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Apr 9

MoRight: Motion Control Done Right

Generating motion-controlled videos--where user-specified actions drive physically plausible scene dynamics under freely chosen viewpoints--demands two capabilities: (1) disentangled motion control, allowing users to separately control the object motion and adjust camera viewpoint; and (2) motion causality, ensuring that user-driven actions trigger coherent reactions from other objects rather than merely displacing pixels. Existing methods fall short on both fronts: they entangle camera and object motion into a single tracking signal and treat motion as kinematic displacement without modeling causal relationships between object motion. We introduce MoRight, a unified framework that addresses both limitations through disentangled motion modeling. Object motion is specified in a canonical static-view and transferred to an arbitrary target camera viewpoint via temporal cross-view attention, enabling disentangled camera and object control. We further decompose motion into active (user-driven) and passive (consequence) components, training the model to learn motion causality from data. At inference, users can either supply active motion and MoRight predicts consequences (forward reasoning), or specify desired passive outcomes and MoRight recovers plausible driving actions (inverse reasoning), all while freely adjusting the camera viewpoint. Experiments on three benchmarks demonstrate state-of-the-art performance in generation quality, motion controllability, and interaction awareness.

nvidia NVIDIA
·
Apr 7

Active-Perceptive Motion Generation for Mobile Manipulation

Mobile Manipulation (MoMa) systems incorporate the benefits of mobility and dexterity, thanks to the enlarged space in which they can move and interact with their environment. MoMa robots can also continuously perceive their environment when equipped with onboard sensors, e.g., an embodied camera. However, extracting task-relevant visual information in unstructured and cluttered environments such as households remains a challenge. In this work, we introduce an active perception pipeline for mobile manipulators to generate motions that are informative toward manipulation tasks such as grasping, in initially unknown, cluttered scenes. Our proposed approach ActPerMoMa generates robot trajectories in a receding horizon fashion, sampling trajectories and computing path-wise utilities that trade-off reconstructing the unknown scene by maximizing the visual information gain and the taskoriented objective, e.g., grasp success by maximizing grasp reachability efficiently. We demonstrate the efficacy of our method in simulated experiments with a dual-arm TIAGo++ MoMa robot performing mobile grasping in cluttered scenes and when its path is obstructed by external obstacles. We empirically analyze the contribution of various utilities and hyperparameters, and compare against representative baselines both with and without active perception objectives. Finally, we demonstrate the transfer of our mobile grasping strategy to the real world, showing a promising direction for active-perceptive MoMa.

  • 3 authors
·
Sep 30, 2023

OmniHuman-1.5: Instilling an Active Mind in Avatars via Cognitive Simulation

Existing video avatar models can produce fluid human animations, yet they struggle to move beyond mere physical likeness to capture a character's authentic essence. Their motions typically synchronize with low-level cues like audio rhythm, lacking a deeper semantic understanding of emotion, intent, or context. To bridge this gap, we propose a framework designed to generate character animations that are not only physically plausible but also semantically coherent and expressive. Our model, OmniHuman-1.5, is built upon two key technical contributions. First, we leverage Multimodal Large Language Models to synthesize a structured textual representation of conditions that provides high-level semantic guidance. This guidance steers our motion generator beyond simplistic rhythmic synchronization, enabling the production of actions that are contextually and emotionally resonant. Second, to ensure the effective fusion of these multimodal inputs and mitigate inter-modality conflicts, we introduce a specialized Multimodal DiT architecture with a novel Pseudo Last Frame design. The synergy of these components allows our model to accurately interpret the joint semantics of audio, images, and text, thereby generating motions that are deeply coherent with the character, scene, and linguistic content. Extensive experiments demonstrate that our model achieves leading performance across a comprehensive set of metrics, including lip-sync accuracy, video quality, motion naturalness and semantic consistency with textual prompts. Furthermore, our approach shows remarkable extensibility to complex scenarios, such as those involving multi-person and non-human subjects. Homepage: https://omnihuman-lab.github.io/v1_5/

  • 9 authors
·
Aug 26, 2025 3

Active Intelligence in Video Avatars via Closed-loop World Modeling

Current video avatar generation methods excel at identity preservation and motion alignment but lack genuine agency, they cannot autonomously pursue long-term goals through adaptive environmental interaction. We address this by introducing L-IVA (Long-horizon Interactive Visual Avatar), a task and benchmark for evaluating goal-directed planning in stochastic generative environments, and ORCA (Online Reasoning and Cognitive Architecture), the first framework enabling active intelligence in video avatars. ORCA embodies Internal World Model (IWM) capabilities through two key innovations: (1) a closed-loop OTAR cycle (Observe-Think-Act-Reflect) that maintains robust state tracking under generative uncertainty by continuously verifying predicted outcomes against actual generations, and (2) a hierarchical dual-system architecture where System 2 performs strategic reasoning with state prediction while System 1 translates abstract plans into precise, model-specific action captions. By formulating avatar control as a POMDP and implementing continuous belief updating with outcome verification, ORCA enables autonomous multi-step task completion in open-domain scenarios. Extensive experiments demonstrate that ORCA significantly outperforms open-loop and non-reflective baselines in task success rate and behavioral coherence, validating our IWM-inspired design for advancing video avatar intelligence from passive animation to active, goal-oriented behavior.

  • 9 authors
·
Dec 23, 2025 2

Motion simulation of radio-labeled cells in whole-body positron emission tomography

Cell tracking is a subject of active research gathering great interest in medicine and biology. Positron emission tomography (PET) is well suited for tracking radio-labeled cells in vivo due to its exceptional sensitivity and whole-body capability. For validation, ground-truth data are desirable that realistically mimic the flow of cells in a clinical situation. This study develops a workflow (CeFloPS) for simulating moving radio-labeled cells in a human phantom. From the XCAT phantom, the blood vessels are reduced to nodal networks along which cells can move and distribute to organs and tissues. The movement is directed by the blood flow, which is calculated in each node using the Hagen-Pooiseuille equation and Kirchhoff's laws assuming laminar flow. Organs are voxelized and movement of cells from artery entry to vein exit is generated via a biased 3D random walk. The probabilities of cells moving or remaining in tissues are derived from rate constants of tracer kinetic-based compartment modeling. PET listmode data is generated using the Monte-Carlo simulation framework GATE based on the definition of a large-body PET scanner with cell paths as moving radioactive sources and the XCAT phantom providing attenuation data. From the flow simulation of 100,000 cells, 100 sample cells were further processed by GATE and listmode data was reconstructed into images for comparison. As demonstrated by comparisons of simulated and reconstructed cell distributions, CeFloPS is capable of simulating cell behavior in whole-body PET. It achieves this simulation in a way that is anatomically and physiologically reasonable, thereby providing valuable data for the development and validation of cell tracking algorithms.

  • 5 authors
·
Jul 10, 2024

TIMotion: Temporal and Interactive Framework for Efficient Human-Human Motion Generation

Human-human motion generation is essential for understanding humans as social beings. Current methods fall into two main categories: single-person-based methods and separate modeling-based methods. To delve into this field, we abstract the overall generation process into a general framework MetaMotion, which consists of two phases: temporal modeling and interaction mixing. For temporal modeling, the single-person-based methods concatenate two people into a single one directly, while the separate modeling-based methods skip the modeling of interaction sequences. The inadequate modeling described above resulted in sub-optimal performance and redundant model parameters. In this paper, we introduce TIMotion (Temporal and Interactive Modeling), an efficient and effective framework for human-human motion generation. Specifically, we first propose Causal Interactive Injection to model two separate sequences as a causal sequence leveraging the temporal and causal properties. Then we present Role-Evolving Scanning to adjust to the change in the active and passive roles throughout the interaction. Finally, to generate smoother and more rational motion, we design Localized Pattern Amplification to capture short-term motion patterns. Extensive experiments on InterHuman and InterX demonstrate that our method achieves superior performance. Project page: https://aigc-explorer.github.io/TIMotion-page/

  • 7 authors
·
Aug 30, 2024

Adaptive Window Pruning for Efficient Local Motion Deblurring

Local motion blur commonly occurs in real-world photography due to the mixing between moving objects and stationary backgrounds during exposure. Existing image deblurring methods predominantly focus on global deblurring, inadvertently affecting the sharpness of backgrounds in locally blurred images and wasting unnecessary computation on sharp pixels, especially for high-resolution images. This paper aims to adaptively and efficiently restore high-resolution locally blurred images. We propose a local motion deblurring vision Transformer (LMD-ViT) built on adaptive window pruning Transformer blocks (AdaWPT). To focus deblurring on local regions and reduce computation, AdaWPT prunes unnecessary windows, only allowing the active windows to be involved in the deblurring processes. The pruning operation relies on the blurriness confidence predicted by a confidence predictor that is trained end-to-end using a reconstruction loss with Gumbel-Softmax re-parameterization and a pruning loss guided by annotated blur masks. Our method removes local motion blur effectively without distorting sharp regions, demonstrated by its exceptional perceptual and quantitative improvements compared to state-of-the-art methods. In addition, our approach substantially reduces FLOPs by 66% and achieves more than a twofold increase in inference speed compared to Transformer-based deblurring methods. We will make our code and annotated blur masks publicly available.

