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Oct 26

HumanMoveVQA: Can Video MLLMs reason about human movement in videos?

Despite the rapid advance of Multimodal Large Language Models (MLLMs) in high-level video understanding, a fundamental bottleneck remains: these models collapse complex human motion into coarse semantic labels. Existing benchmarks mostly focus on scene-centric events or local joint articulations, failing to probe global human motion in space over time (trajectory and orientation changes). We introduce HumanMoveVQA, the first comprehensive benchmark designed to evaluate global trajectory and orientation reasoning from an exocentric perspective. Our benchmark utilizes a first-frame anchored world coordinate system, preserving translation and rotation relative to a fixed starting point. We propose a scalable, multi-stage pipeline that lifts 2D video observations into world-consistent 3D motion tracks to generate over 10K structured question-answer pairs across seven reasoning categories, including motion aggregation, sequential ordering, and trajectory-level inference. Our extensive evaluation reveals a critical capability gap in state-of-the-art proprietary models on deep human motion understanding. However, we demonstrate that this is a learnable problem; by fine-tuning an open-source baseline with our targeted, world-consistent supervision, we achieve a significant improvement. HumanMoveVQA establishes a rigorous geometric foundation for developing next-generation, movement-aware video understanding models.

  • 7 authors
·
Jun 28

HarmoHOI: Harmonizing Appearance and 3D Motion for Multi-view Hand-Object Interaction Synthesis

Hand-Object Interaction (HOI) synthesis is a cornerstone for animation production and embodied AI. Despite the strong priors of video foundation models, multi-view consistent HOI synthesis remains challenging due to complex hand motions and occlusions. We present HarmoHOI, a unified diffusion framework that jointly and harmoniously generates synchronized multi-view HOI videos and globally aligned 3D point tracks. Our core insight is that robust multi-view consistency fundamentally requires globally aligned 3D geometry and motion. To this end, we propose a Mixture of Multi-view Diffusion Transformer that co-models RGB videos and 3D point tracks. By representing point tracks as pseudo-videos, we align 3D geometric signals with the 2D latent space of foundation models, thereby minimizing the domain gap and easing adaptation of priors. To further ensure geometry consistency, we introduce Global Motion Aligning Diffusion, which refines coarse point tracks into metric-scale, globally aligned 3D trajectories. HarmoHOI enables on-the-fly co-evolution of 2D appearance and 3D motion during denoising. To overcome the scarcity of multi-view HOI data, we employ a hybrid data curriculum learning strategy that successfully transfers generic priors from single-view data to synchronized multi-view generation. Experimental results show that HarmoHOI achieves state-of-the-art performance in visual quality, motion plausibility, and multi-view geometric consistency. Project page available at https://droliven.github.io/HarmoHOI_project.

Glob3R: Global Structure-from-Motion with 3D Foundation Models

Recent 3D geometric foundation models, such as VGGT, provide robust feed-forward 3D reconstruction by directly predicting camera poses and 3D scene points from input images. However, their results remain inaccurate, and scaling them to long sequences or large unordered image sets typically requires chunk-wise processing, which can introduce drift and inconsistency. We present Glob3R, a global SfM-style reconstruction built on 3D foundation models. Our key idea is to explicitly optimize feed-forward geometric predictions. To this end, we augment a frozen Pi3X backbone with a lightweight dense matching head that predicts image warps between selected reference frames and neighboring views. These dense warps are converted into sparse but reliable multi-view feature tracks, which provide correspondence constraints for global optimization. We further introduce a keyframe-based sliding-window association strategy that propagates tracks and relative poses across overlapping windows, enabling scalable reconstruction. Finally, we perform global motion averaging and bundle adjustment to refine camera poses, reduce scale inconsistencies, and recover dense scene geometry. Extensive experiments on indoor, outdoor, large-scale driving, and unordered SfM benchmarks demonstrate that Glob3R achieves robust and accurate reconstruction. It consistently improves over feed-forward foundation-model baselines and recent scalable reconstruction methods, while being more robust than classical SfM pipelines. The refined poses also lead to higher-quality neural rendering, validating the benefit of combining foundation-model priors with global geometric optimization. Project page: https://junyuandeng.github.io/Glob3r

  • 10 authors
·
Jul 9

MoSE3: Learning World-Space SE(3) at Every Pixel

Dense 3D point tracking has been a prominent paradigm for modeling motion in dynamic scenes, but a point track is just a 3-DoF translation curve per pixel: it captures where pixels go, not the rotation of the underlying part, nor which pixels move together as one body. We propose MoSE3, the first feed-forward model that predicts dense SE(3) motion from monocular RGB video, producing full 6-DoF rigid transforms at every pixel in world space. Per-pixel SE(3) motion offers a richer view of how a scene moves: rotation, translation, and grouping all at once. Directly predicting SE(3) is challenging: rotations lie on a curved manifold that is ill-suited to Euclidean regression, and annotations for SE(3) are particularly difficult to acquire. To address these challenges, MoSE3 predicts per-pixel SE(3) through two jointly learned intermediates, 3D point tracks and rigidity embeddings, and recovers SE(3) by differentiably fitting transforms within each soft rigid cluster, enabling end-to-end prediction and supervision. To close the data gap, we introduce Art-Kubric, a large-scale synthetic dataset with dense SE(3) and rigidity labels for articulated objects with rich physical interactions. MoSE3 achieves state-of-the-art SE(3) estimation at pixel, part, and object levels on both rigid and articulated benchmarks, and state-of-the-art average 3D point tracking accuracy across three datasets, while showing strong generalization to real-world videos despite being trained solely on synthetic motion data.

  • 6 authors
·
Oct 1

MASS: Motion-Aware Spatial-Temporal Grounding for Physics Reasoning and Comprehension in Vision-Language Models

Vision Language Models (VLMs) perform well on standard video tasks but struggle with physics-driven reasoning involving motion dynamics and spatial interactions. This limitation reduces their ability to interpret real or AI-generated content (AIGC) videos and to generate physically consistent content. We present an approach that addresses this gap by translating physical-world context cues into interpretable representations aligned with VLMs' perception, comprehension, and reasoning. We introduce MASS-Bench, a comprehensive benchmark consisting of 4,350 real-world and AIGC videos and 8,361 free-form video question-answering pairs focused on physics-related comprehension tasks, with detailed annotations including visual detections, sub-segment grounding, and full-sequence 3D motion tracking of entities. We further present MASS, a model-agnostic method that injects spatial-temporal signals into the VLM language space via depth-based 3D encoding and visual grounding, coupled with a motion tracker for object dynamics. To strengthen cross-modal alignment and reasoning, we apply reinforcement fine-tuning. Experiments and ablations show that our refined VLMs outperform comparable and larger baselines, as well as prior state-of-the-art models, by 8.7% and 6.0%, achieving performance comparable to close-source SoTA VLMs such as Gemini-2.5-Flash on physics reasoning and comprehension. These results validate the effectiveness of our approach.

Ego-Human Motion Prediction with 3D-Aware LLM

Anticipating human motion from an egocentric perspective is fundamental for proactive assistance in AR/VR, human-robot collaboration, and embodied AI. While recent works incorporate language as a semantic prior to reduce the ill-posed nature of egocentric forecasting, they largely neglect the 3D spatial and semantic context that governs how motion unfolds, and treat pose and language prediction as separate inference streams. We introduce Ego3DLM, built on two core principles: accurate motion forecasting requires explicit spatial and semantic understanding of the 3D environment, and pose and language must be predicted holistically in a single pass, since motion is inherently tied to the semantic interpretation of actions being performed. Given three-point tracking, 3D scene features, and egocentric video, Ego3DLM simultaneously decodes past pose, future pose, past narration, and future narration in a single autoregressive pass, grounding predicted poses and descriptions in one another to enforce cross-modal and temporal consistency. We adopt a three-stage training scheme: (1) spatial-semantic scene awareness pretraining; (2) holistic instruction tuning over all four outputs in a single pass; and (3) GRPO-based reinforcement finetuning with intra- and inter-modal rewards that directly optimize pose-language fidelity. Experiments on the Nymeria benchmark demonstrate that Ego3DLM achieves state-of-the-art performance across future motion prediction, past motion tracking, and motion description, showing that 3D scene grounding and holistic cross-modal prediction yield physically plausible and semantically coherent motion forecasts. The project page is available at https://jaewoo97.github.io/Ego3DLM/.

