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Oct 16

MotioNet: 3D Human Motion Reconstruction from Monocular Video with Skeleton Consistency

We introduce MotioNet, a deep neural network that directly reconstructs the motion of a 3D human skeleton from monocular video.While previous methods rely on either rigging or inverse kinematics (IK) to associate a consistent skeleton with temporally coherent joint rotations, our method is the first data-driven approach that directly outputs a kinematic skeleton, which is a complete, commonly used, motion representation. At the crux of our approach lies a deep neural network with embedded kinematic priors, which decomposes sequences of 2D joint positions into two separate attributes: a single, symmetric, skeleton, encoded by bone lengths, and a sequence of 3D joint rotations associated with global root positions and foot contact labels. These attributes are fed into an integrated forward kinematics (FK) layer that outputs 3D positions, which are compared to a ground truth. In addition, an adversarial loss is applied to the velocities of the recovered rotations, to ensure that they lie on the manifold of natural joint rotations. The key advantage of our approach is that it learns to infer natural joint rotations directly from the training data, rather than assuming an underlying model, or inferring them from joint positions using a data-agnostic IK solver. We show that enforcing a single consistent skeleton along with temporally coherent joint rotations constrains the solution space, leading to a more robust handling of self-occlusions and depth ambiguities.

  • 7 authors
·
Jun 21, 2020

Hard No-Box Adversarial Attack on Skeleton-Based Human Action Recognition with Skeleton-Motion-Informed Gradient

Recently, methods for skeleton-based human activity recognition have been shown to be vulnerable to adversarial attacks. However, these attack methods require either the full knowledge of the victim (i.e. white-box attacks), access to training data (i.e. transfer-based attacks) or frequent model queries (i.e. black-box attacks). All their requirements are highly restrictive, raising the question of how detrimental the vulnerability is. In this paper, we show that the vulnerability indeed exists. To this end, we consider a new attack task: the attacker has no access to the victim model or the training data or labels, where we coin the term hard no-box attack. Specifically, we first learn a motion manifold where we define an adversarial loss to compute a new gradient for the attack, named skeleton-motion-informed (SMI) gradient. Our gradient contains information of the motion dynamics, which is different from existing gradient-based attack methods that compute the loss gradient assuming each dimension in the data is independent. The SMI gradient can augment many gradient-based attack methods, leading to a new family of no-box attack methods. Extensive evaluation and comparison show that our method imposes a real threat to existing classifiers. They also show that the SMI gradient improves the transferability and imperceptibility of adversarial samples in both no-box and transfer-based black-box settings.

  • 5 authors
·
Aug 10, 2023

MoCapAnything V2: End-to-End Motion Capture for Arbitrary Skeletons

Recent methods for arbitrary-skeleton motion capture from monocular video follow a factorized pipeline, where a Video-to-Pose network predicts joint positions and an analytical inverse-kinematics (IK) stage recovers joint rotations. While effective, this design is inherently limited, since joint positions do not fully determine rotations and leave degrees of freedom such as bone-axis twist ambiguous, and the non-differentiable IK stage prevents the system from adapting to noisy predictions or optimizing for the final animation objective. In this work, we present the first fully end-to-end framework in which both Video-to-Pose and Pose-to-Rotation are learnable and jointly optimized. We observe that the ambiguity in pose-to-rotation mapping arises from missing coordinate system information: the same joint positions can correspond to different rotations under different rest poses and local axis conventions. To resolve this, we introduce a reference pose-rotation pair from the target asset, which, together with the rest pose, not only anchors the mapping but also defines the underlying rotation coordinate system. This formulation turns rotation prediction into a well-constrained conditional problem and enables effective learning. In addition, our model predicts joint positions directly from video without relying on mesh intermediates, improving both robustness and efficiency. Both stages share a skeleton-aware Global-Local Graph-guided Multi-Head Attention (GL-GMHA) module for joint-level local reasoning and global coordination. Experiments on Truebones Zoo and Objaverse show that our method reduces rotation error from ~17 degrees to ~10 degrees, and to 6.54 degrees on unseen skeletons, while achieving ~20x faster inference than mesh-based pipelines. Project page: https://animotionlab.github.io/MoCapAnythingV2/