  • 6 authors
·
Jun 25, 2023

Enhancing Next Active Object-based Egocentric Action Anticipation with Guided Attention

Short-term action anticipation (STA) in first-person videos is a challenging task that involves understanding the next active object interactions and predicting future actions. Existing action anticipation methods have primarily focused on utilizing features extracted from video clips, but often overlooked the importance of objects and their interactions. To this end, we propose a novel approach that applies a guided attention mechanism between the objects, and the spatiotemporal features extracted from video clips, enhancing the motion and contextual information, and further decoding the object-centric and motion-centric information to address the problem of STA in egocentric videos. Our method, GANO (Guided Attention for Next active Objects) is a multi-modal, end-to-end, single transformer-based network. The experimental results performed on the largest egocentric dataset demonstrate that GANO outperforms the existing state-of-the-art methods for the prediction of the next active object label, its bounding box location, the corresponding future action, and the time to contact the object. The ablation study shows the positive contribution of the guided attention mechanism compared to other fusion methods. Moreover, it is possible to improve the next active object location and class label prediction results of GANO by just appending the learnable object tokens with the region of interest embeddings.

  • 5 authors
·
May 22, 2023

Deep learning probability flows and entropy production rates in active matter

Active matter systems, from self-propelled colloids to motile bacteria, are characterized by the conversion of free energy into useful work at the microscopic scale. These systems generically involve physics beyond the reach of equilibrium statistical mechanics, and a persistent challenge has been to understand the nature of their nonequilibrium states. The entropy production rate and the magnitude of the steady-state probability current provide quantitative ways to do so by measuring the breakdown of time-reversal symmetry and the strength of nonequilibrium transport of measure. Yet, their efficient computation has remained elusive, as they depend on the system's unknown and high-dimensional probability density. Here, building upon recent advances in generative modeling, we develop a deep learning framework that estimates the score of this density. We show that the score, together with the microscopic equations of motion, gives direct access to the entropy production rate, the probability current, and their decomposition into local contributions from individual particles, spatial regions, and degrees of freedom. To represent the score, we introduce a novel, spatially-local transformer-based network architecture that learns high-order interactions between particles while respecting their underlying permutation symmetry. We demonstrate the broad utility and scalability of the method by applying it to several high-dimensional systems of interacting active particles undergoing motility-induced phase separation (MIPS). We show that a single instance of our network trained on a system of 4096 particles at one packing fraction can generalize to other regions of the phase diagram, including systems with as many as 32768 particles. We use this observation to quantify the spatial structure of the departure from equilibrium in MIPS as a function of the number of particles and the packing fraction.

  • 2 authors
·
Sep 22, 2023

Nonlinear dynamics of a chemically-active drop: from steady to chaotic self-propulsion

Individual chemically active drops suspended in a surfactant solution were observed to self-propel spontaneously with straight, helical, or chaotic trajectories. To elucidate how these drops can exhibit such strikingly different dynamics and `decide' what to do, we propose a minimal axisymmetric model of a spherical active drop, and show that simple and linear interface properties can lead to both steady self-propulsion of the droplet as well as chaotic behavior. The model includes two different mobility mechanisms, namely, diffusiophoresis and the Marangoni effect, that convert self-generated gradients of surfactant concentration into the flow at the droplet surface. In turn, surface-driven flow initiates surfactant advection that is the only nonlinear mechanism and, thus, the only source of dynamical complexity in our model. Numerical investigation of the fully-coupled hydrodynamic and advection diffusion problems reveals that strong advection (e.g., large droplet size) may destabilize a steadily self-propelling drop; once destabilized, the droplet spontaneously stops and a symmetric extensile flow emerges. If advection is strengthened even further in comparison with molecular diffusion, the droplet may perform chaotic oscillations. Our results indicate that the thresholds of these instabilities depend heavily on the balance between diffusiophoresis and the Marangoni effect. Using linear stability analysis, we demonstrate that diffusiophoresis promotes the onset of high-order modes of monotonic instability of the motionless drop. We argue that diffusiophoresis has a similar effect on the instabilities of a moving drop.

  • 2 authors
·
Jan 8, 2019

dewi-kadita: A Python Library for Idealized Fish Schooling Simulation with Entropy-Based Diagnostics

Collective motion in fish schools exemplifies emergent self-organization in active matter systems, yet computational tools for simulating and analyzing these dynamics remain fragmented across research groups. We present dewi-kadita, an open-source Python library implementing the three-dimensional Couzin zone-based model with comprehensive entropy diagnostics tailored for marine collective behavior research. The library introduces seven information-theoretic metrics -- school cohesion entropy, polarization entropy, depth stratification entropy, angular momentum entropy, nearest-neighbor entropy, velocity correlation entropy, and school shape entropy -- that characterize distinct organizational features inaccessible to classical order parameters. These metrics combine into an Oceanic Schooling Index (OSI) providing a single scalar measure of collective disorder. Validation across four canonical configurations (swarm, torus, dynamic parallel, highly parallel) confirms correct reproduction of known phase behaviors: the swarm maintains disorder with polarization P < 0.1 and OSI approx 0.71, while the highly parallel state achieves P = 0.998 with OSI = 0.24 and velocity correlation entropy vanishing to zero. The entropy framework successfully discriminates the torus and dynamic parallel configurations that exhibit comparable order parameter magnitudes through different organizational mechanisms. Numba just-in-time (JIT) compilation accelerates pairwise interaction calculations by 10--100times, enabling simulations of 150--250 agents over 1000--2000 time steps within five minutes on standard workstation hardware. NetCDF4 output ensures interoperability with oceanographic analysis tools. The library addresses the need for standardized, reproducible infrastructure in collective behavior modeling analogous to established molecular dynamics codes.

LatBot: Distilling Universal Latent Actions for Vision-Language-Action Models

Learning transferable latent actions from large-scale object manipulation videos can significantly enhance generalization in downstream robotics tasks, as such representations are agnostic to different robot embodiments. Existing approaches primarily rely on visual reconstruction objectives while neglecting physical priors, leading to sub-optimal performance in learning universal representations. To address these challenges, we propose a Universal Latent Action Learning framework that takes task instructions and multiple frames as inputs, and optimizes both future frame reconstruction and action sequence prediction. Unlike prior works, incorporating action predictions (e.g., gripper or hand trajectories and orientations) allows the model to capture richer physical priors such as real-world distances and orientations, thereby enabling seamless transferability to downstream tasks. We further decompose the latent actions into learnable motion and scene tokens to distinguish the robot's active movements from environmental changes, thus filtering out irrelevant dynamics. By distilling the learned latent actions into the latest VLA models, we achieve strong performance across both simulated (SIMPLER and LIBERO) and real-world robot settings. Notably, with only 10 real-world trajectories per task collected on a Franka robot, our approach successfully completes all five challenging tasks, demonstrating strong few-shot transferability in robotic manipulation.

  • 4 authors
·
Nov 28, 2025

AffordBot: 3D Fine-grained Embodied Reasoning via Multimodal Large Language Models

Effective human-agent collaboration in physical environments requires understanding not only what to act upon, but also where the actionable elements are and how to interact with them. Existing approaches often operate at the object level or disjointedly handle fine-grained affordance reasoning, lacking coherent, instruction-driven grounding and reasoning. In this work, we introduce a new task: Fine-grained 3D Embodied Reasoning, which requires an agent to predict, for each referenced affordance element in a 3D scene, a structured triplet comprising its spatial location, motion type, and motion axis, based on a task instruction. To solve this task, we propose AffordBot, a novel framework that integrates Multimodal Large Language Models (MLLMs) with a tailored chain-of-thought (CoT) reasoning paradigm. To bridge the gap between 3D input and 2D-compatible MLLMs, we render surround-view images of the scene and project 3D element candidates into these views, forming a rich visual representation aligned with the scene geometry. Our CoT pipeline begins with an active perception stage, prompting the MLLM to select the most informative viewpoint based on the instruction, before proceeding with step-by-step reasoning to localize affordance elements and infer plausible interaction motions. Evaluated on the SceneFun3D dataset, AffordBot achieves state-of-the-art performance, demonstrating strong generalization and physically grounded reasoning with only 3D point cloud input and MLLMs.