  • 4 authors
·
Jul 7

POMATO: Marrying Pointmap Matching with Temporal Motion for Dynamic 3D Reconstruction

3D reconstruction in dynamic scenes primarily relies on the combination of geometry estimation and matching modules where the latter task is pivotal for distinguishing dynamic regions which can help to mitigate the interference introduced by camera and object motion. Furthermore, the matching module explicitly models object motion, enabling the tracking of specific targets and advancing motion understanding in complex scenarios. Recently, the proposed representation of pointmap in DUSt3R suggests a potential solution to unify both geometry estimation and matching in 3D space, but it still struggles with ambiguous matching in dynamic regions, which may hamper further improvement. In this work, we present POMATO, a unified framework for dynamic 3D reconstruction by marrying pointmap matching with temporal motion. Specifically, our method first learns an explicit matching relationship by mapping RGB pixels from both dynamic and static regions across different views to 3D pointmaps within a unified coordinate system. Furthermore, we introduce a temporal motion module for dynamic motions that ensures scale consistency across different frames and enhances performance in tasks requiring both precise geometry and reliable matching, most notably 3D point tracking. We show the effectiveness of the proposed pointmap matching and temporal fusion paradigm by demonstrating the remarkable performance across multiple downstream tasks, including video depth estimation, 3D point tracking, and pose estimation. Code and models are publicly available at https://github.com/wyddmw/POMATO.

  • 7 authors
·
Apr 8, 2025

HyperShadow: A Benchmark for Detecting 3D Projections of Higher-Dimensional Spatial Objects

Machine-learning datasets labelled "4D" universally denote three spatial dimensions plus time. We introduce HyperShadow, the first public benchmark in which the fourth, fifth, and sixth dimensions are spatial: the task is to decide whether a 3D point cloud is a native three-dimensional shape or the projection, the "shadow", of a rigid object living in R^N (N = 4-6). We show this task is fundamentally distinct from intrinsic-dimension estimation: a shadow is still at-most-3-dimensional data, and standard estimators (TwoNN, Levina-Bickel MLE) reach only 71-73% accuracy. Detection instead requires projection signatures, density folds, filled volumes with characteristic radial profiles, and topology changes, which a 190k-parameter point network recovers at 96.6% accuracy across four corruption tiers, generalizing at 79-91% to object families never seen in training. On a temporal track of rigidly rotating objects we introduce a zero-parameter rigidity witness: the residual of the optimal rigid 3D alignment (Kabsch) between consecutive frames, which must vanish for any rigid 3D motion but cannot vanish for the shadow of a rigid rotation in R^N. This single interpretable statistic separates the classes at AUROC 0.982. All data are generated reproducibly from seeds; the dataset, models, and code are released publicly. HyperShadow makes no claim about physical reality; it is a controlled instrument for studying which observable statistics can certify incompatibility with a purely three-dimensional explanation.

  • 1 authors
·
Jul 14

CARD: A Multi-Modal Automotive Dataset for Dense 3D Reconstruction in Challenging Road Topography

Autonomous driving must operate across diverse surfaces to enable safe mobility. However, most driving datasets are captured on well-paved flat roads. Moreover, recent driving datasets primarily provide sparse LiDAR ground truth for images, which is insufficient for assessing fine-grained geometry in depth estimation and completion. To address these gaps, we introduce CARD, a multi-modal driving dataset that delivers quasi-dense 3D ground truth across continuous sequences rich in speed bumps, potholes, irregular surfaces and off-road segments. Our sensor suite includes synchronized global-shutter stereo cameras, front and rear LiDARs, 6-DoF poses from LiDAR-inertial odometry, per-wheel motion traces, and full calibration. Notably, our multi-LiDAR fusion yields ~500K valid depth pixels per frame, about 6.5x more than KITTI Depth Completion and 10x more on average than other public driving datasets. The dataset spans ~110 km and 4.7 hours across Germany and Italy. In addition, CARD provides 2D bounding boxes targeting road-topography irregularities, enabling accurate benchmarking for both geometry and perception tasks. Furthermore, we establish a standardized evaluation protocol for road surface irregularities on CARD and benchmark state-of-the-art depth estimation models to provide strong baselines. The CARD dataset is hosted on https://huggingface.co/CARD-Data.

  • 8 authors
·
May 6

Learning the 4D World through Point Trajectory Forecasting

Reliable multi-view forecasting requires videos from different cameras to describe the same evolving 3D scene. To this end, we introduce Video-Point Model (VPM), a world model that conditions on multi-view video histories and a language instruction to jointly forecast future videos from arbitrary viewpoints and the 3D trajectories of persistent scene points. We extend a pretrained world model with camera-conditioned multi-view processing that integrates complementary observations across cameras, and add a trajectory head that predicts how physical points move through time. Each trajectory tracks a single point across all views, and supervising these trajectories alongside video generation therefore anchors appearance changes in every camera to a shared description of 3D motion. To support training and evaluation, we build VPM-Data, a simulation corpus pairing synchronized multi-view videos with persistent point trajectories, and VP-WorldBench, a forecasting benchmark spanning simulated and real environments. We further extend VPM to robot control by adding robot actions as a token modality in the generator. Action tokens share the point-supervised backbone and are denoised jointly with future videos, thereby grounding the policy in the same 3D-aware representation. On VP-WorldBench and existing 4D generation benchmarks, point supervision improves both video fidelity and 3D motion accuracy over a video-only counterpart, and in simulated and real-robot experiments, it also raises the manipulation success of the action-enabled model.

  • 13 authors
·
Oct 19 2

ReJSHand: Efficient Real-Time Hand Pose Estimation and Mesh Reconstruction Using Refined Joint and Skeleton Features

Accurate hand pose estimation is vital in robotics, advancing dexterous manipulation in human-computer interaction. Toward this goal, this paper presents ReJSHand (which stands for Refined Joint and Skeleton Features), a cutting-edge network formulated for real-time hand pose estimation and mesh reconstruction. The proposed framework is designed to accurately predict 3D hand gestures under real-time constraints, which is essential for systems that demand agile and responsive hand motion tracking. The network's design prioritizes computational efficiency without compromising accuracy, a prerequisite for instantaneous robotic interactions. Specifically, ReJSHand comprises a 2D keypoint generator, a 3D keypoint generator, an expansion block, and a feature interaction block for meticulously reconstructing 3D hand poses from 2D imagery. In addition, the multi-head self-attention mechanism and a coordinate attention layer enhance feature representation, streamlining the creation of hand mesh vertices through sophisticated feature mapping and linear transformation. Regarding performance, comprehensive evaluations on the FreiHand dataset demonstrate ReJSHand's computational prowess. It achieves a frame rate of 72 frames per second while maintaining a PA-MPJPE (Position-Accurate Mean Per Joint Position Error) of 6.3 mm and a PA-MPVPE (Position-Accurate Mean Per Vertex Position Error) of 6.4 mm. Moreover, our model reaches scores of 0.756 for F@05 and 0.984 for F@15, surpassing modern pipelines and solidifying its position at the forefront of robotic hand pose estimators. To facilitate future studies, we provide our source code at ~https://github.com/daishipeng/ReJSHand.

