Get trending papers in your email inbox once a day!
Get trending papers in your email inbox!
SubscribeGuideDog: A Real-World Egocentric Multimodal Dataset for Blind and Low-Vision Accessibility-Aware Guidance
Mobility remains a significant challenge for the 2.2 billion people worldwide affected by blindness and low vision (BLV), with 7% of visually impaired individuals experiencing falls at least once a month. While recent advances in Multimodal Large Language Models (MLLMs) offer promising opportunities for BLV assistance, their development has been hindered by limited datasets. This limitation stems from the fact that BLV-aware annotation requires specialized domain knowledge and intensive labor. To address this gap, we introduce GuideDog, a novel accessibility-aware guide dataset containing 22K image-description pairs (including 2K human-annotated pairs) that capture diverse real-world scenes from a pedestrian's viewpoint. Our approach shifts the annotation burden from generation to verification through a collaborative human-AI framework grounded in established accessibility standards, significantly improving efficiency while maintaining high-quality annotations. We also develop GuideDogQA, a subset of 818 samples featuring multiple-choice questions designed to evaluate fine-grained visual perception capabilities, specifically object recognition and relative depth perception. Our experimental results highlight the importance of accurate spatial understanding for effective BLV guidance. GuideDog and GuideDogQA will advance research in MLLM-based assistive technologies for BLV individuals while contributing to broader applications in understanding egocentric scenes for robotics and augmented reality. The code and dataset will be publicly available.
Probabilistic Human Mesh Recovery in 3D Scenes from Egocentric Views
Automatic perception of human behaviors during social interactions is crucial for AR/VR applications, and an essential component is estimation of plausible 3D human pose and shape of our social partners from the egocentric view. One of the biggest challenges of this task is severe body truncation due to close social distances in egocentric scenarios, which brings large pose ambiguities for unseen body parts. To tackle this challenge, we propose a novel scene-conditioned diffusion method to model the body pose distribution. Conditioned on the 3D scene geometry, the diffusion model generates bodies in plausible human-scene interactions, with the sampling guided by a physics-based collision score to further resolve human-scene inter-penetrations. The classifier-free training enables flexible sampling with different conditions and enhanced diversity. A visibility-aware graph convolution model guided by per-joint visibility serves as the diffusion denoiser to incorporate inter-joint dependencies and per-body-part control. Extensive evaluations show that our method generates bodies in plausible interactions with 3D scenes, achieving both superior accuracy for visible joints and diversity for invisible body parts. The code will be available at https://sanweiliti.github.io/egohmr/egohmr.html.
EgoLifter: Open-world 3D Segmentation for Egocentric Perception
In this paper we present EgoLifter, a novel system that can automatically segment scenes captured from egocentric sensors into a complete decomposition of individual 3D objects. The system is specifically designed for egocentric data where scenes contain hundreds of objects captured from natural (non-scanning) motion. EgoLifter adopts 3D Gaussians as the underlying representation of 3D scenes and objects and uses segmentation masks from the Segment Anything Model (SAM) as weak supervision to learn flexible and promptable definitions of object instances free of any specific object taxonomy. To handle the challenge of dynamic objects in ego-centric videos, we design a transient prediction module that learns to filter out dynamic objects in the 3D reconstruction. The result is a fully automatic pipeline that is able to reconstruct 3D object instances as collections of 3D Gaussians that collectively compose the entire scene. We created a new benchmark on the Aria Digital Twin dataset that quantitatively demonstrates its state-of-the-art performance in open-world 3D segmentation from natural egocentric input. We run EgoLifter on various egocentric activity datasets which shows the promise of the method for 3D egocentric perception at scale.
Embodied VideoAgent: Persistent Memory from Egocentric Videos and Embodied Sensors Enables Dynamic Scene Understanding
This paper investigates the problem of understanding dynamic 3D scenes from egocentric observations, a key challenge in robotics and embodied AI. Unlike prior studies that explored this as long-form video understanding and utilized egocentric video only, we instead propose an LLM-based agent, Embodied VideoAgent, which constructs scene memory from both egocentric video and embodied sensory inputs (e.g. depth and pose sensing). We further introduce a VLM-based approach to automatically update the memory when actions or activities over objects are perceived. Embodied VideoAgent attains significant advantages over counterparts in challenging reasoning and planning tasks in 3D scenes, achieving gains of 4.9% on Ego4D-VQ3D, 5.8% on OpenEQA, and 11.7% on EnvQA. We have also demonstrated its potential in various embodied AI tasks including generating embodied interactions and perception for robot manipulation. The code and demo will be made public.
Egocentric Audio-Visual Object Localization
Humans naturally perceive surrounding scenes by unifying sound and sight in a first-person view. Likewise, machines are advanced to approach human intelligence by learning with multisensory inputs from an egocentric perspective. In this paper, we explore the challenging egocentric audio-visual object localization task and observe that 1) egomotion commonly exists in first-person recordings, even within a short duration; 2) The out-of-view sound components can be created while wearers shift their attention. To address the first problem, we propose a geometry-aware temporal aggregation module to handle the egomotion explicitly. The effect of egomotion is mitigated by estimating the temporal geometry transformation and exploiting it to update visual representations. Moreover, we propose a cascaded feature enhancement module to tackle the second issue. It improves cross-modal localization robustness by disentangling visually-indicated audio representation. During training, we take advantage of the naturally available audio-visual temporal synchronization as the ``free'' self-supervision to avoid costly labeling. We also annotate and create the Epic Sounding Object dataset for evaluation purposes. Extensive experiments show that our method achieves state-of-the-art localization performance in egocentric videos and can be generalized to diverse audio-visual scenes.
Understanding Dynamic Scenes in Ego Centric 4D Point Clouds
Understanding dynamic 4D scenes from an egocentric perspective-modeling changes in 3D spatial structure over time-is crucial for human-machine interaction, autonomous navigation, and embodied intelligence. While existing egocentric datasets contain dynamic scenes, they lack unified 4D annotations and task-driven evaluation protocols for fine-grained spatio-temporal reasoning, especially on motion of objects and human, together with their interactions. To address this gap, we introduce EgoDynamic4D, a novel QA benchmark on highly dynamic scenes, comprising RGB-D video, camera poses, globally unique instance masks, and 4D bounding boxes. We construct 927K QA pairs accompanied by explicit Chain-of-Thought (CoT), enabling verifiable, step-by-step spatio-temporal reasoning. We design 12 dynamic QA tasks covering agent motion, human-object interaction, trajectory prediction, relation understanding, and temporal-causal reasoning, with fine-grained, multidimensional metrics. To tackle these tasks, we propose an end-to-end spatio-temporal reasoning framework that unifies dynamic and static scene information, using instance-aware feature encoding, time and camera encoding, and spatially adaptive down-sampling to compress large 4D scenes into token sequences manageable by LLMs. Experiments on EgoDynamic4D show that our method consistently outperforms baselines, validating the effectiveness of multimodal temporal modeling for egocentric dynamic scene understanding.
SceneScript: Reconstructing Scenes With An Autoregressive Structured Language Model
We introduce SceneScript, a method that directly produces full scene models as a sequence of structured language commands using an autoregressive, token-based approach. Our proposed scene representation is inspired by recent successes in transformers & LLMs, and departs from more traditional methods which commonly describe scenes as meshes, voxel grids, point clouds or radiance fields. Our method infers the set of structured language commands directly from encoded visual data using a scene language encoder-decoder architecture. To train SceneScript, we generate and release a large-scale synthetic dataset called Aria Synthetic Environments consisting of 100k high-quality in-door scenes, with photorealistic and ground-truth annotated renders of egocentric scene walkthroughs. Our method gives state-of-the art results in architectural layout estimation, and competitive results in 3D object detection. Lastly, we explore an advantage for SceneScript, which is the ability to readily adapt to new commands via simple additions to the structured language, which we illustrate for tasks such as coarse 3D object part reconstruction.
EgoNight: Towards Egocentric Vision Understanding at Night with a Challenging Benchmark
Most existing benchmarks for egocentric vision understanding focus primarily on daytime scenarios, overlooking the low-light conditions that are inevitable in real-world applications. To investigate this gap, we present EgoNight, the first comprehensive benchmark for nighttime egocentric vision, with visual question answering (VQA) as the core task. A key feature of EgoNight is the introduction of day-night aligned videos, which enhance night annotation quality using the daytime data and reveal clear performance gaps between lighting conditions. To achieve this, we collect both synthetic videos rendered by Blender and real-world recordings, ensuring that scenes and actions are visually and temporally aligned. Leveraging these paired videos, we construct EgoNight-VQA, supported by a novel day-augmented night auto-labeling engine and refinement through extensive human verification. Each QA pair is double-checked by annotators for reliability. In total, EgoNight-VQA contains 3658 QA pairs across 90 videos, spanning 12 diverse QA types, with more than 300 hours of human work. Evaluations of state-of-the-art multimodal large language models (MLLMs) reveal substantial performance drops when transferring from day to night, underscoring the challenges of reasoning under low-light conditions. Beyond VQA, EgoNight also introduces two auxiliary tasks, day-night correspondence retrieval and egocentric depth estimation at night, that further explore the boundaries of existing models. We believe EgoNight-VQA provides a strong foundation for advancing application-driven egocentric vision research and for developing models that generalize across illumination domains. All the data and code will be made available upon acceptance.
EgoVLA: Learning Vision-Language-Action Models from Egocentric Human Videos
Real robot data collection for imitation learning has led to significant advancements in robotic manipulation. However, the requirement for robot hardware in the process fundamentally constrains the scale of the data. In this paper, we explore training Vision-Language-Action (VLA) models using egocentric human videos. The benefit of using human videos is not only for their scale but more importantly for the richness of scenes and tasks. With a VLA trained on human video that predicts human wrist and hand actions, we can perform Inverse Kinematics and retargeting to convert the human actions to robot actions. We fine-tune the model using a few robot manipulation demonstrations to obtain the robot policy, namely EgoVLA. We propose a simulation benchmark called Ego Humanoid Manipulation Benchmark, where we design diverse bimanual manipulation tasks with demonstrations. We fine-tune and evaluate EgoVLA with Ego Humanoid Manipulation Benchmark and show significant improvements over baselines and ablate the importance of human data. Videos can be found on our website: https://rchalyang.github.io/EgoVLA
COPILOT: Human-Environment Collision Prediction and Localization from Egocentric Videos
The ability to forecast human-environment collisions from egocentric observations is vital to enable collision avoidance in applications such as VR, AR, and wearable assistive robotics. In this work, we introduce the challenging problem of predicting collisions in diverse environments from multi-view egocentric videos captured from body-mounted cameras. Solving this problem requires a generalizable perception system that can classify which human body joints will collide and estimate a collision region heatmap to localize collisions in the environment. To achieve this, we propose a transformer-based model called COPILOT to perform collision prediction and localization simultaneously, which accumulates information across multi-view inputs through a novel 4D space-time-viewpoint attention mechanism. To train our model and enable future research on this task, we develop a synthetic data generation framework that produces egocentric videos of virtual humans moving and colliding within diverse 3D environments. This framework is then used to establish a large-scale dataset consisting of 8.6M egocentric RGBD frames. Extensive experiments show that COPILOT generalizes to unseen synthetic as well as real-world scenes. We further demonstrate COPILOT outputs are useful for downstream collision avoidance through simple closed-loop control. Please visit our project webpage at https://sites.google.com/stanford.edu/copilot.
Aria Digital Twin: A New Benchmark Dataset for Egocentric 3D Machine Perception
We introduce the Aria Digital Twin (ADT) - an egocentric dataset captured using Aria glasses with extensive object, environment, and human level ground truth. This ADT release contains 200 sequences of real-world activities conducted by Aria wearers in two real indoor scenes with 398 object instances (324 stationary and 74 dynamic). Each sequence consists of: a) raw data of two monochrome camera streams, one RGB camera stream, two IMU streams; b) complete sensor calibration; c) ground truth data including continuous 6-degree-of-freedom (6DoF) poses of the Aria devices, object 6DoF poses, 3D eye gaze vectors, 3D human poses, 2D image segmentations, image depth maps; and d) photo-realistic synthetic renderings. To the best of our knowledge, there is no existing egocentric dataset with a level of accuracy, photo-realism and comprehensiveness comparable to ADT. By contributing ADT to the research community, our mission is to set a new standard for evaluation in the egocentric machine perception domain, which includes very challenging research problems such as 3D object detection and tracking, scene reconstruction and understanding, sim-to-real learning, human pose prediction - while also inspiring new machine perception tasks for augmented reality (AR) applications. To kick start exploration of the ADT research use cases, we evaluated several existing state-of-the-art methods for object detection, segmentation and image translation tasks that demonstrate the usefulness of ADT as a benchmarking dataset.
EgoMimic: Scaling Imitation Learning via Egocentric Video
The scale and diversity of demonstration data required for imitation learning is a significant challenge. We present EgoMimic, a full-stack framework which scales manipulation via human embodiment data, specifically egocentric human videos paired with 3D hand tracking. EgoMimic achieves this through: (1) a system to capture human embodiment data using the ergonomic Project Aria glasses, (2) a low-cost bimanual manipulator that minimizes the kinematic gap to human data, (3) cross-domain data alignment techniques, and (4) an imitation learning architecture that co-trains on human and robot data. Compared to prior works that only extract high-level intent from human videos, our approach treats human and robot data equally as embodied demonstration data and learns a unified policy from both data sources. EgoMimic achieves significant improvement on a diverse set of long-horizon, single-arm and bimanual manipulation tasks over state-of-the-art imitation learning methods and enables generalization to entirely new scenes. Finally, we show a favorable scaling trend for EgoMimic, where adding 1 hour of additional hand data is significantly more valuable than 1 hour of additional robot data. Videos and additional information can be found at https://egomimic.github.io/
Learning Precise Affordances from Egocentric Videos for Robotic Manipulation
Affordance, defined as the potential actions that an object offers, is crucial for robotic manipulation tasks. A deep understanding of affordance can lead to more intelligent AI systems. For example, such knowledge directs an agent to grasp a knife by the handle for cutting and by the blade when passing it to someone. In this paper, we present a streamlined affordance learning system that encompasses data collection, effective model training, and robot deployment. First, we collect training data from egocentric videos in an automatic manner. Different from previous methods that focus only on the object graspable affordance and represent it as coarse heatmaps, we cover both graspable (e.g., object handles) and functional affordances (e.g., knife blades, hammer heads) and extract data with precise segmentation masks. We then propose an effective model, termed Geometry-guided Affordance Transformer (GKT), to train on the collected data. GKT integrates an innovative Depth Feature Injector (DFI) to incorporate 3D shape and geometric priors, enhancing the model's understanding of affordances. To enable affordance-oriented manipulation, we further introduce Aff-Grasp, a framework that combines GKT with a grasp generation model. For comprehensive evaluation, we create an affordance evaluation dataset with pixel-wise annotations, and design real-world tasks for robot experiments. The results show that GKT surpasses the state-of-the-art by 15.9% in mIoU, and Aff-Grasp achieves high success rates of 95.5% in affordance prediction and 77.1% in successful grasping among 179 trials, including evaluations with seen, unseen objects, and cluttered scenes.
EgoVid-5M: A Large-Scale Video-Action Dataset for Egocentric Video Generation
Video generation has emerged as a promising tool for world simulation, leveraging visual data to replicate real-world environments. Within this context, egocentric video generation, which centers on the human perspective, holds significant potential for enhancing applications in virtual reality, augmented reality, and gaming. However, the generation of egocentric videos presents substantial challenges due to the dynamic nature of egocentric viewpoints, the intricate diversity of actions, and the complex variety of scenes encountered. Existing datasets are inadequate for addressing these challenges effectively. To bridge this gap, we present EgoVid-5M, the first high-quality dataset specifically curated for egocentric video generation. EgoVid-5M encompasses 5 million egocentric video clips and is enriched with detailed action annotations, including fine-grained kinematic control and high-level textual descriptions. To ensure the integrity and usability of the dataset, we implement a sophisticated data cleaning pipeline designed to maintain frame consistency, action coherence, and motion smoothness under egocentric conditions. Furthermore, we introduce EgoDreamer, which is capable of generating egocentric videos driven simultaneously by action descriptions and kinematic control signals. The EgoVid-5M dataset, associated action annotations, and all data cleansing metadata will be released for the advancement of research in egocentric video generation.