  • 6 authors
·
Nov 13, 2025 2

AirHunt: Bridging VLM Semantics and Continuous Planning for Efficient Aerial Object Navigation

Recent advances in large Vision-Language Models (VLMs) have provided rich semantic understanding that empowers drones to search for open-set objects via natural language instructions. However, prior systems struggle to integrate VLMs into practical aerial systems due to orders-of-magnitude frequency mismatch between VLM inference and real-time planning, as well as VLMs' limited 3D scene understanding. They also lack a unified mechanism to balance semantic guidance with motion efficiency in large-scale environments. To address these challenges, we present AirHunt, an aerial object navigation system that efficiently locates open-set objects with zero-shot generalization in outdoor environments by seamlessly fusing VLM semantic reasoning with continuous path planning. AirHunt features a dual-pathway asynchronous architecture that establishes a synergistic interface between VLM reasoning and path planning, enabling continuous flight with adaptive semantic guidance that evolves through motion. Moreover, we propose an active dual-task reasoning module that exploits geometric and semantic redundancy to enable selective VLM querying, and a semantic-geometric coherent planning module that dynamically reconciles semantic priorities and motion efficiency in a unified framework, enabling seamless adaptation to environmental heterogeneity. We evaluate AirHunt across diverse object navigation tasks and environments, demonstrating a higher success rate with lower navigation error and reduced flight time compared to state-of-the-art methods. Real-world experiments further validate AirHunt's practical capability in complex and challenging environments. Code and dataset will be made publicly available before publication.

  • 7 authors
·
Jan 19

Select2Drive: Pragmatic Communications for Real-Time Collaborative Autonomous Driving

Vehicle-to-Everything communications-assisted Autonomous Driving (V2X-AD) has witnessed remarkable advancements in recent years, with pragmatic communications (PragComm) emerging as a promising paradigm for real-time collaboration among vehicles and other agents.Simultaneously, extensive research has explored the interplay between collaborative perception and decision-making in end-to-end driving frameworks.In this work, we revisit the collaborative driving problem and propose the Select2Drive framework to optimize the utilization of limited computational and communication resources.Particularly, to mitigate cumulative latency in perception and decision-making, Select2Drive introduces Distributed Predictive Perception (DPP) by formulating an active prediction paradigm and simplifies high-dimensional semantic feature prediction into computation cost-efficient, motion-aware reconstruction. Given the "less is more" principle that a broadened perceptual horizon possibly confuses the decision module rather than contributing to it, Select2Drive utilizes Area-of-Importance-based PragComm (APC) to prioritize the communications of critical regions, thus boosting both communication efficiency and decision-making efficacy. Empirical evaluations on the V2Xverse dataset and CARLA driving simulator demonstrate that Select2Drive achieves a 11.31% (resp. 7.69%) improvement in offline perception tasks under limited bandwidth (resp. pose error conditions). Moreover, it delivers at most 14.68% and 31.76% enhancement in closed-loop driving scores and route completion rates, particularly in scenarios characterized by dense traffic and high-speed dynamics.

  • 5 authors
·
Jan 21, 2025

ActiveVLA: Injecting Active Perception into Vision-Language-Action Models for Precise 3D Robotic Manipulation

Recent advances in robot manipulation have leveraged pre-trained vision-language models (VLMs) and explored integrating 3D spatial signals into these models for effective action prediction, giving rise to the promising vision-language-action (VLA) paradigm. However, most existing approaches overlook the importance of active perception: they typically rely on static, wrist-mounted cameras that provide an end-effector-centric viewpoint. As a result, these models are unable to adaptively select optimal viewpoints or resolutions during task execution, which significantly limits their performance in long-horizon tasks and fine-grained manipulation scenarios. To address these limitations, we propose ActiveVLA, a novel vision-language-action framework that empowers robots with active perception capabilities for high-precision, fine-grained manipulation. ActiveVLA adopts a coarse-to-fine paradigm, dividing the process into two stages: (1) Critical region localization. ActiveVLA projects 3D inputs onto multi-view 2D projections, identifies critical 3D regions, and supports dynamic spatial awareness. (2) Active perception optimization. Drawing on the localized critical regions, ActiveVLA uses an active view selection strategy to choose optimal viewpoints. These viewpoints aim to maximize amodal relevance and diversity while minimizing occlusions. Additionally, ActiveVLA applies a 3D zoom-in to improve resolution in key areas. Together, these steps enable finer-grained active perception for precise manipulation. Extensive experiments demonstrate that ActiveVLA achieves precise 3D manipulation and outperforms state-of-the-art baselines on three simulation benchmarks. Moreover, ActiveVLA transfers seamlessly to real-world scenarios, enabling robots to learn high-precision tasks in complex environments.

  • 5 authors
·
Jan 13

Active-O3: Empowering Multimodal Large Language Models with Active Perception via GRPO

Active vision, also known as active perception, refers to the process of actively selecting where and how to look in order to gather task-relevant information. It is a critical component of efficient perception and decision-making in humans and advanced embodied agents. Recently, the use of Multimodal Large Language Models (MLLMs) as central planning and decision-making modules in robotic systems has gained extensive attention. However, despite the importance of active perception in embodied intelligence, there is little to no exploration of how MLLMs can be equipped with or learn active perception capabilities. In this paper, we first provide a systematic definition of MLLM-based active perception tasks. We point out that the recently proposed GPT-o3 model's zoom-in search strategy can be regarded as a special case of active perception; however, it still suffers from low search efficiency and inaccurate region selection. To address these issues, we propose ACTIVE-O3, a purely reinforcement learning based training framework built on top of GRPO, designed to equip MLLMs with active perception capabilities. We further establish a comprehensive benchmark suite to evaluate ACTIVE-O3 across both general open-world tasks, such as small-object and dense object grounding, and domain-specific scenarios, including small object detection in remote sensing and autonomous driving, as well as fine-grained interactive segmentation. In addition, ACTIVE-O3 also demonstrates strong zero-shot reasoning abilities on the V* Benchmark, without relying on any explicit reasoning data. We hope that our work can provide a simple codebase and evaluation protocol to facilitate future research on active perception in MLLMs.

  • 11 authors
·
May 27, 2025 2

Agility Meets Stability: Versatile Humanoid Control with Heterogeneous Data

Humanoid robots are envisioned to perform a wide range of tasks in human-centered environments, requiring controllers that combine agility with robust balance. Recent advances in locomotion and whole-body tracking have enabled impressive progress in either agile dynamic skills or stability-critical behaviors, but existing methods remain specialized, focusing on one capability while compromising the other. In this work, we introduce AMS (Agility Meets Stability), the first framework that unifies both dynamic motion tracking and extreme balance maintenance in a single policy. Our key insight is to leverage heterogeneous data sources: human motion capture datasets that provide rich, agile behaviors, and physically constrained synthetic balance motions that capture stability configurations. To reconcile the divergent optimization goals of agility and stability, we design a hybrid reward scheme that applies general tracking objectives across all data while injecting balance-specific priors only into synthetic motions. Further, an adaptive learning strategy with performance-driven sampling and motion-specific reward shaping enables efficient training across diverse motion distributions. We validate AMS extensively in simulation and on a real Unitree G1 humanoid. Experiments demonstrate that a single policy can execute agile skills such as dancing and running, while also performing zero-shot extreme balance motions like Ip Man's Squat, highlighting AMS as a versatile control paradigm for future humanoid applications.

  • 11 authors
·
Nov 21, 2025

BioMoDiffuse: Physics-Guided Biomechanical Diffusion for Controllable and Authentic Human Motion Synthesis

Human motion generation holds significant promise in fields such as animation, film production, and robotics. However, existing methods often fail to produce physically plausible movements that adhere to biomechanical principles. While recent autoregressive and diffusion models have improved visual quality, they frequently overlook essential biodynamic features, such as muscle activation patterns and joint coordination, leading to motions that either violate physical laws or lack controllability. This paper introduces BioMoDiffuse, a novel biomechanics-aware diffusion framework that addresses these limitations. It features three key innovations: (1) A lightweight biodynamic network that integrates muscle electromyography (EMG) signals and kinematic features with acceleration constraints, (2) A physics-guided diffusion process that incorporates real-time biomechanical verification via modified Euler-Lagrange equations, and (3) A decoupled control mechanism that allows independent regulation of motion speed and semantic context. We also propose a set of comprehensive evaluation protocols that combines traditional metrics (FID, R-precision, etc.) with new biomechanical criteria (smoothness, foot sliding, floating, etc.). Our approach bridges the gap between data-driven motion synthesis and biomechanical authenticity, establishing new benchmarks for physically accurate motion generation.