  • 13 authors
·
Apr 29 3

Orthogonal Ensembles and Tested Explanations for Performer-Independent Body-Motion Emotion Recognition

We study body-only, 12-class acted-emotion classification from skeleton motion under leave-performer-out (LPO) evaluation, a hard, underdetermined setting: chance is 8.3%, and a protocol-matched reproduced STGCN++ baseline reaches only 25.73 +/- 4.03% Macro-F1. We show that reliable gains come not from a new architecture but from combining eleven models with orthogonal error modes: under 10-fold LPO cross-validation on the labeled training performers, an equal-weight logit-mean ensemble reaches 36.80 +/- 4.00% per-fold Macro-F1, a protocol-matched +11.07 pp (+43% relative) over the same-split reproduced baseline. Our central contribution is a tested explanation suite: for a strong ensemble member, part-masking and counterfactual edits show (rather than assert) that its decisions depend on motion-grounded body-region evidence, and this region saliency aligns with rule-based Laban Movement Analysis (LMA) attributes far more than with classical kinematics: region-level saliency-LMA Spearman rho = +0.500 versus +0.033, roughly 15x, and the alignment holds for the submitted 11-way ensemble itself at rho = +0.517; the audit is post hoc and needs no retraining. The same suite faithfully reports a negative: within-window temporal saliency is diffuse rather than localized. On the hidden challenge test set the submitted ensemble scored 37.23 % Macro-F1 and received the Best Performance Award of the MMAC Challenge 2026 (Human score is 39 %). Code is available at https://github.com/nawta/diema-challenge and the presentation at https://nawta.github.io/mmac2026/.

  • 2 authors
·
Sep 14

EqMotion: Equivariant Multi-agent Motion Prediction with Invariant Interaction Reasoning

Learning to predict agent motions with relationship reasoning is important for many applications. In motion prediction tasks, maintaining motion equivariance under Euclidean geometric transformations and invariance of agent interaction is a critical and fundamental principle. However, such equivariance and invariance properties are overlooked by most existing methods. To fill this gap, we propose EqMotion, an efficient equivariant motion prediction model with invariant interaction reasoning. To achieve motion equivariance, we propose an equivariant geometric feature learning module to learn a Euclidean transformable feature through dedicated designs of equivariant operations. To reason agent's interactions, we propose an invariant interaction reasoning module to achieve a more stable interaction modeling. To further promote more comprehensive motion features, we propose an invariant pattern feature learning module to learn an invariant pattern feature, which cooperates with the equivariant geometric feature to enhance network expressiveness. We conduct experiments for the proposed model on four distinct scenarios: particle dynamics, molecule dynamics, human skeleton motion prediction and pedestrian trajectory prediction. Experimental results show that our method is not only generally applicable, but also achieves state-of-the-art prediction performances on all the four tasks, improving by 24.0/30.1/8.6/9.2%. Code is available at https://github.com/MediaBrain-SJTU/EqMotion.

  • 7 authors
·
Mar 20, 2023

Skel-WAM: A Hand-Skeleton-Conditioned World Action Model for Human-to-Robot Manipulation Transfer

Robot demonstrations are expensive to collect and often provide limited distributional coverage of task variations. Human videos offer a low-cost source of complementary manipulation experience, but learning from them requires bridging embodiment gaps in visual appearance and action spaces. We introduce Skel-WAM, a world action model that bridges these differences through a unified hand-skeleton motion interface. The key insight is to align human and robot motion through a common hand topology, combining skeleton overlays that ground motion in the scene with structured 2.5-D keypoints that encode explicit hand kinematics. Video and Keypoint Experts jointly learn visual and skeletal dynamics through a Mixture-of-Transformers, while a separate robot-trained Action Expert maps these predictions to executable controls. This separation enables human and robot demonstrations to directly supervise shared dynamics without requiring robot action labels for human videos. Across four real-world bimanual tasks and seven simulated tasks, Skel-WAM achieves average success rates of 79.86% and 63.29%, surpassing the strongest baseline by 22.22 and 8.28 percentage points, respectively. Human-robot cotraining more than doubles real-world success on task variations absent from robot training data, from 38.89% to 86.11%. These results demonstrate that a shared skeletal interface enables joint learning across human and robot data and expands robot task coverage through complementary human demonstrations.

