Motion Control (FMC). FMC enables independent or simultaneous control of object and camera movements, producing high-fidelity videos. Moreover, it is compatible with various personalized text-to-image (T2I) models for different content styles. Extensive experiments demonstrate that the proposed FMC outperforms previous methods across multiple scenarios.
BEDLAM: A Synthetic Dataset of Bodies Exhibiting Detailed Lifelike Animated Motion
We show, for the first time, that neural networks trained only on synthetic data achieve state-of-the-art accuracy on the problem of 3D human pose and shape (HPS) estimation from real images. Previous synthetic datasets have been small, unrealistic, or lacked realistic clothing. Achieving sufficient realism is non-trivial and we show how to do this for full bodies in motion. Specifically, our BEDLAM dataset contains monocular RGB videos with ground-truth 3D bodies in SMPL-X format. It includes a diversity of body shapes, motions, skin tones, hair, and clothing. The clothing is realistically simulated on the moving bodies using commercial clothing physics simulation. We render varying numbers of people in realistic scenes with varied lighting and camera motions. We then train various HPS regressors using BEDLAM and achieve state-of-the-art accuracy on real-image benchmarks despite training with synthetic data. We use BEDLAM to gain insights into what model design choices are important for accuracy. With good synthetic training data, we find that a basic method like HMR approaches the accuracy of the current SOTA method (CLIFF). BEDLAM is useful for a variety of tasks and all images, ground truth bodies, 3D clothing, support code, and more are available for research purposes. Additionally, we provide detailed information about our synthetic data generation pipeline, enabling others to generate their own datasets. See the project page: https://bedlam.is.tue.mpg.de/.
EgoGen: An Egocentric Synthetic Data Generator
Understanding the world in first-person view is fundamental in Augmented Reality (AR). This immersive perspective brings dramatic visual changes and unique challenges compared to third-person views. Synthetic data has empowered third-person-view vision models, but its application to embodied egocentric perception tasks remains largely unexplored. A critical challenge lies in simulating natural human movements and behaviors that effectively steer the embodied cameras to capture a faithful egocentric representation of the 3D world. To address this challenge, we introduce EgoGen, a new synthetic data generator that can produce accurate and rich ground-truth training data for egocentric perception tasks. At the heart of EgoGen is a novel human motion synthesis model that directly leverages egocentric visual inputs of a virtual human to sense the 3D environment. Combined with collision-avoiding motion primitives and a two-stage reinforcement learning approach, our motion synthesis model offers a closed-loop solution where the embodied perception and movement of the virtual human are seamlessly coupled. Compared to previous works, our model eliminates the need for a pre-defined global path, and is directly applicable to dynamic environments. Combined with our easy-to-use and scalable data generation pipeline, we demonstrate EgoGen's efficacy in three tasks: mapping and localization for head-mounted cameras, egocentric camera tracking, and human mesh recovery from egocentric views. EgoGen will be fully open-sourced, offering a practical solution for creating realistic egocentric training data and aiming to serve as a useful tool for egocentric computer vision research. Refer to our project page: https://ego-gen.github.io/.
YCB-Ev SD: Synthetic event-vision dataset for 6DoF object pose estimation
We introduce YCB-Ev SD, a synthetic dataset of event-camera data at standard definition (SD) resolution for 6DoF object pose estimation. While synthetic data has become fundamental in frame-based computer vision, event-based vision lacks comparable comprehensive resources. Addressing this gap, we present 50,000 event sequences of 34 ms duration each, synthesized from Physically Based Rendering (PBR) scenes of YCB-Video objects following the Benchmark for 6D Object Pose (BOP) methodology. Our generation framework employs simulated linear camera motion to ensure complete scene coverage, including background activity. Through systematic evaluation of event representations for CNN-based inference, we demonstrate that time-surfaces with linear decay and dual-channel polarity encoding achieve superior pose estimation performance, outperforming exponential decay and single-channel alternatives by significant margins. Our analysis reveals that polarity information contributes most substantially to performance gains, while linear temporal encoding preserves critical motion information more effectively than exponential decay. The dataset is provided in a structured format with both raw event streams and precomputed optimal representations to facilitate immediate research use and reproducible benchmarking. The dataset is publicly available at https://huggingface.co/datasets/paroj/ycbev_sd.
Fake it to make it: Using synthetic data to remedy the data shortage in joint multimodal speech-and-gesture synthesis
Although humans engaged in face-to-face conversation simultaneously communicate both verbally and non-verbally, methods for joint and unified synthesis of speech audio and co-speech 3D gesture motion from text are a new and emerging field. These technologies hold great promise for more human-like, efficient, expressive, and robust synthetic communication, but are currently held back by the lack of suitably large datasets, as existing methods are trained on parallel data from all constituent modalities. Inspired by student-teacher methods, we propose a straightforward solution to the data shortage, by simply synthesising additional training material. Specifically, we use unimodal synthesis models trained on large datasets to create multimodal (but synthetic) parallel training data, and then pre-train a joint synthesis model on that material. In addition, we propose a new synthesis architecture that adds better and more controllable prosody modelling to the state-of-the-art method in the field. Our results confirm that pre-training on large amounts of synthetic data improves the quality of both the speech and the motion synthesised by the multimodal model, with the proposed architecture yielding further benefits when pre-trained on the synthetic data. See https://shivammehta25.github.io/MAGI/ for example output.
Cancer-Net PCa-Data: An Open-Source Benchmark Dataset for Prostate Cancer Clinical Decision Support using Synthetic Correlated Diffusion Imaging Data
The recent introduction of synthetic correlated diffusion (CDI^s) imaging has demonstrated significant potential in the realm of clinical decision support for prostate cancer (PCa). CDI^s is a new form of magnetic resonance imaging (MRI) designed to characterize tissue characteristics through the joint correlation of diffusion signal attenuation across different Brownian motion sensitivities. Despite the performance improvement, the CDI^s data for PCa has not been previously made publicly available. In our commitment to advance research efforts for PCa, we introduce Cancer-Net PCa-Data, an open-source benchmark dataset of volumetric CDI^s imaging data of PCa patients. Cancer-Net PCa-Data consists of CDI^s volumetric images from a patient cohort of 200 patient cases, along with full annotations (gland masks, tumor masks, and PCa diagnosis for each tumor). We also analyze the demographic and label region diversity of Cancer-Net PCa-Data for potential biases. Cancer-Net PCa-Data is the first-ever public dataset of CDI^s imaging data for PCa, and is a part of the global open-source initiative dedicated to advancement in machine learning and imaging research to aid clinicians in the global fight against cancer.
FMA-Net++: Motion- and Exposure-Aware Real-World Joint Video Super-Resolution and Deblurring
Real-world video restoration is plagued by complex degradations from motion coupled with dynamically varying exposure - a key challenge largely overlooked by prior works and a common artifact of auto-exposure or low-light capture. We present FMA-Net++, a framework for joint video super-resolution and deblurring that explicitly models this coupled effect of motion and dynamically varying exposure. FMA-Net++ adopts a sequence-level architecture built from Hierarchical Refinement with Bidirectional Propagation blocks, enabling parallel, long-range temporal modeling. Within each block, an Exposure Time-aware Modulation layer conditions features on per-frame exposure, which in turn drives an exposure-aware Flow-Guided Dynamic Filtering module to infer motion- and exposure-aware degradation kernels. FMA-Net++ decouples degradation learning from restoration: the former predicts exposure- and motion-aware priors to guide the latter, improving both accuracy and efficiency. To evaluate under realistic capture conditions, we introduce REDS-ME (multi-exposure) and REDS-RE (random-exposure) benchmarks. Trained solely on synthetic data, FMA-Net++ achieves state-of-the-art accuracy and temporal consistency on our new benchmarks and GoPro, outperforming recent methods in both restoration quality and inference speed, and generalizes well to challenging real-world videos.
Image Motion Blur Removal in the Temporal Dimension with Video Diffusion Models
Most motion deblurring algorithms rely on spatial-domain convolution models, which struggle with the complex, non-linear blur arising from camera shake and object motion. In contrast, we propose a novel single-image deblurring approach that treats motion blur as a temporal averaging phenomenon. Our core innovation lies in leveraging a pre-trained video diffusion transformer model to capture diverse motion dynamics within a latent space. It sidesteps explicit kernel estimation and effectively accommodates diverse motion patterns. We implement the algorithm within a diffusion-based inverse problem framework. Empirical results on synthetic and real-world datasets demonstrate that our method outperforms existing techniques in deblurring complex motion blur scenarios. This work paves the way for utilizing powerful video diffusion models to address single-image deblurring challenges.
Towards Robust and Adaptive Motion Forecasting: A Causal Representation Perspective
Learning behavioral patterns from observational data has been a de-facto approach to motion forecasting. Yet, the current paradigm suffers from two shortcomings: brittle under distribution shifts and inefficient for knowledge transfer. In this work, we propose to address these challenges from a causal representation perspective. We first introduce a causal formalism of motion forecasting, which casts the problem as a dynamic process with three groups of latent variables, namely invariant variables, style confounders, and spurious features. We then introduce a learning framework that treats each group separately: (i) unlike the common practice mixing datasets collected from different locations, we exploit their subtle distinctions by means of an invariance loss encouraging the model to suppress spurious correlations; (ii) we devise a modular architecture that factorizes the representations of invariant mechanisms and style confounders to approximate a sparse causal graph; (iii) we introduce a style contrastive loss that not only enforces the structure of style representations but also serves as a self-supervisory signal for test-time refinement on the fly. Experiments on synthetic and real datasets show that our proposed method improves the robustness and reusability of learned motion representations, significantly outperforming prior state-of-the-art motion forecasting models for out-of-distribution generalization and low-shot transfer.
Generative Video Motion Editing with 3D Point Tracks
Camera and object motions are central to a video's narrative. However, precisely editing these captured motions remains a significant challenge, especially under complex object movements. Current motion-controlled image-to-video (I2V) approaches often lack full-scene context for consistent video editing, while video-to-video (V2V) methods provide viewpoint changes or basic object translation, but offer limited control over fine-grained object motion. We present a track-conditioned V2V framework that enables joint editing of camera and object motion. We achieve this by conditioning a video generation model on a source video and paired 3D point tracks representing source and target motions. These 3D tracks establish sparse correspondences that transfer rich context from the source video to new motions while preserving spatiotemporal coherence. Crucially, compared to 2D tracks, 3D tracks provide explicit depth cues, allowing the model to resolve depth order and handle occlusions for precise motion editing. Trained in two stages on synthetic and real data, our model supports diverse motion edits, including joint camera/object manipulation, motion transfer, and non-rigid deformation, unlocking new creative potential in video editing.
Deblur-Avatar: Animatable Avatars from Motion-Blurred Monocular Videos
We introduce Deblur-Avatar, a novel framework for modeling high-fidelity, animatable 3D human avatars from motion-blurred monocular video inputs. Motion blur is prevalent in real-world dynamic video capture, especially due to human movements in 3D human avatar modeling. Existing methods either (1) assume sharp image inputs, failing to address the detail loss introduced by motion blur, or (2) mainly consider blur by camera movements, neglecting the human motion blur which is more common in animatable avatars. Our proposed approach integrates a human movement-based motion blur model into 3D Gaussian Splatting (3DGS). By explicitly modeling human motion trajectories during exposure time, we jointly optimize the trajectories and 3D Gaussians to reconstruct sharp, high-quality human avatars. We employ a pose-dependent fusion mechanism to distinguish moving body regions, optimizing both blurred and sharp areas effectively. Extensive experiments on synthetic and real-world datasets demonstrate that Deblur-Avatar significantly outperforms existing methods in rendering quality and quantitative metrics, producing sharp avatar reconstructions and enabling real-time rendering under challenging motion blur conditions.
Self-Supervised Learning of Motion Concepts by Optimizing Counterfactuals
Estimating motion in videos is an essential computer vision problem with many downstream applications, including controllable video generation and robotics. Current solutions are primarily trained using synthetic data or require tuning of situation-specific heuristics, which inherently limits these models' capabilities in real-world contexts. Despite recent developments in large-scale self-supervised learning from videos, leveraging such representations for motion estimation remains relatively underexplored. In this work, we develop Opt-CWM, a self-supervised technique for flow and occlusion estimation from a pre-trained next-frame prediction model. Opt-CWM works by learning to optimize counterfactual probes that extract motion information from a base video model, avoiding the need for fixed heuristics while training on unrestricted video inputs. We achieve state-of-the-art performance for motion estimation on real-world videos while requiring no labeled data.
DiffusionSfM: Predicting Structure and Motion via Ray Origin and Endpoint Diffusion
Current Structure-from-Motion (SfM) methods typically follow a two-stage pipeline, combining learned or geometric pairwise reasoning with a subsequent global optimization step. In contrast, we propose a data-driven multi-view reasoning approach that directly infers 3D scene geometry and camera poses from multi-view images. Our framework, DiffusionSfM, parameterizes scene geometry and cameras as pixel-wise ray origins and endpoints in a global frame and employs a transformer-based denoising diffusion model to predict them from multi-view inputs. To address practical challenges in training diffusion models with missing data and unbounded scene coordinates, we introduce specialized mechanisms that ensure robust learning. We empirically validate DiffusionSfM on both synthetic and real datasets, demonstrating that it outperforms classical and learning-based approaches while naturally modeling uncertainty.
Scene-aware Human Motion Forecasting via Mutual Distance Prediction
In this paper, we tackle the problem of scene-aware 3D human motion forecasting. A key challenge of this task is to predict future human motions that are consistent with the scene by modeling the human-scene interactions. While recent works have demonstrated that explicit constraints on human-scene interactions can prevent the occurrence of ghost motion, they only provide constraints on partial human motion e.g., the global motion of the human or a few joints contacting the scene, leaving the rest of the motion unconstrained. To address this limitation, we propose to model the human-scene interaction with the mutual distance between the human body and the scene. Such mutual distances constrain both the local and global human motion, resulting in a whole-body motion constrained prediction. In particular, mutual distance constraints consist of two components, the signed distance of each vertex on the human mesh to the scene surface and the distance of basis scene points to the human mesh. We further introduce a global scene representation learned from a signed distance function (SDF) volume to ensure coherence between the global scene representation and the explicit constraint from the mutual distance. We develop a pipeline with two sequential steps: predicting the future mutual distances first, followed by forecasting future human motion. During training, we explicitly encourage consistency between predicted poses and mutual distances. Extensive evaluations on the existing synthetic and real datasets demonstrate that our approach consistently outperforms the state-of-the-art methods.