  • 3 authors
·
Mar 8, 2025

Adversarial Locomotion and Motion Imitation for Humanoid Policy Learning

Humans exhibit diverse and expressive whole-body movements. However, attaining human-like whole-body coordination in humanoid robots remains challenging, as conventional approaches that mimic whole-body motions often neglect the distinct roles of upper and lower body. This oversight leads to computationally intensive policy learning and frequently causes robot instability and falls during real-world execution. To address these issues, we propose Adversarial Locomotion and Motion Imitation (ALMI), a novel framework that enables adversarial policy learning between upper and lower body. Specifically, the lower body aims to provide robust locomotion capabilities to follow velocity commands while the upper body tracks various motions. Conversely, the upper-body policy ensures effective motion tracking when the robot executes velocity-based movements. Through iterative updates, these policies achieve coordinated whole-body control, which can be extended to loco-manipulation tasks with teleoperation systems. Extensive experiments demonstrate that our method achieves robust locomotion and precise motion tracking in both simulation and on the full-size Unitree H1 robot. Additionally, we release a large-scale whole-body motion control dataset featuring high-quality episodic trajectories from MuJoCo simulations deployable on real robots. The project page is https://almi-humanoid.github.io.

  • 8 authors
·
Apr 19, 2025

Safe & Accurate at Speed with Tendons: A Robot Arm for Exploring Dynamic Motion

Operating robots precisely and at high speeds has been a long-standing goal of robotics research. Balancing these competing demands is key to enabling the seamless collaboration of robots and humans and increasing task performance. However, traditional motor-driven systems often fall short in this balancing act. Due to their rigid and often heavy design exacerbated by positioning the motors into the joints, faster motions of such robots transfer high forces at impact. To enable precise and safe dynamic motions, we introduce a four degree-of-freedom~(DoF) tendon-driven robot arm. Tendons allow placing the actuation at the base to reduce the robot's inertia, which we show significantly reduces peak collision forces compared to conventional robots with motors placed near the joints. Pairing our robot with pneumatic muscles allows generating high forces and highly accelerated motions, while benefiting from impact resilience through passive compliance. Since tendons are subject to additional friction and hence prone to wear and tear, we validate the reliability of our robotic arm on various experiments, including long-term dynamic motions. We also demonstrate its ease of control by quantifying the nonlinearities of the system and the performance on a challenging dynamic table tennis task learned from scratch using reinforcement learning. We open-source the entire hardware design, which can be largely 3D printed, the control software, and a proprioceptive dataset of 25 days of diverse robot motions at webdav.tuebingen.mpg.de/pamy2.

  • 12 authors
·
Jul 5, 2023

FinePhys: Fine-grained Human Action Generation by Explicitly Incorporating Physical Laws for Effective Skeletal Guidance

Despite significant advances in video generation, synthesizing physically plausible human actions remains a persistent challenge, particularly in modeling fine-grained semantics and complex temporal dynamics. For instance, generating gymnastics routines such as "switch leap with 0.5 turn" poses substantial difficulties for current methods, often yielding unsatisfactory results. To bridge this gap, we propose FinePhys, a Fine-grained human action generation framework that incorporates Physics to obtain effective skeletal guidance. Specifically, FinePhys first estimates 2D poses in an online manner and then performs 2D-to-3D dimension lifting via in-context learning. To mitigate the instability and limited interpretability of purely data-driven 3D poses, we further introduce a physics-based motion re-estimation module governed by Euler-Lagrange equations, calculating joint accelerations via bidirectional temporal updating. The physically predicted 3D poses are then fused with data-driven ones, offering multi-scale 2D heatmap guidance for the diffusion process. Evaluated on three fine-grained action subsets from FineGym (FX-JUMP, FX-TURN, and FX-SALTO), FinePhys significantly outperforms competitive baselines. Comprehensive qualitative results further demonstrate FinePhys's ability to generate more natural and plausible fine-grained human actions.

  • 6 authors
·
May 19, 2025 1

Semi-supervised Active Learning for Video Action Detection

In this work, we focus on label efficient learning for video action detection. We develop a novel semi-supervised active learning approach which utilizes both labeled as well as unlabeled data along with informative sample selection for action detection. Video action detection requires spatio-temporal localization along with classification, which poses several challenges for both active learning informative sample selection as well as semi-supervised learning pseudo label generation. First, we propose NoiseAug, a simple augmentation strategy which effectively selects informative samples for video action detection. Next, we propose fft-attention, a novel technique based on high-pass filtering which enables effective utilization of pseudo label for SSL in video action detection by emphasizing on relevant activity region within a video. We evaluate the proposed approach on three different benchmark datasets, UCF-101-24, JHMDB-21, and Youtube-VOS. First, we demonstrate its effectiveness on video action detection where the proposed approach outperforms prior works in semi-supervised and weakly-supervised learning along with several baseline approaches in both UCF101-24 and JHMDB-21. Next, we also show its effectiveness on Youtube-VOS for video object segmentation demonstrating its generalization capability for other dense prediction tasks in videos. The code and models is publicly available at: https://github.com/AKASH2907/semi-sup-active-learning.

  • 5 authors
·
Dec 12, 2023

Active Inference as a Model of Agency

Is there a canonical way to think of agency beyond reward maximisation? In this paper, we show that any type of behaviour complying with physically sound assumptions about how macroscopic biological agents interact with the world canonically integrates exploration and exploitation in the sense of minimising risk and ambiguity about states of the world. This description, known as active inference, refines the free energy principle, a popular descriptive framework for action and perception originating in neuroscience. Active inference provides a normative Bayesian framework to simulate and model agency that is widely used in behavioural neuroscience, reinforcement learning (RL) and robotics. The usefulness of active inference for RL is three-fold. a) Active inference provides a principled solution to the exploration-exploitation dilemma that usefully simulates biological agency. b) It provides an explainable recipe to simulate behaviour, whence behaviour follows as an explainable mixture of exploration and exploitation under a generative world model, and all differences in behaviour are explicit in differences in world model. c) This framework is universal in the sense that it is theoretically possible to rewrite any RL algorithm conforming to the descriptive assumptions of active inference as an active inference algorithm. Thus, active inference can be used as a tool to uncover and compare the commitments and assumptions of more specific models of agency.

  • 4 authors
·
Jan 23, 2024

ZARA: Zero-shot Motion Time-Series Analysis via Knowledge and Retrieval Driven LLM Agents

Motion sensor time-series are central to human activity recognition (HAR), with applications in health, sports, and smart devices. However, existing methods are trained for fixed activity sets and require costly retraining when new behaviours or sensor setups appear. Recent attempts to use large language models (LLMs) for HAR, typically by converting signals into text or images, suffer from limited accuracy and lack verifiable interpretability. We propose ZARA, the first agent-based framework for zero-shot, explainable HAR directly from raw motion time-series. ZARA integrates an automatically derived pair-wise feature knowledge base that captures discriminative statistics for every activity pair, a multi-sensor retrieval module that surfaces relevant evidence, and a hierarchical agent pipeline that guides the LLM to iteratively select features, draw on this evidence, and produce both activity predictions and natural-language explanations. ZARA enables flexible and interpretable HAR without any fine-tuning or task-specific classifiers. Extensive experiments on 8 HAR benchmarks show that ZARA achieves SOTA zero-shot performance, delivering clear reasoning while exceeding the strongest baselines by 2.53x in macro F1. Ablation studies further confirm the necessity of each module, marking ZARA as a promising step toward trustworthy, plug-and-play motion time-series analysis. Our codes are available at https://github.com/zechenli03/ZARA.

  • 4 authors
·
Aug 5, 2025 2

Disentangling Shape and Pose for Object-Centric Deep Active Inference Models

Active inference is a first principles approach for understanding the brain in particular, and sentient agents in general, with the single imperative of minimizing free energy. As such, it provides a computational account for modelling artificial intelligent agents, by defining the agent's generative model and inferring the model parameters, actions and hidden state beliefs. However, the exact specification of the generative model and the hidden state space structure is left to the experimenter, whose design choices influence the resulting behaviour of the agent. Recently, deep learning methods have been proposed to learn a hidden state space structure purely from data, alleviating the experimenter from this tedious design task, but resulting in an entangled, non-interpreteable state space. In this paper, we hypothesize that such a learnt, entangled state space does not necessarily yield the best model in terms of free energy, and that enforcing different factors in the state space can yield a lower model complexity. In particular, we consider the problem of 3D object representation, and focus on different instances of the ShapeNet dataset. We propose a model that factorizes object shape, pose and category, while still learning a representation for each factor using a deep neural network. We show that models, with best disentanglement properties, perform best when adopted by an active agent in reaching preferred observations.