  • 11 authors
·
Sep 17

Sketch2Motion: Text-driven 2D Sketch to 3D Animation via Diffusion-guided Skeleton Optimization

Animation of 2D hand-drawn sketches provides an effective medium for visual communication. However, these sketches pose challenges, particularly in handling occlusions and accurately mapping motion. While 3D animation naturally addresses these challenges, estimating 3D motion remains a very complex task. Recent approaches to converting 2D sketches to 3D animations have mainly focused on specific types of motion, such as bipedal movements and facial expressions. We propose Sketch2Motion, a diffusion-guided framework for skeleton-based motion synthesis that combines classical character animation pipelines with deep generative priors. Our method represents motion using skeletal transformations, which are propagated to mesh deformations via linear blend skinning. To guide the resulting animation toward realistic and semantically meaningful motion, we integrate a text-to-video diffusion model via motion-aware score-distillation sampling (MoSDS), enabling optimization without paired motion data. Additionally, we apply physics-inspired smoothness, topological, and contact constraints to stabilize optimization and preserve motion plausibility. Further, we integrate a spring-mass simulator to introduce secondary motion effects. The proposed framework is generalized, fully differentiable, modular, and compatible with biped, quadruped, and non-living articulated characters. Experiments demonstrate that our approach produces temporally coherent, text-aligned animations that outperform baseline motion transfer methods that lack generative priors or explicit physical constraints. We will make our code and dataset publicly available.

  • 2 authors
·
May 26

UniMTS: Unified Pre-training for Motion Time Series

Motion time series collected from mobile and wearable devices such as smartphones and smartwatches offer significant insights into human behavioral patterns, with wide applications in healthcare, automation, IoT, and AR/XR due to their low-power, always-on nature. However, given security and privacy concerns, building large-scale motion time series datasets remains difficult, preventing the development of pre-trained models for human activity analysis. Typically, existing models are trained and tested on the same dataset, leading to poor generalizability across variations in device location, device mounting orientation and human activity type. In this paper, we introduce UniMTS, the first unified pre-training procedure for motion time series that generalizes across diverse device latent factors and activities. Specifically, we employ a contrastive learning framework that aligns motion time series with text descriptions enriched by large language models. This helps the model learn the semantics of time series to generalize across activities. Given the absence of large-scale motion time series data, we derive and synthesize time series from existing motion skeleton data with all-joint coverage. Spatio-temporal graph networks are utilized to capture the relationships across joints for generalization across different device locations. We further design rotation-invariant augmentation to make the model agnostic to changes in device mounting orientations. Our model shows exceptional generalizability across 18 motion time series classification benchmark datasets, outperforming the best baselines by 340% in the zero-shot setting, 16.3% in the few-shot setting, and 9.2% in the full-shot setting.

  • 7 authors
·
Oct 18, 2024

Champ: Controllable and Consistent Human Image Animation with 3D Parametric Guidance

In this study, we introduce a methodology for human image animation by leveraging a 3D human parametric model within a latent diffusion framework to enhance shape alignment and motion guidance in curernt human generative techniques. The methodology utilizes the SMPL(Skinned Multi-Person Linear) model as the 3D human parametric model to establish a unified representation of body shape and pose. This facilitates the accurate capture of intricate human geometry and motion characteristics from source videos. Specifically, we incorporate rendered depth images, normal maps, and semantic maps obtained from SMPL sequences, alongside skeleton-based motion guidance, to enrich the conditions to the latent diffusion model with comprehensive 3D shape and detailed pose attributes. A multi-layer motion fusion module, integrating self-attention mechanisms, is employed to fuse the shape and motion latent representations in the spatial domain. By representing the 3D human parametric model as the motion guidance, we can perform parametric shape alignment of the human body between the reference image and the source video motion. Experimental evaluations conducted on benchmark datasets demonstrate the methodology's superior ability to generate high-quality human animations that accurately capture both pose and shape variations. Furthermore, our approach also exhibits superior generalization capabilities on the proposed wild dataset. Project page: https://fudan-generative-vision.github.io/champ.