A 5-Point Minimal Solver for Event Camera Relative Motion Estimation
Event-based cameras are ideal for line-based motion estimation, since they predominantly respond to edges in the scene. However, accurately determining the camera displacement based on events continues to be an open problem. This is because line feature extraction and dynamics estimation are tightly coupled when using event cameras, and no precise model is currently available for describing the complex structures generated by lines in the space-time volume of events. We solve this problem by deriving the correct non-linear parametrization of such manifolds, which we term eventails, and demonstrate its application to event-based linear motion estimation, with known rotation from an Inertial Measurement Unit. Using this parametrization, we introduce a novel minimal 5-point solver that jointly estimates line parameters and linear camera velocity projections, which can be fused into a single, averaged linear velocity when considering multiple lines. We demonstrate on both synthetic and real data that our solver generates more stable relative motion estimates than other methods while capturing more inliers than clustering based on spatio-temporal planes. In particular, our method consistently achieves a 100% success rate in estimating linear velocity where existing closed-form solvers only achieve between 23% and 70%. The proposed eventails contribute to a better understanding of spatio-temporal event-generated geometries and we thus believe it will become a core building block of future event-based motion estimation algorithms.
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.
NIFTY: Neural Object Interaction Fields for Guided Human Motion Synthesis
We address the problem of generating realistic 3D motions of humans interacting with objects in a scene. Our key idea is to create a neural interaction field attached to a specific object, which outputs the distance to the valid interaction manifold given a human pose as input. This interaction field guides the sampling of an object-conditioned human motion diffusion model, so as to encourage plausible contacts and affordance semantics. To support interactions with scarcely available data, we propose an automated synthetic data pipeline. For this, we seed a pre-trained motion model, which has priors for the basics of human movement, with interaction-specific anchor poses extracted from limited motion capture data. Using our guided diffusion model trained on generated synthetic data, we synthesize realistic motions for sitting and lifting with several objects, outperforming alternative approaches in terms of motion quality and successful action completion. We call our framework NIFTY: Neural Interaction Fields for Trajectory sYnthesis.
DiET-GS: Diffusion Prior and Event Stream-Assisted Motion Deblurring 3D Gaussian Splatting
Reconstructing sharp 3D representations from blurry multi-view images are long-standing problem in computer vision. Recent works attempt to enhance high-quality novel view synthesis from the motion blur by leveraging event-based cameras, benefiting from high dynamic range and microsecond temporal resolution. However, they often reach sub-optimal visual quality in either restoring inaccurate color or losing fine-grained details. In this paper, we present DiET-GS, a diffusion prior and event stream-assisted motion deblurring 3DGS. Our framework effectively leverages both blur-free event streams and diffusion prior in a two-stage training strategy. Specifically, we introduce the novel framework to constraint 3DGS with event double integral, achieving both accurate color and well-defined details. Additionally, we propose a simple technique to leverage diffusion prior to further enhance the edge details. Qualitative and quantitative results on both synthetic and real-world data demonstrate that our DiET-GS is capable of producing significantly better quality of novel views compared to the existing baselines. Our project page is https://diet-gs.github.io
Gaussian Splatting on the Move: Blur and Rolling Shutter Compensation for Natural Camera Motion
High-quality scene reconstruction and novel view synthesis based on Gaussian Splatting (3DGS) typically require steady, high-quality photographs, often impractical to capture with handheld cameras. We present a method that adapts to camera motion and allows high-quality scene reconstruction with handheld video data suffering from motion blur and rolling shutter distortion. Our approach is based on detailed modelling of the physical image formation process and utilizes velocities estimated using visual-inertial odometry (VIO). Camera poses are considered non-static during the exposure time of a single image frame and camera poses are further optimized in the reconstruction process. We formulate a differentiable rendering pipeline that leverages screen space approximation to efficiently incorporate rolling-shutter and motion blur effects into the 3DGS framework. Our results with both synthetic and real data demonstrate superior performance in mitigating camera motion over existing methods, thereby advancing 3DGS in naturalistic settings.
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.
REArtGS: Reconstructing and Generating Articulated Objects via 3D Gaussian Splatting with Geometric and Motion Constraints
Articulated objects, as prevalent entities in human life, their 3D representations play crucial roles across various applications. However, achieving both high-fidelity textured surface reconstruction and dynamic generation for articulated objects remains challenging for existing methods. In this paper, we present REArtGS, a novel framework that introduces additional geometric and motion constraints to 3D Gaussian primitives, enabling high-quality textured surface reconstruction and generation for articulated objects. Specifically, given multi-view RGB images of arbitrary two states of articulated objects, we first introduce an unbiased Signed Distance Field (SDF) guidance to regularize Gaussian opacity fields, enhancing geometry constraints and improving surface reconstruction quality. Then we establish deformable fields for 3D Gaussians constrained by the kinematic structures of articulated objects, achieving unsupervised generation of surface meshes in unseen states. Extensive experiments on both synthetic and real datasets demonstrate our approach achieves high-quality textured surface reconstruction for given states, and enables high-fidelity surface generation for unseen states. Codes will be released after acceptance and the project website is at https://sites.google.com/view/reartgs/home.
Detecting Line Segments in Motion-blurred Images with Events
Making line segment detectors more reliable under motion blurs is one of the most important challenges for practical applications, such as visual SLAM and 3D reconstruction. Existing line segment detection methods face severe performance degradation for accurately detecting and locating line segments when motion blur occurs. While event data shows strong complementary characteristics to images for minimal blur and edge awareness at high-temporal resolution, potentially beneficial for reliable line segment recognition. To robustly detect line segments over motion blurs, we propose to leverage the complementary information of images and events. To achieve this, we first design a general frame-event feature fusion network to extract and fuse the detailed image textures and low-latency event edges, which consists of a channel-attention-based shallow fusion module and a self-attention-based dual hourglass module. We then utilize two state-of-the-art wireframe parsing networks to detect line segments on the fused feature map. Besides, we contribute a synthetic and a realistic dataset for line segment detection, i.e., FE-Wireframe and FE-Blurframe, with pairwise motion-blurred images and events. Extensive experiments on both datasets demonstrate the effectiveness of the proposed method. When tested on the real dataset, our method achieves 63.3% mean structural average precision (msAP) with the model pre-trained on the FE-Wireframe and fine-tuned on the FE-Blurframe, improved by 32.6 and 11.3 points compared with models trained on synthetic only and real only, respectively. The codes, datasets, and trained models are released at: https://levenberg.github.io/FE-LSD
What If : Understanding Motion Through Sparse Interactions
Understanding the dynamics of a physical scene involves reasoning about the diverse ways it can potentially change, especially as a result of local interactions. We present the Flow Poke Transformer (FPT), a novel framework for directly predicting the distribution of local motion, conditioned on sparse interactions termed "pokes". Unlike traditional methods that typically only enable dense sampling of a single realization of scene dynamics, FPT provides an interpretable directly accessible representation of multi-modal scene motion, its dependency on physical interactions and the inherent uncertainties of scene dynamics. We also evaluate our model on several downstream tasks to enable comparisons with prior methods and highlight the flexibility of our approach. On dense face motion generation, our generic pre-trained model surpasses specialized baselines. FPT can be fine-tuned in strongly out-of-distribution tasks such as synthetic datasets to enable significant improvements over in-domain methods in articulated object motion estimation. Additionally, predicting explicit motion distributions directly enables our method to achieve competitive performance on tasks like moving part segmentation from pokes which further demonstrates the versatility of our FPT. Code and models are publicly available at https://compvis.github.io/flow-poke-transformer.
Towards Learning Monocular 3D Object Localization From 2D Labels using the Physical Laws of Motion
We present a novel method for precise 3D object localization in single images from a single calibrated camera using only 2D labels. No expensive 3D labels are needed. Thus, instead of using 3D labels, our model is trained with easy-to-annotate 2D labels along with the physical knowledge of the object's motion. Given this information, the model can infer the latent third dimension, even though it has never seen this information during training. Our method is evaluated on both synthetic and real-world datasets, and we are able to achieve a mean distance error of just 6 cm in our experiments on real data. The results indicate the method's potential as a step towards learning 3D object location estimation, where collecting 3D data for training is not feasible.
Deblur e-NeRF: NeRF from Motion-Blurred Events under High-speed or Low-light Conditions
The stark contrast in the design philosophy of an event camera makes it particularly ideal for operating under high-speed, high dynamic range and low-light conditions, where standard cameras underperform. Nonetheless, event cameras still suffer from some amount of motion blur, especially under these challenging conditions, in contrary to what most think. This is attributed to the limited bandwidth of the event sensor pixel, which is mostly proportional to the light intensity. Thus, to ensure that event cameras can truly excel in such conditions where it has an edge over standard cameras, it is crucial to account for event motion blur in downstream applications, especially reconstruction. However, none of the recent works on reconstructing Neural Radiance Fields (NeRFs) from events, nor event simulators, have considered the full effects of event motion blur. To this end, we propose, Deblur e-NeRF, a novel method to directly and effectively reconstruct blur-minimal NeRFs from motion-blurred events generated under high-speed motion or low-light conditions. The core component of this work is a physically-accurate pixel bandwidth model proposed to account for event motion blur under arbitrary speed and lighting conditions. We also introduce a novel threshold-normalized total variation loss to improve the regularization of large textureless patches. Experiments on real and novel realistically simulated sequences verify our effectiveness. Our code, event simulator and synthetic event dataset will be open-sourced.
Robust e-NeRF: NeRF from Sparse & Noisy Events under Non-Uniform Motion
Event cameras offer many advantages over standard cameras due to their distinctive principle of operation: low power, low latency, high temporal resolution and high dynamic range. Nonetheless, the success of many downstream visual applications also hinges on an efficient and effective scene representation, where Neural Radiance Field (NeRF) is seen as the leading candidate. Such promise and potential of event cameras and NeRF inspired recent works to investigate on the reconstruction of NeRF from moving event cameras. However, these works are mainly limited in terms of the dependence on dense and low-noise event streams, as well as generalization to arbitrary contrast threshold values and camera speed profiles. In this work, we propose Robust e-NeRF, a novel method to directly and robustly reconstruct NeRFs from moving event cameras under various real-world conditions, especially from sparse and noisy events generated under non-uniform motion. It consists of two key components: a realistic event generation model that accounts for various intrinsic parameters (e.g. time-independent, asymmetric threshold and refractory period) and non-idealities (e.g. pixel-to-pixel threshold variation), as well as a complementary pair of normalized reconstruction losses that can effectively generalize to arbitrary speed profiles and intrinsic parameter values without such prior knowledge. Experiments on real and novel realistically simulated sequences verify our effectiveness. Our code, synthetic dataset and improved event simulator are public.
One-Step Diffusion Model for Image Motion-Deblurring
Currently, methods for single-image deblurring based on CNNs and transformers have demonstrated promising performance. However, these methods often suffer from perceptual limitations, poor generalization ability, and struggle with heavy or complex blur. While diffusion-based methods can partially address these shortcomings, their multi-step denoising process limits their practical usage. In this paper, we conduct an in-depth exploration of diffusion models in deblurring and propose a one-step diffusion model for deblurring (OSDD), a novel framework that reduces the denoising process to a single step, significantly improving inference efficiency while maintaining high fidelity. To tackle fidelity loss in diffusion models, we introduce an enhanced variational autoencoder (eVAE), which improves structural restoration. Additionally, we construct a high-quality synthetic deblurring dataset to mitigate perceptual collapse and design a dynamic dual-adapter (DDA) to enhance perceptual quality while preserving fidelity. Extensive experiments demonstrate that our method achieves strong performance on both full and no-reference metrics. Our code and pre-trained model will be publicly available at https://github.com/xyLiu339/OSDD.
HumanVid: Demystifying Training Data for Camera-controllable Human Image Animation
Human image animation involves generating videos from a character photo, allowing user control and unlocking potential for video and movie production. While recent approaches yield impressive results using high-quality training data, the inaccessibility of these datasets hampers fair and transparent benchmarking. Moreover, these approaches prioritize 2D human motion and overlook the significance of camera motions in videos, leading to limited control and unstable video generation.To demystify the training data, we present HumanVid, the first large-scale high-quality dataset tailored for human image animation, which combines crafted real-world and synthetic data. For the real-world data, we compile a vast collection of copyright-free real-world videos from the internet. Through a carefully designed rule-based filtering strategy, we ensure the inclusion of high-quality videos, resulting in a collection of 20K human-centric videos in 1080P resolution. Human and camera motion annotation is accomplished using a 2D pose estimator and a SLAM-based method. For the synthetic data, we gather 2,300 copyright-free 3D avatar assets to augment existing available 3D assets. Notably, we introduce a rule-based camera trajectory generation method, enabling the synthetic pipeline to incorporate diverse and precise camera motion annotation, which can rarely be found in real-world data. To verify the effectiveness of HumanVid, we establish a baseline model named CamAnimate, short for Camera-controllable Human Animation, that considers both human and camera motions as conditions. Through extensive experimentation, we demonstrate that such simple baseline training on our HumanVid achieves state-of-the-art performance in controlling both human pose and camera motions, setting a new benchmark. Code and data will be publicly available at https://github.com/zhenzhiwang/HumanVid/.
DragAPart: Learning a Part-Level Motion Prior for Articulated Objects
We introduce DragAPart, a method that, given an image and a set of drags as input, can generate a new image of the same object in a new state, compatible with the action of the drags. Differently from prior works that focused on repositioning objects, DragAPart predicts part-level interactions, such as opening and closing a drawer. We study this problem as a proxy for learning a generalist motion model, not restricted to a specific kinematic structure or object category. To this end, we start from a pre-trained image generator and fine-tune it on a new synthetic dataset, Drag-a-Move, which we introduce. Combined with a new encoding for the drags and dataset randomization, the new model generalizes well to real images and different categories. Compared to prior motion-controlled generators, we demonstrate much better part-level motion understanding.
Multi-Object Discovery by Low-Dimensional Object Motion
Recent work in unsupervised multi-object segmentation shows impressive results by predicting motion from a single image despite the inherent ambiguity in predicting motion without the next image. On the other hand, the set of possible motions for an image can be constrained to a low-dimensional space by considering the scene structure and moving objects in it. We propose to model pixel-wise geometry and object motion to remove ambiguity in reconstructing flow from a single image. Specifically, we divide the image into coherently moving regions and use depth to construct flow bases that best explain the observed flow in each region. We achieve state-of-the-art results in unsupervised multi-object segmentation on synthetic and real-world datasets by modeling the scene structure and object motion. Our evaluation of the predicted depth maps shows reliable performance in monocular depth estimation.