  • 5 authors
·
Sep 16, 2022

Improving Out-of-distribution Human Activity Recognition via IMU-Video Cross-modal Representation Learning

Human Activity Recognition (HAR) based on wearable inertial sensors plays a critical role in remote health monitoring. In patients with movement disorders, the ability to detect abnormal patient movements in their home environments can enable continuous optimization of treatments and help alert caretakers as needed. Machine learning approaches have been proposed for HAR tasks using Inertial Measurement Unit (IMU) data; however, most rely on application-specific labels and lack generalizability to data collected in different environments or populations. To address this limitation, we propose a new cross-modal self-supervised pretraining approach to learn representations from large-sale unlabeled IMU-video data and demonstrate improved generalizability in HAR tasks on out of distribution (OOD) IMU datasets, including a dataset collected from patients with Parkinson's disease. Specifically, our results indicate that the proposed cross-modal pretraining approach outperforms the current state-of-the-art IMU-video pretraining approach and IMU-only pretraining under zero-shot and few-shot evaluations. Broadly, our study provides evidence that in highly dynamic data modalities, such as IMU signals, cross-modal pretraining may be a useful tool to learn generalizable data representations. Our software is available at https://github.com/scheshmi/IMU-Video-OOD-HAR.

  • 6 authors
·
Jul 17, 2025

ASAP: Aligning Simulation and Real-World Physics for Learning Agile Humanoid Whole-Body Skills

Humanoid robots hold the potential for unparalleled versatility in performing human-like, whole-body skills. However, achieving agile and coordinated whole-body motions remains a significant challenge due to the dynamics mismatch between simulation and the real world. Existing approaches, such as system identification (SysID) and domain randomization (DR) methods, often rely on labor-intensive parameter tuning or result in overly conservative policies that sacrifice agility. In this paper, we present ASAP (Aligning Simulation and Real-World Physics), a two-stage framework designed to tackle the dynamics mismatch and enable agile humanoid whole-body skills. In the first stage, we pre-train motion tracking policies in simulation using retargeted human motion data. In the second stage, we deploy the policies in the real world and collect real-world data to train a delta (residual) action model that compensates for the dynamics mismatch. Then, ASAP fine-tunes pre-trained policies with the delta action model integrated into the simulator to align effectively with real-world dynamics. We evaluate ASAP across three transfer scenarios: IsaacGym to IsaacSim, IsaacGym to Genesis, and IsaacGym to the real-world Unitree G1 humanoid robot. Our approach significantly improves agility and whole-body coordination across various dynamic motions, reducing tracking error compared to SysID, DR, and delta dynamics learning baselines. ASAP enables highly agile motions that were previously difficult to achieve, demonstrating the potential of delta action learning in bridging simulation and real-world dynamics. These results suggest a promising sim-to-real direction for developing more expressive and agile humanoids.

  • 18 authors
·
Feb 3, 2025

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/.

  • 4 authors
·
Apr 20, 2023

Large Motion Model for Unified Multi-Modal Motion Generation

Human motion generation, a cornerstone technique in animation and video production, has widespread applications in various tasks like text-to-motion and music-to-dance. Previous works focus on developing specialist models tailored for each task without scalability. In this work, we present Large Motion Model (LMM), a motion-centric, multi-modal framework that unifies mainstream motion generation tasks into a generalist model. A unified motion model is appealing since it can leverage a wide range of motion data to achieve broad generalization beyond a single task. However, it is also challenging due to the heterogeneous nature of substantially different motion data and tasks. LMM tackles these challenges from three principled aspects: 1) Data: We consolidate datasets with different modalities, formats and tasks into a comprehensive yet unified motion generation dataset, MotionVerse, comprising 10 tasks, 16 datasets, a total of 320k sequences, and 100 million frames. 2) Architecture: We design an articulated attention mechanism ArtAttention that incorporates body part-aware modeling into Diffusion Transformer backbone. 3) Pre-Training: We propose a novel pre-training strategy for LMM, which employs variable frame rates and masking forms, to better exploit knowledge from diverse training data. Extensive experiments demonstrate that our generalist LMM achieves competitive performance across various standard motion generation tasks over state-of-the-art specialist models. Notably, LMM exhibits strong generalization capabilities and emerging properties across many unseen tasks. Additionally, our ablation studies reveal valuable insights about training and scaling up large motion models for future research.

  • 11 authors
·
Apr 1, 2024

Embodied Active Defense: Leveraging Recurrent Feedback to Counter Adversarial Patches

The vulnerability of deep neural networks to adversarial patches has motivated numerous defense strategies for boosting model robustness. However, the prevailing defenses depend on single observation or pre-established adversary information to counter adversarial patches, often failing to be confronted with unseen or adaptive adversarial attacks and easily exhibiting unsatisfying performance in dynamic 3D environments. Inspired by active human perception and recurrent feedback mechanisms, we develop Embodied Active Defense (EAD), a proactive defensive strategy that actively contextualizes environmental information to address misaligned adversarial patches in 3D real-world settings. To achieve this, EAD develops two central recurrent sub-modules, i.e., a perception module and a policy module, to implement two critical functions of active vision. These models recurrently process a series of beliefs and observations, facilitating progressive refinement of their comprehension of the target object and enabling the development of strategic actions to counter adversarial patches in 3D environments. To optimize learning efficiency, we incorporate a differentiable approximation of environmental dynamics and deploy patches that are agnostic to the adversary strategies. Extensive experiments demonstrate that EAD substantially enhances robustness against a variety of patches within just a few steps through its action policy in safety-critical tasks (e.g., face recognition and object detection), without compromising standard accuracy. Furthermore, due to the attack-agnostic characteristic, EAD facilitates excellent generalization to unseen attacks, diminishing the averaged attack success rate by 95 percent across a range of unseen adversarial attacks.

  • 6 authors
·
Mar 30, 2024

PSUMNet: Unified Modality Part Streams are All You Need for Efficient Pose-based Action Recognition

Pose-based action recognition is predominantly tackled by approaches which treat the input skeleton in a monolithic fashion, i.e. joints in the pose tree are processed as a whole. However, such approaches ignore the fact that action categories are often characterized by localized action dynamics involving only small subsets of part joint groups involving hands (e.g. `Thumbs up') or legs (e.g. `Kicking'). Although part-grouping based approaches exist, each part group is not considered within the global pose frame, causing such methods to fall short. Further, conventional approaches employ independent modality streams (e.g. joint, bone, joint velocity, bone velocity) and train their network multiple times on these streams, which massively increases the number of training parameters. To address these issues, we introduce PSUMNet, a novel approach for scalable and efficient pose-based action recognition. At the representation level, we propose a global frame based part stream approach as opposed to conventional modality based streams. Within each part stream, the associated data from multiple modalities is unified and consumed by the processing pipeline. Experimentally, PSUMNet achieves state of the art performance on the widely used NTURGB+D 60/120 dataset and dense joint skeleton dataset NTU 60-X/120-X. PSUMNet is highly efficient and outperforms competing methods which use 100%-400% more parameters. PSUMNet also generalizes to the SHREC hand gesture dataset with competitive performance. Overall, PSUMNet's scalability, performance and efficiency makes it an attractive choice for action recognition and for deployment on compute-restricted embedded and edge devices. Code and pretrained models can be accessed at https://github.com/skelemoa/psumnet

  • 2 authors
·
Aug 11, 2022

DartControl: A Diffusion-Based Autoregressive Motion Model for Real-Time Text-Driven Motion Control

Text-conditioned human motion generation, which allows for user interaction through natural language, has become increasingly popular. Existing methods typically generate short, isolated motions based on a single input sentence. However, human motions are continuous and can extend over long periods, carrying rich semantics. Creating long, complex motions that precisely respond to streams of text descriptions, particularly in an online and real-time setting, remains a significant challenge. Furthermore, incorporating spatial constraints into text-conditioned motion generation presents additional challenges, as it requires aligning the motion semantics specified by text descriptions with geometric information, such as goal locations and 3D scene geometry. To address these limitations, we propose DartControl, in short DART, a Diffusion-based Autoregressive motion primitive model for Real-time Text-driven motion control. Our model effectively learns a compact motion primitive space jointly conditioned on motion history and text inputs using latent diffusion models. By autoregressively generating motion primitives based on the preceding history and current text input, DART enables real-time, sequential motion generation driven by natural language descriptions. Additionally, the learned motion primitive space allows for precise spatial motion control, which we formulate either as a latent noise optimization problem or as a Markov decision process addressed through reinforcement learning. We present effective algorithms for both approaches, demonstrating our model's versatility and superior performance in various motion synthesis tasks. Experiments show our method outperforms existing baselines in motion realism, efficiency, and controllability. Video results are available on the project page: https://zkf1997.github.io/DART/.