EgoSurgery-Tool: A Dataset of Surgical Tool and Hand Detection from Egocentric Open Surgery Videos
Surgical tool detection is a fundamental task for understanding egocentric open surgery videos. However, detecting surgical tools presents significant challenges due to their highly imbalanced class distribution, similar shapes and similar textures, and heavy occlusion. The lack of a comprehensive large-scale dataset compounds these challenges. In this paper, we introduce EgoSurgery-Tool, an extension of the existing EgoSurgery-Phase dataset, which contains real open surgery videos captured using an egocentric camera attached to the surgeon's head, along with phase annotations. EgoSurgery-Tool has been densely annotated with surgical tools and comprises over 49K surgical tool bounding boxes across 15 categories, constituting a large-scale surgical tool detection dataset. EgoSurgery-Tool also provides annotations for hand detection with over 46K hand-bounding boxes, capturing hand-object interactions that are crucial for understanding activities in egocentric open surgery. EgoSurgery-Tool is superior to existing datasets due to its larger scale, greater variety of surgical tools, more annotations, and denser scenes. We conduct a comprehensive analysis of EgoSurgery-Tool using nine popular object detectors to assess their effectiveness in both surgical tool and hand detection. The dataset will be released at https://github.com/Fujiry0/EgoSurgery.
Navigation-Oriented Scene Understanding for Robotic Autonomy: Learning to Segment Driveability in Egocentric Images
This work tackles scene understanding for outdoor robotic navigation, solely relying on images captured by an on-board camera. Conventional visual scene understanding interprets the environment based on specific descriptive categories. However, such a representation is not directly interpretable for decision-making and constrains robot operation to a specific domain. Thus, we propose to segment egocentric images directly in terms of how a robot can navigate in them, and tailor the learning problem to an autonomous navigation task. Building around an image segmentation network, we present a generic affordance consisting of 3 driveability levels which can broadly apply to both urban and off-road scenes. By encoding these levels with soft ordinal labels, we incorporate inter-class distances during learning which improves segmentation compared to standard "hard" one-hot labelling. In addition, we propose a navigation-oriented pixel-wise loss weighting method which assigns higher importance to safety-critical areas. We evaluate our approach on large-scale public image segmentation datasets ranging from sunny city streets to snowy forest trails. In a cross-dataset generalization experiment, we show that our affordance learning scheme can be applied across a diverse mix of datasets and improves driveability estimation in unseen environments compared to general-purpose, single-dataset segmentation.
AnyHome: Open-Vocabulary Generation of Structured and Textured 3D Homes
Inspired by cognitive theories, we introduce AnyHome, a framework that translates any text into well-structured and textured indoor scenes at a house-scale. By prompting Large Language Models (LLMs) with designed templates, our approach converts provided textual narratives into amodal structured representations. These representations guarantee consistent and realistic spatial layouts by directing the synthesis of a geometry mesh within defined constraints. A Score Distillation Sampling process is then employed to refine the geometry, followed by an egocentric inpainting process that adds lifelike textures to it. AnyHome stands out with its editability, customizability, diversity, and realism. The structured representations for scenes allow for extensive editing at varying levels of granularity. Capable of interpreting texts ranging from simple labels to detailed narratives, AnyHome generates detailed geometries and textures that outperform existing methods in both quantitative and qualitative measures.
DeGauss: Dynamic-Static Decomposition with Gaussian Splatting for Distractor-free 3D Reconstruction
Reconstructing clean, distractor-free 3D scenes from real-world captures remains a significant challenge, particularly in highly dynamic and cluttered settings such as egocentric videos. To tackle this problem, we introduce DeGauss, a simple and robust self-supervised framework for dynamic scene reconstruction based on a decoupled dynamic-static Gaussian Splatting design. DeGauss models dynamic elements with foreground Gaussians and static content with background Gaussians, using a probabilistic mask to coordinate their composition and enable independent yet complementary optimization. DeGauss generalizes robustly across a wide range of real-world scenarios, from casual image collections to long, dynamic egocentric videos, without relying on complex heuristics or extensive supervision. Experiments on benchmarks including NeRF-on-the-go, ADT, AEA, Hot3D, and EPIC-Fields demonstrate that DeGauss consistently outperforms existing methods, establishing a strong baseline for generalizable, distractor-free 3D reconstructionin highly dynamic, interaction-rich environments. Project page: https://batfacewayne.github.io/DeGauss.io/
OmniScene: Attention-Augmented Multimodal 4D Scene Understanding for Autonomous Driving
Human vision is capable of transforming two-dimensional observations into an egocentric three-dimensional scene understanding, which underpins the ability to translate complex scenes and exhibit adaptive behaviors. This capability, however, remains lacking in current autonomous driving systems, where mainstream approaches primarily rely on depth-based 3D reconstruction rather than true scene understanding. To address this limitation, we propose a novel human-like framework called OmniScene. First, we introduce the OmniScene Vision-Language Model (OmniVLM), a vision-language framework that integrates multi-view and temporal perception for holistic 4D scene understanding. Then, harnessing a teacher-student OmniVLM architecture and knowledge distillation, we embed textual representations into 3D instance features for semantic supervision, enriching feature learning, and explicitly capturing human-like attentional semantics. These feature representations are further aligned with human driving behaviors, forming a more human-like perception-understanding-action architecture. In addition, we propose a Hierarchical Fusion Strategy (HFS) to address imbalances in modality contributions during multimodal integration. Our approach adaptively calibrates the relative significance of geometric and semantic features at multiple abstraction levels, enabling the synergistic use of complementary cues from visual and textual modalities. This learnable dynamic fusion enables a more nuanced and effective exploitation of heterogeneous information. We evaluate OmniScene comprehensively on the nuScenes dataset, benchmarking it against over ten state-of-the-art models across various tasks. Our approach consistently achieves superior results, establishing new benchmarks in perception, prediction, planning, and visual question answering.
Generative World Explorer
Planning with partial observation is a central challenge in embodied AI. A majority of prior works have tackled this challenge by developing agents that physically explore their environment to update their beliefs about the world state.In contrast, humans can imagine unseen parts of the world through a mental exploration and revise their beliefs with imagined observations. Such updated beliefs can allow them to make more informed decisions, without necessitating the physical exploration of the world at all times. To achieve this human-like ability, we introduce the Generative World Explorer (Genex), an egocentric world exploration framework that allows an agent to mentally explore a large-scale 3D world (e.g., urban scenes) and acquire imagined observations to update its belief. This updated belief will then help the agent to make a more informed decision at the current step. To train Genex, we create a synthetic urban scene dataset, Genex-DB. Our experimental results demonstrate that (1) Genex can generate high-quality and consistent observations during long-horizon exploration of a large virtual physical world and (2) the beliefs updated with the generated observations can inform an existing decision-making model (e.g., an LLM agent) to make better plans.
Cubify Anything: Scaling Indoor 3D Object Detection
We consider indoor 3D object detection with respect to a single RGB(-D) frame acquired from a commodity handheld device. We seek to significantly advance the status quo with respect to both data and modeling. First, we establish that existing datasets have significant limitations to scale, accuracy, and diversity of objects. As a result, we introduce the Cubify-Anything 1M (CA-1M) dataset, which exhaustively labels over 400K 3D objects on over 1K highly accurate laser-scanned scenes with near-perfect registration to over 3.5K handheld, egocentric captures. Next, we establish Cubify Transformer (CuTR), a fully Transformer 3D object detection baseline which rather than operating in 3D on point or voxel-based representations, predicts 3D boxes directly from 2D features derived from RGB(-D) inputs. While this approach lacks any 3D inductive biases, we show that paired with CA-1M, CuTR outperforms point-based methods - accurately recalling over 62% of objects in 3D, and is significantly more capable at handling noise and uncertainty present in commodity LiDAR-derived depth maps while also providing promising RGB only performance without architecture changes. Furthermore, by pre-training on CA-1M, CuTR can outperform point-based methods on a more diverse variant of SUN RGB-D - supporting the notion that while inductive biases in 3D are useful at the smaller sizes of existing datasets, they fail to scale to the data-rich regime of CA-1M. Overall, this dataset and baseline model provide strong evidence that we are moving towards models which can effectively Cubify Anything.
RoboSpatial: Teaching Spatial Understanding to 2D and 3D Vision-Language Models for Robotics
Spatial understanding is a crucial capability for robots to make grounded decisions based on their environment. This foundational skill enables robots not only to perceive their surroundings but also to reason about and interact meaningfully within the world. In modern robotics, these capabilities are taken on by visual language models, and they face significant challenges when applied to spatial reasoning context due to their training data sources. These sources utilize general-purpose image datasets, and they often lack sophisticated spatial scene understanding capabilities. For example, the datasets do not address reference frame comprehension - spatial relationships require clear contextual understanding, whether from an ego-centric, object-centric, or world-centric perspective, which allow for effective real-world interaction. To address this issue, we introduce RoboSpatial, a large-scale spatial understanding dataset consisting of real indoor and tabletop scenes captured as 3D scans and egocentric images, annotated with rich spatial information relevant to robotics. The dataset includes 1M images, 5K 3D scans, and 3M annotated spatial relationships, with paired 2D egocentric images and 3D scans to make it both 2D and 3D ready. Our experiments show that models trained with RoboSpatial outperform baselines on downstream tasks such as spatial affordance prediction, spatial relationship prediction, and robotics manipulation.
EmbSpatial-Bench: Benchmarking Spatial Understanding for Embodied Tasks with Large Vision-Language Models
The recent rapid development of Large Vision-Language Models (LVLMs) has indicated their potential for embodied tasks.However, the critical skill of spatial understanding in embodied environments has not been thoroughly evaluated, leaving the gap between current LVLMs and qualified embodied intelligence unknown. Therefore, we construct EmbSpatial-Bench, a benchmark for evaluating embodied spatial understanding of LVLMs.The benchmark is automatically derived from embodied scenes and covers 6 spatial relationships from an egocentric perspective.Experiments expose the insufficient capacity of current LVLMs (even GPT-4V). We further present EmbSpatial-SFT, an instruction-tuning dataset designed to improve LVLMs' embodied spatial understanding.
EgoX: Egocentric Video Generation from a Single Exocentric Video
Egocentric perception enables humans to experience and understand the world directly from their own point of view. Translating exocentric (third-person) videos into egocentric (first-person) videos opens up new possibilities for immersive understanding but remains highly challenging due to extreme camera pose variations and minimal view overlap. This task requires faithfully preserving visible content while synthesizing unseen regions in a geometrically consistent manner. To achieve this, we present EgoX, a novel framework for generating egocentric videos from a single exocentric input. EgoX leverages the pretrained spatio temporal knowledge of large-scale video diffusion models through lightweight LoRA adaptation and introduces a unified conditioning strategy that combines exocentric and egocentric priors via width and channel wise concatenation. Additionally, a geometry-guided self-attention mechanism selectively attends to spatially relevant regions, ensuring geometric coherence and high visual fidelity. Our approach achieves coherent and realistic egocentric video generation while demonstrating strong scalability and robustness across unseen and in-the-wild videos.
360+x: A Panoptic Multi-modal Scene Understanding Dataset
Human perception of the world is shaped by a multitude of viewpoints and modalities. While many existing datasets focus on scene understanding from a certain perspective (e.g. egocentric or third-person views), our dataset offers a panoptic perspective (i.e. multiple viewpoints with multiple data modalities). Specifically, we encapsulate third-person panoramic and front views, as well as egocentric monocular/binocular views with rich modalities including video, multi-channel audio, directional binaural delay, location data and textual scene descriptions within each scene captured, presenting comprehensive observation of the world. Figure 1 offers a glimpse of all 28 scene categories of our 360+x dataset. To the best of our knowledge, this is the first database that covers multiple viewpoints with multiple data modalities to mimic how daily information is accessed in the real world. Through our benchmark analysis, we presented 5 different scene understanding tasks on the proposed 360+x dataset to evaluate the impact and benefit of each data modality and perspective in panoptic scene understanding. We hope this unique dataset could broaden the scope of comprehensive scene understanding and encourage the community to approach these problems from more diverse perspectives.
EgoTextVQA: Towards Egocentric Scene-Text Aware Video Question Answering
We introduce EgoTextVQA, a novel and rigorously constructed benchmark for egocentric QA assistance involving scene text. EgoTextVQA contains 1.5K ego-view videos and 7K scene-text aware questions that reflect real user needs in outdoor driving and indoor house-keeping activities. The questions are designed to elicit identification and reasoning on scene text in an egocentric and dynamic environment. With EgoTextVQA, we comprehensively evaluate 10 prominent multimodal large language models. Currently, all models struggle, and the best results (Gemini 1.5 Pro) are around 33\% accuracy, highlighting the severe deficiency of these techniques in egocentric QA assistance. Our further investigations suggest that precise temporal grounding and multi-frame reasoning, along with high resolution and auxiliary scene-text inputs, are key for better performance. With thorough analyses and heuristic suggestions, we hope EgoTextVQA can serve as a solid testbed for research in egocentric scene-text QA assistance. Our dataset is released at: https://github.com/zhousheng97/EgoTextVQA.
PlayerOne: Egocentric World Simulator
We introduce PlayerOne, the first egocentric realistic world simulator, facilitating immersive and unrestricted exploration within vividly dynamic environments. Given an egocentric scene image from the user, PlayerOne can accurately construct the corresponding world and generate egocentric videos that are strictly aligned with the real scene human motion of the user captured by an exocentric camera. PlayerOne is trained in a coarse-to-fine pipeline that first performs pretraining on large-scale egocentric text-video pairs for coarse-level egocentric understanding, followed by finetuning on synchronous motion-video data extracted from egocentric-exocentric video datasets with our automatic construction pipeline. Besides, considering the varying importance of different components, we design a part-disentangled motion injection scheme, enabling precise control of part-level movements. In addition, we devise a joint reconstruction framework that progressively models both the 4D scene and video frames, ensuring scene consistency in the long-form video generation. Experimental results demonstrate its great generalization ability in precise control of varying human movements and worldconsistent modeling of diverse scenarios. It marks the first endeavor into egocentric real-world simulation and can pave the way for the community to delve into fresh frontiers of world modeling and its diverse applications.
EgoM2P: Egocentric Multimodal Multitask Pretraining
Understanding multimodal signals in egocentric vision, such as RGB video, depth, camera poses, and gaze, is essential for applications in augmented reality, robotics, and human-computer interaction, enabling systems to better interpret the camera wearer's actions, intentions, and surrounding environment. However, building large-scale egocentric multimodal and multitask models presents unique challenges. Egocentric data are inherently heterogeneous, with large variations in modality coverage across devices and settings. Generating pseudo-labels for missing modalities, such as gaze or head-mounted camera trajectories, is often infeasible, making standard supervised learning approaches difficult to scale. Furthermore, dynamic camera motion and the complex temporal and spatial structure of first-person video pose additional challenges for the direct application of existing multimodal foundation models. To address these challenges, we introduce a set of efficient temporal tokenizers and propose EgoM2P, a masked modeling framework that learns from temporally-aware multimodal tokens to train a large, general-purpose model for egocentric 4D understanding. This unified design supports multitasking across diverse egocentric perception and synthesis tasks, including gaze prediction, egocentric camera tracking, and monocular depth estimation from egocentric video, and also serves as a generative model for conditional egocentric video synthesis. Across these tasks, EgoM2P matches or outperforms specialist models while being an order of magnitude faster. We will fully open-source EgoM2P to support the community and advance egocentric vision research. Project page: https://egom2p.github.io/.
DIV-FF: Dynamic Image-Video Feature Fields For Environment Understanding in Egocentric Videos
Environment understanding in egocentric videos is an important step for applications like robotics, augmented reality and assistive technologies. These videos are characterized by dynamic interactions and a strong dependence on the wearer engagement with the environment. Traditional approaches often focus on isolated clips or fail to integrate rich semantic and geometric information, limiting scene comprehension. We introduce Dynamic Image-Video Feature Fields (DIV FF), a framework that decomposes the egocentric scene into persistent, dynamic, and actor based components while integrating both image and video language features. Our model enables detailed segmentation, captures affordances, understands the surroundings and maintains consistent understanding over time. DIV-FF outperforms state-of-the-art methods, particularly in dynamically evolving scenarios, demonstrating its potential to advance long term, spatio temporal scene understanding.