MACS: Mass Conditioned 3D Hand and Object Motion Synthesis
The physical properties of an object, such as mass, significantly affect how we manipulate it with our hands. Surprisingly, this aspect has so far been neglected in prior work on 3D motion synthesis. To improve the naturalness of the synthesized 3D hand object motions, this work proposes MACS the first MAss Conditioned 3D hand and object motion Synthesis approach. Our approach is based on cascaded diffusion models and generates interactions that plausibly adjust based on the object mass and interaction type. MACS also accepts a manually drawn 3D object trajectory as input and synthesizes the natural 3D hand motions conditioned by the object mass. This flexibility enables MACS to be used for various downstream applications, such as generating synthetic training data for ML tasks, fast animation of hands for graphics workflows, and generating character interactions for computer games. We show experimentally that a small-scale dataset is sufficient for MACS to reasonably generalize across interpolated and extrapolated object masses unseen during the training. Furthermore, MACS shows moderate generalization to unseen objects, thanks to the mass-conditioned contact labels generated by our surface contact synthesis model ConNet. Our comprehensive user study confirms that the synthesized 3D hand-object interactions are highly plausible and realistic.
ActFormer: A GAN-based Transformer towards General Action-Conditioned 3D Human Motion Generation
We present a GAN-based Transformer for general action-conditioned 3D human motion generation, including not only single-person actions but also multi-person interactive actions. Our approach consists of a powerful Action-conditioned motion TransFormer (ActFormer) under a GAN training scheme, equipped with a Gaussian Process latent prior. Such a design combines the strong spatio-temporal representation capacity of Transformer, superiority in generative modeling of GAN, and inherent temporal correlations from the latent prior. Furthermore, ActFormer can be naturally extended to multi-person motions by alternately modeling temporal correlations and human interactions with Transformer encoders. To further facilitate research on multi-person motion generation, we introduce a new synthetic dataset of complex multi-person combat behaviors. Extensive experiments on NTU-13, NTU RGB+D 120, BABEL and the proposed combat dataset show that our method can adapt to various human motion representations and achieve superior performance over the state-of-the-art methods on both single-person and multi-person motion generation tasks, demonstrating a promising step towards a general human motion generator.
Punching Bag vs. Punching Person: Motion Transferability in Videos
Action recognition models demonstrate strong generalization, but can they effectively transfer high-level motion concepts across diverse contexts, even within similar distributions? For example, can a model recognize the broad action "punching" when presented with an unseen variation such as "punching person"? To explore this, we introduce a motion transferability framework with three datasets: (1) Syn-TA, a synthetic dataset with 3D object motions; (2) Kinetics400-TA; and (3) Something-Something-v2-TA, both adapted from natural video datasets. We evaluate 13 state-of-the-art models on these benchmarks and observe a significant drop in performance when recognizing high-level actions in novel contexts. Our analysis reveals: 1) Multimodal models struggle more with fine-grained unknown actions than with coarse ones; 2) The bias-free Syn-TA proves as challenging as real-world datasets, with models showing greater performance drops in controlled settings; 3) Larger models improve transferability when spatial cues dominate but struggle with intensive temporal reasoning, while reliance on object and background cues hinders generalization. We further explore how disentangling coarse and fine motions can improve recognition in temporally challenging datasets. We believe this study establishes a crucial benchmark for assessing motion transferability in action recognition. Datasets and relevant code: https://github.com/raiyaan-abdullah/Motion-Transfer.
8-Calves Image dataset
We introduce the 8-Calves dataset, a benchmark for evaluating object detection and identity classification in occlusion-rich, temporally consistent environments. The dataset comprises a 1-hour video (67,760 frames) of eight Holstein Friesian calves in a barn, with ground truth bounding boxes and identities, alongside 900 static frames for detection tasks. Each calf exhibits a unique coat pattern, enabling precise identity distinction. For cow detection, we fine-tuned 28 models (25 YOLO variants, 3 transformers) on 600 frames, testing on the full video. Results reveal smaller YOLO models (e.g., YOLOV9c) outperform larger counterparts despite potential bias from a YOLOv8m-based labeling pipeline. For identity classification, embeddings from 23 pretrained vision models (ResNet, ConvNextV2, ViTs) were evaluated via linear classifiers and KNN. Modern architectures like ConvNextV2 excelled, while larger models frequently overfit, highlighting inefficiencies in scaling. Key findings include: (1) Minimal, targeted augmentations (e.g., rotation) outperform complex strategies on simpler datasets; (2) Pretraining strategies (e.g., BEiT, DinoV2) significantly boost identity recognition; (3) Temporal continuity and natural motion patterns offer unique challenges absent in synthetic or domain-specific benchmarks. The dataset's controlled design and extended sequences (1 hour vs. prior 10-minute benchmarks) make it a pragmatic tool for stress-testing occlusion handling, temporal consistency, and efficiency. The link to the dataset is https://github.com/tonyFang04/8-calves.
Dynamic Inertial Poser (DynaIP): Part-Based Motion Dynamics Learning for Enhanced Human Pose Estimation with Sparse Inertial Sensors
This paper introduces a novel human pose estimation approach using sparse inertial sensors, addressing the shortcomings of previous methods reliant on synthetic data. It leverages a diverse array of real inertial motion capture data from different skeleton formats to improve motion diversity and model generalization. This method features two innovative components: a pseudo-velocity regression model for dynamic motion capture with inertial sensors, and a part-based model dividing the body and sensor data into three regions, each focusing on their unique characteristics. The approach demonstrates superior performance over state-of-the-art models across five public datasets, notably reducing pose error by 19\% on the DIP-IMU dataset, thus representing a significant improvement in inertial sensor-based human pose estimation. Our codes are available at {https://github.com/dx118/dynaip}.
A Semi-Self-Supervised Approach for Dense-Pattern Video Object Segmentation
Video object segmentation (VOS) -- predicting pixel-level regions for objects within each frame of a video -- is particularly challenging in agricultural scenarios, where videos of crops include hundreds of small, dense, and occluded objects (stems, leaves, flowers, pods) that sway and move unpredictably in the wind. Supervised training is the state-of-the-art for VOS, but it requires large, pixel-accurate, human-annotated videos, which are costly to produce for videos with many densely packed objects in each frame. To address these challenges, we proposed a semi-self-supervised spatiotemporal approach for dense-VOS (DVOS) using a diffusion-based method through multi-task (reconstruction and segmentation) learning. We train the model first with synthetic data that mimics the camera and object motion of real videos and then with pseudo-labeled videos. We evaluate our DVOS method for wheat head segmentation from a diverse set of videos (handheld, drone-captured, different field locations, and different growth stages -- spanning from Boot-stage to Wheat-mature and Harvest-ready). Despite using only a few manually annotated video frames, the proposed approach yielded a high-performing model, achieving a Dice score of 0.79 when tested on a drone-captured external test set. While our method was evaluated on wheat head segmentation, it can be extended to other crops and domains, such as crowd analysis or microscopic image analysis.
Learning to Stabilize Faces
Nowadays, it is possible to scan faces and automatically register them with high quality. However, the resulting face meshes often need further processing: we need to stabilize them to remove unwanted head movement. Stabilization is important for tasks like game development or movie making which require facial expressions to be cleanly separated from rigid head motion. Since manual stabilization is labor-intensive, there have been attempts to automate it. However, previous methods remain impractical: they either still require some manual input, produce imprecise alignments, rely on dubious heuristics and slow optimization, or assume a temporally ordered input. Instead, we present a new learning-based approach that is simple and fully automatic. We treat stabilization as a regression problem: given two face meshes, our network directly predicts the rigid transform between them that brings their skulls into alignment. We generate synthetic training data using a 3D Morphable Model (3DMM), exploiting the fact that 3DMM parameters separate skull motion from facial skin motion. Through extensive experiments we show that our approach outperforms the state-of-the-art both quantitatively and qualitatively on the tasks of stabilizing discrete sets of facial expressions as well as dynamic facial performances. Furthermore, we provide an ablation study detailing the design choices and best practices to help others adopt our approach for their own uses. Supplementary videos can be found on the project webpage syntec-research.github.io/FaceStab.
Tubelet-Contrastive Self-Supervision for Video-Efficient Generalization
We propose a self-supervised method for learning motion-focused video representations. Existing approaches minimize distances between temporally augmented videos, which maintain high spatial similarity. We instead propose to learn similarities between videos with identical local motion dynamics but an otherwise different appearance. We do so by adding synthetic motion trajectories to videos which we refer to as tubelets. By simulating different tubelet motions and applying transformations, such as scaling and rotation, we introduce motion patterns beyond what is present in the pretraining data. This allows us to learn a video representation that is remarkably data-efficient: our approach maintains performance when using only 25% of the pretraining videos. Experiments on 10 diverse downstream settings demonstrate our competitive performance and generalizability to new domains and fine-grained actions.
MomentaMorph: Unsupervised Spatial-Temporal Registration with Momenta, Shooting, and Correction
Tagged magnetic resonance imaging (tMRI) has been employed for decades to measure the motion of tissue undergoing deformation. However, registration-based motion estimation from tMRI is difficult due to the periodic patterns in these images, particularly when the motion is large. With a larger motion the registration approach gets trapped in a local optima, leading to motion estimation errors. We introduce a novel "momenta, shooting, and correction" framework for Lagrangian motion estimation in the presence of repetitive patterns and large motion. This framework, grounded in Lie algebra and Lie group principles, accumulates momenta in the tangent vector space and employs exponential mapping in the diffeomorphic space for rapid approximation towards true optima, circumventing local optima. A subsequent correction step ensures convergence to true optima. The results on a 2D synthetic dataset and a real 3D tMRI dataset demonstrate our method's efficiency in estimating accurate, dense, and diffeomorphic 2D/3D motion fields amidst large motion and repetitive patterns.
MegActor: Harness the Power of Raw Video for Vivid Portrait Animation
Despite raw driving videos contain richer information on facial expressions than intermediate representations such as landmarks in the field of portrait animation, they are seldom the subject of research. This is due to two challenges inherent in portrait animation driven with raw videos: 1) significant identity leakage; 2) Irrelevant background and facial details such as wrinkles degrade performance. To harnesses the power of the raw videos for vivid portrait animation, we proposed a pioneering conditional diffusion model named as MegActor. First, we introduced a synthetic data generation framework for creating videos with consistent motion and expressions but inconsistent IDs to mitigate the issue of ID leakage. Second, we segmented the foreground and background of the reference image and employed CLIP to encode the background details. This encoded information is then integrated into the network via a text embedding module, thereby ensuring the stability of the background. Finally, we further style transfer the appearance of the reference image to the driving video to eliminate the influence of facial details in the driving videos. Our final model was trained solely on public datasets, achieving results comparable to commercial models. We hope this will help the open-source community.The code is available at https://github.com/megvii-research/MegFaceAnimate.
SINC: Spatial Composition of 3D Human Motions for Simultaneous Action Generation
Our goal is to synthesize 3D human motions given textual inputs describing simultaneous actions, for example 'waving hand' while 'walking' at the same time. We refer to generating such simultaneous movements as performing 'spatial compositions'. In contrast to temporal compositions that seek to transition from one action to another, spatial compositing requires understanding which body parts are involved in which action, to be able to move them simultaneously. Motivated by the observation that the correspondence between actions and body parts is encoded in powerful language models, we extract this knowledge by prompting GPT-3 with text such as "what are the body parts involved in the action <action name>?", while also providing the parts list and few-shot examples. Given this action-part mapping, we combine body parts from two motions together and establish the first automated method to spatially compose two actions. However, training data with compositional actions is always limited by the combinatorics. Hence, we further create synthetic data with this approach, and use it to train a new state-of-the-art text-to-motion generation model, called SINC ("SImultaneous actioN Compositions for 3D human motions"). In our experiments, that training with such GPT-guided synthetic data improves spatial composition generation over baselines. Our code is publicly available at https://sinc.is.tue.mpg.de/.
OpenSTL: A Comprehensive Benchmark of Spatio-Temporal Predictive Learning
Spatio-temporal predictive learning is a learning paradigm that enables models to learn spatial and temporal patterns by predicting future frames from given past frames in an unsupervised manner. Despite remarkable progress in recent years, a lack of systematic understanding persists due to the diverse settings, complex implementation, and difficult reproducibility. Without standardization, comparisons can be unfair and insights inconclusive. To address this dilemma, we propose OpenSTL, a comprehensive benchmark for spatio-temporal predictive learning that categorizes prevalent approaches into recurrent-based and recurrent-free models. OpenSTL provides a modular and extensible framework implementing various state-of-the-art methods. We conduct standard evaluations on datasets across various domains, including synthetic moving object trajectory, human motion, driving scenes, traffic flow and weather forecasting. Based on our observations, we provide a detailed analysis of how model architecture and dataset properties affect spatio-temporal predictive learning performance. Surprisingly, we find that recurrent-free models achieve a good balance between efficiency and performance than recurrent models. Thus, we further extend the common MetaFormers to boost recurrent-free spatial-temporal predictive learning. We open-source the code and models at https://github.com/chengtan9907/OpenSTL.
Uplifting Table Tennis: A Robust, Real-World Application for 3D Trajectory and Spin Estimation
Obtaining the precise 3D motion of a table tennis ball from standard monocular videos is a challenging problem, as existing methods trained on synthetic data struggle to generalize to the noisy, imperfect ball and table detections of the real world. This is primarily due to the inherent lack of 3D ground truth trajectories and spin annotations for real-world video. To overcome this, we propose a novel two-stage pipeline that divides the problem into a front-end perception task and a back-end 2D-to-3D uplifting task. This separation allows us to train the front-end components with abundant 2D supervision from our newly created TTHQ dataset, while the back-end uplifting network is trained exclusively on physically-correct synthetic data. We specifically re-engineer the uplifting model to be robust to common real-world artifacts, such as missing detections and varying frame rates. By integrating a ball detector and a table keypoint detector, our approach transforms a proof-of-concept uplifting method into a practical, robust, and high-performing end-to-end application for 3D table tennis trajectory and spin analysis.