  • 8 authors
·
Mar 21, 2024 2

IM-Animation: An Implicit Motion Representation for Identity-decoupled Character Animation

Recent progress in video diffusion models has markedly advanced character animation, which synthesizes motioned videos by animating a static identity image according to a driving video. Explicit methods represent motion using skeleton, DWPose or other explicit structured signals, but struggle to handle spatial mismatches and varying body scales. %proportions. Implicit methods, on the other hand, capture high-level implicit motion semantics directly from the driving video, but suffer from identity leakage and entanglement between motion and appearance. To address the above challenges, we propose a novel implicit motion representation that compresses per-frame motion into compact 1D motion tokens. This design relaxes strict spatial constraints inherent in 2D representations and effectively prevents identity information leakage from the motion video. Furthermore, we design a temporally consistent mask token-based retargeting module that enforces a temporal training bottleneck, mitigating interference from the source images' motion and improving retargeting consistency. Our methodology employs a three-stage training strategy to enhance the training efficiency and ensure high fidelity. Extensive experiments demonstrate that our implicit motion representation and the propose IM-Animation's generative capabilities are achieve superior or competitive performance compared with state-of-the-art methods.

  • 9 authors
·
Feb 6

LAC: Latent Action Composition for Skeleton-based Action Segmentation

Skeleton-based action segmentation requires recognizing composable actions in untrimmed videos. Current approaches decouple this problem by first extracting local visual features from skeleton sequences and then processing them by a temporal model to classify frame-wise actions. However, their performances remain limited as the visual features cannot sufficiently express composable actions. In this context, we propose Latent Action Composition (LAC), a novel self-supervised framework aiming at learning from synthesized composable motions for skeleton-based action segmentation. LAC is composed of a novel generation module towards synthesizing new sequences. Specifically, we design a linear latent space in the generator to represent primitive motion. New composed motions can be synthesized by simply performing arithmetic operations on latent representations of multiple input skeleton sequences. LAC leverages such synthesized sequences, which have large diversity and complexity, for learning visual representations of skeletons in both sequence and frame spaces via contrastive learning. The resulting visual encoder has a high expressive power and can be effectively transferred onto action segmentation tasks by end-to-end fine-tuning without the need for additional temporal models. We conduct a study focusing on transfer-learning and we show that representations learned from pre-trained LAC outperform the state-of-the-art by a large margin on TSU, Charades, PKU-MMD datasets.

  • 7 authors
·
Aug 28, 2023

TapMo: Shape-aware Motion Generation of Skeleton-free Characters

Previous motion generation methods are limited to the pre-rigged 3D human model, hindering their applications in the animation of various non-rigged characters. In this work, we present TapMo, a Text-driven Animation Pipeline for synthesizing Motion in a broad spectrum of skeleton-free 3D characters. The pivotal innovation in TapMo is its use of shape deformation-aware features as a condition to guide the diffusion model, thereby enabling the generation of mesh-specific motions for various characters. Specifically, TapMo comprises two main components - Mesh Handle Predictor and Shape-aware Diffusion Module. Mesh Handle Predictor predicts the skinning weights and clusters mesh vertices into adaptive handles for deformation control, which eliminates the need for traditional skeletal rigging. Shape-aware Motion Diffusion synthesizes motion with mesh-specific adaptations. This module employs text-guided motions and mesh features extracted during the first stage, preserving the geometric integrity of the animations by accounting for the character's shape and deformation. Trained in a weakly-supervised manner, TapMo can accommodate a multitude of non-human meshes, both with and without associated text motions. We demonstrate the effectiveness and generalizability of TapMo through rigorous qualitative and quantitative experiments. Our results reveal that TapMo consistently outperforms existing auto-animation methods, delivering superior-quality animations for both seen or unseen heterogeneous 3D characters.