EgoReAct: Egocentric Video-Driven 3D Human Reaction Generation
Humans exhibit adaptive, context-sensitive responses to egocentric visual input. However, faithfully modeling such reactions from egocentric video remains challenging due to the dual requirements of strictly causal generation and precise 3D spatial alignment. To tackle this problem, we first construct the Human Reaction Dataset (HRD) to address data scarcity and misalignment by building a spatially aligned egocentric video-reaction dataset, as existing datasets (e.g., ViMo) suffer from significant spatial inconsistency between the egocentric video and reaction motion, e.g., dynamically moving motions are always paired with fixed-camera videos. Leveraging HRD, we present EgoReAct, the first autoregressive framework that generates 3D-aligned human reaction motions from egocentric video streams in real-time. We first compress the reaction motion into a compact yet expressive latent space via a Vector Quantised-Variational AutoEncoder and then train a Generative Pre-trained Transformer for reaction generation from the visual input. EgoReAct incorporates 3D dynamic features, i.e., metric depth, and head dynamics during the generation, which effectively enhance spatial grounding. Extensive experiments demonstrate that EgoReAct achieves remarkably higher realism, spatial consistency, and generation efficiency compared with prior methods, while maintaining strict causality during generation. We will release code, models, and data upon acceptance.
EgoThinker: Unveiling Egocentric Reasoning with Spatio-Temporal CoT
Egocentric video reasoning centers on an unobservable agent behind the camera who dynamically shapes the environment, requiring inference of hidden intentions and recognition of fine-grained interactions. This core challenge limits current multimodal large language models MLLMs, which excel at visible event reasoning but lack embodied, first-person understanding. To bridge this gap, we introduce EgoThinker, a novel framework that endows MLLMs with robust egocentric reasoning capabilities through spatio-temporal chain-of-thought supervision and a two-stage learning curriculum. First, we introduce EgoRe-5M, a large-scale egocentric QA dataset constructed from 13M diverse egocentric video clips. This dataset features multi-minute segments annotated with detailed CoT rationales and dense hand-object grounding. Second, we employ SFT on EgoRe-5M to instill reasoning skills, followed by reinforcement fine-tuning RFT to further enhance spatio-temporal localization. Experimental results show that EgoThinker outperforms existing methods across multiple egocentric benchmarks, while achieving substantial improvements in fine-grained spatio-temporal localization tasks. Full code and data are released at https://github.com/InternRobotics/EgoThinker.
Fine-grained Spatiotemporal Grounding on Egocentric Videos
Spatiotemporal video grounding aims to localize target entities in videos based on textual queries. While existing research has made significant progress in exocentric videos, the egocentric setting remains relatively underexplored, despite its growing importance in applications such as augmented reality and robotics. In this work, we conduct a systematic analysis of the discrepancies between egocentric and exocentric videos, revealing key challenges such as shorter object durations, sparser trajectories, smaller object sizes, and larger positional shifts. To address these challenges, we introduce EgoMask, the first pixel-level benchmark for fine-grained spatiotemporal grounding in egocentric videos. It is constructed by our proposed automatic annotation pipeline, which annotates referring expressions and object masks across short-, medium-, and long-term videos. Additionally, we create EgoMask-Train, a large-scale training dataset to facilitate model development. Experiments demonstrate that the state-of-the-art spatiotemporal grounding models perform poorly on our benchmark EgoMask, but fine-tuning on EgoMask-Train yields significant improvements, while preserving performance on exocentric datasets. Our work thus provides essential resources and insights for advancing egocentric video understanding. Our code is available at https://github.com/LaVi-Lab/EgoMask .
EgoSim: An Egocentric Multi-view Simulator and Real Dataset for Body-worn Cameras during Motion and Activity
Research on egocentric tasks in computer vision has mostly focused on head-mounted cameras, such as fisheye cameras or embedded cameras inside immersive headsets. We argue that the increasing miniaturization of optical sensors will lead to the prolific integration of cameras into many more body-worn devices at various locations. This will bring fresh perspectives to established tasks in computer vision and benefit key areas such as human motion tracking, body pose estimation, or action recognition -- particularly for the lower body, which is typically occluded. In this paper, we introduce EgoSim, a novel simulator of body-worn cameras that generates realistic egocentric renderings from multiple perspectives across a wearer's body. A key feature of EgoSim is its use of real motion capture data to render motion artifacts, which are especially noticeable with arm- or leg-worn cameras. In addition, we introduce MultiEgoView, a dataset of egocentric footage from six body-worn cameras and ground-truth full-body 3D poses during several activities: 119 hours of data are derived from AMASS motion sequences in four high-fidelity virtual environments, which we augment with 5 hours of real-world motion data from 13 participants using six GoPro cameras and 3D body pose references from an Xsens motion capture suit. We demonstrate EgoSim's effectiveness by training an end-to-end video-only 3D pose estimation network. Analyzing its domain gap, we show that our dataset and simulator substantially aid training for inference on real-world data. EgoSim code & MultiEgoView dataset: https://siplab.org/projects/EgoSim
EgoObjects: A Large-Scale Egocentric Dataset for Fine-Grained Object Understanding
Object understanding in egocentric visual data is arguably a fundamental research topic in egocentric vision. However, existing object datasets are either non-egocentric or have limitations in object categories, visual content, and annotation granularities. In this work, we introduce EgoObjects, a large-scale egocentric dataset for fine-grained object understanding. Its Pilot version contains over 9K videos collected by 250 participants from 50+ countries using 4 wearable devices, and over 650K object annotations from 368 object categories. Unlike prior datasets containing only object category labels, EgoObjects also annotates each object with an instance-level identifier, and includes over 14K unique object instances. EgoObjects was designed to capture the same object under diverse background complexities, surrounding objects, distance, lighting and camera motion. In parallel to the data collection, we conducted data annotation by developing a multi-stage federated annotation process to accommodate the growing nature of the dataset. To bootstrap the research on EgoObjects, we present a suite of 4 benchmark tasks around the egocentric object understanding, including a novel instance level- and the classical category level object detection. Moreover, we also introduce 2 novel continual learning object detection tasks. The dataset and API are available at https://github.com/facebookresearch/EgoObjects.
RoboSense: Large-scale Dataset and Benchmark for Egocentric Robot Perception and Navigation in Crowded and Unstructured Environments
Reliable embodied perception from an egocentric perspective is challenging yet essential for autonomous navigation technology of intelligent mobile agents. With the growing demand of social robotics, near-field scene understanding becomes an important research topic in the areas of egocentric perceptual tasks related to navigation in both crowded and unstructured environments. Due to the complexity of environmental conditions and difficulty of surrounding obstacles owing to truncation and occlusion, the perception capability under this circumstance is still inferior. To further enhance the intelligence of mobile robots, in this paper, we setup an egocentric multi-sensor data collection platform based on 3 main types of sensors (Camera, LiDAR and Fisheye), which supports flexible sensor configurations to enable dynamic sight of view from ego-perspective, capturing either near or farther areas. Meanwhile, a large-scale multimodal dataset is constructed, named RoboSense, to facilitate egocentric robot perception. Specifically, RoboSense contains more than 133K synchronized data with 1.4M 3D bounding box and IDs annotated in the full 360^{circ} view, forming 216K trajectories across 7.6K temporal sequences. It has 270times and 18times as many annotations of surrounding obstacles within near ranges as the previous datasets collected for autonomous driving scenarios such as KITTI and nuScenes. Moreover, we define a novel matching criterion for near-field 3D perception and prediction metrics. Based on RoboSense, we formulate 6 popular tasks to facilitate the future research development, where the detailed analysis as well as benchmarks are also provided accordingly. Data desensitization measures have been conducted for privacy protection.
UniEgoMotion: A Unified Model for Egocentric Motion Reconstruction, Forecasting, and Generation
Egocentric human motion generation and forecasting with scene-context is crucial for enhancing AR/VR experiences, improving human-robot interaction, advancing assistive technologies, and enabling adaptive healthcare solutions by accurately predicting and simulating movement from a first-person perspective. However, existing methods primarily focus on third-person motion synthesis with structured 3D scene contexts, limiting their effectiveness in real-world egocentric settings where limited field of view, frequent occlusions, and dynamic cameras hinder scene perception. To bridge this gap, we introduce Egocentric Motion Generation and Egocentric Motion Forecasting, two novel tasks that utilize first-person images for scene-aware motion synthesis without relying on explicit 3D scene. We propose UniEgoMotion, a unified conditional motion diffusion model with a novel head-centric motion representation tailored for egocentric devices. UniEgoMotion's simple yet effective design supports egocentric motion reconstruction, forecasting, and generation from first-person visual inputs in a unified framework. Unlike previous works that overlook scene semantics, our model effectively extracts image-based scene context to infer plausible 3D motion. To facilitate training, we introduce EE4D-Motion, a large-scale dataset derived from EgoExo4D, augmented with pseudo-ground-truth 3D motion annotations. UniEgoMotion achieves state-of-the-art performance in egocentric motion reconstruction and is the first to generate motion from a single egocentric image. Extensive evaluations demonstrate the effectiveness of our unified framework, setting a new benchmark for egocentric motion modeling and unlocking new possibilities for egocentric applications.
Multimodal Distillation for Egocentric Action Recognition
The focal point of egocentric video understanding is modelling hand-object interactions. Standard models, e.g. CNNs or Vision Transformers, which receive RGB frames as input perform well. However, their performance improves further by employing additional input modalities that provide complementary cues, such as object detections, optical flow, audio, etc. The added complexity of the modality-specific modules, on the other hand, makes these models impractical for deployment. The goal of this work is to retain the performance of such a multimodal approach, while using only the RGB frames as input at inference time. We demonstrate that for egocentric action recognition on the Epic-Kitchens and the Something-Something datasets, students which are taught by multimodal teachers tend to be more accurate and better calibrated than architecturally equivalent models trained on ground truth labels in a unimodal or multimodal fashion. We further adopt a principled multimodal knowledge distillation framework, allowing us to deal with issues which occur when applying multimodal knowledge distillation in a naive manner. Lastly, we demonstrate the achieved reduction in computational complexity, and show that our approach maintains higher performance with the reduction of the number of input views. We release our code at https://github.com/gorjanradevski/multimodal-distillation.
Benchmarks and Challenges in Pose Estimation for Egocentric Hand Interactions with Objects
We interact with the world with our hands and see it through our own (egocentric) perspective. A holistic 3Dunderstanding of such interactions from egocentric views is important for tasks in robotics, AR/VR, action recognition and motion generation. Accurately reconstructing such interactions in 3D is challenging due to heavy occlusion, viewpoint bias, camera distortion, and motion blur from the head movement. To this end, we designed the HANDS23 challenge based on the AssemblyHands and ARCTIC datasets with carefully designed training and testing splits. Based on the results of the top submitted methods and more recent baselines on the leaderboards, we perform a thorough analysis on 3D hand(-object) reconstruction tasks. Our analysis demonstrates the effectiveness of addressing distortion specific to egocentric cameras, adopting high-capacity transformers to learn complex hand-object interactions, and fusing predictions from different views. Our study further reveals challenging scenarios intractable with state-of-the-art methods, such as fast hand motion, object reconstruction from narrow egocentric views, and close contact between two hands and objects. Our efforts will enrich the community's knowledge foundation and facilitate future hand studies on egocentric hand-object interactions.
Ego4D: Around the World in 3,000 Hours of Egocentric Video
We introduce Ego4D, a massive-scale egocentric video dataset and benchmark suite. It offers 3,670 hours of daily-life activity video spanning hundreds of scenarios (household, outdoor, workplace, leisure, etc.) captured by 931 unique camera wearers from 74 worldwide locations and 9 different countries. The approach to collection is designed to uphold rigorous privacy and ethics standards with consenting participants and robust de-identification procedures where relevant. Ego4D dramatically expands the volume of diverse egocentric video footage publicly available to the research community. Portions of the video are accompanied by audio, 3D meshes of the environment, eye gaze, stereo, and/or synchronized videos from multiple egocentric cameras at the same event. Furthermore, we present a host of new benchmark challenges centered around understanding the first-person visual experience in the past (querying an episodic memory), present (analyzing hand-object manipulation, audio-visual conversation, and social interactions), and future (forecasting activities). By publicly sharing this massive annotated dataset and benchmark suite, we aim to push the frontier of first-person perception. Project page: https://ego4d-data.org/
3D Human Reconstruction in the Wild with Synthetic Data Using Generative Models
In this work, we show that synthetic data created by generative models is complementary to computer graphics (CG) rendered data for achieving remarkable generalization performance on diverse real-world scenes for 3D human pose and shape estimation (HPS). Specifically, we propose an effective approach based on recent diffusion models, termed HumanWild, which can effortlessly generate human images and corresponding 3D mesh annotations. We first collect a large-scale human-centric dataset with comprehensive annotations, e.g., text captions and surface normal images. Then, we train a customized ControlNet model upon this dataset to generate diverse human images and initial ground-truth labels. At the core of this step is that we can easily obtain numerous surface normal images from a 3D human parametric model, e.g., SMPL-X, by rendering the 3D mesh onto the image plane. As there exists inevitable noise in the initial labels, we then apply an off-the-shelf foundation segmentation model, i.e., SAM, to filter negative data samples. Our data generation pipeline is flexible and customizable to facilitate different real-world tasks, e.g., ego-centric scenes and perspective-distortion scenes. The generated dataset comprises 0.79M images with corresponding 3D annotations, covering versatile viewpoints, scenes, and human identities. We train various HPS regressors on top of the generated data and evaluate them on a wide range of benchmarks (3DPW, RICH, EgoBody, AGORA, SSP-3D) to verify the effectiveness of the generated data. By exclusively employing generative models, we generate large-scale in-the-wild human images and high-quality annotations, eliminating the need for real-world data collection.
EgoGen: An Egocentric Synthetic Data Generator
Understanding the world in first-person view is fundamental in Augmented Reality (AR). This immersive perspective brings dramatic visual changes and unique challenges compared to third-person views. Synthetic data has empowered third-person-view vision models, but its application to embodied egocentric perception tasks remains largely unexplored. A critical challenge lies in simulating natural human movements and behaviors that effectively steer the embodied cameras to capture a faithful egocentric representation of the 3D world. To address this challenge, we introduce EgoGen, a new synthetic data generator that can produce accurate and rich ground-truth training data for egocentric perception tasks. At the heart of EgoGen is a novel human motion synthesis model that directly leverages egocentric visual inputs of a virtual human to sense the 3D environment. Combined with collision-avoiding motion primitives and a two-stage reinforcement learning approach, our motion synthesis model offers a closed-loop solution where the embodied perception and movement of the virtual human are seamlessly coupled. Compared to previous works, our model eliminates the need for a pre-defined global path, and is directly applicable to dynamic environments. Combined with our easy-to-use and scalable data generation pipeline, we demonstrate EgoGen's efficacy in three tasks: mapping and localization for head-mounted cameras, egocentric camera tracking, and human mesh recovery from egocentric views. EgoGen will be fully open-sourced, offering a practical solution for creating realistic egocentric training data and aiming to serve as a useful tool for egocentric computer vision research. Refer to our project page: https://ego-gen.github.io/.
Do Egocentric Video-Language Models Truly Understand Hand-Object Interactions?
Egocentric video-language pretraining is a crucial step in advancing the understanding of hand-object interactions in first-person scenarios. Despite successes on existing testbeds, we find that current EgoVLMs can be easily misled by simple modifications, such as changing the verbs or nouns in interaction descriptions, with models struggling to distinguish between these changes. This raises the question: Do EgoVLMs truly understand hand-object interactions? To address this question, we introduce a benchmark called EgoHOIBench, revealing the performance limitation of current egocentric models when confronted with such challenges. We attribute this performance gap to insufficient fine-grained supervision and the greater difficulty EgoVLMs experience in recognizing verbs compared to nouns. To tackle these issues, we propose a novel asymmetric contrastive objective named EgoNCE++. For the video-to-text objective, we enhance text supervision by generating negative captions using large language models or leveraging pretrained vocabulary for HOI-related word substitutions. For the text-to-video objective, we focus on preserving an object-centric feature space that clusters video representations based on shared nouns. Extensive experiments demonstrate that EgoNCE++ significantly enhances EgoHOI understanding, leading to improved performance across various EgoVLMs in tasks such as multi-instance retrieval, action recognition, and temporal understanding. Our code is available at https://github.com/xuboshen/EgoNCEpp.
Learning State-Aware Visual Representations from Audible Interactions
We propose a self-supervised algorithm to learn representations from egocentric video data. Recently, significant efforts have been made to capture humans interacting with their own environments as they go about their daily activities. In result, several large egocentric datasets of interaction-rich multi-modal data have emerged. However, learning representations from videos can be challenging. First, given the uncurated nature of long-form continuous videos, learning effective representations require focusing on moments in time when interactions take place. Second, visual representations of daily activities should be sensitive to changes in the state of the environment. However, current successful multi-modal learning frameworks encourage representation invariance over time. To address these challenges, we leverage audio signals to identify moments of likely interactions which are conducive to better learning. We also propose a novel self-supervised objective that learns from audible state changes caused by interactions. We validate these contributions extensively on two large-scale egocentric datasets, EPIC-Kitchens-100 and the recently released Ego4D, and show improvements on several downstream tasks, including action recognition, long-term action anticipation, and object state change classification.