SpatialTrackerV2: 3D Point Tracking Made Easy
We present SpatialTrackerV2, a feed-forward 3D point tracking method for monocular videos. Going beyond modular pipelines built on off-the-shelf components for 3D tracking, our approach unifies the intrinsic connections between point tracking, monocular depth, and camera pose estimation into a high-performing and feedforward 3D point tracker. It decomposes world-space 3D motion into scene geometry, camera ego-motion, and pixel-wise object motion, with a fully differentiable and end-to-end architecture, allowing scalable training across a wide range of datasets, including synthetic sequences, posed RGB-D videos, and unlabeled in-the-wild footage. By learning geometry and motion jointly from such heterogeneous data, SpatialTrackerV2 outperforms existing 3D tracking methods by 30%, and matches the accuracy of leading dynamic 3D reconstruction approaches while running 50times faster.
Consistent Time-of-Flight Depth Denoising via Graph-Informed Geometric Attention
Depth images captured by Time-of-Flight (ToF) sensors are prone to noise, requiring denoising for reliable downstream applications. Previous works either focus on single-frame processing, or perform multi-frame processing without considering depth variations at corresponding pixels across frames, leading to undesirable temporal inconsistency and spatial ambiguity. In this paper, we propose a novel ToF depth denoising network leveraging motion-invariant graph fusion to simultaneously enhance temporal stability and spatial sharpness. Specifically, despite depth shifts across frames, graph structures exhibit temporal self-similarity, enabling cross-frame geometric attention for graph fusion. Then, by incorporating an image smoothness prior on the fused graph and data fidelity term derived from ToF noise distribution, we formulate a maximum a posterior problem for ToF denoising. Finally, the solution is unrolled into iterative filters whose weights are adaptively learned from the graph-informed geometric attention, producing a high-performance yet interpretable network. Experimental results demonstrate that the proposed scheme achieves state-of-the-art performance in terms of accuracy and consistency on synthetic DVToF dataset and exhibits robust generalization on the real Kinectv2 dataset. Source code will be released at https://github.com/davidweidawang/GIGA-ToF{https://github.com/davidweidawang/GIGA-ToF}.
PhysRig: Differentiable Physics-Based Skinning and Rigging Framework for Realistic Articulated Object Modeling
Skinning and rigging are fundamental components in animation, articulated object reconstruction, motion transfer, and 4D generation. Existing approaches predominantly rely on Linear Blend Skinning (LBS), due to its simplicity and differentiability. However, LBS introduces artifacts such as volume loss and unnatural deformations, and it fails to model elastic materials like soft tissues, fur, and flexible appendages (e.g., elephant trunks, ears, and fatty tissues). In this work, we propose PhysRig: a differentiable physics-based skinning and rigging framework that overcomes these limitations by embedding the rigid skeleton into a volumetric representation (e.g., a tetrahedral mesh), which is simulated as a deformable soft-body structure driven by the animated skeleton. Our method leverages continuum mechanics and discretizes the object as particles embedded in an Eulerian background grid to ensure differentiability with respect to both material properties and skeletal motion. Additionally, we introduce material prototypes, significantly reducing the learning space while maintaining high expressiveness. To evaluate our framework, we construct a comprehensive synthetic dataset using meshes from Objaverse, The Amazing Animals Zoo, and MixaMo, covering diverse object categories and motion patterns. Our method consistently outperforms traditional LBS-based approaches, generating more realistic and physically plausible results. Furthermore, we demonstrate the applicability of our framework in the pose transfer task highlighting its versatility for articulated object modeling.
The Role of Domain Randomization in Training Diffusion Policies for Whole-Body Humanoid Control
Humanoids have the potential to be the ideal embodiment in environments designed for humans. Thanks to the structural similarity to the human body, they benefit from rich sources of demonstration data, e.g., collected via teleoperation, motion capture, or even using videos of humans performing tasks. However, distilling a policy from demonstrations is still a challenging problem. While Diffusion Policies (DPs) have shown impressive results in robotic manipulation, their applicability to locomotion and humanoid control remains underexplored. In this paper, we investigate how dataset diversity and size affect the performance of DPs for humanoid whole-body control. In a simulated IsaacGym environment, we generate synthetic demonstrations by training Adversarial Motion Prior (AMP) agents under various Domain Randomization (DR) conditions, and we compare DPs fitted to datasets of different size and diversity. Our findings show that, although DPs can achieve stable walking behavior, successful training of locomotion policies requires significantly larger and more diverse datasets compared to manipulation tasks, even in simple scenarios.
Self-Correcting Self-Consuming Loops for Generative Model Training
As synthetic data becomes higher quality and proliferates on the internet, machine learning models are increasingly trained on a mix of human- and machine-generated data. Despite the successful stories of using synthetic data for representation learning, using synthetic data for generative model training creates "self-consuming loops" which may lead to training instability or even collapse, unless certain conditions are met. Our paper aims to stabilize self-consuming generative model training. Our theoretical results demonstrate that by introducing an idealized correction function, which maps a data point to be more likely under the true data distribution, self-consuming loops can be made exponentially more stable. We then propose self-correction functions, which rely on expert knowledge (e.g. the laws of physics programmed in a simulator), and aim to approximate the idealized corrector automatically and at scale. We empirically validate the effectiveness of self-correcting self-consuming loops on the challenging human motion synthesis task, and observe that it successfully avoids model collapse, even when the ratio of synthetic data to real data is as high as 100%.
SpaceTimePilot: Generative Rendering of Dynamic Scenes Across Space and Time
We present SpaceTimePilot, a video diffusion model that disentangles space and time for controllable generative rendering. Given a monocular video, SpaceTimePilot can independently alter the camera viewpoint and the motion sequence within the generative process, re-rendering the scene for continuous and arbitrary exploration across space and time. To achieve this, we introduce an effective animation time-embedding mechanism in the diffusion process, allowing explicit control of the output video's motion sequence with respect to that of the source video. As no datasets provide paired videos of the same dynamic scene with continuous temporal variations, we propose a simple yet effective temporal-warping training scheme that repurposes existing multi-view datasets to mimic temporal differences. This strategy effectively supervises the model to learn temporal control and achieve robust space-time disentanglement. To further enhance the precision of dual control, we introduce two additional components: an improved camera-conditioning mechanism that allows altering the camera from the first frame, and CamxTime, the first synthetic space-and-time full-coverage rendering dataset that provides fully free space-time video trajectories within a scene. Joint training on the temporal-warping scheme and the CamxTime dataset yields more precise temporal control. We evaluate SpaceTimePilot on both real-world and synthetic data, demonstrating clear space-time disentanglement and strong results compared to prior work. Project page: https://zheninghuang.github.io/Space-Time-Pilot/ Code: https://github.com/ZheningHuang/spacetimepilot
DexMan: Learning Bimanual Dexterous Manipulation from Human and Generated Videos
We present DexMan, an automated framework that converts human visual demonstrations into bimanual dexterous manipulation skills for humanoid robots in simulation. Operating directly on third-person videos of humans manipulating rigid objects, DexMan eliminates the need for camera calibration, depth sensors, scanned 3D object assets, or ground-truth hand and object motion annotations. Unlike prior approaches that consider only simplified floating hands, it directly controls a humanoid robot and leverages novel contact-based rewards to improve policy learning from noisy hand-object poses estimated from in-the-wild videos. DexMan achieves state-of-the-art performance in object pose estimation on the TACO benchmark, with absolute gains of 0.08 and 0.12 in ADD-S and VSD. Meanwhile, its reinforcement learning policy surpasses previous methods by 19% in success rate on OakInk-v2. Furthermore, DexMan can generate skills from both real and synthetic videos, without the need for manual data collection and costly motion capture, and enabling the creation of large-scale, diverse datasets for training generalist dexterous manipulation.
CMTA: Cross-Modal Temporal Alignment for Event-guided Video Deblurring
Video deblurring aims to enhance the quality of restored results in motion-blurred videos by effectively gathering information from adjacent video frames to compensate for the insufficient data in a single blurred frame. However, when faced with consecutively severe motion blur situations, frame-based video deblurring methods often fail to find accurate temporal correspondence among neighboring video frames, leading to diminished performance. To address this limitation, we aim to solve the video deblurring task by leveraging an event camera with micro-second temporal resolution. To fully exploit the dense temporal resolution of the event camera, we propose two modules: 1) Intra-frame feature enhancement operates within the exposure time of a single blurred frame, iteratively enhancing cross-modality features in a recurrent manner to better utilize the rich temporal information of events, 2) Inter-frame temporal feature alignment gathers valuable long-range temporal information to target frames, aggregating sharp features leveraging the advantages of the events. In addition, we present a novel dataset composed of real-world blurred RGB videos, corresponding sharp videos, and event data. This dataset serves as a valuable resource for evaluating event-guided deblurring methods. We demonstrate that our proposed methods outperform state-of-the-art frame-based and event-based motion deblurring methods through extensive experiments conducted on both synthetic and real-world deblurring datasets. The code and dataset are available at https://github.com/intelpro/CMTA.
Lumina-Video: Efficient and Flexible Video Generation with Multi-scale Next-DiT
Recent advancements have established Diffusion Transformers (DiTs) as a dominant framework in generative modeling. Building on this success, Lumina-Next achieves exceptional performance in the generation of photorealistic images with Next-DiT. However, its potential for video generation remains largely untapped, with significant challenges in modeling the spatiotemporal complexity inherent to video data. To address this, we introduce Lumina-Video, a framework that leverages the strengths of Next-DiT while introducing tailored solutions for video synthesis. Lumina-Video incorporates a Multi-scale Next-DiT architecture, which jointly learns multiple patchifications to enhance both efficiency and flexibility. By incorporating the motion score as an explicit condition, Lumina-Video also enables direct control of generated videos' dynamic degree. Combined with a progressive training scheme with increasingly higher resolution and FPS, and a multi-source training scheme with mixed natural and synthetic data, Lumina-Video achieves remarkable aesthetic quality and motion smoothness at high training and inference efficiency. We additionally propose Lumina-V2A, a video-to-audio model based on Next-DiT, to create synchronized sounds for generated videos. Codes are released at https://www.github.com/Alpha-VLLM/Lumina-Video.
SkyReels-V2: Infinite-length Film Generative Model
Recent advances in video generation have been driven by diffusion models and autoregressive frameworks, yet critical challenges persist in harmonizing prompt adherence, visual quality, motion dynamics, and duration: compromises in motion dynamics to enhance temporal visual quality, constrained video duration (5-10 seconds) to prioritize resolution, and inadequate shot-aware generation stemming from general-purpose MLLMs' inability to interpret cinematic grammar, such as shot composition, actor expressions, and camera motions. These intertwined limitations hinder realistic long-form synthesis and professional film-style generation. To address these limitations, we propose SkyReels-V2, an Infinite-length Film Generative Model, that synergizes Multi-modal Large Language Model (MLLM), Multi-stage Pretraining, Reinforcement Learning, and Diffusion Forcing Framework. Firstly, we design a comprehensive structural representation of video that combines the general descriptions by the Multi-modal LLM and the detailed shot language by sub-expert models. Aided with human annotation, we then train a unified Video Captioner, named SkyCaptioner-V1, to efficiently label the video data. Secondly, we establish progressive-resolution pretraining for the fundamental video generation, followed by a four-stage post-training enhancement: Initial concept-balanced Supervised Fine-Tuning (SFT) improves baseline quality; Motion-specific Reinforcement Learning (RL) training with human-annotated and synthetic distortion data addresses dynamic artifacts; Our diffusion forcing framework with non-decreasing noise schedules enables long-video synthesis in an efficient search space; Final high-quality SFT refines visual fidelity. All the code and models are available at https://github.com/SkyworkAI/SkyReels-V2.
VidCRAFT3: Camera, Object, and Lighting Control for Image-to-Video Generation
Recent image-to-video generation methods have demonstrated success in enabling control over one or two visual elements, such as camera trajectory or object motion. However, these methods are unable to offer control over multiple visual elements due to limitations in data and network efficacy. In this paper, we introduce VidCRAFT3, a novel framework for precise image-to-video generation that enables control over camera motion, object motion, and lighting direction simultaneously. To better decouple control over each visual element, we propose the Spatial Triple-Attention Transformer, which integrates lighting direction, text, and image in a symmetric way. Since most real-world video datasets lack lighting annotations, we construct a high-quality synthetic video dataset, the VideoLightingDirection (VLD) dataset. This dataset includes lighting direction annotations and objects of diverse appearance, enabling VidCRAFT3 to effectively handle strong light transmission and reflection effects. Additionally, we propose a three-stage training strategy that eliminates the need for training data annotated with multiple visual elements (camera motion, object motion, and lighting direction) simultaneously. Extensive experiments on benchmark datasets demonstrate the efficacy of VidCRAFT3 in producing high-quality video content, surpassing existing state-of-the-art methods in terms of control granularity and visual coherence. All code and data will be publicly available. Project page: https://sixiaozheng.github.io/VidCRAFT3/.
Fast Full-frame Video Stabilization with Iterative Optimization
Video stabilization refers to the problem of transforming a shaky video into a visually pleasing one. The question of how to strike a good trade-off between visual quality and computational speed has remained one of the open challenges in video stabilization. Inspired by the analogy between wobbly frames and jigsaw puzzles, we propose an iterative optimization-based learning approach using synthetic datasets for video stabilization, which consists of two interacting submodules: motion trajectory smoothing and full-frame outpainting. First, we develop a two-level (coarse-to-fine) stabilizing algorithm based on the probabilistic flow field. The confidence map associated with the estimated optical flow is exploited to guide the search for shared regions through backpropagation. Second, we take a divide-and-conquer approach and propose a novel multiframe fusion strategy to render full-frame stabilized views. An important new insight brought about by our iterative optimization approach is that the target video can be interpreted as the fixed point of nonlinear mapping for video stabilization. We formulate video stabilization as a problem of minimizing the amount of jerkiness in motion trajectories, which guarantees convergence with the help of fixed-point theory. Extensive experimental results are reported to demonstrate the superiority of the proposed approach in terms of computational speed and visual quality. The code will be available on GitHub.