  • 8 authors
·
Mar 7, 2025

Multi-Track Timeline Control for Text-Driven 3D Human Motion Generation

Recent advances in generative modeling have led to promising progress on synthesizing 3D human motion from text, with methods that can generate character animations from short prompts and specified durations. However, using a single text prompt as input lacks the fine-grained control needed by animators, such as composing multiple actions and defining precise durations for parts of the motion. To address this, we introduce the new problem of timeline control for text-driven motion synthesis, which provides an intuitive, yet fine-grained, input interface for users. Instead of a single prompt, users can specify a multi-track timeline of multiple prompts organized in temporal intervals that may overlap. This enables specifying the exact timings of each action and composing multiple actions in sequence or at overlapping intervals. To generate composite animations from a multi-track timeline, we propose a new test-time denoising method. This method can be integrated with any pre-trained motion diffusion model to synthesize realistic motions that accurately reflect the timeline. At every step of denoising, our method processes each timeline interval (text prompt) individually, subsequently aggregating the predictions with consideration for the specific body parts engaged in each action. Experimental comparisons and ablations validate that our method produces realistic motions that respect the semantics and timing of given text prompts. Our code and models are publicly available at https://mathis.petrovich.fr/stmc.

  • 7 authors
·
Jan 16, 2024

Fast Encoder-Based 3D from Casual Videos via Point Track Processing

This paper addresses the long-standing challenge of reconstructing 3D structures from videos with dynamic content. Current approaches to this problem were not designed to operate on casual videos recorded by standard cameras or require a long optimization time. Aiming to significantly improve the efficiency of previous approaches, we present TracksTo4D, a learning-based approach that enables inferring 3D structure and camera positions from dynamic content originating from casual videos using a single efficient feed-forward pass. To achieve this, we propose operating directly over 2D point tracks as input and designing an architecture tailored for processing 2D point tracks. Our proposed architecture is designed with two key principles in mind: (1) it takes into account the inherent symmetries present in the input point tracks data, and (2) it assumes that the movement patterns can be effectively represented using a low-rank approximation. TracksTo4D is trained in an unsupervised way on a dataset of casual videos utilizing only the 2D point tracks extracted from the videos, without any 3D supervision. Our experiments show that TracksTo4D can reconstruct a temporal point cloud and camera positions of the underlying video with accuracy comparable to state-of-the-art methods, while drastically reducing runtime by up to 95\%. We further show that TracksTo4D generalizes well to unseen videos of unseen semantic categories at inference time.

  • 3 authors
·
Apr 10, 2024 2

SIMSPINE: A Biomechanics-Aware Simulation Framework for 3D Spine Motion Annotation and Benchmarking

Modeling spinal motion is fundamental to understanding human biomechanics, yet remains underexplored in computer vision due to the spine's complex multi-joint kinematics and the lack of large-scale 3D annotations. We present a biomechanics-aware keypoint simulation framework that augments existing human pose datasets with anatomically consistent 3D spinal keypoints derived from musculoskeletal modeling. Using this framework, we create the first open dataset, named SIMSPINE, which provides sparse vertebra-level 3D spinal annotations for natural full-body motions in indoor multi-camera capture without external restraints. With 2.14 million frames, this enables data-driven learning of vertebral kinematics from subtle posture variations and bridges the gap between musculoskeletal simulation and computer vision. In addition, we release pretrained baselines covering fine-tuned 2D detectors, monocular 3D pose lifting models, and multi-view reconstruction pipelines, establishing a unified benchmark for biomechanically valid spine motion estimation. Specifically, our 2D spine baselines improve the state-of-the-art from 0.63 to 0.80 AUC in controlled environments, and from 0.91 to 0.93 AP for in-the-wild spine tracking. Together, the simulation framework and SIMSPINE dataset advance research in vision-based biomechanics, motion analysis, and digital human modeling by enabling reproducible, anatomically grounded 3D spine estimation under natural conditions.

Track2View: 4D-Consistent Camera-Controlled Video Generation via Paired 3D Point Tracks

Re-rendering an existing video from a novel camera viewpoint requires the output to follow the prescribed camera trajectory while preserving the appearance and dynamics of the original scene across every frame. Existing methods rely on per-frame pose embeddings, noisy point-cloud renderings, or implicit learned correspondences, none of which provides an explicit, temporally continuous link between source and target pixels. We propose Track2View, which conditions a video diffusion transformer on paired 3D point tracks: sparse trajectories of scene points projected into both the source and target camera views. These tracks provide explicit spatiotemporal correspondences that are temporally continuous by construction, encoding what content should appear where and when. At the core of Track2View is a dual-view track conditioner that transfers visual context from source to target view through parameter-free geometric operations and learned temporal aggregation, ensuring generalization to arbitrary camera trajectories without memorizing specific motions. We further introduce a data curation pipeline that extracts one-to-one track correspondences by running a 3D point tracker on temporally concatenated multi-camera view pairs. On a 400-video benchmark spanning static and dynamic scenes, Track2View achieves state-of-the-art results across visual quality, view synchronization, and camera accuracy, reducing rotation error by 30-65% and translation error by 61-72% relative to leading baselines. Project page is available at this https URL: https://qjizhi.github.io/track2view

TrackCraft3R: Repurposing Video Diffusion Transformers for Dense 3D Tracking

Dense 3D tracking from monocular video is fundamental to dynamic scene understanding. While recent 3D foundation models provide reliable per-frame geometry, recovering object motion in this geometry remains challenging and benefits from strong motion priors learned from real-world videos. Existing 3D trackers either follow iterative paradigms trained from scratch on synthetic data or fine-tune 3D reconstruction models learned from static multi-view images, both lacking real-world motion priors. Pre-trained video diffusion transformers (video DiTs) offer rich spatio-temporal priors from internet-scale videos, making them a promising foundation for 3D tracking. However, their frame-anchored formulation, which generates each frame's content, is fundamentally mismatched with reference-anchored dense 3D tracking, which must follow the same physical points from a reference frame across time. We present TrackCraft3R, the first method to repurpose a video DiT as a feed-forward dense 3D tracker. Given a monocular video and its frame-anchored reconstruction pointmap, TrackCraft3R predicts a reference-anchored tracking pointmap that follows every pixel of the first frame across time in a single forward pass, along with its visibility. We achieve this through two designs: (i) a dual-latent representation that uses per-frame geometry latents and reference-anchored track latents as dense queries, and (ii) temporal RoPE alignment, which specifies the target timestamp of each track latent. Together, these designs convert the per-frame generative paradigm of video DiTs into a reference-anchored tracking formulation with LoRA fine-tuning. TrackCraft3R achieves state-of-the-art performance on standard sparse and dense 3D tracking benchmarks, while running 1.3x faster and using 4.6x less peak memory than the strongest prior method. We further demonstrate robustness to large motions and long videos.

google Google
·
May 11 1

GSOT3D: Towards Generic 3D Single Object Tracking in the Wild

In this paper, we present a novel benchmark, GSOT3D, that aims at facilitating development of generic 3D single object tracking (SOT) in the wild. Specifically, GSOT3D offers 620 sequences with 123K frames, and covers a wide selection of 54 object categories. Each sequence is offered with multiple modalities, including the point cloud (PC), RGB image, and depth. This allows GSOT3D to support various 3D tracking tasks, such as single-modal 3D SOT on PC and multi-modal 3D SOT on RGB-PC or RGB-D, and thus greatly broadens research directions for 3D object tracking. To provide highquality per-frame 3D annotations, all sequences are labeled manually with multiple rounds of meticulous inspection and refinement. To our best knowledge, GSOT3D is the largest benchmark dedicated to various generic 3D object tracking tasks. To understand how existing 3D trackers perform and to provide comparisons for future research on GSOT3D, we assess eight representative point cloud-based tracking models. Our evaluation results exhibit that these models heavily degrade on GSOT3D, and more efforts are required for robust and generic 3D object tracking. Besides, to encourage future research, we present a simple yet effective generic 3D tracker, named PROT3D, that localizes the target object via a progressive spatial-temporal network and outperforms all current solutions by a large margin. By releasing GSOT3D, we expect to advance further 3D tracking in future research and applications. Our benchmark and model as well as the evaluation results will be publicly released at our webpage https://github.com/ailovejinx/GSOT3D.