LEGO: Learning EGOcentric Action Frame Generation via Visual Instruction Tuning
Generating instructional images of human daily actions from an egocentric viewpoint serves a key step towards efficient skill transfer. In this paper, we introduce a novel problem -- egocentric action frame generation. The goal is to synthesize the action frame conditioning on the user prompt question and an input egocentric image that captures user's environment. Notably, existing egocentric datasets lack the detailed annotations that describe the execution of actions. Additionally, the diffusion-based image manipulation models fail to control the state change of an action within the corresponding egocentric image pixel space. To this end, we finetune a visual large language model (VLLM) via visual instruction tuning for curating the enriched action descriptions to address our proposed problem. Moreover, we propose to Learn EGOcentric (LEGO) action frame generation using image and text embeddings from VLLM as additional conditioning. We validate our proposed model on two egocentric datasets -- Ego4D and Epic-Kitchens. Our experiments show prominent improvement over prior image manipulation models in both quantitative and qualitative evaluation. We also conduct detailed ablation studies and analysis to provide insights on our method.
EgoLCD: Egocentric Video Generation with Long Context Diffusion
Generating long, coherent egocentric videos is difficult, as hand-object interactions and procedural tasks require reliable long-term memory. Existing autoregressive models suffer from content drift, where object identity and scene semantics degrade over time. To address this challenge, we introduce EgoLCD, an end-to-end framework for egocentric long-context video generation that treats long video synthesis as a problem of efficient and stable memory management. EgoLCD combines a Long-Term Sparse KV Cache for stable global context with an attention-based short-term memory, extended by LoRA for local adaptation. A Memory Regulation Loss enforces consistent memory usage, and Structured Narrative Prompting provides explicit temporal guidance. Extensive experiments on the EgoVid-5M benchmark demonstrate that EgoLCD achieves state-of-the-art performance in both perceptual quality and temporal consistency, effectively mitigating generative forgetting and representing a significant step toward building scalable world models for embodied AI. Code: https://github.com/AIGeeksGroup/EgoLCD. Website: https://aigeeksgroup.github.io/EgoLCD.
EgoTwin: Dreaming Body and View in First Person
While exocentric video synthesis has achieved great progress, egocentric video generation remains largely underexplored, which requires modeling first-person view content along with camera motion patterns induced by the wearer's body movements. To bridge this gap, we introduce a novel task of joint egocentric video and human motion generation, characterized by two key challenges: 1) Viewpoint Alignment: the camera trajectory in the generated video must accurately align with the head trajectory derived from human motion; 2) Causal Interplay: the synthesized human motion must causally align with the observed visual dynamics across adjacent video frames. To address these challenges, we propose EgoTwin, a joint video-motion generation framework built on the diffusion transformer architecture. Specifically, EgoTwin introduces a head-centric motion representation that anchors the human motion to the head joint and incorporates a cybernetics-inspired interaction mechanism that explicitly captures the causal interplay between video and motion within attention operations. For comprehensive evaluation, we curate a large-scale real-world dataset of synchronized text-video-motion triplets and design novel metrics to assess video-motion consistency. Extensive experiments demonstrate the effectiveness of the EgoTwin framework.
Ego3DT: Tracking Every 3D Object in Ego-centric Videos
The growing interest in embodied intelligence has brought ego-centric perspectives to contemporary research. One significant challenge within this realm is the accurate localization and tracking of objects in ego-centric videos, primarily due to the substantial variability in viewing angles. Addressing this issue, this paper introduces a novel zero-shot approach for the 3D reconstruction and tracking of all objects from the ego-centric video. We present Ego3DT, a novel framework that initially identifies and extracts detection and segmentation information of objects within the ego environment. Utilizing information from adjacent video frames, Ego3DT dynamically constructs a 3D scene of the ego view using a pre-trained 3D scene reconstruction model. Additionally, we have innovated a dynamic hierarchical association mechanism for creating stable 3D tracking trajectories of objects in ego-centric videos. Moreover, the efficacy of our approach is corroborated by extensive experiments on two newly compiled datasets, with 1.04x - 2.90x in HOTA, showcasing the robustness and accuracy of our method in diverse ego-centric scenarios.
Ego-centric Predictive Model Conditioned on Hand Trajectories
In egocentric scenarios, anticipating both the next action and its visual outcome is essential for understanding human-object interactions and for enabling robotic planning. However, existing paradigms fall short of jointly modeling these aspects. Vision-Language-Action (VLA) models focus on action prediction but lack explicit modeling of how actions influence the visual scene, while video prediction models generate future frames without conditioning on specific actions, often resulting in implausible or contextually inconsistent outcomes. To bridge this gap, we propose a unified two-stage predictive framework that jointly models action and visual future in egocentric scenarios, conditioned on hand trajectories. In the first stage, we perform consecutive state modeling to process heterogeneous inputs (visual observations, language, and action history) and explicitly predict future hand trajectories. In the second stage, we introduce causal cross-attention to fuse multi-modal cues, leveraging inferred action signals to guide an image-based Latent Diffusion Model (LDM) for frame-by-frame future video generation. Our approach is the first unified model designed to handle both egocentric human activity understanding and robotic manipulation tasks, providing explicit predictions of both upcoming actions and their visual consequences. Extensive experiments on Ego4D, BridgeData, and RLBench demonstrate that our method outperforms state-of-the-art baselines in both action prediction and future video synthesis.
Ego-Only: Egocentric Action Detection without Exocentric Transferring
We present Ego-Only, the first approach that enables state-of-the-art action detection on egocentric (first-person) videos without any form of exocentric (third-person) transferring. Despite the content and appearance gap separating the two domains, large-scale exocentric transferring has been the default choice for egocentric action detection. This is because prior works found that egocentric models are difficult to train from scratch and that transferring from exocentric representations leads to improved accuracy. However, in this paper, we revisit this common belief. Motivated by the large gap separating the two domains, we propose a strategy that enables effective training of egocentric models without exocentric transferring. Our Ego-Only approach is simple. It trains the video representation with a masked autoencoder finetuned for temporal segmentation. The learned features are then fed to an off-the-shelf temporal action localization method to detect actions. We find that this renders exocentric transferring unnecessary by showing remarkably strong results achieved by this simple Ego-Only approach on three established egocentric video datasets: Ego4D, EPIC-Kitchens-100, and Charades-Ego. On both action detection and action recognition, Ego-Only outperforms previous best exocentric transferring methods that use orders of magnitude more labels. Ego-Only sets new state-of-the-art results on these datasets and benchmarks without exocentric data.
EgoMe: Follow Me via Egocentric View in Real World
When interacting with the real world, human often take the egocentric (first-person) view as a benchmark, naturally transferring behaviors observed from a exocentric (third-person) view to their own. This cognitive theory provides a foundation for researching how robots can more effectively imitate human behavior. However, current research either employs multiple cameras with different views focusing on the same individual's behavior simultaneously or encounters unpair ego-exo view scenarios, there is no effort to fully exploit human cognitive behavior in the real world. To fill this gap, in this paper, we introduce a novel large-scale egocentric dataset, called EgoMe, which towards following the process of human imitation learning via egocentric view in the real world. Our dataset includes 7902 pairs of videos (15804 videos) for diverse daily behaviors in real-world scenarios. For a pair of videos, one video captures a exocentric view of the imitator observing the demonstrator's actions, while the other captures a egocentric view of the imitator subsequently following those actions. Notably, our dataset also contain exo-ego eye gaze, angular velocity, acceleration, magnetic strength and other sensor multi-modal data for assisting in establishing correlations between observing and following process. In addition, we also propose eight challenging benchmark tasks for fully leveraging this data resource and promoting the research of robot imitation learning ability. Extensive statistical analysis demonstrates significant advantages compared to existing datasets. The proposed EgoMe dataset and benchmark will be released soon.
Compact CNN for Indexing Egocentric Videos
While egocentric video is becoming increasingly popular, browsing it is very difficult. In this paper we present a compact 3D Convolutional Neural Network (CNN) architecture for long-term activity recognition in egocentric videos. Recognizing long-term activities enables us to temporally segment (index) long and unstructured egocentric videos. Existing methods for this task are based on hand tuned features derived from visible objects, location of hands, as well as optical flow. Given a sparse optical flow volume as input, our CNN classifies the camera wearer's activity. We obtain classification accuracy of 89%, which outperforms the current state-of-the-art by 19%. Additional evaluation is performed on an extended egocentric video dataset, classifying twice the amount of categories than current state-of-the-art. Furthermore, our CNN is able to recognize whether a video is egocentric or not with 99.2% accuracy, up by 24% from current state-of-the-art. To better understand what the network actually learns, we propose a novel visualization of CNN kernels as flow fields.
LALM: Long-Term Action Anticipation with Language Models
Understanding human activity is a crucial yet intricate task in egocentric vision, a field that focuses on capturing visual perspectives from the camera wearer's viewpoint. While traditional methods heavily rely on representation learning trained on extensive video data, there exists a significant limitation: obtaining effective video representations proves challenging due to the inherent complexity and variability in human activities.Furthermore, exclusive dependence on video-based learning may constrain a model's capability to generalize across long-tail classes and out-of-distribution scenarios. In this study, we introduce a novel approach for long-term action anticipation using language models (LALM), adept at addressing the complex challenges of long-term activity understanding without the need for extensive training. Our method incorporates an action recognition model to track previous action sequences and a vision-language model to articulate relevant environmental details. By leveraging the context provided by these past events, we devise a prompting strategy for action anticipation using large language models (LLMs). Moreover, we implement Maximal Marginal Relevance for example selection to facilitate in-context learning of the LLMs. Our experimental results demonstrate that LALM surpasses the state-of-the-art methods in the task of long-term action anticipation on the Ego4D benchmark. We further validate LALM on two additional benchmarks, affirming its capacity for generalization across intricate activities with different sets of taxonomies. These are achieved without specific fine-tuning.
Real Time Egocentric Segmentation for Video-self Avatar in Mixed Reality
In this work we present our real-time egocentric body segmentation algorithm. Our algorithm achieves a frame rate of 66 fps for an input resolution of 640x480, thanks to our shallow network inspired in Thundernet's architecture. Besides, we put a strong emphasis on the variability of the training data. More concretely, we describe the creation process of our Egocentric Bodies (EgoBodies) dataset, composed of almost 10,000 images from three datasets, created both from synthetic methods and real capturing. We conduct experiments to understand the contribution of the individual datasets; compare Thundernet model trained with EgoBodies with simpler and more complex previous approaches and discuss their corresponding performance in a real-life setup in terms of segmentation quality and inference times. The described trained semantic segmentation algorithm is already integrated in an end-to-end system for Mixed Reality (MR), making it possible for users to see his/her own body while being immersed in a MR scene.
MM-Ego: Towards Building Egocentric Multimodal LLMs
This research aims to comprehensively explore building a multimodal foundation model for egocentric video understanding. To achieve this goal, we work on three fronts. First, as there is a lack of QA data for egocentric video understanding, we develop a data engine that efficiently generates 7M high-quality QA samples for egocentric videos ranging from 30 seconds to one hour long, based on human-annotated data. This is currently the largest egocentric QA dataset. Second, we contribute a challenging egocentric QA benchmark with 629 videos and 7,026 questions to evaluate the models' ability in recognizing and memorizing visual details across videos of varying lengths. We introduce a new de-biasing evaluation method to help mitigate the unavoidable language bias present in the models being evaluated. Third, we propose a specialized multimodal architecture featuring a novel "Memory Pointer Prompting" mechanism. This design includes a global glimpse step to gain an overarching understanding of the entire video and identify key visual information, followed by a fallback step that utilizes the key visual information to generate responses. This enables the model to more effectively comprehend extended video content. With the data, benchmark, and model, we successfully build MM-Ego, an egocentric multimodal LLM that shows powerful performance on egocentric video understanding.
EgoEdit: Dataset, Real-Time Streaming Model, and Benchmark for Egocentric Video Editing
We study instruction-guided editing of egocentric videos for interactive AR applications. While recent AI video editors perform well on third-person footage, egocentric views present unique challenges - including rapid egomotion and frequent hand-object interactions - that create a significant domain gap. Moreover, existing offline editing pipelines suffer from high latency, limiting real-time interaction. To address these issues, we present a complete ecosystem for egocentric video editing. First, we construct EgoEditData, a carefully designed and manually curated dataset specifically designed for egocentric editing scenarios, featuring rich hand-object interactions, while explicitly preserving hands. Second, we develop EgoEdit, an instruction-following egocentric video editor that supports real-time streaming inference on a single GPU. Finally, we introduce EgoEditBench, an evaluation suite targeting instruction faithfulness, hand and interaction preservation, and temporal stability under egomotion. Across both egocentric and general editing tasks, EgoEdit produces temporally stable, instruction-faithful results with interactive latency. It achieves clear gains on egocentric editing benchmarks-where existing methods struggle-while maintaining performance comparable to the strongest baselines on general editing tasks. EgoEditData and EgoEditBench will be made public for the research community. See our website at https://snap-research.github.io/EgoEdit
AMEGO: Active Memory from long EGOcentric videos
Egocentric videos provide a unique perspective into individuals' daily experiences, yet their unstructured nature presents challenges for perception. In this paper, we introduce AMEGO, a novel approach aimed at enhancing the comprehension of very-long egocentric videos. Inspired by the human's ability to maintain information from a single watching, AMEGO focuses on constructing a self-contained representations from one egocentric video, capturing key locations and object interactions. This representation is semantic-free and facilitates multiple queries without the need to reprocess the entire visual content. Additionally, to evaluate our understanding of very-long egocentric videos, we introduce the new Active Memories Benchmark (AMB), composed of more than 20K of highly challenging visual queries from EPIC-KITCHENS. These queries cover different levels of video reasoning (sequencing, concurrency and temporal grounding) to assess detailed video understanding capabilities. We showcase improved performance of AMEGO on AMB, surpassing other video QA baselines by a substantial margin.
Put Myself in Your Shoes: Lifting the Egocentric Perspective from Exocentric Videos
We investigate exocentric-to-egocentric cross-view translation, which aims to generate a first-person (egocentric) view of an actor based on a video recording that captures the actor from a third-person (exocentric) perspective. To this end, we propose a generative framework called Exo2Ego that decouples the translation process into two stages: high-level structure transformation, which explicitly encourages cross-view correspondence between exocentric and egocentric views, and a diffusion-based pixel-level hallucination, which incorporates a hand layout prior to enhance the fidelity of the generated egocentric view. To pave the way for future advancements in this field, we curate a comprehensive exo-to-ego cross-view translation benchmark. It consists of a diverse collection of synchronized ego-exo tabletop activity video pairs sourced from three public datasets: H2O, Aria Pilot, and Assembly101. The experimental results validate that Exo2Ego delivers photorealistic video results with clear hand manipulation details and outperforms several baselines in terms of both synthesis quality and generalization ability to new actions.
Listen to Look into the Future: Audio-Visual Egocentric Gaze Anticipation
Egocentric gaze anticipation serves as a key building block for the emerging capability of Augmented Reality. Notably, gaze behavior is driven by both visual cues and audio signals during daily activities. Motivated by this observation, we introduce the first model that leverages both the video and audio modalities for egocentric gaze anticipation. Specifically, we propose a Contrastive Spatial-Temporal Separable (CSTS) fusion approach that adopts two modules to separately capture audio-visual correlations in spatial and temporal dimensions, and applies a contrastive loss on the re-weighted audio-visual features from fusion modules for representation learning. We conduct extensive ablation studies and thorough analysis using two egocentric video datasets: Ego4D and Aria, to validate our model design. We demonstrate the audio improves the performance by +2.5% and +2.4% on the two datasets. Our model also outperforms the prior state-of-the-art methods by at least +1.9% and +1.6%. Moreover, we provide visualizations to show the gaze anticipation results and provide additional insights into audio-visual representation learning. The code and data split are available on our website (https://bolinlai.github.io/CSTS-EgoGazeAnticipation/).
Walk through Paintings: Egocentric World Models from Internet Priors
What if a video generation model could not only imagine a plausible future, but the correct one, accurately reflecting how the world changes with each action? We address this question by presenting the Egocentric World Model (EgoWM), a simple, architecture-agnostic method that transforms any pretrained video diffusion model into an action-conditioned world model, enabling controllable future prediction. Rather than training from scratch, we repurpose the rich world priors of Internet-scale video models and inject motor commands through lightweight conditioning layers. This allows the model to follow actions faithfully while preserving realism and strong generalization. Our approach scales naturally across embodiments and action spaces, ranging from 3-DoF mobile robots to 25-DoF humanoids, where predicting egocentric joint-angle-driven dynamics is substantially more challenging. The model produces coherent rollouts for both navigation and manipulation tasks, requiring only modest fine-tuning. To evaluate physical correctness independently of visual appearance, we introduce the Structural Consistency Score (SCS), which measures whether stable scene elements evolve consistently with the provided actions. EgoWM improves SCS by up to 80 percent over prior state-of-the-art navigation world models, while achieving up to six times lower inference latency and robust generalization to unseen environments, including navigation inside paintings.