FOCUS - Multi-View Foot Reconstruction From Synthetically Trained Dense Correspondences
Surface reconstruction from multiple, calibrated images is a challenging task - often requiring a large number of collected images with significant overlap. We look at the specific case of human foot reconstruction. As with previous successful foot reconstruction work, we seek to extract rich per-pixel geometry cues from multi-view RGB images, and fuse these into a final 3D object. Our method, FOCUS, tackles this problem with 3 main contributions: (i) SynFoot2, an extension of an existing synthetic foot dataset to include a new data type: dense correspondence with the parameterized foot model FIND; (ii) an uncertainty-aware dense correspondence predictor trained on our synthetic dataset; (iii) two methods for reconstructing a 3D surface from dense correspondence predictions: one inspired by Structure-from-Motion, and one optimization-based using the FIND model. We show that our reconstruction achieves state-of-the-art reconstruction quality in a few-view setting, performing comparably to state-of-the-art when many views are available, and runs substantially faster. We release our synthetic dataset to the research community. Code is available at: https://github.com/OllieBoyne/FOCUS
InteriorNet: Mega-scale Multi-sensor Photo-realistic Indoor Scenes Dataset
Datasets have gained an enormous amount of popularity in the computer vision community, from training and evaluation of Deep Learning-based methods to benchmarking Simultaneous Localization and Mapping (SLAM). Without a doubt, synthetic imagery bears a vast potential due to scalability in terms of amounts of data obtainable without tedious manual ground truth annotations or measurements. Here, we present a dataset with the aim of providing a higher degree of photo-realism, larger scale, more variability as well as serving a wider range of purposes compared to existing datasets. Our dataset leverages the availability of millions of professional interior designs and millions of production-level furniture and object assets -- all coming with fine geometric details and high-resolution texture. We render high-resolution and high frame-rate video sequences following realistic trajectories while supporting various camera types as well as providing inertial measurements. Together with the release of the dataset, we will make executable program of our interactive simulator software as well as our renderer available at https://interiornetdataset.github.io. To showcase the usability and uniqueness of our dataset, we show benchmarking results of both sparse and dense SLAM algorithms.
Motion-2-to-3: Leveraging 2D Motion Data to Boost 3D Motion Generation
Text-driven human motion synthesis is capturing significant attention for its ability to effortlessly generate intricate movements from abstract text cues, showcasing its potential for revolutionizing motion design not only in film narratives but also in virtual reality experiences and computer game development. Existing methods often rely on 3D motion capture data, which require special setups resulting in higher costs for data acquisition, ultimately limiting the diversity and scope of human motion. In contrast, 2D human videos offer a vast and accessible source of motion data, covering a wider range of styles and activities. In this paper, we explore leveraging 2D human motion extracted from videos as an alternative data source to improve text-driven 3D motion generation. Our approach introduces a novel framework that disentangles local joint motion from global movements, enabling efficient learning of local motion priors from 2D data. We first train a single-view 2D local motion generator on a large dataset of text-motion pairs. To enhance this model to synthesize 3D motion, we fine-tune the generator with 3D data, transforming it into a multi-view generator that predicts view-consistent local joint motion and root dynamics. Experiments on the HumanML3D dataset and novel text prompts demonstrate that our method efficiently utilizes 2D data, supporting realistic 3D human motion generation and broadening the range of motion types it supports. Our code will be made publicly available at https://zju3dv.github.io/Motion-2-to-3/.
Learning Video Representations without Natural Videos
In this paper, we show that useful video representations can be learned from synthetic videos and natural images, without incorporating natural videos in the training. We propose a progression of video datasets synthesized by simple generative processes, that model a growing set of natural video properties (e.g. motion, acceleration, and shape transformations). The downstream performance of video models pre-trained on these generated datasets gradually increases with the dataset progression. A VideoMAE model pre-trained on our synthetic videos closes 97.2% of the performance gap on UCF101 action classification between training from scratch and self-supervised pre-training from natural videos, and outperforms the pre-trained model on HMDB51. Introducing crops of static images to the pre-training stage results in similar performance to UCF101 pre-training and outperforms the UCF101 pre-trained model on 11 out of 14 out-of-distribution datasets of UCF101-P. Analyzing the low-level properties of the datasets, we identify correlations between frame diversity, frame similarity to natural data, and downstream performance. Our approach provides a more controllable and transparent alternative to video data curation processes for pre-training.
MoGlow: Probabilistic and controllable motion synthesis using normalising flows
Data-driven modelling and synthesis of motion is an active research area with applications that include animation, games, and social robotics. This paper introduces a new class of probabilistic, generative, and controllable motion-data models based on normalising flows. Models of this kind can describe highly complex distributions, yet can be trained efficiently using exact maximum likelihood, unlike GANs or VAEs. Our proposed model is autoregressive and uses LSTMs to enable arbitrarily long time-dependencies. Importantly, is is also causal, meaning that each pose in the output sequence is generated without access to poses or control inputs from future time steps; this absence of algorithmic latency is important for interactive applications with real-time motion control. The approach can in principle be applied to any type of motion since it does not make restrictive, task-specific assumptions regarding the motion or the character morphology. We evaluate the models on motion-capture datasets of human and quadruped locomotion. Objective and subjective results show that randomly-sampled motion from the proposed method outperforms task-agnostic baselines and attains a motion quality close to recorded motion capture.
MotionAug: Augmentation with Physical Correction for Human Motion Prediction
This paper presents a motion data augmentation scheme incorporating motion synthesis encouraging diversity and motion correction imposing physical plausibility. This motion synthesis consists of our modified Variational AutoEncoder (VAE) and Inverse Kinematics (IK). In this VAE, our proposed sampling-near-samples method generates various valid motions even with insufficient training motion data. Our IK-based motion synthesis method allows us to generate a variety of motions semi-automatically. Since these two schemes generate unrealistic artifacts in the synthesized motions, our motion correction rectifies them. This motion correction scheme consists of imitation learning with physics simulation and subsequent motion debiasing. For this imitation learning, we propose the PD-residual force that significantly accelerates the training process. Furthermore, our motion debiasing successfully offsets the motion bias induced by imitation learning to maximize the effect of augmentation. As a result, our method outperforms previous noise-based motion augmentation methods by a large margin on both Recurrent Neural Network-based and Graph Convolutional Network-based human motion prediction models. The code is available at https://github.com/meaten/MotionAug.
How to Move Your Dragon: Text-to-Motion Synthesis for Large-Vocabulary Objects
Motion synthesis for diverse object categories holds great potential for 3D content creation but remains underexplored due to two key challenges: (1) the lack of comprehensive motion datasets that include a wide range of high-quality motions and annotations, and (2) the absence of methods capable of handling heterogeneous skeletal templates from diverse objects. To address these challenges, we contribute the following: First, we augment the Truebones Zoo dataset, a high-quality animal motion dataset covering over 70 species, by annotating it with detailed text descriptions, making it suitable for text-based motion synthesis. Second, we introduce rig augmentation techniques that generate diverse motion data while preserving consistent dynamics, enabling models to adapt to various skeletal configurations. Finally, we redesign existing motion diffusion models to dynamically adapt to arbitrary skeletal templates, enabling motion synthesis for a diverse range of objects with varying structures. Experiments show that our method learns to generate high-fidelity motions from textual descriptions for diverse and even unseen objects, setting a strong foundation for motion synthesis across diverse object categories and skeletal templates. Qualitative results are available on this link: t2m4lvo.github.io
Synthetic Video Enhances Physical Fidelity in Video Synthesis
We investigate how to enhance the physical fidelity of video generation models by leveraging synthetic videos derived from computer graphics pipelines. These rendered videos respect real-world physics, such as maintaining 3D consistency, and serve as a valuable resource that can potentially improve video generation models. To harness this potential, we propose a solution that curates and integrates synthetic data while introducing a method to transfer its physical realism to the model, significantly reducing unwanted artifacts. Through experiments on three representative tasks emphasizing physical consistency, we demonstrate its efficacy in enhancing physical fidelity. While our model still lacks a deep understanding of physics, our work offers one of the first empirical demonstrations that synthetic video enhances physical fidelity in video synthesis. Website: https://kevinz8866.github.io/simulation/
TC4D: Trajectory-Conditioned Text-to-4D Generation
Recent techniques for text-to-4D generation synthesize dynamic 3D scenes using supervision from pre-trained text-to-video models. However, existing representations for motion, such as deformation models or time-dependent neural representations, are limited in the amount of motion they can generate-they cannot synthesize motion extending far beyond the bounding box used for volume rendering. The lack of a more flexible motion model contributes to the gap in realism between 4D generation methods and recent, near-photorealistic video generation models. Here, we propose TC4D: trajectory-conditioned text-to-4D generation, which factors motion into global and local components. We represent the global motion of a scene's bounding box using rigid transformation along a trajectory parameterized by a spline. We learn local deformations that conform to the global trajectory using supervision from a text-to-video model. Our approach enables the synthesis of scenes animated along arbitrary trajectories, compositional scene generation, and significant improvements to the realism and amount of generated motion, which we evaluate qualitatively and through a user study. Video results can be viewed on our website: https://sherwinbahmani.github.io/tc4d.
What Happens Next? Anticipating Future Motion by Generating Point Trajectories
We consider the problem of forecasting motion from a single image, i.e., predicting how objects in the world are likely to move, without the ability to observe other parameters such as the object velocities or the forces applied to them. We formulate this task as conditional generation of dense trajectory grids with a model that closely follows the architecture of modern video generators but outputs motion trajectories instead of pixels. This approach captures scene-wide dynamics and uncertainty, yielding more accurate and diverse predictions than prior regressors and generators. We extensively evaluate our method on simulated data, demonstrate its effectiveness on downstream applications such as robotics, and show promising accuracy on real-world intuitive physics datasets. Although recent state-of-the-art video generators are often regarded as world models, we show that they struggle with forecasting motion from a single image, even in simple physical scenarios such as falling blocks or mechanical object interactions, despite fine-tuning on such data. We show that this limitation arises from the overhead of generating pixels rather than directly modeling motion.
InternData-A1: Pioneering High-Fidelity Synthetic Data for Pre-training Generalist Policy
Recent works explore how real and synthetic data contribute to Vision-Language-Action (VLA) models' generalization. While current VLA models have shown the strong effectiveness of large-scale real-robot pre-training, synthetic data has not previously demonstrated comparable capability at scale. This paper provides the first evidence that synthetic data alone can match the performance of the strongest π-dataset in pre-training a VLA model, revealing the substantial value of large-scale simulation. The resulting model also exhibits surprisingly zero-shot sim-to-real transfer on several challenging tasks. Our synthetic dataset, InternData-A1, contains over 630k trajectories and 7,433 hours across 4 embodiments, 18 skills, 70 tasks, and 227 scenes, covering rigid, articulated, deformable, and fluid-object manipulation. It is generated through a highly autonomous, fully decoupled, and compositional simulation pipeline that enables long-horizon skill composition, flexible task assembly, and heterogeneous embodiments with minimal manual tuning. Using the same architecture as π_0, we pre-train a model entirely on InternData-A1 and find that it matches the official π_0 across 49 simulation tasks, 5 real-world tasks, and 4 long-horizon dexterous tasks. We release the dataset and will open-source the generation pipeline to broaden access to large-scale robotic data and to lower the barrier to scalable data creation for embodied AI research.
Generative Zoo
The model-based estimation of 3D animal pose and shape from images enables computational modeling of animal behavior. Training models for this purpose requires large amounts of labeled image data with precise pose and shape annotations. However, capturing such data requires the use of multi-view or marker-based motion-capture systems, which are impractical to adapt to wild animals in situ and impossible to scale across a comprehensive set of animal species. Some have attempted to address the challenge of procuring training data by pseudo-labeling individual real-world images through manual 2D annotation, followed by 3D-parameter optimization to those labels. While this approach may produce silhouette-aligned samples, the obtained pose and shape parameters are often implausible due to the ill-posed nature of the monocular fitting problem. Sidestepping real-world ambiguity, others have designed complex synthetic-data-generation pipelines leveraging video-game engines and collections of artist-designed 3D assets. Such engines yield perfect ground-truth annotations but are often lacking in visual realism and require considerable manual effort to adapt to new species or environments. Motivated by these shortcomings, we propose an alternative approach to synthetic-data generation: rendering with a conditional image-generation model. We introduce a pipeline that samples a diverse set of poses and shapes for a variety of mammalian quadrupeds and generates realistic images with corresponding ground-truth pose and shape parameters. To demonstrate the scalability of our approach, we introduce GenZoo, a synthetic dataset containing one million images of distinct subjects. We train a 3D pose and shape regressor on GenZoo, which achieves state-of-the-art performance on a real-world animal pose and shape estimation benchmark, despite being trained solely on synthetic data. https://genzoo.is.tue.mpg.de
Analyzing the Synthetic-to-Real Domain Gap in 3D Hand Pose Estimation
Recent synthetic 3D human datasets for the face, body, and hands have pushed the limits on photorealism. Face recognition and body pose estimation have achieved state-of-the-art performance using synthetic training data alone, but for the hand, there is still a large synthetic-to-real gap. This paper presents the first systematic study of the synthetic-to-real gap of 3D hand pose estimation. We analyze the gap and identify key components such as the forearm, image frequency statistics, hand pose, and object occlusions. To facilitate our analysis, we propose a data synthesis pipeline to synthesize high-quality data. We demonstrate that synthetic hand data can achieve the same level of accuracy as real data when integrating our identified components, paving the path to use synthetic data alone for hand pose estimation. Code and data are available at: https://github.com/delaprada/HandSynthesis.git.
Adapting Web Agents with Synthetic Supervision
Web agents struggle to adapt to new websites due to the scarcity of environment specific tasks and demonstrations. Recent works have explored synthetic data generation to address this challenge, however, they suffer from data quality issues where synthesized tasks contain hallucinations that cannot be executed, and collected trajectories are noisy with redundant or misaligned actions. In this paper, we propose SynthAgent, a fully synthetic supervision framework that aims at improving synthetic data quality via dual refinement of both tasks and trajectories. Our approach begins by synthesizing diverse tasks through categorized exploration of web elements, ensuring efficient coverage of the target environment. During trajectory collection, we refine tasks when conflicts with actual observations are detected, mitigating hallucinations while maintaining task consistency. After collection, we conduct trajectory refinement with a global context to mitigate potential noise or misalignments. Finally, we fine-tune open-source web agents on the refined synthetic data to adapt them to the target environment. Experimental results demonstrate that SynthAgent outperforms existing synthetic data methods, validating the importance of high-quality synthetic supervision. The code will be publicly available at https://github.com/aiming-lab/SynthAgent.