  • 7 authors
·
Dec 2, 2024

TrackEverything: Long Horizon Dense Tracking via De-Duplicating 3D Scene Representations

Existing point tracking models face a fundamental tradeoff: they can either track a sparse set of query points over long horizons, or track all points across only short clips. We introduce TrackEverything, a 3D point tracker that breaks this trade-off by representing videos as persistent 3D scene tracks in world coordinates. Grounded in the insight that videos are 2D projections of an underlying 3D world, TrackEverything decouples model complexity from video duration, allowing it to scale with unique physical scene geometry instead. Our approach introduces three key innovations. First, we employ a voxelization-based de-duplication mechanism at sliding-window boundaries to merge co-located tracks, preventing repeated observations of the same surface from redundantly accumulating. Second, we decompose tracking into an endpoint refiner that predicts each point's destination and static-versus-dynamic classification, followed by a lightweight trajectory refiner that decodes dense trajectories exclusively for dynamic points. Third, we propose 3D WAFT, replacing memory-prohibitive 4D correlation volumes with efficient feature sampling in the scene cloud. To the best of our knowledge, TrackEverything is the first 3D tracker capable of tracking all visible points across videos exceeding 1000 frames within 40 GB of GPU memory. On TAPVid-3D, TrackEverything outperforms all open-source all-frame dense 3D trackers by more than 20% APD on short clips, while remaining competitive with state-of-the-art sparse trackers on long sequences, despite tracking far more points.

Track Initialization and Re-Identification for~3D Multi-View Multi-Object Tracking

We propose a 3D multi-object tracking (MOT) solution using only 2D detections from monocular cameras, which automatically initiates/terminates tracks as well as resolves track appearance-reappearance and occlusions. Moreover, this approach does not require detector retraining when cameras are reconfigured but only the camera matrices of reconfigured cameras need to be updated. Our approach is based on a Bayesian multi-object formulation that integrates track initiation/termination, re-identification, occlusion handling, and data association into a single Bayes filtering recursion. However, the exact filter that utilizes all these functionalities is numerically intractable due to the exponentially growing number of terms in the (multi-object) filtering density, while existing approximations trade-off some of these functionalities for speed. To this end, we develop a more efficient approximation suitable for online MOT by incorporating object features and kinematics into the measurement model, which improves data association and subsequently reduces the number of terms. Specifically, we exploit the 2D detections and extracted features from multiple cameras to provide a better approximation of the multi-object filtering density to realize the track initiation/termination and re-identification functionalities. Further, incorporating a tractable geometric occlusion model based on 2D projections of 3D objects on the camera planes realizes the occlusion handling functionality of the filter. Evaluation of the proposed solution on challenging datasets demonstrates significant improvements and robustness when camera configurations change on-the-fly, compared to existing multi-view MOT solutions. The source code is publicly available at https://github.com/linh-gist/mv-glmb-ab.

  • 5 authors
·
May 27, 2024

4DStreamCtrl: Interactive Video Generation with Online 4D Control

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

  • 7 authors
·
Aug 26

TrajectoryFormer: 3D Object Tracking Transformer with Predictive Trajectory Hypotheses

3D multi-object tracking (MOT) is vital for many applications including autonomous driving vehicles and service robots. With the commonly used tracking-by-detection paradigm, 3D MOT has made important progress in recent years. However, these methods only use the detection boxes of the current frame to obtain trajectory-box association results, which makes it impossible for the tracker to recover objects missed by the detector. In this paper, we present TrajectoryFormer, a novel point-cloud-based 3D MOT framework. To recover the missed object by detector, we generates multiple trajectory hypotheses with hybrid candidate boxes, including temporally predicted boxes and current-frame detection boxes, for trajectory-box association. The predicted boxes can propagate object's history trajectory information to the current frame and thus the network can tolerate short-term miss detection of the tracked objects. We combine long-term object motion feature and short-term object appearance feature to create per-hypothesis feature embedding, which reduces the computational overhead for spatial-temporal encoding. Additionally, we introduce a Global-Local Interaction Module to conduct information interaction among all hypotheses and models their spatial relations, leading to accurate estimation of hypotheses. Our TrajectoryFormer achieves state-of-the-art performance on the Waymo 3D MOT benchmarks. Code is available at https://github.com/poodarchu/EFG .

  • 8 authors
·
Jun 9, 2023

Monocular Quasi-Dense 3D Object Tracking

A reliable and accurate 3D tracking framework is essential for predicting future locations of surrounding objects and planning the observer's actions in numerous applications such as autonomous driving. We propose a framework that can effectively associate moving objects over time and estimate their full 3D bounding box information from a sequence of 2D images captured on a moving platform. The object association leverages quasi-dense similarity learning to identify objects in various poses and viewpoints with appearance cues only. After initial 2D association, we further utilize 3D bounding boxes depth-ordering heuristics for robust instance association and motion-based 3D trajectory prediction for re-identification of occluded vehicles. In the end, an LSTM-based object velocity learning module aggregates the long-term trajectory information for more accurate motion extrapolation. Experiments on our proposed simulation data and real-world benchmarks, including KITTI, nuScenes, and Waymo datasets, show that our tracking framework offers robust object association and tracking on urban-driving scenarios. On the Waymo Open benchmark, we establish the first camera-only baseline in the 3D tracking and 3D detection challenges. Our quasi-dense 3D tracking pipeline achieves impressive improvements on the nuScenes 3D tracking benchmark with near five times tracking accuracy of the best vision-only submission among all published methods. Our code, data and trained models are available at https://github.com/SysCV/qd-3dt.

  • 6 authors
·
Mar 12, 2021

TrackSSM: A General Motion Predictor by State-Space Model

Temporal motion modeling has always been a key component in multiple object tracking (MOT) which can ensure smooth trajectory movement and provide accurate positional information to enhance association precision. However, current motion models struggle to be both efficient and effective across different application scenarios. To this end, we propose TrackSSM inspired by the recently popular state space models (SSM), a unified encoder-decoder motion framework that uses data-dependent state space model to perform temporal motion of trajectories. Specifically, we propose Flow-SSM, a module that utilizes the position and motion information from historical trajectories to guide the temporal state transition of object bounding boxes. Based on Flow-SSM, we design a flow decoder. It is composed of a cascaded motion decoding module employing Flow-SSM, which can use the encoded flow information to complete the temporal position prediction of trajectories. Additionally, we propose a Step-by-Step Linear (S^2L) training strategy. By performing linear interpolation between the positions of the object in the previous frame and the current frame, we construct the pseudo labels of step-by-step linear training, ensuring that the trajectory flow information can better guide the object bounding box in completing temporal transitions. TrackSSM utilizes a simple Mamba-Block to build a motion encoder for historical trajectories, forming a temporal motion model with an encoder-decoder structure in conjunction with the flow decoder. TrackSSM is applicable to various tracking scenarios and achieves excellent tracking performance across multiple benchmarks, further extending the potential of SSM-like temporal motion models in multi-object tracking tasks. Code and models are publicly available at https://github.com/Xavier-Lin/TrackSSM.

  • 5 authors
·
Aug 31, 2024

3DMOTFormer: Graph Transformer for Online 3D Multi-Object Tracking

Tracking 3D objects accurately and consistently is crucial for autonomous vehicles, enabling more reliable downstream tasks such as trajectory prediction and motion planning. Based on the substantial progress in object detection in recent years, the tracking-by-detection paradigm has become a popular choice due to its simplicity and efficiency. State-of-the-art 3D multi-object tracking (MOT) approaches typically rely on non-learned model-based algorithms such as Kalman Filter but require many manually tuned parameters. On the other hand, learning-based approaches face the problem of adapting the training to the online setting, leading to inevitable distribution mismatch between training and inference as well as suboptimal performance. In this work, we propose 3DMOTFormer, a learned geometry-based 3D MOT framework building upon the transformer architecture. We use an Edge-Augmented Graph Transformer to reason on the track-detection bipartite graph frame-by-frame and conduct data association via edge classification. To reduce the distribution mismatch between training and inference, we propose a novel online training strategy with an autoregressive and recurrent forward pass as well as sequential batch optimization. Using CenterPoint detections, our approach achieves 71.2% and 68.2% AMOTA on the nuScenes validation and test split, respectively. In addition, a trained 3DMOTFormer model generalizes well across different object detectors. Code is available at: https://github.com/dsx0511/3DMOTFormer.