Imagination at Inference: Synthesizing In-Hand Views for Robust Visuomotor Policy Inference
Visual observations from different viewpoints can significantly influence the performance of visuomotor policies in robotic manipulation. Among these, egocentric (in-hand) views often provide crucial information for precise control. However, in some applications, equipping robots with dedicated in-hand cameras may pose challenges due to hardware constraints, system complexity, and cost. In this work, we propose to endow robots with imaginative perception - enabling them to 'imagine' in-hand observations from agent views at inference time. We achieve this via novel view synthesis (NVS), leveraging a fine-tuned diffusion model conditioned on the relative pose between the agent and in-hand views cameras. Specifically, we apply LoRA-based fine-tuning to adapt a pretrained NVS model (ZeroNVS) to the robotic manipulation domain. We evaluate our approach on both simulation benchmarks (RoboMimic and MimicGen) and real-world experiments using a Unitree Z1 robotic arm for a strawberry picking task. Results show that synthesized in-hand views significantly enhance policy inference, effectively recovering the performance drop caused by the absence of real in-hand cameras. Our method offers a scalable and hardware-light solution for deploying robust visuomotor policies, highlighting the potential of imaginative visual reasoning in embodied agents.
Retrieval-Augmented Egocentric Video Captioning
Understanding human actions from videos of first-person view poses significant challenges. Most prior approaches explore representation learning on egocentric videos only, while overlooking the potential benefit of exploiting existing large-scale third-person videos. In this paper, (1) we develop EgoInstructor, a retrieval-augmented multimodal captioning model that automatically retrieves semantically relevant third-person instructional videos to enhance the video captioning of egocentric videos. (2) For training the cross-view retrieval module, we devise an automatic pipeline to discover ego-exo video pairs from distinct large-scale egocentric and exocentric datasets. (3) We train the cross-view retrieval module with a novel EgoExoNCE loss that pulls egocentric and exocentric video features closer by aligning them to shared text features that describe similar actions. (4) Through extensive experiments, our cross-view retrieval module demonstrates superior performance across seven benchmarks. Regarding egocentric video captioning, EgoInstructor exhibits significant improvements by leveraging third-person videos as references.
Egocentric Video-Language Pretraining
Video-Language Pretraining (VLP), which aims to learn transferable representation to advance a wide range of video-text downstream tasks, has recently received increasing attention. Best performing works rely on large-scale, 3rd-person video-text datasets, such as HowTo100M. In this work, we exploit the recently released Ego4D dataset to pioneer Egocentric VLP along three directions. (i) We create EgoClip, a 1st-person video-text pretraining dataset comprising 3.8M clip-text pairs well-chosen from Ego4D, covering a large variety of human daily activities. (ii) We propose a novel pretraining objective, dubbed EgoNCE, which adapts video-text contrastive learning to the egocentric domain by mining egocentric-aware positive and negative samples. (iii) We introduce EgoMCQ, a development benchmark that is close to EgoClip and hence can support effective validation and fast exploration of our design decisions in EgoClip and EgoNCE. Furthermore, we demonstrate strong performance on five egocentric downstream tasks across three datasets: video-text retrieval on EPIC-KITCHENS-100; action recognition on Charades-Ego; natural language query, moment query, and object state change classification on Ego4D challenge benchmarks. The dataset and code are available at https://github.com/showlab/EgoVLP.
In-N-On: Scaling Egocentric Manipulation with in-the-wild and on-task Data
Egocentric videos are a valuable and scalable data source to learn manipulation policies. However, due to significant data heterogeneity, most existing approaches utilize human data for simple pre-training, which does not unlock its full potential. This paper first provides a scalable recipe for collecting and using egocentric data by categorizing human data into two categories: in-the-wild and on-task alongside with systematic analysis on how to use the data. We first curate a dataset, PHSD, which contains over 1,000 hours of diverse in-the-wild egocentric data and over 20 hours of on-task data directly aligned to the target manipulation tasks. This enables learning a large egocentric language-conditioned flow matching policy, Human0. With domain adaptation techniques, Human0 minimizes the gap between humans and humanoids. Empirically, we show Human0 achieves several novel properties from scaling human data, including language following of instructions from only human data, few-shot learning, and improved robustness using on-task data. Project website: https://xiongyicai.github.io/In-N-On/
3D Human Pose Perception from Egocentric Stereo Videos
While head-mounted devices are becoming more compact, they provide egocentric views with significant self-occlusions of the device user. Hence, existing methods often fail to accurately estimate complex 3D poses from egocentric views. In this work, we propose a new transformer-based framework to improve egocentric stereo 3D human pose estimation, which leverages the scene information and temporal context of egocentric stereo videos. Specifically, we utilize 1) depth features from our 3D scene reconstruction module with uniformly sampled windows of egocentric stereo frames, and 2) human joint queries enhanced by temporal features of the video inputs. Our method is able to accurately estimate human poses even in challenging scenarios, such as crouching and sitting. Furthermore, we introduce two new benchmark datasets, i.e., UnrealEgo2 and UnrealEgo-RW (RealWorld). The proposed datasets offer a much larger number of egocentric stereo views with a wider variety of human motions than the existing datasets, allowing comprehensive evaluation of existing and upcoming methods. Our extensive experiments show that the proposed approach significantly outperforms previous methods. We will release UnrealEgo2, UnrealEgo-RW, and trained models on our project page.
EgoControl: Controllable Egocentric Video Generation via 3D Full-Body Poses
Egocentric video generation with fine-grained control through body motion is a key requirement towards embodied AI agents that can simulate, predict, and plan actions. In this work, we propose EgoControl, a pose-controllable video diffusion model trained on egocentric data. We train a video prediction model to condition future frame generation on explicit 3D body pose sequences. To achieve precise motion control, we introduce a novel pose representation that captures both global camera dynamics and articulated body movements, and integrate it through a dedicated control mechanism within the diffusion process. Given a short sequence of observed frames and a sequence of target poses, EgoControl generates temporally coherent and visually realistic future frames that align with the provided pose control. Experimental results demonstrate that EgoControl produces high-quality, pose-consistent egocentric videos, paving the way toward controllable embodied video simulation and understanding.
EgoExoBench: A Benchmark for First- and Third-person View Video Understanding in MLLMs
Transferring and integrating knowledge across first-person (egocentric) and third-person (exocentric) viewpoints is intrinsic to human intelligence, enabling humans to learn from others and convey insights from their own experiences. Despite rapid progress in multimodal large language models (MLLMs), their ability to perform such cross-view reasoning remains unexplored. To address this, we introduce EgoExoBench, the first benchmark for egocentric-exocentric video understanding and reasoning. Built from publicly available datasets, EgoExoBench comprises over 7,300 question-answer pairs spanning eleven sub-tasks organized into three core challenges: semantic alignment, viewpoint association, and temporal reasoning. We evaluate 13 state-of-the-art MLLMs and find that while these models excel on single-view tasks, they struggle to align semantics across perspectives, accurately associate views, and infer temporal dynamics in the ego-exo context. We hope EgoExoBench can serve as a valuable resource for research on embodied agents and intelligent assistants seeking human-like cross-view intelligence.
Semantic MapNet: Building Allocentric Semantic Maps and Representations from Egocentric Views
We study the task of semantic mapping - specifically, an embodied agent (a robot or an egocentric AI assistant) is given a tour of a new environment and asked to build an allocentric top-down semantic map ("what is where?") from egocentric observations of an RGB-D camera with known pose (via localization sensors). Towards this goal, we present SemanticMapNet (SMNet), which consists of: (1) an Egocentric Visual Encoder that encodes each egocentric RGB-D frame, (2) a Feature Projector that projects egocentric features to appropriate locations on a floor-plan, (3) a Spatial Memory Tensor of size floor-plan length x width x feature-dims that learns to accumulate projected egocentric features, and (4) a Map Decoder that uses the memory tensor to produce semantic top-down maps. SMNet combines the strengths of (known) projective camera geometry and neural representation learning. On the task of semantic mapping in the Matterport3D dataset, SMNet significantly outperforms competitive baselines by 4.01-16.81% (absolute) on mean-IoU and 3.81-19.69% (absolute) on Boundary-F1 metrics. Moreover, we show how to use the neural episodic memories and spatio-semantic allocentric representations build by SMNet for subsequent tasks in the same space - navigating to objects seen during the tour("Find chair") or answering questions about the space ("How many chairs did you see in the house?"). Project page: https://vincentcartillier.github.io/smnet.html.
EFM3D: A Benchmark for Measuring Progress Towards 3D Egocentric Foundation Models
The advent of wearable computers enables a new source of context for AI that is embedded in egocentric sensor data. This new egocentric data comes equipped with fine-grained 3D location information and thus presents the opportunity for a novel class of spatial foundation models that are rooted in 3D space. To measure progress on what we term Egocentric Foundation Models (EFMs) we establish EFM3D, a benchmark with two core 3D egocentric perception tasks. EFM3D is the first benchmark for 3D object detection and surface regression on high quality annotated egocentric data of Project Aria. We propose Egocentric Voxel Lifting (EVL), a baseline for 3D EFMs. EVL leverages all available egocentric modalities and inherits foundational capabilities from 2D foundation models. This model, trained on a large simulated dataset, outperforms existing methods on the EFM3D benchmark.
RefEgo: Referring Expression Comprehension Dataset from First-Person Perception of Ego4D
Grounding textual expressions on scene objects from first-person views is a truly demanding capability in developing agents that are aware of their surroundings and behave following intuitive text instructions. Such capability is of necessity for glass-devices or autonomous robots to localize referred objects in the real-world. In the conventional referring expression comprehension tasks of images, however, datasets are mostly constructed based on the web-crawled data and don't reflect diverse real-world structures on the task of grounding textual expressions in diverse objects in the real world. Recently, a massive-scale egocentric video dataset of Ego4D was proposed. Ego4D covers around the world diverse real-world scenes including numerous indoor and outdoor situations such as shopping, cooking, walking, talking, manufacturing, etc. Based on egocentric videos of Ego4D, we constructed a broad coverage of the video-based referring expression comprehension dataset: RefEgo. Our dataset includes more than 12k video clips and 41 hours for video-based referring expression comprehension annotation. In experiments, we combine the state-of-the-art 2D referring expression comprehension models with the object tracking algorithm, achieving the video-wise referred object tracking even in difficult conditions: the referred object becomes out-of-frame in the middle of the video or multiple similar objects are presented in the video.
Perspective-Aware Reasoning in Vision-Language Models via Mental Imagery Simulation
We present a framework for perspective-aware reasoning in vision-language models (VLMs) through mental imagery simulation. Perspective-taking, the ability to perceive an environment or situation from an alternative viewpoint, is a key benchmark for human-level visual understanding, essential for environmental interaction and collaboration with autonomous agents. Despite advancements in spatial reasoning within VLMs, recent research has shown that modern VLMs significantly lack perspective-aware reasoning capabilities and exhibit a strong bias toward egocentric interpretations. To bridge the gap between VLMs and human perception, we focus on the role of mental imagery, where humans perceive the world through abstracted representations that facilitate perspective shifts. Motivated by this, we propose a framework for perspective-aware reasoning, named Abstract Perspective Change (APC), that effectively leverages vision foundation models, such as object detection, segmentation, and orientation estimation, to construct scene abstractions and enable perspective transformations. Our experiments on synthetic and real-image benchmarks, compared with various VLMs, demonstrate significant improvements in perspective-aware reasoning with our framework, further outperforming fine-tuned spatial reasoning models and novel-view-synthesis-based approaches.
DreamScene360: Unconstrained Text-to-3D Scene Generation with Panoramic Gaussian Splatting
The increasing demand for virtual reality applications has highlighted the significance of crafting immersive 3D assets. We present a text-to-3D 360^{circ} scene generation pipeline that facilitates the creation of comprehensive 360^{circ} scenes for in-the-wild environments in a matter of minutes. Our approach utilizes the generative power of a 2D diffusion model and prompt self-refinement to create a high-quality and globally coherent panoramic image. This image acts as a preliminary "flat" (2D) scene representation. Subsequently, it is lifted into 3D Gaussians, employing splatting techniques to enable real-time exploration. To produce consistent 3D geometry, our pipeline constructs a spatially coherent structure by aligning the 2D monocular depth into a globally optimized point cloud. This point cloud serves as the initial state for the centroids of 3D Gaussians. In order to address invisible issues inherent in single-view inputs, we impose semantic and geometric constraints on both synthesized and input camera views as regularizations. These guide the optimization of Gaussians, aiding in the reconstruction of unseen regions. In summary, our method offers a globally consistent 3D scene within a 360^{circ} perspective, providing an enhanced immersive experience over existing techniques. Project website at: http://dreamscene360.github.io/
EVA02-AT: Egocentric Video-Language Understanding with Spatial-Temporal Rotary Positional Embeddings and Symmetric Optimization
Egocentric video-language understanding demands both high efficiency and accurate spatial-temporal modeling. Existing approaches face three key challenges: 1) Excessive pre-training cost arising from multi-stage pre-training pipelines, 2) Ineffective spatial-temporal encoding due to manually split 3D rotary positional embeddings that hinder feature interactions, and 3) Imprecise learning objectives in soft-label multi-instance retrieval, which neglect negative pair correlations. In this paper, we introduce EVA02-AT, a suite of EVA02-based video-language foundation models tailored to egocentric video understanding tasks. EVA02-AT first efficiently transfers an image-based CLIP model into a unified video encoder via a single-stage pretraining. Second, instead of applying rotary positional embeddings to isolated dimensions, we introduce spatial-temporal rotary positional embeddings along with joint attention, which can effectively encode both spatial and temporal information on the entire hidden dimension. This joint encoding of spatial-temporal features enables the model to learn cross-axis relationships, which are crucial for accurately modeling motion and interaction in videos. Third, focusing on multi-instance video-language retrieval tasks, we introduce the Symmetric Multi-Similarity (SMS) loss and a novel training framework that advances all soft labels for both positive and negative pairs, providing a more precise learning objective. Extensive experiments on Ego4D, EPIC-Kitchens-100, and Charades-Ego under zero-shot and fine-tuning settings demonstrate that EVA02-AT achieves state-of-the-art performance across diverse egocentric video-language tasks with fewer parameters. Models with our SMS loss also show significant performance gains on multi-instance retrieval benchmarks. Our code and models are publicly available at https://github.com/xqwang14/EVA02-AT .
EgoVLM: Policy Optimization for Egocentric Video Understanding
Emerging embodied AI applications, such as wearable cameras and autonomous agents, have underscored the need for robust reasoning from first person video streams. We introduce EgoVLM, a vision-language model specifically designed to integrate visual comprehension and spatial-temporal reasoning within egocentric video contexts. EgoVLM is fine-tuned via Group Relative Policy Optimization (GRPO), a reinforcement learning method adapted to align model outputs with human-like reasoning steps. Following DeepSeek R1-Zero's approach, we directly tune using RL without any supervised fine-tuning phase on chain-of-thought (CoT) data. We evaluate EgoVLM on egocentric video question answering benchmarks and show that domain-specific training substantially improves performance over general-purpose VLMs. Our EgoVLM-3B, trained exclusively on non-CoT egocentric data, outperforms the base Qwen2.5-VL 3B and 7B models by 14.33 and 13.87 accuracy points on the EgoSchema benchmark, respectively. By explicitly generating reasoning traces, EgoVLM enhances interpretability, making it well-suited for downstream applications. Furthermore, we introduce a novel keyframe-based reward that incorporates salient frame selection to guide reinforcement learning optimization. This reward formulation opens a promising avenue for future exploration in temporally grounded egocentric reasoning.