  • 3 authors
·
Oct 7, 2024

MotionGPT3: Human Motion as a Second Modality

Though recent advances in multimodal models have demonstrated strong capabilities and opportunities in unified understanding and generation, the development of unified motion-language models remains underexplored. To enable such models with high-fidelity human motion, two core challenges must be addressed. The first is the reconstruction gap between the continuous motion modality and discrete representation in an autoregressive manner, and the second is the degradation of language intelligence during unified training. Inspired by the mixture of experts, we propose MotionGPT3, a bimodal motion-language model that treats human motion as a second modality, decoupling motion modeling via separate model parameters and enabling both effective cross-modal interaction and efficient multimodal scaling training. To preserve language intelligence, the text branch retains the original structure and parameters of the pretrained language model, while a new motion branch is integrated via a shared attention mechanism, enabling bidirectional information flow between two modalities. We first employ a motion Variational Autoencoder (VAE) to encode raw human motion into latent representations. Based on this continuous latent space, the motion branch predicts motion latents directly from intermediate hidden states using a diffusion head, bypassing discrete tokenization. Extensive experiments show that our approach achieves competitive performance on both motion understanding and generation tasks while preserving strong language capabilities, establishing a unified bimodal motion diffusion framework within an autoregressive manner.

  • 8 authors
·
Jun 30, 2025

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.

AlibabaTongyiLab TongyiLab
·
Dec 9, 2025 5

SafeFlow: Real-Time Text-Driven Humanoid Whole-Body Control via Physics-Guided Rectified Flow and Selective Safety Gating

Recent advances in real-time interactive text-driven motion generation have enabled humanoids to perform diverse behaviors. However, kinematics-only generators often exhibit physical hallucinations, producing motion trajectories that are physically infeasible to track with a downstream motion tracking controller or unsafe for real-world deployment. These failures often arise from the lack of explicit physics-aware objectives for real-robot execution and become more severe under out-of-distribution (OOD) user inputs. Hence, we propose SafeFlow, a text-driven humanoid whole-body control framework that combines physics-guided motion generation with a 3-Stage Safety Gate driven by explicit risk indicators. SafeFlow adopts a two-level architecture. At the high level, we generate motion trajectories using Physics-Guided Rectified Flow Matching in a VAE latent space to improve real-robot executability, and further accelerate sampling via Reflow to reduce the number of function evaluations (NFE) for real-time control. The 3-Stage Safety Gate enables selective execution by detecting semantic OOD prompts using a Mahalanobis score in text-embedding space, filtering unstable generations via a directional sensitivity discrepancy metric, and enforcing final hard kinematic constraints such as joint and velocity limits before passing the generated trajectory to a low-level motion tracking controller. Extensive experiments on the Unitree G1 demonstrate that SafeFlow outperforms prior diffusion-based methods in success rate, physical compliance, and inference speed, while maintaining diverse expressiveness.

  • 4 authors
·
Mar 25

Active Vision Might Be All You Need: Exploring Active Vision in Bimanual Robotic Manipulation

Imitation learning has demonstrated significant potential in performing high-precision manipulation tasks using visual feedback. However, it is common practice in imitation learning for cameras to be fixed in place, resulting in issues like occlusion and limited field of view. Furthermore, cameras are often placed in broad, general locations, without an effective viewpoint specific to the robot's task. In this work, we investigate the utility of active vision (AV) for imitation learning and manipulation, in which, in addition to the manipulation policy, the robot learns an AV policy from human demonstrations to dynamically change the robot's camera viewpoint to obtain better information about its environment and the given task. We introduce AV-ALOHA, a new bimanual teleoperation robot system with AV, an extension of the ALOHA 2 robot system, incorporating an additional 7-DoF robot arm that only carries a stereo camera and is solely tasked with finding the best viewpoint. This camera streams stereo video to an operator wearing a virtual reality (VR) headset, allowing the operator to control the camera pose using head and body movements. The system provides an immersive teleoperation experience, with bimanual first-person control, enabling the operator to dynamically explore and search the scene and simultaneously interact with the environment. We conduct imitation learning experiments of our system both in real-world and in simulation, across a variety of tasks that emphasize viewpoint planning. Our results demonstrate the effectiveness of human-guided AV for imitation learning, showing significant improvements over fixed cameras in tasks with limited visibility. Project website: https://soltanilara.github.io/av-aloha/

  • 5 authors
·
Sep 25, 2024

CoDA: Coordinated Diffusion Noise Optimization for Whole-Body Manipulation of Articulated Objects

Synthesizing whole-body manipulation of articulated objects, including body motion, hand motion, and object motion, is a critical yet challenging task with broad applications in virtual humans and robotics. The core challenges are twofold. First, achieving realistic whole-body motion requires tight coordination between the hands and the rest of the body, as their movements are interdependent during manipulation. Second, articulated object manipulation typically involves high degrees of freedom and demands higher precision, often requiring the fingers to be placed at specific regions to actuate movable parts. To address these challenges, we propose a novel coordinated diffusion noise optimization framework. Specifically, we perform noise-space optimization over three specialized diffusion models for the body, left hand, and right hand, each trained on its own motion dataset to improve generalization. Coordination naturally emerges through gradient flow along the human kinematic chain, allowing the global body posture to adapt in response to hand motion objectives with high fidelity. To further enhance precision in hand-object interaction, we adopt a unified representation based on basis point sets (BPS), where end-effector positions are encoded as distances to the same BPS used for object geometry. This unified representation captures fine-grained spatial relationships between the hand and articulated object parts, and the resulting trajectories serve as targets to guide the optimization of diffusion noise, producing highly accurate interaction motion. We conduct extensive experiments demonstrating that our method outperforms existing approaches in motion quality and physical plausibility, and enables various capabilities such as object pose control, simultaneous walking and manipulation, and whole-body generation from hand-only data.

  • 4 authors
·
May 27, 2025 2

Look, Zoom, Understand: The Robotic Eyeball for Embodied Perception

In embodied AI perception systems, visual perception should be active: the goal is not to passively process static images, but to actively acquire more informative data within pixel and spatial budget constraints. Existing vision models and fixed RGB-D camera systems fundamentally fail to reconcile wide-area coverage with fine-grained detail acquisition, severely limiting their efficacy in open-world robotic applications. To address this issue, we propose EyeVLA, a robotic eyeball for active visual perception that can take proactive actions based on instructions, enabling clear observation of fine-grained target objects and detailed information across a wide spatial extent. EyeVLA discretizes action behaviors into action tokens and integrates them with vision-language models (VLMs) that possess strong open-world understanding capabilities, enabling joint modeling of vision, language, and actions within a single autoregressive sequence. By using the 2D bounding box coordinates to guide the reasoning chain and applying reinforcement learning to refine the viewpoint selection policy, we transfer the open-world scene understanding capability of the VLM to a vision language action (VLA) policy using only minimal real-world data. Experiments show that our system efficiently performs instructed scenes in real-world environments and actively acquires more accurate visual information through instruction-driven actions of rotation and zoom, thereby achieving strong environmental perception capabilities. EyeVLA introduces a novel robotic vision system that leverages detailed and spatially rich, large-scale embodied data, and actively acquires highly informative visual observations for downstream embodied tasks.

  • 5 authors
·
Nov 19, 2025

Motion Mamba: Efficient and Long Sequence Motion Generation with Hierarchical and Bidirectional Selective SSM

Human motion generation stands as a significant pursuit in generative computer vision, while achieving long-sequence and efficient motion generation remains challenging. Recent advancements in state space models (SSMs), notably Mamba, have showcased considerable promise in long sequence modeling with an efficient hardware-aware design, which appears to be a promising direction to build motion generation model upon it. Nevertheless, adapting SSMs to motion generation faces hurdles since the lack of a specialized design architecture to model motion sequence. To address these challenges, we propose Motion Mamba, a simple and efficient approach that presents the pioneering motion generation model utilized SSMs. Specifically, we design a Hierarchical Temporal Mamba (HTM) block to process temporal data by ensemble varying numbers of isolated SSM modules across a symmetric U-Net architecture aimed at preserving motion consistency between frames. We also design a Bidirectional Spatial Mamba (BSM) block to bidirectionally process latent poses, to enhance accurate motion generation within a temporal frame. Our proposed method achieves up to 50% FID improvement and up to 4 times faster on the HumanML3D and KIT-ML datasets compared to the previous best diffusion-based method, which demonstrates strong capabilities of high-quality long sequence motion modeling and real-time human motion generation. See project website https://steve-zeyu-zhang.github.io/MotionMamba/

  • 6 authors
·
Mar 12, 2024 4

Manipulate-to-Navigate: Reinforcement Learning with Visual Affordances and Manipulability Priors

Mobile manipulation in dynamic environments is challenging due to movable obstacles blocking the robot's path. Traditional methods, which treat navigation and manipulation as separate tasks, often fail in such 'manipulate-to-navigate' scenarios, as obstacles must be removed before navigation. In these cases, active interaction with the environment is required to clear obstacles while ensuring sufficient space for movement. To address the manipulate-to-navigate problem, we propose a reinforcement learning-based approach for learning manipulation actions that facilitate subsequent navigation. Our method combines manipulability priors to focus the robot on high manipulability body positions with affordance maps for selecting high-quality manipulation actions. By focusing on feasible and meaningful actions, our approach reduces unnecessary exploration and allows the robot to learn manipulation strategies more effectively. We present two new manipulate-to-navigate simulation tasks called Reach and Door with the Boston Dynamics Spot robot. The first task tests whether the robot can select a good hand position in the target area such that the robot base can move effectively forward while keeping the end effector position fixed. The second task requires the robot to move a door aside in order to clear the navigation path. Both of these tasks need first manipulation and then navigating the base forward. Results show that our method allows a robot to effectively interact with and traverse dynamic environments. Finally, we transfer the learned policy to a real Boston Dynamics Spot robot, which successfully performs the Reach task.