  • 5 authors
·
Aug 12, 2023

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/.

  • 11 authors
·
Dec 17, 2024

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

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

  • 10 authors
·
Jul 3, 2025 2

PointZero: 3D Point Track Completion for Learning Transferable 3D Dynamics

World models endow perceptual systems with the ability to predict how scenes evolve under interaction. They are most beneficial when trained on diverse volumes of data, to instill a rich prior into downstream applications. Existing methods typically require robot action labels to learn action-conditioned 3D dynamics, which excludes web video data from the training pool. We study 3D point track completion as a pre-training objective for learning transferable 3D dynamics without robot data. Given a single RGB-D observation and sparse partial 3D trajectories (tracks), we predict future 3D tracks of all observed points. We show this objective produces a rich 3D dynamics prior, without requiring robot action labels. We contribute a diverse dataset of 2.9 million synthetic frames spanning deformable, articulated, and rigid objects, and use it to train PointZero. We show that a flexible and expressive transformer, PointZero, outperforms prior methods on the same data. We demonstrate the utility of our pre-training objective by post-training PointZero for two downstream applications: (1) action-conditioned 3D dynamics prediction and (2) imitation learning. When fine-tuned to condition on end-effector pose, PointZero outperforms the baselines on the recent PGND 3D dynamics benchmark. When fine-tuned to predict robot actions and 3D tracks, PointZero outperforms or matches the baselines on 6/7 simulated and real-world robot manipulation tasks. We furthermore evaluate training PointZero from scratch to isolate the benefits of our proposed architecture from those of our proposed pre-training objective and dataset. We release the dataset, checkpoints, and full training recipe.

  • 8 authors
·
Sep 15

SM4RT: Learning Structured Motion Geometry for 4D Reconstruction

Geometry Foundation Models (GFMs) have substantially advanced monocular 3D reconstruction, yet extending this capability to 4D dynamic understanding remains a fundamental challenge. Most existing motion perception methods (e.g., sparse tracking, dense point-wise flow) treat motion as independent point-wise displacements, ignoring the structured nature of physical motion. However, real-world objects usually obey rigid-body kinematics, and points thus usually move collectively, not in isolation. Motion itself possesses geometric structure: physical objects undergo a set of rigid-body transformations governed by SE(3), rather than unstructured point-wise displacements. Building on this insight, we propose SM4RT, a Structured Motion 4D Reconstruction Transformer for end-to-end 3D reconstruction and structured motion perception. SM4RT introduces Structure-of-Motion to represent scene dynamics, where scene motion is decomposed into a compact set of motion bases, each represented as a temporal sequence of 6D twists in SE(3). Dense scene motion is then recovered by sparse, time-shared per-pixel assignment weights over these bases, ensuring points on the same object share a common rigid-body motion trajectory. SM4RT introduces a parallel motion geometry encoder and decoder that jointly infer 3D geometry, world-coordinate motion, and scene kinematic structure in a single forward pass from monocular RGB video. SM4RT achieves strong motion reconstruction performance while preserving the geometric structure of scene motion.

  • 6 authors
·
Jul 23

ShaSTA: Modeling Shape and Spatio-Temporal Affinities for 3D Multi-Object Tracking

Multi-object tracking is a cornerstone capability of any robotic system. The quality of tracking is largely dependent on the quality of the detector used. In many applications, such as autonomous vehicles, it is preferable to over-detect objects to avoid catastrophic outcomes due to missed detections. As a result, current state-of-the-art 3D detectors produce high rates of false-positives to ensure a low number of false-negatives. This can negatively affect tracking by making data association and track lifecycle management more challenging. Additionally, occasional false-negative detections due to difficult scenarios like occlusions can harm tracking performance. To address these issues in a unified framework, we propose to learn shape and spatio-temporal affinities between tracks and detections in consecutive frames. Our affinity provides a probabilistic matching that leads to robust data association, track lifecycle management, false-positive elimination, false-negative propagation, and sequential track confidence refinement. Though past 3D MOT approaches address a subset of components in this problem domain, we offer the first self-contained framework that addresses all these aspects of the 3D MOT problem. We quantitatively evaluate our method on the nuScenes tracking benchmark where we achieve 1st place amongst LiDAR-only trackers using CenterPoint detections. Our method estimates accurate and precise tracks, while decreasing the overall number of false-positive and false-negative tracks and increasing the number of true-positive tracks. We analyze our performance with 5 metrics, giving a comprehensive overview of our approach to indicate how our tracking framework may impact the ultimate goal of an autonomous mobile agent. We also present ablative experiments and qualitative results that demonstrate our framework's capabilities in complex scenarios.

  • 4 authors
·
Feb 6, 2023

Joints, Camera, Action! Co-Generating 3D Motion and Video for Arbitrary Rigs

Video generation models can now depict remarkably realistic motion. Yet it is unclear how to use this motion beyond pixels: to animate a specific 3D asset and replay the animation in its 3D scene. For instance, a video model can show a monkey jumping over a crossbar, but it cannot return that jump as replayable 3D motion placed in the 3D scene. Here we present a model that directly co-generates the video and 3D motion for any supplied rig, along with a camera that registers this motion to the scene. Prior video-motion models either handle only human skeletons, often adding billions of parameters, or triangulate 3D motion from generated 2D pose maps. We instead keep 3D motion in a separate model that supports arbitrary skeletons, and connect it to a pretrained video model through a small set of cross-attention layers. This separation lets the motion model first learn how skeletons move from motion-only data, which is easier to obtain and augment than paired video. Additionally, our model learns to locate each joint in the video frames, which lets us recover the camera and place the 3D motion in the scene. To train across many skeletons, we use a generative video editor to place animated 3D assets in scenes suited to their actions, curating the edits so their known motion remains valid. Together with human and robot video, this yields nearly 200K training pairs. Our evaluations demonstrate that our model animates diverse rigs from text more faithfully than video-first pipelines, and its motion responds to the surrounding scene. It also turns video into rig motion, rig motion into video, and enables keyframe-based control of the 3D motion. Videos and additional results are available on our project page: https://research.nvidia.com/labs/par/projects/jca/.

nvidia NVIDIA
·
Oct 19 2

MiraData: A Large-Scale Video Dataset with Long Durations and Structured Captions

Sora's high-motion intensity and long consistent videos have significantly impacted the field of video generation, attracting unprecedented attention. However, existing publicly available datasets are inadequate for generating Sora-like videos, as they mainly contain short videos with low motion intensity and brief captions. To address these issues, we propose MiraData, a high-quality video dataset that surpasses previous ones in video duration, caption detail, motion strength, and visual quality. We curate MiraData from diverse, manually selected sources and meticulously process the data to obtain semantically consistent clips. GPT-4V is employed to annotate structured captions, providing detailed descriptions from four different perspectives along with a summarized dense caption. To better assess temporal consistency and motion intensity in video generation, we introduce MiraBench, which enhances existing benchmarks by adding 3D consistency and tracking-based motion strength metrics. MiraBench includes 150 evaluation prompts and 17 metrics covering temporal consistency, motion strength, 3D consistency, visual quality, text-video alignment, and distribution similarity. To demonstrate the utility and effectiveness of MiraData, we conduct experiments using our DiT-based video generation model, MiraDiT. The experimental results on MiraBench demonstrate the superiority of MiraData, especially in motion strength.