MotionFix: Text-Driven 3D Human Motion Editing
The focus of this paper is on 3D motion editing. Given a 3D human motion and a textual description of the desired modification, our goal is to generate an edited motion as described by the text. The key challenges include the scarcity of training data and the need to design a model that accurately edits the source motion. In this paper, we address both challenges. We propose a methodology to semi-automatically collect a dataset of triplets comprising (i) a source motion, (ii) a target motion, and (iii) an edit text, introducing the new MotionFix dataset. Access to this data allows us to train a conditional diffusion model, TMED, that takes both the source motion and the edit text as input. We develop several baselines to evaluate our model, comparing it against models trained solely on text-motion pair datasets, and demonstrate the superior performance of our model trained on triplets. We also introduce new retrieval-based metrics for motion editing, establishing a benchmark on the evaluation set of MotionFix. Our results are promising, paving the way for further research in fine-grained motion generation. Code, models, and data are available at https://motionfix.is.tue.mpg.de/ .
BEHAVIOR Vision Suite: Customizable Dataset Generation via Simulation
The systematic evaluation and understanding of computer vision models under varying conditions require large amounts of data with comprehensive and customized labels, which real-world vision datasets rarely satisfy. While current synthetic data generators offer a promising alternative, particularly for embodied AI tasks, they often fall short for computer vision tasks due to low asset and rendering quality, limited diversity, and unrealistic physical properties. We introduce the BEHAVIOR Vision Suite (BVS), a set of tools and assets to generate fully customized synthetic data for systematic evaluation of computer vision models, based on the newly developed embodied AI benchmark, BEHAVIOR-1K. BVS supports a large number of adjustable parameters at the scene level (e.g., lighting, object placement), the object level (e.g., joint configuration, attributes such as "filled" and "folded"), and the camera level (e.g., field of view, focal length). Researchers can arbitrarily vary these parameters during data generation to perform controlled experiments. We showcase three example application scenarios: systematically evaluating the robustness of models across different continuous axes of domain shift, evaluating scene understanding models on the same set of images, and training and evaluating simulation-to-real transfer for a novel vision task: unary and binary state prediction. Project website: https://behavior-vision-suite.github.io/
MPI-Flow: Learning Realistic Optical Flow with Multiplane Images
The accuracy of learning-based optical flow estimation models heavily relies on the realism of the training datasets. Current approaches for generating such datasets either employ synthetic data or generate images with limited realism. However, the domain gap of these data with real-world scenes constrains the generalization of the trained model to real-world applications. To address this issue, we investigate generating realistic optical flow datasets from real-world images. Firstly, to generate highly realistic new images, we construct a layered depth representation, known as multiplane images (MPI), from single-view images. This allows us to generate novel view images that are highly realistic. To generate optical flow maps that correspond accurately to the new image, we calculate the optical flows of each plane using the camera matrix and plane depths. We then project these layered optical flows into the output optical flow map with volume rendering. Secondly, to ensure the realism of motion, we present an independent object motion module that can separate the camera and dynamic object motion in MPI. This module addresses the deficiency in MPI-based single-view methods, where optical flow is generated only by camera motion and does not account for any object movement. We additionally devise a depth-aware inpainting module to merge new images with dynamic objects and address unnatural motion occlusions. We show the superior performance of our method through extensive experiments on real-world datasets. Moreover, our approach achieves state-of-the-art performance in both unsupervised and supervised training of learning-based models. The code will be made publicly available at: https://github.com/Sharpiless/MPI-Flow.
RealDPO: Real or Not Real, that is the Preference
Video generative models have recently achieved notable advancements in synthesis quality. However, generating complex motions remains a critical challenge, as existing models often struggle to produce natural, smooth, and contextually consistent movements. This gap between generated and real-world motions limits their practical applicability. To address this issue, we introduce RealDPO, a novel alignment paradigm that leverages real-world data as positive samples for preference learning, enabling more accurate motion synthesis. Unlike traditional supervised fine-tuning (SFT), which offers limited corrective feedback, RealDPO employs Direct Preference Optimization (DPO) with a tailored loss function to enhance motion realism. By contrasting real-world videos with erroneous model outputs, RealDPO enables iterative self-correction, progressively refining motion quality. To support post-training in complex motion synthesis, we propose RealAction-5K, a curated dataset of high-quality videos capturing human daily activities with rich and precise motion details. Extensive experiments demonstrate that RealDPO significantly improves video quality, text alignment, and motion realism compared to state-of-the-art models and existing preference optimization techniques.
RAGME: Retrieval Augmented Video Generation for Enhanced Motion Realism
Video generation is experiencing rapid growth, driven by advances in diffusion models and the development of better and larger datasets. However, producing high-quality videos remains challenging due to the high-dimensional data and the complexity of the task. Recent efforts have primarily focused on enhancing visual quality and addressing temporal inconsistencies, such as flickering. Despite progress in these areas, the generated videos often fall short in terms of motion complexity and physical plausibility, with many outputs either appearing static or exhibiting unrealistic motion. In this work, we propose a framework to improve the realism of motion in generated videos, exploring a complementary direction to much of the existing literature. Specifically, we advocate for the incorporation of a retrieval mechanism during the generation phase. The retrieved videos act as grounding signals, providing the model with demonstrations of how the objects move. Our pipeline is designed to apply to any text-to-video diffusion model, conditioning a pretrained model on the retrieved samples with minimal fine-tuning. We demonstrate the superiority of our approach through established metrics, recently proposed benchmarks, and qualitative results, and we highlight additional applications of the framework.
Everybody Dance Now
This paper presents a simple method for "do as I do" motion transfer: given a source video of a person dancing, we can transfer that performance to a novel (amateur) target after only a few minutes of the target subject performing standard moves. We approach this problem as video-to-video translation using pose as an intermediate representation. To transfer the motion, we extract poses from the source subject and apply the learned pose-to-appearance mapping to generate the target subject. We predict two consecutive frames for temporally coherent video results and introduce a separate pipeline for realistic face synthesis. Although our method is quite simple, it produces surprisingly compelling results (see video). This motivates us to also provide a forensics tool for reliable synthetic content detection, which is able to distinguish videos synthesized by our system from real data. In addition, we release a first-of-its-kind open-source dataset of videos that can be legally used for training and motion transfer.
Example-based Motion Synthesis via Generative Motion Matching
We present GenMM, a generative model that "mines" as many diverse motions as possible from a single or few example sequences. In stark contrast to existing data-driven methods, which typically require long offline training time, are prone to visual artifacts, and tend to fail on large and complex skeletons, GenMM inherits the training-free nature and the superior quality of the well-known Motion Matching method. GenMM can synthesize a high-quality motion within a fraction of a second, even with highly complex and large skeletal structures. At the heart of our generative framework lies the generative motion matching module, which utilizes the bidirectional visual similarity as a generative cost function to motion matching, and operates in a multi-stage framework to progressively refine a random guess using exemplar motion matches. In addition to diverse motion generation, we show the versatility of our generative framework by extending it to a number of scenarios that are not possible with motion matching alone, including motion completion, key frame-guided generation, infinite looping, and motion reassembly. Code and data for this paper are at https://wyysf-98.github.io/GenMM/
MotionMix: Weakly-Supervised Diffusion for Controllable Motion Generation
Controllable generation of 3D human motions becomes an important topic as the world embraces digital transformation. Existing works, though making promising progress with the advent of diffusion models, heavily rely on meticulously captured and annotated (e.g., text) high-quality motion corpus, a resource-intensive endeavor in the real world. This motivates our proposed MotionMix, a simple yet effective weakly-supervised diffusion model that leverages both noisy and unannotated motion sequences. Specifically, we separate the denoising objectives of a diffusion model into two stages: obtaining conditional rough motion approximations in the initial T-T^* steps by learning the noisy annotated motions, followed by the unconditional refinement of these preliminary motions during the last T^* steps using unannotated motions. Notably, though learning from two sources of imperfect data, our model does not compromise motion generation quality compared to fully supervised approaches that access gold data. Extensive experiments on several benchmarks demonstrate that our MotionMix, as a versatile framework, consistently achieves state-of-the-art performances on text-to-motion, action-to-motion, and music-to-dance tasks. Project page: https://nhathoang2002.github.io/MotionMix-page/
Temporal Residual Jacobians For Rig-free Motion Transfer
We introduce Temporal Residual Jacobians as a novel representation to enable data-driven motion transfer. Our approach does not assume access to any rigging or intermediate shape keyframes, produces geometrically and temporally consistent motions, and can be used to transfer long motion sequences. Central to our approach are two coupled neural networks that individually predict local geometric and temporal changes that are subsequently integrated, spatially and temporally, to produce the final animated meshes. The two networks are jointly trained, complement each other in producing spatial and temporal signals, and are supervised directly with 3D positional information. During inference, in the absence of keyframes, our method essentially solves a motion extrapolation problem. We test our setup on diverse meshes (synthetic and scanned shapes) to demonstrate its superiority in generating realistic and natural-looking animations on unseen body shapes against SoTA alternatives. Supplemental video and code are available at https://temporaljacobians.github.io/ .
Towards Robust and Controllable Text-to-Motion via Masked Autoregressive Diffusion
Generating 3D human motion from text descriptions remains challenging due to the diverse and complex nature of human motion. While existing methods excel within the training distribution, they often struggle with out-of-distribution motions, limiting their applicability in real-world scenarios. Existing VQVAE-based methods often fail to represent novel motions faithfully using discrete tokens, which hampers their ability to generalize beyond seen data. Meanwhile, diffusion-based methods operating on continuous representations often lack fine-grained control over individual frames. To address these challenges, we propose a robust motion generation framework MoMADiff, which combines masked modeling with diffusion processes to generate motion using frame-level continuous representations. Our model supports flexible user-provided keyframe specification, enabling precise control over both spatial and temporal aspects of motion synthesis. MoMADiff demonstrates strong generalization capability on novel text-to-motion datasets with sparse keyframes as motion prompts. Extensive experiments on two held-out datasets and two standard benchmarks show that our method consistently outperforms state-of-the-art models in motion quality, instruction fidelity, and keyframe adherence. The code is available at: https://github.com/zzysteve/MoMADiff
MoRAG -- Multi-Fusion Retrieval Augmented Generation for Human Motion
We introduce MoRAG, a novel multi-part fusion based retrieval-augmented generation strategy for text-based human motion generation. The method enhances motion diffusion models by leveraging additional knowledge obtained through an improved motion retrieval process. By effectively prompting large language models (LLMs), we address spelling errors and rephrasing issues in motion retrieval. Our approach utilizes a multi-part retrieval strategy to improve the generalizability of motion retrieval across the language space. We create diverse samples through the spatial composition of the retrieved motions. Furthermore, by utilizing low-level, part-specific motion information, we can construct motion samples for unseen text descriptions. Our experiments demonstrate that our framework can serve as a plug-and-play module, improving the performance of motion diffusion models. Code, pretrained models and sample videos will be made available at: https://motion-rag.github.io/
Playing for 3D Human Recovery
Image- and video-based 3D human recovery (i.e., pose and shape estimation) have achieved substantial progress. However, due to the prohibitive cost of motion capture, existing datasets are often limited in scale and diversity. In this work, we obtain massive human sequences by playing the video game with automatically annotated 3D ground truths. Specifically, we contribute GTA-Human, a large-scale 3D human dataset generated with the GTA-V game engine, featuring a highly diverse set of subjects, actions, and scenarios. More importantly, we study the use of game-playing data and obtain five major insights. First, game-playing data is surprisingly effective. A simple frame-based baseline trained on GTA-Human outperforms more sophisticated methods by a large margin. For video-based methods, GTA-Human is even on par with the in-domain training set. Second, we discover that synthetic data provides critical complements to the real data that is typically collected indoor. Our investigation into domain gap provides explanations for our data mixture strategies that are simple yet useful. Third, the scale of the dataset matters. The performance boost is closely related to the additional data available. A systematic study reveals the model sensitivity to data density from multiple key aspects. Fourth, the effectiveness of GTA-Human is also attributed to the rich collection of strong supervision labels (SMPL parameters), which are otherwise expensive to acquire in real datasets. Fifth, the benefits of synthetic data extend to larger models such as deeper convolutional neural networks (CNNs) and Transformers, for which a significant impact is also observed. We hope our work could pave the way for scaling up 3D human recovery to the real world. Homepage: https://caizhongang.github.io/projects/GTA-Human/
MotionRAG: Motion Retrieval-Augmented Image-to-Video Generation
Image-to-video generation has made remarkable progress with the advancements in diffusion models, yet generating videos with realistic motion remains highly challenging. This difficulty arises from the complexity of accurately modeling motion, which involves capturing physical constraints, object interactions, and domain-specific dynamics that are not easily generalized across diverse scenarios. To address this, we propose MotionRAG, a retrieval-augmented framework that enhances motion realism by adapting motion priors from relevant reference videos through Context-Aware Motion Adaptation (CAMA). The key technical innovations include: (i) a retrieval-based pipeline extracting high-level motion features using video encoder and specialized resamplers to distill semantic motion representations; (ii) an in-context learning approach for motion adaptation implemented through a causal transformer architecture; (iii) an attention-based motion injection adapter that seamlessly integrates transferred motion features into pretrained video diffusion models. Extensive experiments demonstrate that our method achieves significant improvements across multiple domains and various base models, all with negligible computational overhead during inference. Furthermore, our modular design enables zero-shot generalization to new domains by simply updating the retrieval database without retraining any components. This research enhances the core capability of video generation systems by enabling the effective retrieval and transfer of motion priors, facilitating the synthesis of realistic motion dynamics.
Infinite Mobility: Scalable High-Fidelity Synthesis of Articulated Objects via Procedural Generation
Large-scale articulated objects with high quality are desperately needed for multiple tasks related to embodied AI. Most existing methods for creating articulated objects are either data-driven or simulation based, which are limited by the scale and quality of the training data or the fidelity and heavy labour of the simulation. In this paper, we propose Infinite Mobility, a novel method for synthesizing high-fidelity articulated objects through procedural generation. User study and quantitative evaluation demonstrate that our method can produce results that excel current state-of-the-art methods and are comparable to human-annotated datasets in both physics property and mesh quality. Furthermore, we show that our synthetic data can be used as training data for generative models, enabling next-step scaling up. Code is available at https://github.com/Intern-Nexus/Infinite-Mobility
Human Motion Prediction, Reconstruction, and Generation
This report reviews recent advancements in human motion prediction, reconstruction, and generation. Human motion prediction focuses on forecasting future poses and movements from historical data, addressing challenges like nonlinear dynamics, occlusions, and motion style variations. Reconstruction aims to recover accurate 3D human body movements from visual inputs, often leveraging transformer-based architectures, diffusion models, and physical consistency losses to handle noise and complex poses. Motion generation synthesizes realistic and diverse motions from action labels, textual descriptions, or environmental constraints, with applications in robotics, gaming, and virtual avatars. Additionally, text-to-motion generation and human-object interaction modeling have gained attention, enabling fine-grained and context-aware motion synthesis for augmented reality and robotics. This review highlights key methodologies, datasets, challenges, and future research directions driving progress in these fields.