  • 7 authors
·
Oct 19, 2023

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

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

  • 6 authors
·
Mar 8

From Skin to Skeleton: Towards Biomechanically Accurate 3D Digital Humans

Great progress has been made in estimating 3D human pose and shape from images and video by training neural networks to directly regress the parameters of parametric human models like SMPL. However, existing body models have simplified kinematic structures that do not correspond to the true joint locations and articulations in the human skeletal system, limiting their potential use in biomechanics. On the other hand, methods for estimating biomechanically accurate skeletal motion typically rely on complex motion capture systems and expensive optimization methods. What is needed is a parametric 3D human model with a biomechanically accurate skeletal structure that can be easily posed. To that end, we develop SKEL, which re-rigs the SMPL body model with a biomechanics skeleton. To enable this, we need training data of skeletons inside SMPL meshes in diverse poses. We build such a dataset by optimizing biomechanically accurate skeletons inside SMPL meshes from AMASS sequences. We then learn a regressor from SMPL mesh vertices to the optimized joint locations and bone rotations. Finally, we re-parametrize the SMPL mesh with the new kinematic parameters. The resulting SKEL model is animatable like SMPL but with fewer, and biomechanically-realistic, degrees of freedom. We show that SKEL has more biomechanically accurate joint locations than SMPL, and the bones fit inside the body surface better than previous methods. By fitting SKEL to SMPL meshes we are able to "upgrade" existing human pose and shape datasets to include biomechanical parameters. SKEL provides a new tool to enable biomechanics in the wild, while also providing vision and graphics researchers with a better constrained and more realistic model of human articulation. The model, code, and data are available for research at https://skel.is.tue.mpg.de..

  • 7 authors
·
Sep 8, 2025

CurveCodec 2: Skeleton-agnostic animation compression with a learned entropy model

Skeletal motion is stored as every joint's transform at every frame, yet most of it is implied by the body rather than by what the motion is about. Compression is one way to ask what a motion must still say once the body is known, and a production codec must answer it for any skeleton with a stated error bound. Our earlier codec, CurveCodec, matched the mean error of ACL, the production library of modern game engines, with a learned prior over sparse anchors, but not ACL's worst case, and it counted its payload as floats rather than bits. Here we ask where the redundancy of skeletal motion lies and which part of a codec a learned model should take over. Measurements give three answers. At production precision the largest saving comes from predicting each quantized curve from its own past, the second from choosing per joint, in closed loop through the hierarchy, which samples not to code. On the gaps such an encoder leaves, a nearest-neighbour oracle over millions of training samples is no better than linear interpolation, and no learned in-betweener we tried paid for itself. What a network does learn is the distribution of the residuals the codec must send. CurveCodec 2 codes every sub-track as a curve in the log map, quantized in closed loop and thinned to rate-distortion-selected keys, with residuals entropy-coded under a small learned model whose integer inference is bit-exact across platforms. Two contracts are verified on every decoded clip: ACL's own worst case per joint within a stated tolerance, or ACL's mean error per clip. On a held-out test side of 4,472 clips from 33 datasets, CurveCodec 2 needs 0.37x ACL's bytes at ACL's default precision of 0.01 cm under the worst-case contract and 0.22x at 0.1 cm under the mean contract, decodes on one CPU core, and transfers without retraining to a species absent from training. Project page: https://rubbly.cn/publications/curvecodec/

HKU-CGVU HKU-CGVU
·
Oct 2 2

Mitigating Error Accumulation in Co-Speech Motion Generation via Global Rotation Diffusion and Multi-Level Constraints

Reliable co-speech motion generation requires precise motion representation and consistent structural priors across all joints. Existing generative methods typically operate on local joint rotations, which are defined hierarchically based on the skeleton structure. This leads to cumulative errors during generation, manifesting as unstable and implausible motions at end-effectors. In this work, we propose GlobalDiff, a diffusion-based framework that operates directly in the space of global joint rotations for the first time, fundamentally decoupling each joint's prediction from upstream dependencies and alleviating hierarchical error accumulation. To compensate for the absence of structural priors in global rotation space, we introduce a multi-level constraint scheme. Specifically, a joint structure constraint introduces virtual anchor points around each joint to better capture fine-grained orientation. A skeleton structure constraint enforces angular consistency across bones to maintain structural integrity. A temporal structure constraint utilizes a multi-scale variational encoder to align the generated motion with ground-truth temporal patterns. These constraints jointly regularize the global diffusion process and reinforce structural awareness. Extensive evaluations on standard co-speech benchmarks show that GlobalDiff generates smooth and accurate motions, improving the performance by 46.0 % compared to the current SOTA under multiple speaker identities.