Domain Adaptive Hand Keypoint and Pixel Localization in the Wild
We aim to improve the performance of regressing hand keypoints and segmenting pixel-level hand masks under new imaging conditions (e.g., outdoors) when we only have labeled images taken under very different conditions (e.g., indoors). In the real world, it is important that the model trained for both tasks works under various imaging conditions. However, their variation covered by existing labeled hand datasets is limited. Thus, it is necessary to adapt the model trained on the labeled images (source) to unlabeled images (target) with unseen imaging conditions. While self-training domain adaptation methods (i.e., learning from the unlabeled target images in a self-supervised manner) have been developed for both tasks, their training may degrade performance when the predictions on the target images are noisy. To avoid this, it is crucial to assign a low importance (confidence) weight to the noisy predictions during self-training. In this paper, we propose to utilize the divergence of two predictions to estimate the confidence of the target image for both tasks. These predictions are given from two separate networks, and their divergence helps identify the noisy predictions. To integrate our proposed confidence estimation into self-training, we propose a teacher-student framework where the two networks (teachers) provide supervision to a network (student) for self-training, and the teachers are learned from the student by knowledge distillation. Our experiments show its superiority over state-of-the-art methods in adaptation settings with different lighting, grasping objects, backgrounds, and camera viewpoints. Our method improves by 4% the multi-task score on HO3D compared to the latest adversarial adaptation method. We also validate our method on Ego4D, egocentric videos with rapid changes in imaging conditions outdoors.
360 in the Wild: Dataset for Depth Prediction and View Synthesis
The large abundance of perspective camera datasets facilitated the emergence of novel learning-based strategies for various tasks, such as camera localization, single image depth estimation, or view synthesis. However, panoramic or omnidirectional image datasets, including essential information, such as pose and depth, are mostly made with synthetic scenes. In this work, we introduce a large scale 360^{circ} videos dataset in the wild. This dataset has been carefully scraped from the Internet and has been captured from various locations worldwide. Hence, this dataset exhibits very diversified environments (e.g., indoor and outdoor) and contexts (e.g., with and without moving objects). Each of the 25K images constituting our dataset is provided with its respective camera's pose and depth map. We illustrate the relevance of our dataset for two main tasks, namely, single image depth estimation and view synthesis.
EgoPoseFormer: A Simple Baseline for Stereo Egocentric 3D Human Pose Estimation
We present EgoPoseFormer, a simple yet effective transformer-based model for stereo egocentric human pose estimation. The main challenge in egocentric pose estimation is overcoming joint invisibility, which is caused by self-occlusion or a limited field of view (FOV) of head-mounted cameras. Our approach overcomes this challenge by incorporating a two-stage pose estimation paradigm: in the first stage, our model leverages the global information to estimate each joint's coarse location, then in the second stage, it employs a DETR style transformer to refine the coarse locations by exploiting fine-grained stereo visual features. In addition, we present a Deformable Stereo Attention operation to enable our transformer to effectively process multi-view features, which enables it to accurately localize each joint in the 3D world. We evaluate our method on the stereo UnrealEgo dataset and show it significantly outperforms previous approaches while being computationally efficient: it improves MPJPE by 27.4mm (45% improvement) with only 7.9% model parameters and 13.1% FLOPs compared to the state-of-the-art. Surprisingly, with proper training settings, we find that even our first-stage pose proposal network can achieve superior performance compared to previous arts. We also show that our method can be seamlessly extended to monocular settings, which achieves state-of-the-art performance on the SceneEgo dataset, improving MPJPE by 25.5mm (21% improvement) compared to the best existing method with only 60.7% model parameters and 36.4% FLOPs. Code is available at: https://github.com/ChenhongyiYang/egoposeformer .
PhysBrain: Human Egocentric Data as a Bridge from Vision Language Models to Physical Intelligence
Robotic generalization relies on physical intelligence: the ability to reason about state changes, contact-rich interactions, and long-horizon planning under egocentric perception and action. However, most VLMs are trained primarily on third-person data, creating a fundamental viewpoint mismatch for humanoid robots. Scaling robot egocentric data collection remains impractical due to high cost and limited diversity, whereas large-scale human egocentric videos offer a scalable alternative that naturally capture rich interaction context and causal structure. The key challenge is to convert raw egocentric videos into structured and reliable embodiment training supervision. Accordingly, we propose an Egocentric2Embodiment translation pipeline that transforms first-person videos into multi-level, schema-driven VQA supervision with enforced evidence grounding and temporal consistency, enabling the construction of the Egocentric2Embodiment dataset (E2E-3M) at scale. An egocentric-aware embodied brain, termed PhysBrain, is obtained by training on the E2E-3M dataset. PhysBrain exhibits substantially improved egocentric understanding, particularly for planning on EgoThink. It provides an egocentric-aware initialization that enables more sample-efficient VLA fine-tuning and higher SimplerEnv success rates (53.9\%), demonstrating effective transfer from human egocentric supervision to downstream robot control.
Scene-LLM: Extending Language Model for 3D Visual Understanding and Reasoning
This paper introduces Scene-LLM, a 3D-visual-language model that enhances embodied agents' abilities in interactive 3D indoor environments by integrating the reasoning strengths of Large Language Models (LLMs). Scene-LLM adopts a hybrid 3D visual feature representation, that incorporates dense spatial information and supports scene state updates. The model employs a projection layer to efficiently project these features in the pre-trained textual embedding space, enabling effective interpretation of 3D visual information. Unique to our approach is the integration of both scene-level and ego-centric 3D information. This combination is pivotal for interactive planning, where scene-level data supports global planning and ego-centric data is important for localization. Notably, we use ego-centric 3D frame features for feature alignment, an efficient technique that enhances the model's ability to align features of small objects within the scene. Our experiments with Scene-LLM demonstrate its strong capabilities in dense captioning, question answering, and interactive planning. We believe Scene-LLM advances the field of 3D visual understanding and reasoning, offering new possibilities for sophisticated agent interactions in indoor settings.
Is 'Right' Right? Enhancing Object Orientation Understanding in Multimodal Large Language Models through Egocentric Instruction Tuning
Multimodal large language models (MLLMs) act as essential interfaces, connecting humans with AI technologies in multimodal applications. However, current MLLMs face challenges in accurately interpreting object orientation in images due to inconsistent orientation annotations in training data, hindering the development of a coherent orientation understanding. To overcome this, we propose egocentric instruction tuning, which aligns MLLMs' orientation understanding with the user's perspective, based on a consistent annotation standard derived from the user's egocentric viewpoint. We first generate egocentric instruction data that leverages MLLMs' ability to recognize object details and applies prior knowledge for orientation understanding. Using this data, we perform instruction tuning to enhance the model's capability for accurate orientation interpretation. In addition, we introduce EgoOrientBench, a benchmark that evaluates MLLMs' orientation understanding across three tasks using images collected from diverse domains. Experimental results on this benchmark show that egocentric instruction tuning significantly improves orientation understanding without compromising overall MLLM performance. The instruction data and benchmark dataset are available on our project page at https://github.com/jhCOR/EgoOrientBench.
Egocentric Human-Object Interaction Detection Exploiting Synthetic Data
We consider the problem of detecting Egocentric HumanObject Interactions (EHOIs) in industrial contexts. Since collecting and labeling large amounts of real images is challenging, we propose a pipeline and a tool to generate photo-realistic synthetic First Person Vision (FPV) images automatically labeled for EHOI detection in a specific industrial scenario. To tackle the problem of EHOI detection, we propose a method that detects the hands, the objects in the scene, and determines which objects are currently involved in an interaction. We compare the performance of our method with a set of state-of-the-art baselines. Results show that using a synthetic dataset improves the performance of an EHOI detection system, especially when few real data are available. To encourage research on this topic, we publicly release the proposed dataset at the following url: https://iplab.dmi.unict.it/EHOI_SYNTH/.
Discriminately Treating Motion Components Evolves Joint Depth and Ego-Motion Learning
Unsupervised learning of depth and ego-motion, two fundamental 3D perception tasks, has made significant strides in recent years. However, most methods treat ego-motion as an auxiliary task, either mixing all motion types or excluding depth-independent rotational motions in supervision. Such designs limit the incorporation of strong geometric constraints, reducing reliability and robustness under diverse conditions. This study introduces a discriminative treatment of motion components, leveraging the geometric regularities of their respective rigid flows to benefit both depth and ego-motion estimation. Given consecutive video frames, network outputs first align the optical axes and imaging planes of the source and target cameras. Optical flows between frames are transformed through these alignments, and deviations are quantified to impose geometric constraints individually on each ego-motion component, enabling more targeted refinement. These alignments further reformulate the joint learning process into coaxial and coplanar forms, where depth and each translation component can be mutually derived through closed-form geometric relationships, introducing complementary constraints that improve depth robustness. DiMoDE, a general depth and ego-motion joint learning framework incorporating these designs, achieves state-of-the-art performance on multiple public datasets and a newly collected diverse real-world dataset, particularly under challenging conditions. Our source code will be publicly available at mias.group/DiMoDE upon publication.
TARDIS STRIDE: A Spatio-Temporal Road Image Dataset for Exploration and Autonomy
World models aim to simulate environments and enable effective agent behavior. However, modeling real-world environments presents unique challenges as they dynamically change across both space and, crucially, time. To capture these composed dynamics, we introduce a Spatio-Temporal Road Image Dataset for Exploration (STRIDE) permuting 360-degree panoramic imagery into rich interconnected observation, state and action nodes. Leveraging this structure, we can simultaneously model the relationship between egocentric views, positional coordinates, and movement commands across both space and time. We benchmark this dataset via TARDIS, a transformer-based generative world model that integrates spatial and temporal dynamics through a unified autoregressive framework trained on STRIDE. We demonstrate robust performance across a range of agentic tasks such as controllable photorealistic image synthesis, instruction following, autonomous self-control, and state-of-the-art georeferencing. These results suggest a promising direction towards sophisticated generalist agents--capable of understanding and manipulating the spatial and temporal aspects of their material environments--with enhanced embodied reasoning capabilities. Training code, datasets, and model checkpoints are made available at https://huggingface.co/datasets/Tera-AI/STRIDE.
Navigating to Objects Specified by Images
Images are a convenient way to specify which particular object instance an embodied agent should navigate to. Solving this task requires semantic visual reasoning and exploration of unknown environments. We present a system that can perform this task in both simulation and the real world. Our modular method solves sub-tasks of exploration, goal instance re-identification, goal localization, and local navigation. We re-identify the goal instance in egocentric vision using feature-matching and localize the goal instance by projecting matched features to a map. Each sub-task is solved using off-the-shelf components requiring zero fine-tuning. On the HM3D InstanceImageNav benchmark, this system outperforms a baseline end-to-end RL policy 7x and a state-of-the-art ImageNav model 2.3x (56% vs 25% success). We deploy this system to a mobile robot platform and demonstrate effective real-world performance, achieving an 88% success rate across a home and an office environment.
PanoContext-Former: Panoramic Total Scene Understanding with a Transformer
Panoramic image enables deeper understanding and more holistic perception of 360^circ surrounding environment, which can naturally encode enriched scene context information compared to standard perspective image. Previous work has made lots of effort to solve the scene understanding task in a bottom-up form, thus each sub-task is processed separately and few correlations are explored in this procedure. In this paper, we propose a novel method using depth prior for holistic indoor scene understanding which recovers the objects' shapes, oriented bounding boxes and the 3D room layout simultaneously from a single panorama. In order to fully utilize the rich context information, we design a transformer-based context module to predict the representation and relationship among each component of the scene. In addition, we introduce a real-world dataset for scene understanding, including photo-realistic panoramas, high-fidelity depth images, accurately annotated room layouts, and oriented object bounding boxes and shapes. Experiments on the synthetic and real-world datasets demonstrate that our method outperforms previous panoramic scene understanding methods in terms of both layout estimation and 3D object detection.
Exploiting Multimodal Synthetic Data for Egocentric Human-Object Interaction Detection in an Industrial Scenario
In this paper, we tackle the problem of Egocentric Human-Object Interaction (EHOI) detection in an industrial setting. To overcome the lack of public datasets in this context, we propose a pipeline and a tool for generating synthetic images of EHOIs paired with several annotations and data signals (e.g., depth maps or segmentation masks). Using the proposed pipeline, we present EgoISM-HOI a new multimodal dataset composed of synthetic EHOI images in an industrial environment with rich annotations of hands and objects. To demonstrate the utility and effectiveness of synthetic EHOI data produced by the proposed tool, we designed a new method that predicts and combines different multimodal signals to detect EHOIs in RGB images. Our study shows that exploiting synthetic data to pre-train the proposed method significantly improves performance when tested on real-world data. Moreover, to fully understand the usefulness of our method, we conducted an in-depth analysis in which we compared and highlighted the superiority of the proposed approach over different state-of-the-art class-agnostic methods. To support research in this field, we publicly release the datasets, source code, and pre-trained models at https://iplab.dmi.unict.it/egoism-hoi.
EgoLife: Towards Egocentric Life Assistant
We introduce EgoLife, a project to develop an egocentric life assistant that accompanies and enhances personal efficiency through AI-powered wearable glasses. To lay the foundation for this assistant, we conducted a comprehensive data collection study where six participants lived together for one week, continuously recording their daily activities - including discussions, shopping, cooking, socializing, and entertainment - using AI glasses for multimodal egocentric video capture, along with synchronized third-person-view video references. This effort resulted in the EgoLife Dataset, a comprehensive 300-hour egocentric, interpersonal, multiview, and multimodal daily life dataset with intensive annotation. Leveraging this dataset, we introduce EgoLifeQA, a suite of long-context, life-oriented question-answering tasks designed to provide meaningful assistance in daily life by addressing practical questions such as recalling past relevant events, monitoring health habits, and offering personalized recommendations. To address the key technical challenges of (1) developing robust visual-audio models for egocentric data, (2) enabling identity recognition, and (3) facilitating long-context question answering over extensive temporal information, we introduce EgoButler, an integrated system comprising EgoGPT and EgoRAG. EgoGPT is an omni-modal model trained on egocentric datasets, achieving state-of-the-art performance on egocentric video understanding. EgoRAG is a retrieval-based component that supports answering ultra-long-context questions. Our experimental studies verify their working mechanisms and reveal critical factors and bottlenecks, guiding future improvements. By releasing our datasets, models, and benchmarks, we aim to stimulate further research in egocentric AI assistants.
In the Eye of MLLM: Benchmarking Egocentric Video Intent Understanding with Gaze-Guided Prompting
The emergence of advanced multimodal large language models (MLLMs) has significantly enhanced AI assistants' ability to process complex information across modalities. Recently, egocentric videos, by directly capturing user focus, actions, and context in an unified coordinate, offer an exciting opportunity to enable proactive and personalized AI user experiences with MLLMs. However, existing benchmarks overlook the crucial role of gaze as an indicator of user intent. To address this gap, we introduce EgoGazeVQA, an egocentric gaze-guided video question answering benchmark that leverages gaze information to improve the understanding of longer daily-life videos. EgoGazeVQA consists of gaze-based QA pairs generated by MLLMs and refined by human annotators. Our experiments reveal that existing MLLMs struggle to accurately interpret user intentions. In contrast, our gaze-guided intent prompting methods significantly enhance performance by integrating spatial, temporal, and intent-related cues. We further conduct experiments on gaze-related fine-tuning and analyze how gaze estimation accuracy impacts prompting effectiveness. These results underscore the value of gaze for more personalized and effective AI assistants in egocentric settings. Project page: https://taiyi98.github.io/projects/EgoGazeVQA
Selective Contrastive Learning for Weakly Supervised Affordance Grounding
Facilitating an entity's interaction with objects requires accurately identifying parts that afford specific actions. Weakly supervised affordance grounding (WSAG) seeks to imitate human learning from third-person demonstrations, where humans intuitively grasp functional parts without needing pixel-level annotations. To achieve this, grounding is typically learned using a shared classifier across images from different perspectives, along with distillation strategies incorporating part discovery process. However, since affordance-relevant parts are not always easily distinguishable, models primarily rely on classification, often focusing on common class-specific patterns that are unrelated to affordance. To address this limitation, we move beyond isolated part-level learning by introducing selective prototypical and pixel contrastive objectives that adaptively learn affordance-relevant cues at both the part and object levels, depending on the granularity of the available information. Initially, we find the action-associated objects in both egocentric (object-focused) and exocentric (third-person example) images by leveraging CLIP. Then, by cross-referencing the discovered objects of complementary views, we excavate the precise part-level affordance clues in each perspective. By consistently learning to distinguish affordance-relevant regions from affordance-irrelevant background context, our approach effectively shifts activation from irrelevant areas toward meaningful affordance cues. Experimental results demonstrate the effectiveness of our method. Codes are available at github.com/hynnsk/SelectiveCL.