Learning One-Shot 4D Head Avatar Synthesis using Synthetic Data
Existing one-shot 4D head synthesis methods usually learn from monocular videos with the aid of 3DMM reconstruction, yet the latter is evenly challenging which restricts them from reasonable 4D head synthesis. We present a method to learn one-shot 4D head synthesis via large-scale synthetic data. The key is to first learn a part-wise 4D generative model from monocular images via adversarial learning, to synthesize multi-view images of diverse identities and full motions as training data; then leverage a transformer-based animatable triplane reconstructor to learn 4D head reconstruction using the synthetic data. A novel learning strategy is enforced to enhance the generalizability to real images by disentangling the learning process of 3D reconstruction and reenactment. Experiments demonstrate our superiority over the prior art.
OmniMotionGPT: Animal Motion Generation with Limited Data
Our paper aims to generate diverse and realistic animal motion sequences from textual descriptions, without a large-scale animal text-motion dataset. While the task of text-driven human motion synthesis is already extensively studied and benchmarked, it remains challenging to transfer this success to other skeleton structures with limited data. In this work, we design a model architecture that imitates Generative Pretraining Transformer (GPT), utilizing prior knowledge learned from human data to the animal domain. We jointly train motion autoencoders for both animal and human motions and at the same time optimize through the similarity scores among human motion encoding, animal motion encoding, and text CLIP embedding. Presenting the first solution to this problem, we are able to generate animal motions with high diversity and fidelity, quantitatively and qualitatively outperforming the results of training human motion generation baselines on animal data. Additionally, we introduce AnimalML3D, the first text-animal motion dataset with 1240 animation sequences spanning 36 different animal identities. We hope this dataset would mediate the data scarcity problem in text-driven animal motion generation, providing a new playground for the research community.
UniMTS: Unified Pre-training for Motion Time Series
Motion time series collected from mobile and wearable devices such as smartphones and smartwatches offer significant insights into human behavioral patterns, with wide applications in healthcare, automation, IoT, and AR/XR due to their low-power, always-on nature. However, given security and privacy concerns, building large-scale motion time series datasets remains difficult, preventing the development of pre-trained models for human activity analysis. Typically, existing models are trained and tested on the same dataset, leading to poor generalizability across variations in device location, device mounting orientation and human activity type. In this paper, we introduce UniMTS, the first unified pre-training procedure for motion time series that generalizes across diverse device latent factors and activities. Specifically, we employ a contrastive learning framework that aligns motion time series with text descriptions enriched by large language models. This helps the model learn the semantics of time series to generalize across activities. Given the absence of large-scale motion time series data, we derive and synthesize time series from existing motion skeleton data with all-joint coverage. Spatio-temporal graph networks are utilized to capture the relationships across joints for generalization across different device locations. We further design rotation-invariant augmentation to make the model agnostic to changes in device mounting orientations. Our model shows exceptional generalizability across 18 motion time series classification benchmark datasets, outperforming the best baselines by 340% in the zero-shot setting, 16.3% in the few-shot setting, and 9.2% in the full-shot setting.
Space-Time Diffusion Features for Zero-Shot Text-Driven Motion Transfer
We present a new method for text-driven motion transfer - synthesizing a video that complies with an input text prompt describing the target objects and scene while maintaining an input video's motion and scene layout. Prior methods are confined to transferring motion across two subjects within the same or closely related object categories and are applicable for limited domains (e.g., humans). In this work, we consider a significantly more challenging setting in which the target and source objects differ drastically in shape and fine-grained motion characteristics (e.g., translating a jumping dog into a dolphin). To this end, we leverage a pre-trained and fixed text-to-video diffusion model, which provides us with generative and motion priors. The pillar of our method is a new space-time feature loss derived directly from the model. This loss guides the generation process to preserve the overall motion of the input video while complying with the target object in terms of shape and fine-grained motion traits.
VideoHallu: Evaluating and Mitigating Multi-modal Hallucinations for Synthetic Videos
Synthetic video generation with foundation models has gained attention for its realism and wide applications. While these models produce high-quality frames, they often fail to respect common sense and physical laws, resulting in abnormal content. Existing metrics like VideoScore emphasize general quality but ignore such violations and lack interpretability. A more insightful approach is using multi-modal large language models (MLLMs) as interpretable evaluators, as seen in FactScore. Yet, MLLMs' ability to detect abnormalities in synthetic videos remains underexplored. To address this, we introduce VideoHallu, a benchmark featuring synthetic videos from models like Veo2, Sora, and Kling, paired with expert-designed QA tasks solvable via human-level reasoning across various categories. We assess several SoTA MLLMs, including GPT-4o, Gemini-2.5-Pro, Qwen-2.5-VL, and newer models like Video-R1 and VideoChat-R1. Despite strong real-world performance on MVBench and MovieChat, these models still hallucinate on basic commonsense and physics tasks in synthetic settings, underscoring the challenge of hallucination. We further fine-tune SoTA MLLMs using Group Relative Policy Optimization (GRPO) on real and synthetic commonsense/physics data. Results show notable accuracy gains, especially with counterexample integration, advancing MLLMs' reasoning capabilities. Our data is available at https://github.com/zli12321/VideoHallu.
MotionBank: A Large-scale Video Motion Benchmark with Disentangled Rule-based Annotations
In this paper, we tackle the problem of how to build and benchmark a large motion model (LMM). The ultimate goal of LMM is to serve as a foundation model for versatile motion-related tasks, e.g., human motion generation, with interpretability and generalizability. Though advanced, recent LMM-related works are still limited by small-scale motion data and costly text descriptions. Besides, previous motion benchmarks primarily focus on pure body movements, neglecting the ubiquitous motions in context, i.e., humans interacting with humans, objects, and scenes. To address these limitations, we consolidate large-scale video action datasets as knowledge banks to build MotionBank, which comprises 13 video action datasets, 1.24M motion sequences, and 132.9M frames of natural and diverse human motions. Different from laboratory-captured motions, in-the-wild human-centric videos contain abundant motions in context. To facilitate better motion text alignment, we also meticulously devise a motion caption generation algorithm to automatically produce rule-based, unbiased, and disentangled text descriptions via the kinematic characteristics for each motion. Extensive experiments show that our MotionBank is beneficial for general motion-related tasks of human motion generation, motion in-context generation, and motion understanding. Video motions together with the rule-based text annotations could serve as an efficient alternative for larger LMMs. Our dataset, codes, and benchmark will be publicly available at https://github.com/liangxuy/MotionBank.
Watch and Learn: Learning to Use Computers from Online Videos
Computer use agents (CUAs) need to plan task workflows grounded in diverse, ever-changing applications and environments, but learning is hindered by the scarcity of large-scale, high-quality training data in the target application. Existing datasets are domain-specific, static, and costly to annotate, while current synthetic data generation methods often yield simplistic or misaligned task demonstrations. To address these limitations, we introduce Watch & Learn (W&L), a framework that converts human demonstration videos readily available on the Internet into executable UI trajectories at scale. Instead of directly generating trajectories or relying on ad hoc reasoning heuristics, we cast the problem as an inverse dynamics objective: predicting the user's action from consecutive screen states. This formulation reduces manual engineering, is easier to learn, and generalizes more robustly across applications. Concretely, we develop an inverse dynamics labeling pipeline with task-aware video retrieval, generate over 53k high-quality trajectories from raw web videos, and demonstrate that these trajectories improve CUAs both as in-context demonstrations and as supervised training data. On the challenging OSWorld benchmark, UI trajectories extracted with W&L consistently enhance both general-purpose and state-of-the-art frameworks in-context, and deliver stronger gains for open-source models under supervised training. These results highlight web-scale human demonstration videos as a practical and scalable foundation for advancing CUAs towards real-world deployment.
Textual Decomposition Then Sub-motion-space Scattering for Open-Vocabulary Motion Generation
Text-to-motion generation is a crucial task in computer vision, which generates the target 3D motion by the given text. The existing annotated datasets are limited in scale, resulting in most existing methods overfitting to the small datasets and unable to generalize to the motions of the open domain. Some methods attempt to solve the open-vocabulary motion generation problem by aligning to the CLIP space or using the Pretrain-then-Finetuning paradigm. However, the current annotated dataset's limited scale only allows them to achieve mapping from sub-text-space to sub-motion-space, instead of mapping between full-text-space and full-motion-space (full mapping), which is the key to attaining open-vocabulary motion generation. To this end, this paper proposes to leverage the atomic motion (simple body part motions over a short time period) as an intermediate representation, and leverage two orderly coupled steps, i.e., Textual Decomposition and Sub-motion-space Scattering, to address the full mapping problem. For Textual Decomposition, we design a fine-grained description conversion algorithm, and combine it with the generalization ability of a large language model to convert any given motion text into atomic texts. Sub-motion-space Scattering learns the compositional process from atomic motions to the target motions, to make the learned sub-motion-space scattered to form the full-motion-space. For a given motion of the open domain, it transforms the extrapolation into interpolation and thereby significantly improves generalization. Our network, DSO-Net, combines textual decomposition and sub-motion-space scattering to solve the open-vocabulary motion generation. Extensive experiments demonstrate that our DSO-Net achieves significant improvements over the state-of-the-art methods on open-vocabulary motion generation. Code is available at https://vankouf.github.io/DSONet/.
LAMP: Language-Assisted Motion Planning for Controllable Video Generation
Video generation has achieved remarkable progress in visual fidelity and controllability, enabling conditioning on text, layout, or motion. Among these, motion control - specifying object dynamics and camera trajectories - is essential for composing complex, cinematic scenes, yet existing interfaces remain limited. We introduce LAMP that leverages large language models (LLMs) as motion planners to translate natural language descriptions into explicit 3D trajectories for dynamic objects and (relatively defined) cameras. LAMP defines a motion domain-specific language (DSL), inspired by cinematography conventions. By harnessing program synthesis capabilities of LLMs, LAMP generates structured motion programs from natural language, which are deterministically mapped to 3D trajectories. We construct a large-scale procedural dataset pairing natural text descriptions with corresponding motion programs and 3D trajectories. Experiments demonstrate LAMP's improved performance in motion controllability and alignment with user intent compared to state-of-the-art alternatives establishing the first framework for generating both object and camera motions directly from natural language specifications. Code, models and data are available on our project page.
MoMaps: Semantics-Aware Scene Motion Generation with Motion Maps
This paper addresses the challenge of learning semantically and functionally meaningful 3D motion priors from real-world videos, in order to enable prediction of future 3D scene motion from a single input image. We propose a novel pixel-aligned Motion Map (MoMap) representation for 3D scene motion, which can be generated from existing generative image models to facilitate efficient and effective motion prediction. To learn meaningful distributions over motion, we create a large-scale database of MoMaps from over 50,000 real videos and train a diffusion model on these representations. Our motion generation not only synthesizes trajectories in 3D but also suggests a new pipeline for 2D video synthesis: first generate a MoMap, then warp an image accordingly and complete the warped point-based renderings. Experimental results demonstrate that our approach generates plausible and semantically consistent 3D scene motion.
ByteMorph: Benchmarking Instruction-Guided Image Editing with Non-Rigid Motions
Editing images with instructions to reflect non-rigid motions, camera viewpoint shifts, object deformations, human articulations, and complex interactions, poses a challenging yet underexplored problem in computer vision. Existing approaches and datasets predominantly focus on static scenes or rigid transformations, limiting their capacity to handle expressive edits involving dynamic motion. To address this gap, we introduce ByteMorph, a comprehensive framework for instruction-based image editing with an emphasis on non-rigid motions. ByteMorph comprises a large-scale dataset, ByteMorph-6M, and a strong baseline model built upon the Diffusion Transformer (DiT), named ByteMorpher. ByteMorph-6M includes over 6 million high-resolution image editing pairs for training, along with a carefully curated evaluation benchmark ByteMorph-Bench. Both capture a wide variety of non-rigid motion types across diverse environments, human figures, and object categories. The dataset is constructed using motion-guided data generation, layered compositing techniques, and automated captioning to ensure diversity, realism, and semantic coherence. We further conduct a comprehensive evaluation of recent instruction-based image editing methods from both academic and commercial domains.
Towards Ball Spin and Trajectory Analysis in Table Tennis Broadcast Videos via Physically Grounded Synthetic-to-Real Transfer
Analyzing a player's technique in table tennis requires knowledge of the ball's 3D trajectory and spin. While, the spin is not directly observable in standard broadcasting videos, we show that it can be inferred from the ball's trajectory in the video. We present a novel method to infer the initial spin and 3D trajectory from the corresponding 2D trajectory in a video. Without ground truth labels for broadcast videos, we train a neural network solely on synthetic data. Due to the choice of our input data representation, physically correct synthetic training data, and using targeted augmentations, the network naturally generalizes to real data. Notably, these simple techniques are sufficient to achieve generalization. No real data at all is required for training. To the best of our knowledge, we are the first to present a method for spin and trajectory prediction in simple monocular broadcast videos, achieving an accuracy of 92.0% in spin classification and a 2D reprojection error of 0.19% of the image diagonal.
Generative Image Dynamics
We present an approach to modeling an image-space prior on scene dynamics. Our prior is learned from a collection of motion trajectories extracted from real video sequences containing natural, oscillating motion such as trees, flowers, candles, and clothes blowing in the wind. Given a single image, our trained model uses a frequency-coordinated diffusion sampling process to predict a per-pixel long-term motion representation in the Fourier domain, which we call a neural stochastic motion texture. This representation can be converted into dense motion trajectories that span an entire video. Along with an image-based rendering module, these trajectories can be used for a number of downstream applications, such as turning still images into seamlessly looping dynamic videos, or allowing users to realistically interact with objects in real pictures.