  • 4 authors
·
Jan 5

Physics-based Motion Retargeting from Sparse Inputs

Avatars are important to create interactive and immersive experiences in virtual worlds. One challenge in animating these characters to mimic a user's motion is that commercial AR/VR products consist only of a headset and controllers, providing very limited sensor data of the user's pose. Another challenge is that an avatar might have a different skeleton structure than a human and the mapping between them is unclear. In this work we address both of these challenges. We introduce a method to retarget motions in real-time from sparse human sensor data to characters of various morphologies. Our method uses reinforcement learning to train a policy to control characters in a physics simulator. We only require human motion capture data for training, without relying on artist-generated animations for each avatar. This allows us to use large motion capture datasets to train general policies that can track unseen users from real and sparse data in real-time. We demonstrate the feasibility of our approach on three characters with different skeleton structure: a dinosaur, a mouse-like creature and a human. We show that the avatar poses often match the user surprisingly well, despite having no sensor information of the lower body available. We discuss and ablate the important components in our framework, specifically the kinematic retargeting step, the imitation, contact and action reward as well as our asymmetric actor-critic observations. We further explore the robustness of our method in a variety of settings including unbalancing, dancing and sports motions.

  • 5 authors
·
Jul 4, 2023

Self-supervised Learning of Motion Capture

Current state-of-the-art solutions for motion capture from a single camera are optimization driven: they optimize the parameters of a 3D human model so that its re-projection matches measurements in the video (e.g. person segmentation, optical flow, keypoint detections etc.). Optimization models are susceptible to local minima. This has been the bottleneck that forced using clean green-screen like backgrounds at capture time, manual initialization, or switching to multiple cameras as input resource. In this work, we propose a learning based motion capture model for single camera input. Instead of optimizing mesh and skeleton parameters directly, our model optimizes neural network weights that predict 3D shape and skeleton configurations given a monocular RGB video. Our model is trained using a combination of strong supervision from synthetic data, and self-supervision from differentiable rendering of (a) skeletal keypoints, (b) dense 3D mesh motion, and (c) human-background segmentation, in an end-to-end framework. Empirically we show our model combines the best of both worlds of supervised learning and test-time optimization: supervised learning initializes the model parameters in the right regime, ensuring good pose and surface initialization at test time, without manual effort. Self-supervision by back-propagating through differentiable rendering allows (unsupervised) adaptation of the model to the test data, and offers much tighter fit than a pretrained fixed model. We show that the proposed model improves with experience and converges to low-error solutions where previous optimization methods fail.

  • 4 authors
·
Dec 4, 2017

One for All: Generalist Foundation Model for Cross-Sensor Skeleton Representation Learning

For learning generalizable motion representations from large-scale unlabeled data, Self-supervised learning (SSL) has become a widely adopted methodology. However, existing approaches are primarily limited by the inherent heterogeneity of skeleton data---characterized by varying joint counts, indexing protocols, and topological structures across different sensors---which typically necessitates training separate, sensor-specific, or even entirely dataset-specific models. To overcome this, we introduce SOfA (Skeleton One for All), the first generalist foundation model designed to achieve sensor-unified skeleton representation learning across diverse sensors. To accommodate the dimensional gap caused by varying joint counts, we introduce a fixed-size set of learnable Canonical Joint Slots, acting as a universal vessel that seamlessly accommodates arbitrary skeletal topologies. SOfA fills these slots via an attention mechanism that dynamically aggregates skeletal information from sensor-specific inputs. Furthermore, we resolve joint index misalignment between various sensors by introducing a Semantic Joint Embedding derived from a pre-trained text encoder, rather than relying on absolute positional embeddings. To validate our approach, we standardized ten 3D skeleton datasets for unified training. Extensive experiments demonstrate that SOfA can serve as a truly universal encoder, achieving state-of-the-art (SOTA) performance across a wide range of downstream tasks and sensor types, often outperforming dataset-specific specialist models with a single foundation model.