  • 9 authors
·
Jul 8, 2024 1

Go-with-the-Track: Video Compositing and Motion Control with Point Tracking

Filmmaking demands precise motion control and reference image compositing -- capabilities that existing methods treat separately. Point-track-conditioned image-to-video models restrict content insertion to the first frame, while reference-to-video models lack fine-grained spatial-temporal control over how reference content integrates across frames. We present Go-with-the-Track, which unifies both capabilities by jointly conditioning on multiple reference images and reference-anchored point-tracks -- extending conventional point-tracks to explicitly establish correspondences between generated frames and reference images, thus enabling precise compositing and motion control throughout the video. To achieve this, we introduce spatially-aware point-track embeddings that encode the full sequence of point-track coordinates using a coordinate-wise MLP followed by temporal pooling. This representation captures the spatial characteristics of each point-track (serving as a unique identifier), while the embedding similarity correlates directly with spatial proximity, enhancing the model's ability to distinguish and associate point-tracks. We inject these point-track embeddings into a video diffusion transformer via a lightweight adapter, resolving the pixel-to-patch resolution mismatch while avoiding the substantial motion detail loss inherent in naive point-track subsampling. We use a hybrid training strategy to train jointly on dynamic, static, and synthetic scene video datasets to boost motion controllability. Experiments demonstrate that Go-with-the-Track achieves superior motion and reference control in a single model and enables new capabilities: multi-reference conditioned video generation with point-track driven compositing, as well as camera control for both static and dynamic scenes. Project Page: https://eyeline-labs.github.io/Go-with-the-Track/

Eyeline-Labs Eyeline Labs
·
Jun 17 1

WorldOlympiad: Can Your World Model Survive a Triathlon?

We introduce WorldOlympiad, a benchmark for diagnosing video-based world models across physical faithfulness, geometric consistency, and interaction fidelity. While existing benchmarks often focus on visual quality, semantic alignment, or short-term temporal coherence, they provide limited insight into whether generated videos obey physical rules, preserve coherent 3D structure, and sustain controllable interactions over long horizons. To address this gap, WorldOlympiad decomposes world-model evaluation into three complementary dimensions. The physical track uses object segmentation and MLLM-as-judge to assess whether generated videos follow interpretable rules in mechanics, thermal phenomena, and material properties. The geometry track reconstructs generated videos with Gaussian splatting and evaluates structural consistency, cross-view coherence, and camera-trajectory alignment. The interaction track assesses whether generated rollouts follow complex action prompts and maintain smooth, coherent transitions across consecutive video chunks. WorldOlympiad further covers three major downstream scenarios, including gaming, robotics, and general real-world videos, capturing diverse challenges from interactive control and embodied manipulation to open-domain motion and camera dynamics. Together, these tracks and scenarios form a scalable and interpretable evaluation suite that exposes failure modes beyond generic video quality. Experiments on state-of-the-art models reveal substantial gaps in physical reasoning, 3D consistency, and long-horizon interaction, underscoring the need for more structured evaluation protocols for generative world models.

Alibaba-DAMO-Academy DAMO Academy
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Jun 8 3

DreamScene4D: Dynamic Multi-Object Scene Generation from Monocular Videos

View-predictive generative models provide strong priors for lifting object-centric images and videos into 3D and 4D through rendering and score distillation objectives. A question then remains: what about lifting complete multi-object dynamic scenes? There are two challenges in this direction: First, rendering error gradients are often insufficient to recover fast object motion, and second, view predictive generative models work much better for objects than whole scenes, so, score distillation objectives cannot currently be applied at the scene level directly. We present DreamScene4D, the first approach to generate 3D dynamic scenes of multiple objects from monocular videos via 360-degree novel view synthesis. Our key insight is a "decompose-recompose" approach that factorizes the video scene into the background and object tracks, while also factorizing object motion into 3 components: object-centric deformation, object-to-world-frame transformation, and camera motion. Such decomposition permits rendering error gradients and object view-predictive models to recover object 3D completions and deformations while bounding box tracks guide the large object movements in the scene. We show extensive results on challenging DAVIS, Kubric, and self-captured videos with quantitative comparisons and a user preference study. Besides 4D scene generation, DreamScene4D obtains accurate 2D persistent point track by projecting the inferred 3D trajectories to 2D. We will release our code and hope our work will stimulate more research on fine-grained 4D understanding from videos.

  • 3 authors
·
May 3, 2024

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

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

kaist-ai KAIST AI
·
Jun 23 1

Video Models as Native 4D Renderers: World-Grounded Conditioning from Animated Mesh

Pretrained video diffusion models can act as renderers when the desired scene state is already specified by an animated mesh, a camera trajectory, and a reference image. This 4D generative rendering setting raises a representation question: what image-format condition lets a video backbone obey both camera motion and scene-internal animation? We propose DAR, a reference-guided renderer that extends Wan2.2 camera control from Plücker rays alone to a joint camera-plus-geometry interface. DAR projects a neural 4D G-buffer (tracking, world position, and normal) from the animated mesh and injects it through a widened control adapter while preserving the pretrained image-to-video prior. The central design choice is the pair of tracking and world position. Tracking identifies the persistent surface element that should carry appearance; world position gives its current scene-coordinate state; normal supplies local shape. Depth plus calibrated rays can recover 3D in principle, but depth is a camera-dependent chart in which camera and object motion are mixed. On the 68-case DAR-4D benchmark, LoRA DAR reaches PSNR 23.22, SSIM 0.895, and LPIPS 0.134, improving over off-the-shelf Wan2.2-Depth by 1.54 dB PSNR; a full fine-tune reaches PSNR 25.36 and SSIM 0.917. Matched ablations show that replacing world position by depth reduces PSNR by 1.26--1.55 dB at every checkpoint, supporting tracking+world-position correspondence as a practical 4D rendering condition.

  • 12 authors
·
Aug 3

In-2-4D: Inbetweening from Two Single-View Images to 4D Generation

We propose a new problem, In-2-4D, for generative 4D (i.e., 3D + motion) inbetweening from a minimalistic input setting: two single-view images capturing an object in two distinct motion states. Given two images representing the start and end states of an object in motion, our goal is to generate and reconstruct the motion in 4D. We utilize a video interpolation model to predict the motion, but large frame-to-frame motions can lead to ambiguous interpretations. To overcome this, we employ a hierarchical approach to identify keyframes that are visually close to the input states and show significant motion, then generate smooth fragments between them. For each fragment, we construct the 3D representation of the keyframe using Gaussian Splatting. The temporal frames within the fragment guide the motion, enabling their transformation into dynamic Gaussians through a deformation field. To improve temporal consistency and refine 3D motion, we expand the self-attention of multi-view diffusion across timesteps and apply rigid transformation regularization. Finally, we merge the independently generated 3D motion segments by interpolating boundary deformation fields and optimizing them to align with the guiding video, ensuring smooth and flicker-free transitions. Through extensive qualitative and quantitiave experiments as well as a user study, we show the effectiveness of our method and its components. The project page is available at https://in-2-4d.github.io/

  • 4 authors
·
Apr 11, 2025 2

Decaf: Monocular Deformation Capture for Face and Hand Interactions

Existing methods for 3D tracking from monocular RGB videos predominantly consider articulated and rigid objects. Modelling dense non-rigid object deformations in this setting remained largely unaddressed so far, although such effects can improve the realism of the downstream applications such as AR/VR and avatar communications. This is due to the severe ill-posedness of the monocular view setting and the associated challenges. While it is possible to naively track multiple non-rigid objects independently using 3D templates or parametric 3D models, such an approach would suffer from multiple artefacts in the resulting 3D estimates such as depth ambiguity, unnatural intra-object collisions and missing or implausible deformations. Hence, this paper introduces the first method that addresses the fundamental challenges depicted above and that allows tracking human hands interacting with human faces in 3D from single monocular RGB videos. We model hands as articulated objects inducing non-rigid face deformations during an active interaction. Our method relies on a new hand-face motion and interaction capture dataset with realistic face deformations acquired with a markerless multi-view camera system. As a pivotal step in its creation, we process the reconstructed raw 3D shapes with position-based dynamics and an approach for non-uniform stiffness estimation of the head tissues, which results in plausible annotations of the surface deformations, hand-face contact regions and head-hand positions. At the core of our neural approach are a variational auto-encoder supplying the hand-face depth prior and modules that guide the 3D tracking by estimating the contacts and the deformations. Our final 3D hand and face reconstructions are realistic and more plausible compared to several baselines applicable in our setting, both quantitatively and qualitatively. https://vcai.mpi-inf.mpg.de/projects/Decaf