X-LeBench: A Benchmark for Extremely Long Egocentric Video Understanding
Long-form egocentric video understanding provides rich contextual information and unique insights into long-term human behaviors, holding significant potential for applications in embodied intelligence, long-term activity analysis, and personalized assistive technologies. However, existing benchmark datasets primarily focus on single, short-duration videos or moderately long videos up to dozens of minutes, leaving a substantial gap in evaluating extensive, ultra-long egocentric video recordings. To address this, we introduce X-LeBench, a novel benchmark dataset specifically crafted for evaluating tasks on extremely long egocentric video recordings. Leveraging the advanced text processing capabilities of large language models (LLMs), X-LeBench develops a life-logging simulation pipeline that produces realistic, coherent daily plans aligned with real-world video data. This approach enables the flexible integration of synthetic daily plans with real-world footage from Ego4D-a massive-scale egocentric video dataset covers a wide range of daily life scenarios-resulting in 432 simulated video life logs that mirror realistic daily activities in contextually rich scenarios. The video life-log durations span from 23 minutes to 16.4 hours. The evaluation of several baseline systems and multimodal large language models (MLLMs) reveals their poor performance across the board, highlighting the inherent challenges of long-form egocentric video understanding and underscoring the need for more advanced models.
EgoCross: Benchmarking Multimodal Large Language Models for Cross-Domain Egocentric Video Question Answering
Recent advances in Multimodal Large Language Models (MLLMs) have significantly pushed the frontier of egocentric video question answering (EgocentricQA). However, existing benchmarks and studies are mainly limited to common daily activities such as cooking and cleaning. In contrast, real-world deployment inevitably encounters domain shifts, where target domains differ substantially in both visual style and semantic content. To bridge this gap, we introduce EgoCross, a comprehensive benchmark designed to evaluate the cross-domain generalization of MLLMs in EgocentricQA. EgoCross covers four diverse and challenging domains, including surgery, industry, extreme sports, and animal perspective, representing realistic and high-impact application scenarios. It comprises approximately 1,000 QA pairs across 798 video clips, spanning four key QA tasks: prediction, recognition, localization, and counting. Each QA pair provides both OpenQA and CloseQA formats to support fine-grained evaluation. Extensive experiments show that most existing MLLMs, whether general-purpose or egocentric-specialized, struggle to generalize to domains beyond daily life, highlighting the limitations of current models. Furthermore, we conduct several pilot studies, \eg, fine-tuning and reinforcement learning, to explore potential improvements. We hope EgoCross and our accompanying analysis will serve as a foundation for advancing domain-adaptive, robust egocentric video understanding. Data and codes will be released at: https://github.com/MyUniverse0726/EgoCross{https://github.com/MyUniverse0726/EgoCross.}
POV: Prompt-Oriented View-Agnostic Learning for Egocentric Hand-Object Interaction in the Multi-View World
We humans are good at translating third-person observations of hand-object interactions (HOI) into an egocentric view. However, current methods struggle to replicate this ability of view adaptation from third-person to first-person. Although some approaches attempt to learn view-agnostic representation from large-scale video datasets, they ignore the relationships among multiple third-person views. To this end, we propose a Prompt-Oriented View-agnostic learning (POV) framework in this paper, which enables this view adaptation with few egocentric videos. Specifically, We introduce interactive masking prompts at the frame level to capture fine-grained action information, and view-aware prompts at the token level to learn view-agnostic representation. To verify our method, we establish two benchmarks for transferring from multiple third-person views to the egocentric view. Our extensive experiments on these benchmarks demonstrate the efficiency and effectiveness of our POV framework and prompt tuning techniques in terms of view adaptation and view generalization. Our code is available at https://github.com/xuboshen/pov_acmmm2023.
Reading Recognition in the Wild
To enable egocentric contextual AI in always-on smart glasses, it is crucial to be able to keep a record of the user's interactions with the world, including during reading. In this paper, we introduce a new task of reading recognition to determine when the user is reading. We first introduce the first-of-its-kind large-scale multimodal Reading in the Wild dataset, containing 100 hours of reading and non-reading videos in diverse and realistic scenarios. We then identify three modalities (egocentric RGB, eye gaze, head pose) that can be used to solve the task, and present a flexible transformer model that performs the task using these modalities, either individually or combined. We show that these modalities are relevant and complementary to the task, and investigate how to efficiently and effectively encode each modality. Additionally, we show the usefulness of this dataset towards classifying types of reading, extending current reading understanding studies conducted in constrained settings to larger scale, diversity and realism.
V^{2}-SAM: Marrying SAM2 with Multi-Prompt Experts for Cross-View Object Correspondence
Cross-view object correspondence, exemplified by the representative task of ego-exo object correspondence, aims to establish consistent associations of the same object across different viewpoints (e.g., ego-centric and exo-centric). This task poses significant challenges due to drastic viewpoint and appearance variations, making existing segmentation models, such as SAM2, non-trivial to apply directly. To address this, we present V^2-SAM, a unified cross-view object correspondence framework that adapts SAM2 from single-view segmentation to cross-view correspondence through two complementary prompt generators. Specifically, the Cross-View Anchor Prompt Generator (V^2-Anchor), built upon DINOv3 features, establishes geometry-aware correspondences and, for the first time, unlocks coordinate-based prompting for SAM2 in cross-view scenarios, while the Cross-View Visual Prompt Generator (V^2-Visual) enhances appearance-guided cues via a novel visual prompt matcher that aligns ego-exo representations from both feature and structural perspectives. To effectively exploit the strengths of both prompts, we further adopt a multi-expert design and introduce a Post-hoc Cyclic Consistency Selector (PCCS) that adaptively selects the most reliable expert based on cyclic consistency. Extensive experiments validate the effectiveness of V^2-SAM, achieving new state-of-the-art performance on Ego-Exo4D (ego-exo object correspondence), DAVIS-2017 (video object tracking), and HANDAL-X (robotic-ready cross-view correspondence).
EgoTV: Egocentric Task Verification from Natural Language Task Descriptions
To enable progress towards egocentric agents capable of understanding everyday tasks specified in natural language, we propose a benchmark and a synthetic dataset called Egocentric Task Verification (EgoTV). EgoTV contains multi-step tasks with multiple sub-task decompositions, state changes, object interactions, and sub-task ordering constraints, in addition to abstracted task descriptions that contain only partial details about ways to accomplish a task. We also propose a novel Neuro-Symbolic Grounding (NSG) approach to enable the causal, temporal, and compositional reasoning of such tasks. We demonstrate NSG's capability towards task tracking and verification on our EgoTV dataset and a real-world dataset derived from CrossTask (CTV). Our contributions include the release of the EgoTV and CTV datasets, and the NSG model for future research on egocentric assistive agents.
Guided Attention for Next Active Object @ EGO4D STA Challenge
In this technical report, we describe the Guided-Attention mechanism based solution for the short-term anticipation (STA) challenge for the EGO4D challenge. It combines the object detections, 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. For the challenge, we build our model on top of StillFast with Guided Attention applied on fast network. Our model obtains better performance on the validation set and also achieves state-of-the-art (SOTA) results on the challenge test set for EGO4D Short-Term Object Interaction Anticipation Challenge.
CVP: Central-Peripheral Vision-Inspired Multimodal Model for Spatial Reasoning
We present a central-peripheral vision-inspired framework (CVP), a simple yet effective multimodal model for spatial reasoning that draws inspiration from the two types of human visual fields -- central vision and peripheral vision. Existing approaches primarily rely on unstructured representations, such as point clouds, voxels, or patch features, and inject scene context implicitly via coordinate embeddings. However, this often results in limited spatial reasoning capabilities due to the lack of explicit, high-level structural understanding. To address this limitation, we introduce two complementary components into a Large Multimodal Model-based architecture: target-affinity token, analogous to central vision, that guides the model's attention toward query-relevant objects; and allocentric grid, akin to peripheral vision, that captures global scene context and spatial arrangements. These components work in tandem to enable structured, context-aware understanding of complex 3D environments. Experiments show that CVP achieves state-of-the-art performance across a range of 3D scene understanding benchmarks.
Diffusion-Guided Reconstruction of Everyday Hand-Object Interaction Clips
We tackle the task of reconstructing hand-object interactions from short video clips. Given an input video, our approach casts 3D inference as a per-video optimization and recovers a neural 3D representation of the object shape, as well as the time-varying motion and hand articulation. While the input video naturally provides some multi-view cues to guide 3D inference, these are insufficient on their own due to occlusions and limited viewpoint variations. To obtain accurate 3D, we augment the multi-view signals with generic data-driven priors to guide reconstruction. Specifically, we learn a diffusion network to model the conditional distribution of (geometric) renderings of objects conditioned on hand configuration and category label, and leverage it as a prior to guide the novel-view renderings of the reconstructed scene. We empirically evaluate our approach on egocentric videos across 6 object categories, and observe significant improvements over prior single-view and multi-view methods. Finally, we demonstrate our system's ability to reconstruct arbitrary clips from YouTube, showing both 1st and 3rd person interactions.
Ego-Exo4D: Understanding Skilled Human Activity from First- and Third-Person Perspectives
We present Ego-Exo4D, a diverse, large-scale multimodal multiview video dataset and benchmark challenge. Ego-Exo4D centers around simultaneously-captured egocentric and exocentric video of skilled human activities (e.g., sports, music, dance, bike repair). 740 participants from 13 cities worldwide performed these activities in 123 different natural scene contexts, yielding long-form captures from 1 to 42 minutes each and 1,286 hours of video combined. The multimodal nature of the dataset is unprecedented: the video is accompanied by multichannel audio, eye gaze, 3D point clouds, camera poses, IMU, and multiple paired language descriptions -- including a novel "expert commentary" done by coaches and teachers and tailored to the skilled-activity domain. To push the frontier of first-person video understanding of skilled human activity, we also present a suite of benchmark tasks and their annotations, including fine-grained activity understanding, proficiency estimation, cross-view translation, and 3D hand/body pose. All resources are open sourced to fuel new research in the community. Project page: http://ego-exo4d-data.org/
Efficient In-Context Learning in Vision-Language Models for Egocentric Videos
Recent advancements in text-only large language models (LLMs) have highlighted the benefit of in-context learning for adapting to new tasks with a few demonstrations. However, extending in-context learning to large vision-language models (VLMs) using a huge amount of naturalistic vision-language data has shown limited success, particularly for egocentric videos, due to high data collection costs. We propose a novel training method Efficient In-context Learning on Egocentric Videos (EILEV), which elicits in-context learning in VLMs for egocentric videos without requiring massive, naturalistic egocentric video datasets. EILEV involves architectural and training data adaptations to allow the model to process contexts interleaved with video clips and narrations, sampling of in-context examples with clusters of similar verbs and nouns, use of data with skewed marginal distributions with a long tail of infrequent verbs and nouns, as well as homonyms and synonyms. Our evaluations show that EILEV-trained models outperform larger VLMs trained on a huge amount of naturalistic data in in-context learning. Furthermore, they can generalize to not only out-of-distribution, but also novel, rare egocentric videos and texts via in-context learning, demonstrating potential for applications requiring cost-effective training, and rapid post-deployment adaptability. Our code and demo are available at https://github.com/yukw777/EILEV.
The N-Body Problem: Parallel Execution from Single-Person Egocentric Video
Humans can intuitively parallelise complex activities, but can a model learn this from observing a single person? Given one egocentric video, we introduce the N-Body Problem: how N individuals, can hypothetically perform the same set of tasks observed in this video. The goal is to maximise speed-up, but naive assignment of video segments to individuals often violates real-world constraints, leading to physically impossible scenarios like two people using the same object or occupying the same space. To address this, we formalise the N-Body Problem and propose a suite of metrics to evaluate both performance (speed-up, task coverage) and feasibility (spatial collisions, object conflicts and causal constraints). We then introduce a structured prompting strategy that guides a Vision-Language Model (VLM) to reason about the 3D environment, object usage, and temporal dependencies to produce a viable parallel execution. On 100 videos from EPIC-Kitchens and HD-EPIC, our method for N = 2 boosts action coverage by 45% over a baseline prompt for Gemini 2.5 Pro, while simultaneously slashing collision rates, object and causal conflicts by 55%, 45% and 55% respectively.
EOC-Bench: Can MLLMs Identify, Recall, and Forecast Objects in an Egocentric World?
The emergence of multimodal large language models (MLLMs) has driven breakthroughs in egocentric vision applications. These applications necessitate persistent, context-aware understanding of objects, as users interact with tools in dynamic and cluttered environments. However, existing embodied benchmarks primarily focus on static scene exploration, emphasizing object's appearance and spatial attributes while neglecting the assessment of dynamic changes arising from users' interactions. To address this gap, we introduce EOC-Bench, an innovative benchmark designed to systematically evaluate object-centric embodied cognition in dynamic egocentric scenarios. Specially, EOC-Bench features 3,277 meticulously annotated QA pairs categorized into three temporal categories: Past, Present, and Future, covering 11 fine-grained evaluation dimensions and 3 visual object referencing types. To ensure thorough assessment, we develop a mixed-format human-in-the-loop annotation framework with four types of questions and design a novel multi-scale temporal accuracy metric for open-ended temporal evaluation. Based on EOC-Bench, we conduct comprehensive evaluations of various proprietary, open-source, and object-level MLLMs. EOC-Bench serves as a crucial tool for advancing the embodied object cognitive capabilities of MLLMs, establishing a robust foundation for developing reliable core models for embodied systems.
Dexterous World Models
Recent progress in 3D reconstruction has made it easy to create realistic digital twins from everyday environments. However, current digital twins remain largely static and are limited to navigation and view synthesis without embodied interactivity. To bridge this gap, we introduce Dexterous World Model (DWM), a scene-action-conditioned video diffusion framework that models how dexterous human actions induce dynamic changes in static 3D scenes. Given a static 3D scene rendering and an egocentric hand motion sequence, DWM generates temporally coherent videos depicting plausible human-scene interactions. Our approach conditions video generation on (1) static scene renderings following a specified camera trajectory to ensure spatial consistency, and (2) egocentric hand mesh renderings that encode both geometry and motion cues to model action-conditioned dynamics directly. To train DWM, we construct a hybrid interaction video dataset. Synthetic egocentric interactions provide fully aligned supervision for joint locomotion and manipulation learning, while fixed-camera real-world videos contribute diverse and realistic object dynamics. Experiments demonstrate that DWM enables realistic and physically plausible interactions, such as grasping, opening, and moving objects, while maintaining camera and scene consistency. This framework represents a first step toward video diffusion-based interactive digital twins and enables embodied simulation from egocentric actions.
Spatial Reasoning with Vision-Language Models in Ego-Centric Multi-View Scenes
Understanding 3D spatial relationships remains a major limitation of current Vision-Language Models (VLMs). Prior work has addressed this issue by creating spatial question-answering (QA) datasets based on single images or indoor videos. However, real-world embodied AI agents such as robots and self-driving cars typically rely on ego-centric, multi-view observations. To this end, we introduce Ego3D-Bench, a new benchmark designed to evaluate the spatial reasoning abilities of VLMs using ego-centric, multi-view outdoor data. Ego3D-Bench comprises over 8,600 QA pairs, created with significant involvement from human annotators to ensure quality and diversity. We benchmark 16 SOTA VLMs, including GPT-4o, Gemini1.5-Pro, InternVL3, and Qwen2.5-VL. Our results reveal a notable performance gap between human level scores and VLM performance, highlighting that current VLMs still fall short of human level spatial understanding. To bridge this gap, we propose Ego3D-VLM, a post-training framework that enhances 3D spatial reasoning of VLMs. Ego3D-VLM generates cognitive map based on estimated global 3D coordinates, resulting in 12% average improvement on multi-choice QA and 56% average improvement on absolute distance estimation. Ego3D-VLM is modular and can be integrated with any existing VLM. Together, Ego3D-Bench and Ego3D-VLM offer valuable tools for advancing toward human level spatial understanding in real-world, multi-view environments.
Look Closer: Bridging Egocentric and Third-Person Views with Transformers for Robotic Manipulation
Learning to solve precision-based manipulation tasks from visual feedback using Reinforcement Learning (RL) could drastically reduce the engineering efforts required by traditional robot systems. However, performing fine-grained motor control from visual inputs alone is challenging, especially with a static third-person camera as often used in previous work. We propose a setting for robotic manipulation in which the agent receives visual feedback from both a third-person camera and an egocentric camera mounted on the robot's wrist. While the third-person camera is static, the egocentric camera enables the robot to actively control its vision to aid in precise manipulation. To fuse visual information from both cameras effectively, we additionally propose to use Transformers with a cross-view attention mechanism that models spatial attention from one view to another (and vice-versa), and use the learned features as input to an RL policy. Our method improves learning over strong single-view and multi-view baselines, and successfully transfers to a set of challenging manipulation tasks on a real robot with uncalibrated cameras, no access to state information, and a high degree of task variability. In a hammer manipulation task, our method succeeds in 75% of trials versus 38% and 13% for multi-view and single-view baselines, respectively.