  • 2 authors
·
Aug 18, 2025

Decoding Human Activities: Analyzing Wearable Accelerometer and Gyroscope Data for Activity Recognition

A person's movement or relative positioning effectively generates raw electrical signals that can be read by computing machines to apply various manipulative techniques for the classification of different human activities. In this paper, a stratified multi-structural approach based on a Residual network ensembled with Residual MobileNet is proposed, termed as FusionActNet. The proposed method involves using carefully designed Residual blocks for classifying the static and dynamic activities separately because they have clear and distinct characteristics that set them apart. These networks are trained independently, resulting in two specialized and highly accurate models. These models excel at recognizing activities within a specific superclass by taking advantage of the unique algorithmic benefits of architectural adjustments. Afterward, these two ResNets are passed through a weighted ensemble-based Residual MobileNet. Subsequently, this ensemble proficiently discriminates between a specific static and a specific dynamic activity, which were previously identified based on their distinct feature characteristics in the earlier stage. The proposed model is evaluated using two publicly accessible datasets; namely, UCI HAR and Motion-Sense. Therein, it successfully handled the highly confusing cases of data overlap. Therefore, the proposed approach achieves a state-of-the-art accuracy of 96.71% and 95.35% in the UCI HAR and Motion-Sense datasets respectively.

  • 5 authors
·
Oct 3, 2023

Active Sensing of Knee Osteoarthritis Progression with Reinforcement Learning

Osteoarthritis (OA) is the most common musculoskeletal disease, which has no cure. Knee OA (KOA) is one of the highest causes of disability worldwide, and it costs billions of United States dollars to the global community. Prediction of KOA progression has been of high interest to the community for years, as it can advance treatment development through more efficient clinical trials and improve patient outcomes through more efficient healthcare utilization. Existing approaches for predicting KOA, however, are predominantly static, i.e. consider data from a single time point to predict progression many years into the future, and knee level, i.e. consider progression in a single joint only. Due to these and related reasons, these methods fail to deliver the level of predictive performance, which is sufficient to result in cost savings and better patient outcomes. Collecting extensive data from all patients on a regular basis could address the issue, but it is limited by the high cost at a population level. In this work, we propose to go beyond static prediction models in OA, and bring a novel Active Sensing (AS) approach, designed to dynamically follow up patients with the objective of maximizing the number of informative data acquisitions, while minimizing their total cost over a period of time. Our approach is based on Reinforcement Learning (RL), and it leverages a novel reward function designed specifically for AS of disease progression in more than one part of a human body. Our method is end-to-end, relies on multi-modal Deep Learning, and requires no human input at inference time. Throughout an exhaustive experimental evaluation, we show that using RL can provide a higher monetary benefit when compared to state-of-the-art baselines.

  • 4 authors
·
Aug 5, 2024

VIGMA: An Open-Access Framework for Visual Gait and Motion Analytics

Gait disorders are commonly observed in older adults, who frequently experience various issues related to walking. Additionally, researchers and clinicians extensively investigate mobility related to gait in typically and atypically developing children, athletes, and individuals with orthopedic and neurological disorders. Effective gait analysis enables the understanding of the causal mechanisms of mobility and balance control of patients, the development of tailored treatment plans to improve mobility, the reduction of fall risk, and the tracking of rehabilitation progress. However, analyzing gait data is a complex task due to the multivariate nature of the data, the large volume of information to be interpreted, and the technical skills required. Existing tools for gait analysis are often limited to specific patient groups (e.g., cerebral palsy), only handle a specific subset of tasks in the entire workflow, and are not openly accessible. To address these shortcomings, we conducted a requirements assessment with gait practitioners (e.g., researchers, clinicians) via surveys and identified key components of the workflow, including (1) data processing and (2) data analysis and visualization. Based on the findings, we designed VIGMA, an open-access visual analytics framework integrated with computational notebooks and a Python library, to meet the identified requirements. Notably, the framework supports analytical capabilities for assessing disease progression and for comparing multiple patient groups. We validated the framework through usage scenarios with experts specializing in gait and mobility rehabilitation. VIGMA is available at https://github.com/komar41/VIGMA.

  • 5 authors
·
Apr 24, 2025

Follow-Your-Click: Open-domain Regional Image Animation via Short Prompts

Despite recent advances in image-to-video generation, better controllability and local animation are less explored. Most existing image-to-video methods are not locally aware and tend to move the entire scene. However, human artists may need to control the movement of different objects or regions. Additionally, current I2V methods require users not only to describe the target motion but also to provide redundant detailed descriptions of frame contents. These two issues hinder the practical utilization of current I2V tools. In this paper, we propose a practical framework, named Follow-Your-Click, to achieve image animation with a simple user click (for specifying what to move) and a short motion prompt (for specifying how to move). Technically, we propose the first-frame masking strategy, which significantly improves the video generation quality, and a motion-augmented module equipped with a short motion prompt dataset to improve the short prompt following abilities of our model. To further control the motion speed, we propose flow-based motion magnitude control to control the speed of target movement more precisely. Our framework has simpler yet precise user control and better generation performance than previous methods. Extensive experiments compared with 7 baselines, including both commercial tools and research methods on 8 metrics, suggest the superiority of our approach. Project Page: https://follow-your-click.github.io/

  • 11 authors
·
Mar 13, 2024 5

Finally Outshining the Random Baseline: A Simple and Effective Solution for Active Learning in 3D Biomedical Imaging

Active learning (AL) has the potential to drastically reduce annotation costs in 3D biomedical image segmentation, where expert labeling of volumetric data is both time-consuming and expensive. Yet, existing AL methods are unable to consistently outperform improved random sampling baselines adapted to 3D data, leaving the field without a reliable solution. We introduce Class-stratified Scheduled Power Predictive Entropy (ClaSP PE), a simple and effective query strategy that addresses two key limitations of standard uncertainty-based AL methods: class imbalance and redundancy in early selections. ClaSP PE combines class-stratified querying to ensure coverage of underrepresented structures and log-scale power noising with a decaying schedule to enforce query diversity in early-stage AL and encourage exploitation later. In our evaluation on 24 experimental settings using four 3D biomedical datasets within the comprehensive nnActive benchmark, ClaSP PE is the only method that generally outperforms improved random baselines in terms of both segmentation quality with statistically significant gains, whilst remaining annotation efficient. Furthermore, we explicitly simulate the real-world application by testing our method on four previously unseen datasets without manual adaptation, where all experiment parameters are set according to predefined guidelines. The results confirm that ClaSP PE robustly generalizes to novel tasks without requiring dataset-specific tuning. Within the nnActive framework, we present compelling evidence that an AL method can consistently outperform random baselines adapted to 3D segmentation, in terms of both performance and annotation efficiency in a realistic, close-to-production scenario. Our open-source implementation and clear deployment guidelines make it readily applicable in practice. Code is at https://github.com/MIC-DKFZ/nnActive.

MIC-DKFZ MIC at DKFZ
·
Jan 20 2

LivePhoto: Real Image Animation with Text-guided Motion Control

Despite the recent progress in text-to-video generation, existing studies usually overlook the issue that only spatial contents but not temporal motions in synthesized videos are under the control of text. Towards such a challenge, this work presents a practical system, named LivePhoto, which allows users to animate an image of their interest with text descriptions. We first establish a strong baseline that helps a well-learned text-to-image generator (i.e., Stable Diffusion) take an image as a further input. We then equip the improved generator with a motion module for temporal modeling and propose a carefully designed training pipeline to better link texts and motions. In particular, considering the facts that (1) text can only describe motions roughly (e.g., regardless of the moving speed) and (2) text may include both content and motion descriptions, we introduce a motion intensity estimation module as well as a text re-weighting module to reduce the ambiguity of text-to-motion mapping. Empirical evidence suggests that our approach is capable of well decoding motion-related textual instructions into videos, such as actions, camera movements, or even conjuring new contents from thin air (e.g., pouring water into an empty glass). Interestingly, thanks to the proposed intensity learning mechanism, our system offers users an additional control signal (i.e., the motion intensity) besides text for video customization.