  • 4 authors
·
Sep 28, 2023 1

MotionDuet: Dual-Conditioned 3D Human Motion Generation with Video-Regularized Text Learning

3D Human motion generation is pivotal across film, animation, gaming, and embodied intelligence. Traditional 3D motion synthesis relies on costly motion capture, while recent work shows that 2D videos provide rich, temporally coherent observations of human behavior. Existing approaches, however, either map high-level text descriptions to motion or rely solely on video conditioning, leaving a gap between generated dynamics and real-world motion statistics. We introduce MotionDuet, a multimodal framework that aligns motion generation with the distribution of video-derived representations. In this dual-conditioning paradigm, video cues extracted from a pretrained model (e.g., VideoMAE) ground low-level motion dynamics, while textual prompts provide semantic intent. To bridge the distribution gap across modalities, we propose Dual-stream Unified Encoding and Transformation (DUET) and a Distribution-Aware Structural Harmonization (DASH) loss. DUET fuses video-informed cues into the motion latent space via unified encoding and dynamic attention, while DASH aligns motion trajectories with both distributional and structural statistics of video features. An auto-guidance mechanism further balances textual and visual signals by leveraging a weakened copy of the model, enhancing controllability without sacrificing diversity. Extensive experiments demonstrate that MotionDuet generates realistic and controllable human motions, surpassing strong state-of-the-art baselines.

  • 7 authors
·
Nov 22, 2025

DetZero: Rethinking Offboard 3D Object Detection with Long-term Sequential Point Clouds

Existing offboard 3D detectors always follow a modular pipeline design to take advantage of unlimited sequential point clouds. We have found that the full potential of offboard 3D detectors is not explored mainly due to two reasons: (1) the onboard multi-object tracker cannot generate sufficient complete object trajectories, and (2) the motion state of objects poses an inevitable challenge for the object-centric refining stage in leveraging the long-term temporal context representation. To tackle these problems, we propose a novel paradigm of offboard 3D object detection, named DetZero. Concretely, an offline tracker coupled with a multi-frame detector is proposed to focus on the completeness of generated object tracks. An attention-mechanism refining module is proposed to strengthen contextual information interaction across long-term sequential point clouds for object refining with decomposed regression methods. Extensive experiments on Waymo Open Dataset show our DetZero outperforms all state-of-the-art onboard and offboard 3D detection methods. Notably, DetZero ranks 1st place on Waymo 3D object detection leaderboard with 85.15 mAPH (L2) detection performance. Further experiments validate the application of taking the place of human labels with such high-quality results. Our empirical study leads to rethinking conventions and interesting findings that can guide future research on offboard 3D object detection.

  • 12 authors
·
Jun 9, 2023

Generative Cinematographer: Composing Camera and Object Motion in 3D

Current controllable video generation systems often rely on 2D motion trajectories or sparse drag signals for object motion. These controls are ambiguous because the same 2D trajectory can correspond to different 3D motions, especially when the camera and objects move simultaneously. We present Generative Cinematographer (GenCine), a system that lifts a single image into an editable 3D scene scaffold where artists jointly author camera and foreground motion. Artists specify a camera path and move selected foreground regions using local 3D motion handles. Several handles can move different parts of a subject independently, providing a piecewise-rigid approximation to non-rigid motion without a physics simulator or category-specific prior. To communicate these controls to a pretrained video model, we project them into guidance maps. These maps record where the controlled regions appear in each frame, assign each handle a fixed color across frames and encode the current 3D positions of its controlled points in the same world coordinate system as the background. This lets us describe object motion relative to the scene even as the camera moves. For training, we recover controls from the motion observed in real videos and use ground-truth geometry and trajectories from synthetic videos. We train a lightweight guidance branch and LoRA adapters on a pretrained Wan model to follow these controls. Our experiments show consistent camera-relative motion, improved geometric consistency under viewpoint changes, and strong controllability across diverse real-world scenes.

  • 7 authors
·
Sep 30

4D Reconstruction from Sparse Dynamic Cameras

Although dynamic 3D (i.e., 4D) reconstruction from a monocular dynamic camera has recently advanced, it remains fundamentally limited by depth ambiguity. In this paper, we focus on an alternative practical way, i.e., sparse dynamic camera setup, where a handful of independently moving cameras capture the same subjects. While keeping capture costs low, this setup introduces multi-view constraints and remains practical for real-world video production such as sports, concerts, and TV shows. Despite its potential, our experiments show that naive extensions of existing monocular or dense-fixed camera-based methods are insufficient since they fail to resolve the complex spatiotemporal inconsistencies across views and time. To fill this gap, we propose a simple yet effective 3D track initialization method designed to ensure spatiotemporal consistency by integrating inter-camera feature matching with intra-camera point tracking. Additionally, we incorporate a noise-robust depth-ordering regularization loss and a spatiotemporally diverse batch sampling strategy to enhance optimization stability and cross-view generalization. Furthermore, to address the lack of standardized benchmarks for this task, we introduce LetCamsGo, a new real-world video dataset with 5 sequences across 4 diverse environments, recorded by three independently moving cameras and one fixed camera. Comprehensive benchmarking on LetCamsGo demonstrated that our proposed framework improves 4D reconstruction quality in dynamic regions compared with baselines, paving the way for a low-cost 4D reconstruction paradigm in the wild.

  • 9 authors
·
Jun 2

HOT3D: Hand and Object Tracking in 3D from Egocentric Multi-View Videos

We introduce HOT3D, a publicly available dataset for egocentric hand and object tracking in 3D. The dataset offers over 833 minutes (more than 3.7M images) of multi-view RGB/monochrome image streams showing 19 subjects interacting with 33 diverse rigid objects, multi-modal signals such as eye gaze or scene point clouds, as well as comprehensive ground-truth annotations including 3D poses of objects, hands, and cameras, and 3D models of hands and objects. In addition to simple pick-up/observe/put-down actions, HOT3D contains scenarios resembling typical actions in a kitchen, office, and living room environment. The dataset is recorded by two head-mounted devices from Meta: Project Aria, a research prototype of light-weight AR/AI glasses, and Quest 3, a production VR headset sold in millions of units. Ground-truth poses were obtained by a professional motion-capture system using small optical markers attached to hands and objects. Hand annotations are provided in the UmeTrack and MANO formats and objects are represented by 3D meshes with PBR materials obtained by an in-house scanner. In our experiments, we demonstrate the effectiveness of multi-view egocentric data for three popular tasks: 3D hand tracking, 6DoF object pose estimation, and 3D lifting of unknown in-hand objects. The evaluated multi-view methods, whose benchmarking is uniquely enabled by HOT3D, significantly outperform their single-view counterparts.

  • 14 authors
·
Nov 28, 2024

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

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

  • 7 authors
·
Mar 21, 2025

Towards Category Unification of 3D Single Object Tracking on Point Clouds

Category-specific models are provenly valuable methods in 3D single object tracking (SOT) regardless of Siamese or motion-centric paradigms. However, such over-specialized model designs incur redundant parameters, thus limiting the broader applicability of 3D SOT task. This paper first introduces unified models that can simultaneously track objects across all categories using a single network with shared model parameters. Specifically, we propose to explicitly encode distinct attributes associated to different object categories, enabling the model to adapt to cross-category data. We find that the attribute variances of point cloud objects primarily occur from the varying size and shape (e.g., large and square vehicles v.s. small and slender humans). Based on this observation, we design a novel point set representation learning network inheriting transformer architecture, termed AdaFormer, which adaptively encodes the dynamically varying shape and size information from cross-category data in a unified manner. We further incorporate the size and shape prior derived from the known template targets into the model's inputs and learning objective, facilitating the learning of unified representation. Equipped with such designs, we construct two category-unified models SiamCUT and MoCUT.Extensive experiments demonstrate that SiamCUT and MoCUT exhibit strong generalization and training stability. Furthermore, our category-unified models outperform the category-specific counterparts by a significant margin (e.g., on KITTI dataset, 12% and 3% performance gains on the Siamese and motion paradigms). Our code will be available.