Calibrating Panoramic Depth Estimation for Practical Localization and Mapping
The absolute depth values of surrounding environments provide crucial cues for various assistive technologies, such as localization, navigation, and 3D structure estimation. We propose that accurate depth estimated from panoramic images can serve as a powerful and light-weight input for a wide range of downstream tasks requiring 3D information. While panoramic images can easily capture the surrounding context from commodity devices, the estimated depth shares the limitations of conventional image-based depth estimation; the performance deteriorates under large domain shifts and the absolute values are still ambiguous to infer from 2D observations. By taking advantage of the holistic view, we mitigate such effects in a self-supervised way and fine-tune the network with geometric consistency during the test phase. Specifically, we construct a 3D point cloud from the current depth prediction and project the point cloud at various viewpoints or apply stretches on the current input image to generate synthetic panoramas. Then we minimize the discrepancy of the 3D structure estimated from synthetic images without collecting additional data. We empirically evaluate our method in robot navigation and map-free localization where our method shows large performance enhancements. Our calibration method can therefore widen the applicability under various external conditions, serving as a key component for practical panorama-based machine vision systems.
LookPlanGraph: Embodied Instruction Following Method with VLM Graph Augmentation
Methods that use Large Language Models (LLM) as planners for embodied instruction following tasks have become widespread. To successfully complete tasks, the LLM must be grounded in the environment in which the robot operates. One solution is to use a scene graph that contains all the necessary information. Modern methods rely on prebuilt scene graphs and assume that all task-relevant information is available at the start of planning. However, these approaches do not account for changes in the environment that may occur between the graph construction and the task execution. We propose LookPlanGraph - a method that leverages a scene graph composed of static assets and object priors. During plan execution, LookPlanGraph continuously updates the graph with relevant objects, either by verifying existing priors or discovering new entities. This is achieved by processing the agents egocentric camera view using a Vision Language Model. We conducted experiments with changed object positions VirtualHome and OmniGibson simulated environments, demonstrating that LookPlanGraph outperforms methods based on predefined static scene graphs. To demonstrate the practical applicability of our approach, we also conducted experiments in a real-world setting. Additionally, we introduce the GraSIF (Graph Scenes for Instruction Following) dataset with automated validation framework, comprising 514 tasks drawn from SayPlan Office, BEHAVIOR-1K, and VirtualHome RobotHow. Project page available at https://lookplangraph.github.io .
ENIGMA-51: Towards a Fine-Grained Understanding of Human-Object Interactions in Industrial Scenarios
ENIGMA-51 is a new egocentric dataset acquired in an industrial scenario by 19 subjects who followed instructions to complete the repair of electrical boards using industrial tools (e.g., electric screwdriver) and equipments (e.g., oscilloscope). The 51 egocentric video sequences are densely annotated with a rich set of labels that enable the systematic study of human behavior in the industrial domain. We provide benchmarks on four tasks related to human behavior: 1) untrimmed temporal detection of human-object interactions, 2) egocentric human-object interaction detection, 3) short-term object interaction anticipation and 4) natural language understanding of intents and entities. Baseline results show that the ENIGMA-51 dataset poses a challenging benchmark to study human behavior in industrial scenarios. We publicly release the dataset at https://iplab.dmi.unict.it/ENIGMA-51.
PaintScene4D: Consistent 4D Scene Generation from Text Prompts
Recent advances in diffusion models have revolutionized 2D and 3D content creation, yet generating photorealistic dynamic 4D scenes remains a significant challenge. Existing dynamic 4D generation methods typically rely on distilling knowledge from pre-trained 3D generative models, often fine-tuned on synthetic object datasets. Consequently, the resulting scenes tend to be object-centric and lack photorealism. While text-to-video models can generate more realistic scenes with motion, they often struggle with spatial understanding and provide limited control over camera viewpoints during rendering. To address these limitations, we present PaintScene4D, a novel text-to-4D scene generation framework that departs from conventional multi-view generative models in favor of a streamlined architecture that harnesses video generative models trained on diverse real-world datasets. Our method first generates a reference video using a video generation model, and then employs a strategic camera array selection for rendering. We apply a progressive warping and inpainting technique to ensure both spatial and temporal consistency across multiple viewpoints. Finally, we optimize multi-view images using a dynamic renderer, enabling flexible camera control based on user preferences. Adopting a training-free architecture, our PaintScene4D efficiently produces realistic 4D scenes that can be viewed from arbitrary trajectories. The code will be made publicly available. Our project page is at https://paintscene4d.github.io/
Synchronization is All You Need: Exocentric-to-Egocentric Transfer for Temporal Action Segmentation with Unlabeled Synchronized Video Pairs
We consider the problem of transferring a temporal action segmentation system initially designed for exocentric (fixed) cameras to an egocentric scenario, where wearable cameras capture video data. The conventional supervised approach requires the collection and labeling of a new set of egocentric videos to adapt the model, which is costly and time-consuming. Instead, we propose a novel methodology which performs the adaptation leveraging existing labeled exocentric videos and a new set of unlabeled, synchronized exocentric-egocentric video pairs, for which temporal action segmentation annotations do not need to be collected. We implement the proposed methodology with an approach based on knowledge distillation, which we investigate both at the feature and Temporal Action Segmentation model level. Experiments on Assembly101 and EgoExo4D demonstrate the effectiveness of the proposed method against classic unsupervised domain adaptation and temporal alignment approaches. Without bells and whistles, our best model performs on par with supervised approaches trained on labeled egocentric data, without ever seeing a single egocentric label, achieving a +15.99 improvement in the edit score (28.59 vs 12.60) on the Assembly101 dataset compared to a baseline model trained solely on exocentric data. In similar settings, our method also improves edit score by +3.32 on the challenging EgoExo4D benchmark. Code is available here: https://github.com/fpv-iplab/synchronization-is-all-you-need.
Exo2EgoSyn: Unlocking Foundation Video Generation Models for Exocentric-to-Egocentric Video Synthesis
Foundation video generation models such as WAN 2.2 exhibit strong text- and image-conditioned synthesis abilities but remain constrained to the same-view generation setting. In this work, we introduce Exo2EgoSyn, an adaptation of WAN 2.2 that unlocks Exocentric-to-Egocentric(Exo2Ego) cross-view video synthesis. Our framework consists of three key modules. Ego-Exo View Alignment(EgoExo-Align) enforces latent-space alignment between exocentric and egocentric first-frame representations, reorienting the generative space from the given exo view toward the ego view. Multi-view Exocentric Video Conditioning (MultiExoCon) aggregates multi-view exocentric videos into a unified conditioning signal, extending WAN2.2 beyond its vanilla single-image or text conditioning. Furthermore, Pose-Aware Latent Injection (PoseInj) injects relative exo-to-ego camera pose information into the latent state, guiding geometry-aware synthesis across viewpoints. Together, these modules enable high-fidelity ego view video generation from third-person observations without retraining from scratch. Experiments on ExoEgo4D validate that Exo2EgoSyn significantly improves Ego2Exo synthesis, paving the way for scalable cross-view video generation with foundation models. Source code and models will be released publicly.
ObjectRelator: Enabling Cross-View Object Relation Understanding Across Ego-Centric and Exo-Centric Perspectives
Bridging the gap between ego-centric and exo-centric views has been a long-standing question in computer vision. In this paper, we focus on the emerging Ego-Exo object correspondence task, which aims to understand object relations across ego-exo perspectives through segmentation. While numerous segmentation models have been proposed, most operate on a single image (view), making them impractical for cross-view scenarios. PSALM, a recently proposed segmentation method, stands out as a notable exception with its demonstrated zero-shot ability on this task. However, due to the drastic viewpoint change between ego and exo, PSALM fails to accurately locate and segment objects, especially in complex backgrounds or when object appearances change significantly. To address these issues, we propose ObjectRelator, a novel approach featuring two key modules: Multimodal Condition Fusion (MCFuse) and SSL-based Cross-View Object Alignment (XObjAlign). MCFuse introduces language as an additional cue, integrating both visual masks and textual descriptions to improve object localization and prevent incorrect associations. XObjAlign enforces cross-view consistency through self-supervised alignment, enhancing robustness to object appearance variations. Extensive experiments demonstrate ObjectRelator's effectiveness on the large-scale Ego-Exo4D benchmark and HANDAL-X (an adapted dataset for cross-view segmentation) with state-of-the-art performance. Code is made available at: http://yuqianfu.com/ObjectRelator.
One Flight Over the Gap: A Survey from Perspective to Panoramic Vision
Driven by the demand for spatial intelligence and holistic scene perception, omnidirectional images (ODIs), which provide a complete 360 field of view, are receiving growing attention across diverse applications such as virtual reality, autonomous driving, and embodied robotics. Despite their unique characteristics, ODIs exhibit remarkable differences from perspective images in geometric projection, spatial distribution, and boundary continuity, making it challenging for direct domain adaption from perspective methods. This survey reviews recent panoramic vision techniques with a particular emphasis on the perspective-to-panorama adaptation. We first revisit the panoramic imaging pipeline and projection methods to build the prior knowledge required for analyzing the structural disparities. Then, we summarize three challenges of domain adaptation: severe geometric distortions near the poles, non-uniform sampling in Equirectangular Projection (ERP), and periodic boundary continuity. Building on this, we cover 20+ representative tasks drawn from more than 300 research papers in two dimensions. On one hand, we present a cross-method analysis of representative strategies for addressing panoramic specific challenges across different tasks. On the other hand, we conduct a cross-task comparison and classify panoramic vision into four major categories: visual quality enhancement and assessment, visual understanding, multimodal understanding, and visual generation. In addition, we discuss open challenges and future directions in data, models, and applications that will drive the advancement of panoramic vision research. We hope that our work can provide new insight and forward looking perspectives to advance the development of panoramic vision technologies. Our project page is https://insta360-research-team.github.io/Survey-of-Panorama
Helping Hands: An Object-Aware Ego-Centric Video Recognition Model
We introduce an object-aware decoder for improving the performance of spatio-temporal representations on ego-centric videos. The key idea is to enhance object-awareness during training by tasking the model to predict hand positions, object positions, and the semantic label of the objects using paired captions when available. At inference time the model only requires RGB frames as inputs, and is able to track and ground objects (although it has not been trained explicitly for this). We demonstrate the performance of the object-aware representations learnt by our model, by: (i) evaluating it for strong transfer, i.e. through zero-shot testing, on a number of downstream video-text retrieval and classification benchmarks; and (ii) by using the representations learned as input for long-term video understanding tasks (e.g. Episodic Memory in Ego4D). In all cases the performance improves over the state of the art -- even compared to networks trained with far larger batch sizes. We also show that by using noisy image-level detection as pseudo-labels in training, the model learns to provide better bounding boxes using video consistency, as well as grounding the words in the associated text descriptions. Overall, we show that the model can act as a drop-in replacement for an ego-centric video model to improve performance through visual-text grounding.
EgoPCA: A New Framework for Egocentric Hand-Object Interaction Understanding
With the surge in attention to Egocentric Hand-Object Interaction (Ego-HOI), large-scale datasets such as Ego4D and EPIC-KITCHENS have been proposed. However, most current research is built on resources derived from third-person video action recognition. This inherent domain gap between first- and third-person action videos, which have not been adequately addressed before, makes current Ego-HOI suboptimal. This paper rethinks and proposes a new framework as an infrastructure to advance Ego-HOI recognition by Probing, Curation and Adaption (EgoPCA). We contribute comprehensive pre-train sets, balanced test sets and a new baseline, which are complete with a training-finetuning strategy. With our new framework, we not only achieve state-of-the-art performance on Ego-HOI benchmarks but also build several new and effective mechanisms and settings to advance further research. We believe our data and the findings will pave a new way for Ego-HOI understanding. Code and data are available at https://mvig-rhos.com/ego_pca
Learning Navigational Visual Representations with Semantic Map Supervision
Being able to perceive the semantics and the spatial structure of the environment is essential for visual navigation of a household robot. However, most existing works only employ visual backbones pre-trained either with independent images for classification or with self-supervised learning methods to adapt to the indoor navigation domain, neglecting the spatial relationships that are essential to the learning of navigation. Inspired by the behavior that humans naturally build semantically and spatially meaningful cognitive maps in their brains during navigation, in this paper, we propose a novel navigational-specific visual representation learning method by contrasting the agent's egocentric views and semantic maps (Ego^2-Map). We apply the visual transformer as the backbone encoder and train the model with data collected from the large-scale Habitat-Matterport3D environments. Ego^2-Map learning transfers the compact and rich information from a map, such as objects, structure and transition, to the agent's egocentric representations for navigation. Experiments show that agents using our learned representations on object-goal navigation outperform recent visual pre-training methods. Moreover, our representations significantly improve vision-and-language navigation in continuous environments for both high-level and low-level action spaces, achieving new state-of-the-art results of 47% SR and 41% SPL on the test server.
Visual Correspondence Hallucination
Given a pair of partially overlapping source and target images and a keypoint in the source image, the keypoint's correspondent in the target image can be either visible, occluded or outside the field of view. Local feature matching methods are only able to identify the correspondent's location when it is visible, while humans can also hallucinate its location when it is occluded or outside the field of view through geometric reasoning. In this paper, we bridge this gap by training a network to output a peaked probability distribution over the correspondent's location, regardless of this correspondent being visible, occluded, or outside the field of view. We experimentally demonstrate that this network is indeed able to hallucinate correspondences on pairs of images captured in scenes that were not seen at training-time. We also apply this network to an absolute camera pose estimation problem and find it is significantly more robust than state-of-the-art local feature matching-based competitors.
LifelongMemory: Leveraging LLMs for Answering Queries in Egocentric Videos
The egocentric video natural language query (NLQ) task involves localizing a temporal window in an egocentric video that provides an answer to a posed query, which has wide applications in building personalized AI assistants. Prior methods for this task have focused on improvements of network architecture and leveraging pre-training for enhanced image and video features, but have struggled with capturing long-range temporal dependencies in lengthy videos, and cumbersome end-to-end training. Motivated by recent advancements in Large Language Models (LLMs) and vision language models, we introduce LifelongMemory, a novel framework that utilizes multiple pre-trained models to answer queries from extensive egocentric video content. We address the unique challenge by employing a pre-trained captioning model to create detailed narratives of the videos. These narratives are then used to prompt a frozen LLM to generate coarse-grained temporal window predictions, which are subsequently refined using a pre-trained NLQ model. Empirical results demonstrate that our method achieves competitive performance against existing supervised end-to-end learning methods, underlining the potential of integrating multiple pre-trained multimodal large language models in complex vision-language tasks. We provide a comprehensive analysis of key design decisions and hyperparameters in our pipeline, offering insights and practical guidelines.
Seeing in the Dark: Benchmarking Egocentric 3D Vision with the Oxford Day-and-Night Dataset
We introduce Oxford Day-and-Night, a large-scale, egocentric dataset for novel view synthesis (NVS) and visual relocalisation under challenging lighting conditions. Existing datasets often lack crucial combinations of features such as ground-truth 3D geometry, wide-ranging lighting variation, and full 6DoF motion. Oxford Day-and-Night addresses these gaps by leveraging Meta ARIA glasses to capture egocentric video and applying multi-session SLAM to estimate camera poses, reconstruct 3D point clouds, and align sequences captured under varying lighting conditions, including both day and night. The dataset spans over 30 km of recorded trajectories and covers an area of 40,000 m^2, offering a rich foundation for egocentric 3D vision research. It supports two core benchmarks, NVS and relocalisation, providing a unique platform for evaluating models in realistic and diverse environments.
RynnEC: Bringing MLLMs into Embodied World
We introduce RynnEC, a video multimodal large language model designed for embodied cognition. Built upon a general-purpose vision-language foundation model, RynnEC incorporates a region encoder and a mask decoder, enabling flexible region-level video interaction. Despite its compact architecture, RynnEC achieves state-of-the-art performance in object property understanding, object segmentation, and spatial reasoning. Conceptually, it offers a region-centric video paradigm for the brain of embodied agents, providing fine-grained perception of the physical world and enabling more precise interactions. To mitigate the scarcity of annotated 3D datasets, we propose an egocentric video based pipeline for generating embodied cognition data. Furthermore, we introduce RynnEC-Bench, a region-centered benchmark for evaluating embodied cognitive capabilities. We anticipate that RynnEC will advance the development of general-purpose cognitive cores for embodied agents and facilitate generalization across diverse embodied tasks. The code, model checkpoints, and benchmark are available at: https://github.com/alibaba-damo-academy/RynnEC