  • 3 authors
·
Sep 6

MagicPose4D: Crafting Articulated Models with Appearance and Motion Control

With the success of 2D and 3D visual generative models, there is growing interest in generating 4D content. Existing methods primarily rely on text prompts to produce 4D content, but they often fall short of accurately defining complex or rare motions. To address this limitation, we propose MagicPose4D, a novel framework for refined control over both appearance and motion in 4D generation. Unlike traditional methods, MagicPose4D accepts monocular videos as motion prompts, enabling precise and customizable motion generation. MagicPose4D comprises two key modules: i) Dual-Phase 4D Reconstruction Module} which operates in two phases. The first phase focuses on capturing the model's shape using accurate 2D supervision and less accurate but geometrically informative 3D pseudo-supervision without imposing skeleton constraints. The second phase refines the model using more accurate pseudo-3D supervision, obtained in the first phase and introduces kinematic chain-based skeleton constraints to ensure physical plausibility. Additionally, we propose a Global-local Chamfer loss that aligns the overall distribution of predicted mesh vertices with the supervision while maintaining part-level alignment without extra annotations. ii) Cross-category Motion Transfer Module} leverages the predictions from the 4D reconstruction module and uses a kinematic-chain-based skeleton to achieve cross-category motion transfer. It ensures smooth transitions between frames through dynamic rigidity, facilitating robust generalization without additional training. Through extensive experiments, we demonstrate that MagicPose4D significantly improves the accuracy and consistency of 4D content generation, outperforming existing methods in various benchmarks.

  • 5 authors
·
May 22, 2024

SKEL-CF: Coarse-to-Fine Biomechanical Skeleton and Surface Mesh Recovery

Parametric 3D human models such as SMPL have driven significant advances in human pose and shape estimation, yet their simplified kinematics limit biomechanical realism. The recently proposed SKEL model addresses this limitation by re-rigging SMPL with an anatomically accurate skeleton. However, estimating SKEL parameters directly remains challenging due to limited training data, perspective ambiguities, and the inherent complexity of human articulation. We introduce SKEL-CF, a coarse-to-fine framework for SKEL parameter estimation. SKEL-CF employs a transformer-based encoder-decoder architecture, where the encoder predicts coarse camera and SKEL parameters, and the decoder progressively refines them in successive layers. To ensure anatomically consistent supervision, we convert the existing SMPL-based dataset 4DHuman into a SKEL-aligned version, 4DHuman-SKEL, providing high-quality training data for SKEL estimation. In addition, to mitigate depth and scale ambiguities, we explicitly incorporate camera modeling into the SKEL-CF pipeline and demonstrate its importance across diverse viewpoints. Extensive experiments validate the effectiveness of the proposed design. On the challenging MOYO dataset, SKEL-CF achieves 85.0 MPJPE / 51.4 PA-MPJPE, significantly outperforming the previous SKEL-based state-of-the-art HSMR (104.5 / 79.6). These results establish SKEL-CF as a scalable and anatomically faithful framework for human motion analysis, bridging the gap between computer vision and biomechanics. Our implementation is available on the project page: https://pokerman8.github.io/SKEL-CF/.

  • 9 authors
·
Nov 25, 2025

MoCapAnything: Unified 3D Motion Capture for Arbitrary Skeletons from Monocular Videos

Motion capture now underpins content creation far beyond digital humans, yet most existing pipelines remain species- or template-specific. We formalize this gap as Category-Agnostic Motion Capture (CAMoCap): given a monocular video and an arbitrary rigged 3D asset as a prompt, the goal is to reconstruct a rotation-based animation such as BVH that directly drives the specific asset. We present MoCapAnything, a reference-guided, factorized framework that first predicts 3D joint trajectories and then recovers asset-specific rotations via constraint-aware inverse kinematics. The system contains three learnable modules and a lightweight IK stage: (1) a Reference Prompt Encoder that extracts per-joint queries from the asset's skeleton, mesh, and rendered images; (2) a Video Feature Extractor that computes dense visual descriptors and reconstructs a coarse 4D deforming mesh to bridge the gap between video and joint space; and (3) a Unified Motion Decoder that fuses these cues to produce temporally coherent trajectories. We also curate Truebones Zoo with 1038 motion clips, each providing a standardized skeleton-mesh-render triad. Experiments on both in-domain benchmarks and in-the-wild videos show that MoCapAnything delivers high-quality skeletal animations and exhibits meaningful cross-species retargeting across heterogeneous rigs, enabling scalable, prompt-driven 3D motion capture for arbitrary assets. Project page: https://animotionlab.github.io/MoCapAnything/