  • 6 authors
·
Jan 20, 2024

Motion Tracks: A Unified Representation for Human-Robot Transfer in Few-Shot Imitation Learning

Teaching robots to autonomously complete everyday tasks remains a challenge. Imitation Learning (IL) is a powerful approach that imbues robots with skills via demonstrations, but is limited by the labor-intensive process of collecting teleoperated robot data. Human videos offer a scalable alternative, but it remains difficult to directly train IL policies from them due to the lack of robot action labels. To address this, we propose to represent actions as short-horizon 2D trajectories on an image. These actions, or motion tracks, capture the predicted direction of motion for either human hands or robot end-effectors. We instantiate an IL policy called Motion Track Policy (MT-pi) which receives image observations and outputs motion tracks as actions. By leveraging this unified, cross-embodiment action space, MT-pi completes tasks with high success given just minutes of human video and limited additional robot demonstrations. At test time, we predict motion tracks from two camera views, recovering 6DoF trajectories via multi-view synthesis. MT-pi achieves an average success rate of 86.5% across 4 real-world tasks, outperforming state-of-the-art IL baselines which do not leverage human data or our action space by 40%, and generalizes to scenarios seen only in human videos. Code and videos are available on our website https://portal-cornell.github.io/motion_track_policy/.

  • 5 authors
·
Jan 12, 2025

GS-DiT: Advancing Video Generation with Pseudo 4D Gaussian Fields through Efficient Dense 3D Point Tracking

4D video control is essential in video generation as it enables the use of sophisticated lens techniques, such as multi-camera shooting and dolly zoom, which are currently unsupported by existing methods. Training a video Diffusion Transformer (DiT) directly to control 4D content requires expensive multi-view videos. Inspired by Monocular Dynamic novel View Synthesis (MDVS) that optimizes a 4D representation and renders videos according to different 4D elements, such as camera pose and object motion editing, we bring pseudo 4D Gaussian fields to video generation. Specifically, we propose a novel framework that constructs a pseudo 4D Gaussian field with dense 3D point tracking and renders the Gaussian field for all video frames. Then we finetune a pretrained DiT to generate videos following the guidance of the rendered video, dubbed as GS-DiT. To boost the training of the GS-DiT, we also propose an efficient Dense 3D Point Tracking (D3D-PT) method for the pseudo 4D Gaussian field construction. Our D3D-PT outperforms SpatialTracker, the state-of-the-art sparse 3D point tracking method, in accuracy and accelerates the inference speed by two orders of magnitude. During the inference stage, GS-DiT can generate videos with the same dynamic content while adhering to different camera parameters, addressing a significant limitation of current video generation models. GS-DiT demonstrates strong generalization capabilities and extends the 4D controllability of Gaussian splatting to video generation beyond just camera poses. It supports advanced cinematic effects through the manipulation of the Gaussian field and camera intrinsics, making it a powerful tool for creative video production. Demos are available at https://wkbian.github.io/Projects/GS-DiT/.

  • 6 authors
·
Jan 5, 2025 3

C4D: 4D Made from 3D through Dual Correspondences

Recovering 4D from monocular video, which jointly estimates dynamic geometry and camera poses, is an inevitably challenging problem. While recent pointmap-based 3D reconstruction methods (e.g., DUSt3R) have made great progress in reconstructing static scenes, directly applying them to dynamic scenes leads to inaccurate results. This discrepancy arises because moving objects violate multi-view geometric constraints, disrupting the reconstruction. To address this, we introduce C4D, a framework that leverages temporal Correspondences to extend existing 3D reconstruction formulation to 4D. Specifically, apart from predicting pointmaps, C4D captures two types of correspondences: short-term optical flow and long-term point tracking. We train a dynamic-aware point tracker that provides additional mobility information, facilitating the estimation of motion masks to separate moving elements from the static background, thus offering more reliable guidance for dynamic scenes. Furthermore, we introduce a set of dynamic scene optimization objectives to recover per-frame 3D geometry and camera parameters. Simultaneously, the correspondences lift 2D trajectories into smooth 3D trajectories, enabling fully integrated 4D reconstruction. Experiments show that our framework achieves complete 4D recovery and demonstrates strong performance across multiple downstream tasks, including depth estimation, camera pose estimation, and point tracking. Project Page: https://littlepure2333.github.io/C4D

  • 4 authors
·
Oct 16, 2025

FlowHMR: Physically Plausible Motion Capture from Video

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

  • 11 authors
·
Oct 1

4DLidarOpen: An Open 4D FMCW Lidar Dataset for Motion-Aware Autonomous Driving

We present 4DLidarOpen, a large-scale open multi-modal dataset for autonomous driving, centered on 4D frequency-modulated continuous-wave (FMCW) Lidar sensing. Unlike conventional time-of-flight Lidar datasets that mainly provide geometric measurements, 4DLidarOpen includes point-wise radial velocity measurements from a forward-facing 4D FMCW Lidar, together with multiple Lidars of different types, including rotating, solid-state, and blind-spot variants, surround-view cameras, and 6-DOF ego-vehicle poses. The dataset was collected in complex urban environments in Beijing and covers dense pedestrian interactions, congested traffic, high-speed driving, and unprotected maneuvers. 4DLidarOpen provides synchronized multi-sensor data and 3D bounding-box annotations with persistent track IDs across five object categories. A hybrid annotation strategy is adopted, where large-scale auto-labeled data support scalable training and human experts refine annotations for the human-annotated training and validation sets. Based on this dataset, we establish benchmarks for 3D object detection, birds-eye view (BEV) segmentation and flow prediction, and motion forecasting with planning. Extensive experiments show that direct velocity measurements from 4D FMCW Lidar provide complementary motion cues for dynamic-scene understanding. Compared with geometric-only sensing, the velocity-aware representation improves motion-related perception and downstream forecasting and planning, especially in scenarios involving vulnerable road users and fast-moving objects. These results indicate that 4D FMCW Lidar is a promising sensing modality for motion-aware autonomous driving. The dataset and evaluation toolkit are publicly released to support research on 4D scene understanding, multi-Lidar fusion, and velocity-aware perception and planning.

  • 10 authors
·
May 17

Tri-Prompting: Video Diffusion with Unified Control over Scene, Subject, and Motion

Recent video diffusion models have made remarkable strides in visual quality, yet precise, fine-grained control remains a key bottleneck that limits practical customizability for content creation. For AI video creators, three forms of control are crucial: (i) scene composition, (ii) multi-view consistent subject customization, and (iii) camera-pose or object-motion adjustment. Existing methods typically handle these dimensions in isolation, with limited support for multi-view subject synthesis and identity preservation under arbitrary pose changes. This lack of a unified architecture makes it difficult to support versatile, jointly controllable video. We introduce Tri-Prompting, a unified framework and two-stage training paradigm that integrates scene composition, multi-view subject consistency, and motion control. Our approach leverages a dual-condition motion module driven by 3D tracking points for background scenes and downsampled RGB cues for foreground subjects. To ensure a balance between controllability and visual realism, we further propose an inference ControlNet scale schedule. Tri-Prompting supports novel workflows, including 3D-aware subject insertion into any scenes and manipulation of existing subjects in an image. Experimental results demonstrate that Tri-Prompting significantly outperforms specialized baselines such as Phantom and DaS in multi-view subject identity, 3D consistency, and motion accuracy.