FoundationMotion: Auto-Labeling and Reasoning about Spatial Movement in Videos
Motion understanding is fundamental to physical reasoning, enabling models to infer dynamics and predict future states. However, state-of-the-art models still struggle on recent motion benchmarks, primarily due to the scarcity of large-scale, fine-grained motion datasets. Existing motion datasets are often constructed from costly manual annotation, severely limiting scalability. To address this challenge, we introduce FoundationMotion, a fully automated data curation pipeline that constructs large-scale motion datasets. Our approach first detects and tracks objects in videos to extract their trajectories, then leverages these trajectories and video frames with Large Language Models (LLMs) to generate fine-grained captions and diverse question-answer pairs about motion and spatial reasoning. Using datasets produced by this pipeline, we fine-tune open-source models including NVILA-Video-15B and Qwen2.5-7B, achieving substantial improvements in motion understanding without compromising performance on other tasks. Notably, our models outperform strong closed-source baselines like Gemini-2.5 Flash and large open-source models such as Qwen2.5-VL-72B across diverse motion understanding datasets and benchmarks. FoundationMotion thus provides a scalable solution for curating fine-grained motion datasets that enable effective fine-tuning of diverse models to enhance motion understanding and spatial reasoning capabilities.
Motion Inversion for Video Customization
In this research, we present a novel approach to motion customization in video generation, addressing the widespread gap in the thorough exploration of motion representation within video generative models. Recognizing the unique challenges posed by video's spatiotemporal nature, our method introduces Motion Embeddings, a set of explicit, temporally coherent one-dimensional embeddings derived from a given video. These embeddings are designed to integrate seamlessly with the temporal transformer modules of video diffusion models, modulating self-attention computations across frames without compromising spatial integrity. Our approach offers a compact and efficient solution to motion representation and enables complex manipulations of motion characteristics through vector arithmetic in the embedding space. Furthermore, we identify the Temporal Discrepancy in video generative models, which refers to variations in how different motion modules process temporal relationships between frames. We leverage this understanding to optimize the integration of our motion embeddings. Our contributions include the introduction of a tailored motion embedding for customization tasks, insights into the temporal processing differences in video models, and a demonstration of the practical advantages and effectiveness of our method through extensive experiments.
RoboVerse: Towards a Unified Platform, Dataset and Benchmark for Scalable and Generalizable Robot Learning
Data scaling and standardized evaluation benchmarks have driven significant advances in natural language processing and computer vision. However, robotics faces unique challenges in scaling data and establishing evaluation protocols. Collecting real-world data is resource-intensive and inefficient, while benchmarking in real-world scenarios remains highly complex. Synthetic data and simulation offer promising alternatives, yet existing efforts often fall short in data quality, diversity, and benchmark standardization. To address these challenges, we introduce RoboVerse, a comprehensive framework comprising a simulation platform, a synthetic dataset, and unified benchmarks. Our simulation platform supports multiple simulators and robotic embodiments, enabling seamless transitions between different environments. The synthetic dataset, featuring high-fidelity physics and photorealistic rendering, is constructed through multiple approaches. Additionally, we propose unified benchmarks for imitation learning and reinforcement learning, enabling evaluation across different levels of generalization. At the core of the simulation platform is MetaSim, an infrastructure that abstracts diverse simulation environments into a universal interface. It restructures existing simulation environments into a simulator-agnostic configuration system, as well as an API aligning different simulator functionalities, such as launching simulation environments, loading assets with initial states, stepping the physics engine, etc. This abstraction ensures interoperability and extensibility. Comprehensive experiments demonstrate that RoboVerse enhances the performance of imitation learning, reinforcement learning, world model learning, and sim-to-real transfer. These results validate the reliability of our dataset and benchmarks, establishing RoboVerse as a robust solution for advancing robot learning.
Wan-Move: Motion-controllable Video Generation via Latent Trajectory Guidance
We present Wan-Move, a simple and scalable framework that brings motion control to video generative models. Existing motion-controllable methods typically suffer from coarse control granularity and limited scalability, leaving their outputs insufficient for practical use. We narrow this gap by achieving precise and high-quality motion control. Our core idea is to directly make the original condition features motion-aware for guiding video synthesis. To this end, we first represent object motions with dense point trajectories, allowing fine-grained control over the scene. We then project these trajectories into latent space and propagate the first frame's features along each trajectory, producing an aligned spatiotemporal feature map that tells how each scene element should move. This feature map serves as the updated latent condition, which is naturally integrated into the off-the-shelf image-to-video model, e.g., Wan-I2V-14B, as motion guidance without any architecture change. It removes the need for auxiliary motion encoders and makes fine-tuning base models easily scalable. Through scaled training, Wan-Move generates 5-second, 480p videos whose motion controllability rivals Kling 1.5 Pro's commercial Motion Brush, as indicated by user studies. To support comprehensive evaluation, we further design MoveBench, a rigorously curated benchmark featuring diverse content categories and hybrid-verified annotations. It is distinguished by larger data volume, longer video durations, and high-quality motion annotations. Extensive experiments on MoveBench and the public dataset consistently show Wan-Move's superior motion quality. Code, models, and benchmark data are made publicly available.
Nymeria: A Massive Collection of Multimodal Egocentric Daily Motion in the Wild
We introduce Nymeria - a large-scale, diverse, richly annotated human motion dataset collected in the wild with multiple multimodal egocentric devices. The dataset comes with a) full-body ground-truth motion; b) multiple multimodal egocentric data from Project Aria devices with videos, eye tracking, IMUs and etc; and c) a third-person perspective by an additional observer. All devices are precisely synchronized and localized in on metric 3D world. We derive hierarchical protocol to add in-context language descriptions of human motion, from fine-grain motion narration, to simplified atomic action and high-level activity summarization. To the best of our knowledge, Nymeria dataset is the world's largest collection of human motion in the wild; first of its kind to provide synchronized and localized multi-device multimodal egocentric data; and the world's largest motion-language dataset. It provides 300 hours of daily activities from 264 participants across 50 locations, total travelling distance over 399Km. The language descriptions contain 301.5K sentences in 8.64M words from a vocabulary size of 6545. To demonstrate the potential of the dataset, we evaluate several SOTA algorithms for egocentric body tracking, motion synthesis, and action recognition. Data and code are open-sourced for research (c.f. https://www.projectaria.com/datasets/nymeria).
Realistic Human Motion Generation with Cross-Diffusion Models
We introduce the Cross Human Motion Diffusion Model (CrossDiff), a novel approach for generating high-quality human motion based on textual descriptions. Our method integrates 3D and 2D information using a shared transformer network within the training of the diffusion model, unifying motion noise into a single feature space. This enables cross-decoding of features into both 3D and 2D motion representations, regardless of their original dimension. The primary advantage of CrossDiff is its cross-diffusion mechanism, which allows the model to reverse either 2D or 3D noise into clean motion during training. This capability leverages the complementary information in both motion representations, capturing intricate human movement details often missed by models relying solely on 3D information. Consequently, CrossDiff effectively combines the strengths of both representations to generate more realistic motion sequences. In our experiments, our model demonstrates competitive state-of-the-art performance on text-to-motion benchmarks. Moreover, our method consistently provides enhanced motion generation quality, capturing complex full-body movement intricacies. Additionally, with a pretrained model,our approach accommodates using in the wild 2D motion data without 3D motion ground truth during training to generate 3D motion, highlighting its potential for broader applications and efficient use of available data resources. Project page: https://wonderno.github.io/CrossDiff-webpage/.
Magic Fixup: Streamlining Photo Editing by Watching Dynamic Videos
We propose a generative model that, given a coarsely edited image, synthesizes a photorealistic output that follows the prescribed layout. Our method transfers fine details from the original image and preserves the identity of its parts. Yet, it adapts it to the lighting and context defined by the new layout. Our key insight is that videos are a powerful source of supervision for this task: objects and camera motions provide many observations of how the world changes with viewpoint, lighting, and physical interactions. We construct an image dataset in which each sample is a pair of source and target frames extracted from the same video at randomly chosen time intervals. We warp the source frame toward the target using two motion models that mimic the expected test-time user edits. We supervise our model to translate the warped image into the ground truth, starting from a pretrained diffusion model. Our model design explicitly enables fine detail transfer from the source frame to the generated image, while closely following the user-specified layout. We show that by using simple segmentations and coarse 2D manipulations, we can synthesize a photorealistic edit faithful to the user's input while addressing second-order effects like harmonizing the lighting and physical interactions between edited objects.
DAViD: Data-efficient and Accurate Vision Models from Synthetic Data
The state of the art in human-centric computer vision achieves high accuracy and robustness across a diverse range of tasks. The most effective models in this domain have billions of parameters, thus requiring extremely large datasets, expensive training regimes, and compute-intensive inference. In this paper, we demonstrate that it is possible to train models on much smaller but high-fidelity synthetic datasets, with no loss in accuracy and higher efficiency. Using synthetic training data provides us with excellent levels of detail and perfect labels, while providing strong guarantees for data provenance, usage rights, and user consent. Procedural data synthesis also provides us with explicit control on data diversity, that we can use to address unfairness in the models we train. Extensive quantitative assessment on real input images demonstrates accuracy of our models on three dense prediction tasks: depth estimation, surface normal estimation, and soft foreground segmentation. Our models require only a fraction of the cost of training and inference when compared with foundational models of similar accuracy. Our human-centric synthetic dataset and trained models are available at https://aka.ms/DAViD.
MoCo: Motion-Consistent Human Video Generation via Structure-Appearance Decoupling
Generating human videos with consistent motion from text prompts remains a significant challenge, particularly for whole-body or long-range motion. Existing video generation models prioritize appearance fidelity, resulting in unrealistic or physically implausible human movements with poor structural coherence. Additionally, most existing human video datasets primarily focus on facial or upper-body motions, or consist of vertically oriented dance videos, limiting the scope of corresponding generation methods to simple movements. To overcome these challenges, we propose MoCo, which decouples the process of human video generation into two components: structure generation and appearance generation. Specifically, our method first employs an efficient 3D structure generator to produce a human motion sequence from a text prompt. The remaining video appearance is then synthesized under the guidance of the generated structural sequence. To improve fine-grained control over sparse human structures, we introduce Human-Aware Dynamic Control modules and integrate dense tracking constraints during training. Furthermore, recognizing the limitations of existing datasets, we construct a large-scale whole-body human video dataset featuring complex and diverse motions. Extensive experiments demonstrate that MoCo outperforms existing approaches in generating realistic and structurally coherent human videos.
Shape of Motion: 4D Reconstruction from a Single Video
Monocular dynamic reconstruction is a challenging and long-standing vision problem due to the highly ill-posed nature of the task. Existing approaches are limited in that they either depend on templates, are effective only in quasi-static scenes, or fail to model 3D motion explicitly. In this work, we introduce a method capable of reconstructing generic dynamic scenes, featuring explicit, full-sequence-long 3D motion, from casually captured monocular videos. We tackle the under-constrained nature of the problem with two key insights: First, we exploit the low-dimensional structure of 3D motion by representing scene motion with a compact set of SE3 motion bases. Each point's motion is expressed as a linear combination of these bases, facilitating soft decomposition of the scene into multiple rigidly-moving groups. Second, we utilize a comprehensive set of data-driven priors, including monocular depth maps and long-range 2D tracks, and devise a method to effectively consolidate these noisy supervisory signals, resulting in a globally consistent representation of the dynamic scene. Experiments show that our method achieves state-of-the-art performance for both long-range 3D/2D motion estimation and novel view synthesis on dynamic scenes. Project Page: https://shape-of-motion.github.io/
A New Benchmark: On the Utility of Synthetic Data with Blender for Bare Supervised Learning and Downstream Domain Adaptation
Deep learning in computer vision has achieved great success with the price of large-scale labeled training data. However, exhaustive data annotation is impracticable for each task of all domains of interest, due to high labor costs and unguaranteed labeling accuracy. Besides, the uncontrollable data collection process produces non-IID training and test data, where undesired duplication may exist. All these nuisances may hinder the verification of typical theories and exposure to new findings. To circumvent them, an alternative is to generate synthetic data via 3D rendering with domain randomization. We in this work push forward along this line by doing profound and extensive research on bare supervised learning and downstream domain adaptation. Specifically, under the well-controlled, IID data setting enabled by 3D rendering, we systematically verify the typical, important learning insights, e.g., shortcut learning, and discover the new laws of various data regimes and network architectures in generalization. We further investigate the effect of image formation factors on generalization, e.g., object scale, material texture, illumination, camera viewpoint, and background in a 3D scene. Moreover, we use the simulation-to-reality adaptation as a downstream task for comparing the transferability between synthetic and real data when used for pre-training, which demonstrates that synthetic data pre-training is also promising to improve real test results. Lastly, to promote future research, we develop a new large-scale synthetic-to-real benchmark for image classification, termed S2RDA, which provides more significant challenges for transfer from simulation to reality. The code and datasets are available at https://github.com/huitangtang/On_the_Utility_of_Synthetic_Data.
CrossLoc: Scalable Aerial Localization Assisted by Multimodal Synthetic Data
We present a visual localization system that learns to estimate camera poses in the real world with the help of synthetic data. Despite significant progress in recent years, most learning-based approaches to visual localization target at a single domain and require a dense database of geo-tagged images to function well. To mitigate the data scarcity issue and improve the scalability of the neural localization models, we introduce TOPO-DataGen, a versatile synthetic data generation tool that traverses smoothly between the real and virtual world, hinged on the geographic camera viewpoint. New large-scale sim-to-real benchmark datasets are proposed to showcase and evaluate the utility of the said synthetic data. Our experiments reveal that synthetic data generically enhances the neural network performance on real data. Furthermore, we introduce CrossLoc, a cross-modal visual representation learning approach to pose estimation that makes full use of the scene coordinate ground truth via self-supervision. Without any extra data, CrossLoc significantly outperforms the state-of-the-art methods and achieves substantially higher real-data sample efficiency. Our code and datasets are all available at https://crossloc.github.io/.
Stereo4D: Learning How Things Move in 3D from Internet Stereo Videos
Learning to understand dynamic 3D scenes from imagery is crucial for applications ranging from robotics to scene reconstruction. Yet, unlike other problems where large-scale supervised training has enabled rapid progress, directly supervising methods for recovering 3D motion remains challenging due to the fundamental difficulty of obtaining ground truth annotations. We present a system for mining high-quality 4D reconstructions from internet stereoscopic, wide-angle videos. Our system fuses and filters the outputs of camera pose estimation, stereo depth estimation, and temporal tracking methods into high-quality dynamic 3D reconstructions. We use this method to generate large-scale data in the form of world-consistent, pseudo-metric 3D point clouds with long-term motion trajectories. We demonstrate the utility of this data by training a variant of DUSt3R to predict structure and 3D motion from real-world image pairs, showing that training on our reconstructed data enables generalization to diverse real-world scenes. Project page: https://stereo4d.github.io