  • 7 authors
·
Dec 5, 2023 3

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.

  • 9 authors
·
Oct 17, 2024

LaMP: Language-Motion Pretraining for Motion Generation, Retrieval, and Captioning

Language plays a vital role in the realm of human motion. Existing methods have largely depended on CLIP text embeddings for motion generation, yet they fall short in effectively aligning language and motion due to CLIP's pretraining on static image-text pairs. This work introduces LaMP, a novel Language-Motion Pretraining model, which transitions from a language-vision to a more suitable language-motion latent space. It addresses key limitations by generating motion-informative text embeddings, significantly enhancing the relevance and semantics of generated motion sequences. With LaMP, we advance three key tasks: text-to-motion generation, motion-text retrieval, and motion captioning through aligned language-motion representation learning. For generation, we utilize LaMP to provide the text condition instead of CLIP, and an autoregressive masked prediction is designed to achieve mask modeling without rank collapse in transformers. For retrieval, motion features from LaMP's motion transformer interact with query tokens to retrieve text features from the text transformer, and vice versa. For captioning, we finetune a large language model with the language-informative motion features to develop a strong motion captioning model. In addition, we introduce the LaMP-BertScore metric to assess the alignment of generated motions with textual descriptions. Extensive experimental results on multiple datasets demonstrate substantial improvements over previous methods across all three tasks. The code of our method will be made public.

  • 10 authors
·
Oct 9, 2024

MotionLab: Unified Human Motion Generation and Editing via the Motion-Condition-Motion Paradigm

Human motion generation and editing are key components of computer graphics and vision. However, current approaches in this field tend to offer isolated solutions tailored to specific tasks, which can be inefficient and impractical for real-world applications. While some efforts have aimed to unify motion-related tasks, these methods simply use different modalities as conditions to guide motion generation. Consequently, they lack editing capabilities, fine-grained control, and fail to facilitate knowledge sharing across tasks. To address these limitations and provide a versatile, unified framework capable of handling both human motion generation and editing, we introduce a novel paradigm: Motion-Condition-Motion, which enables the unified formulation of diverse tasks with three concepts: source motion, condition, and target motion. Based on this paradigm, we propose a unified framework, MotionLab, which incorporates rectified flows to learn the mapping from source motion to target motion, guided by the specified conditions. In MotionLab, we introduce the 1) MotionFlow Transformer to enhance conditional generation and editing without task-specific modules; 2) Aligned Rotational Position Encoding} to guarantee the time synchronization between source motion and target motion; 3) Task Specified Instruction Modulation; and 4) Motion Curriculum Learning for effective multi-task learning and knowledge sharing across tasks. Notably, our MotionLab demonstrates promising generalization capabilities and inference efficiency across multiple benchmarks for human motion. Our code and additional video results are available at: https://diouo.github.io/motionlab.github.io/.

  • 4 authors
·
Feb 4, 2025 3

FLEX: A Large-Scale Multi-Modal Multi-Action Dataset for Fitness Action Quality Assessment

With the increasing awareness of health and the growing desire for aesthetic physique, fitness has become a prevailing trend. However, the potential risks associated with fitness training, especially with weight-loaded fitness actions, cannot be overlooked. Action Quality Assessment (AQA), a technology that quantifies the quality of human action and provides feedback, holds the potential to assist fitness enthusiasts of varying skill levels in achieving better training outcomes. Nevertheless, current AQA methodologies and datasets are limited to single-view competitive sports scenarios and RGB modality and lack professional assessment and guidance of fitness actions. To address this gap, we propose the FLEX dataset, the first multi-modal, multi-action, large-scale dataset that incorporates surface electromyography (sEMG) signals into AQA. FLEX utilizes high-precision MoCap to collect 20 different weight-loaded actions performed by 38 subjects across 3 different skill levels for 10 repetitions each, containing 5 different views of the RGB video, 3D pose, sEMG, and physiological information. Additionally, FLEX incorporates knowledge graphs into AQA, constructing annotation rules in the form of penalty functions that map weight-loaded actions, action keysteps, error types, and feedback. We conducted various baseline methodologies on FLEX, demonstrating that multimodal data, multiview data, and fine-grained annotations significantly enhance model performance. FLEX not only advances AQA methodologies and datasets towards multi-modal and multi-action scenarios but also fosters the integration of artificial intelligence within the fitness domain. Dataset and code are available at https://haoyin116.github.io/FLEX_Dataset.

  • 8 authors
·
Jun 1, 2025

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

KECOR: Kernel Coding Rate Maximization for Active 3D Object Detection

Achieving a reliable LiDAR-based object detector in autonomous driving is paramount, but its success hinges on obtaining large amounts of precise 3D annotations. Active learning (AL) seeks to mitigate the annotation burden through algorithms that use fewer labels and can attain performance comparable to fully supervised learning. Although AL has shown promise, current approaches prioritize the selection of unlabeled point clouds with high uncertainty and/or diversity, leading to the selection of more instances for labeling and reduced computational efficiency. In this paper, we resort to a novel kernel coding rate maximization (KECOR) strategy which aims to identify the most informative point clouds to acquire labels through the lens of information theory. Greedy search is applied to seek desired point clouds that can maximize the minimal number of bits required to encode the latent features. To determine the uniqueness and informativeness of the selected samples from the model perspective, we construct a proxy network of the 3D detector head and compute the outer product of Jacobians from all proxy layers to form the empirical neural tangent kernel (NTK) matrix. To accommodate both one-stage (i.e., SECOND) and two-stage detectors (i.e., PVRCNN), we further incorporate the classification entropy maximization and well trade-off between detection performance and the total number of bounding boxes selected for annotation. Extensive experiments conducted on two 3D benchmarks and a 2D detection dataset evidence the superiority and versatility of the proposed approach. Our results show that approximately 44% box-level annotation costs and 26% computational time are reduced compared to the state-of-the-art AL method, without compromising detection performance.

  • 6 authors
·
Jul 16, 2023

A Renaissance of Explicit Motion Information Mining from Transformers for Action Recognition

Recently, action recognition has been dominated by transformer-based methods, thanks to their spatiotemporal contextual aggregation capacities. However, despite the significant progress achieved on scene-related datasets, they do not perform well on motion-sensitive datasets due to the lack of elaborate motion modeling designs. Meanwhile, we observe that the widely-used cost volume in traditional action recognition is highly similar to the affinity matrix defined in self-attention, but equipped with powerful motion modeling capacities. In light of this, we propose to integrate those effective motion modeling properties into the existing transformer in a unified and neat way, with the proposal of the Explicit Motion Information Mining module (EMIM). In EMIM, we propose to construct the desirable affinity matrix in a cost volume style, where the set of key candidate tokens is sampled from the query-based neighboring area in the next frame in a sliding-window manner. Then, the constructed affinity matrix is used to aggregate contextual information for appearance modeling and is converted into motion features for motion modeling as well. We validate the motion modeling capacities of our method on four widely-used datasets, and our method performs better than existing state-of-the-art approaches, especially on motion-sensitive datasets, i.e., Something-Something V1 & V2.

  • 7 authors
·
Oct 21, 2025

Persistent-Transient Duality: A Multi-mechanism Approach for Modeling Human-Object Interaction

Humans are highly adaptable, swiftly switching between different modes to progressively handle different tasks, situations and contexts. In Human-object interaction (HOI) activities, these modes can be attributed to two mechanisms: (1) the large-scale consistent plan for the whole activity and (2) the small-scale children interactive actions that start and end along the timeline. While neuroscience and cognitive science have confirmed this multi-mechanism nature of human behavior, machine modeling approaches for human motion are trailing behind. While attempted to use gradually morphing structures (e.g., graph attention networks) to model the dynamic HOI patterns, they miss the expeditious and discrete mode-switching nature of the human motion. To bridge that gap, this work proposes to model two concurrent mechanisms that jointly control human motion: the Persistent process that runs continually on the global scale, and the Transient sub-processes that operate intermittently on the local context of the human while interacting with objects. These two mechanisms form an interactive Persistent-Transient Duality that synergistically governs the activity sequences. We model this conceptual duality by a parent-child neural network of Persistent and Transient channels with a dedicated neural module for dynamic mechanism switching. The framework is trialed on HOI motion forecasting. On two rich datasets and a wide variety of settings, the model consistently delivers superior performances, proving its suitability for the challenge.

  • 4 authors
·
Jul 24, 2023