  • 11 authors
·
Dec 11, 2025 3

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

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

  • 10 authors
·
Jul 1, 2019

One Model to Rig Them All: Diverse Skeleton Rigging with UniRig

The rapid evolution of 3D content creation, encompassing both AI-powered methods and traditional workflows, is driving an unprecedented demand for automated rigging solutions that can keep pace with the increasing complexity and diversity of 3D models. We introduce UniRig, a novel, unified framework for automatic skeletal rigging that leverages the power of large autoregressive models and a bone-point cross-attention mechanism to generate both high-quality skeletons and skinning weights. Unlike previous methods that struggle with complex or non-standard topologies, UniRig accurately predicts topologically valid skeleton structures thanks to a new Skeleton Tree Tokenization method that efficiently encodes hierarchical relationships within the skeleton. To train and evaluate UniRig, we present Rig-XL, a new large-scale dataset of over 14,000 rigged 3D models spanning a wide range of categories. UniRig significantly outperforms state-of-the-art academic and commercial methods, achieving a 215% improvement in rigging accuracy and a 194% improvement in motion accuracy on challenging datasets. Our method works seamlessly across diverse object categories, from detailed anime characters to complex organic and inorganic structures, demonstrating its versatility and robustness. By automating the tedious and time-consuming rigging process, UniRig has the potential to speed up animation pipelines with unprecedented ease and efficiency. Project Page: https://zjp-shadow.github.io/works/UniRig/

  • 5 authors
·
Apr 16, 2025

Frequency-Guided Diffusion Model with Perturbation Training for Skeleton-Based Video Anomaly Detection

Video anomaly detection (VAD) is a vital yet complex open-set task in computer vision, commonly tackled through reconstruction-based methods. However, these methods struggle with two key limitations: (1) insufficient robustness in open-set scenarios, where unseen normal motions are frequently misclassified as anomalies, and (2) an overemphasis on, but restricted capacity for, local motion reconstruction, which are inherently difficult to capture accurately due to their diversity. To overcome these challenges, we introduce a novel frequency-guided diffusion model with perturbation training. First, we enhance robustness by training a generator to produce perturbed samples, which are similar to normal samples and target the weakness of the reconstruction model. This training paradigm expands the reconstruction domain of the model, improving its generalization to unseen normal motions. Second, to address the overemphasis on motion details, we employ the 2D Discrete Cosine Transform (DCT) to separate high-frequency (local) and low-frequency (global) motion components. By guiding the diffusion model with observed high-frequency information, we prioritize the reconstruction of low-frequency components, enabling more accurate and robust anomaly detection. Extensive experiments on five widely used VAD datasets demonstrate that our approach surpasses state-of-the-art methods, underscoring its effectiveness in open-set scenarios and diverse motion contexts. Our project website is https://xiaofeng-tan.github.io/projects/FG-Diff/index.html.

  • 4 authors
·
Dec 4, 2024

OSCAR: Omni-Embodiment Skeleton-Conditioned World Action Model for Robotics

We present OSCAR, a precise action-conditioned video world model that generalizes across different robot embodiments and enables robot policy evaluation. Existing video world models face three main challenges for real-world robot evaluation: limited scenario diversity in current robot training datasets, imprecise action following, and poor generalization across embodiments for broad adoption. We tackle these challenges from two perspectives. At its core is a large-scale standardized data pipeline that curates, filters, and deduplicates broad robotics and egocentric human datasets, yielding a clean joint-training dataset that spans diverse tasks, scenarios, actions, and robot embodiments. To condition the video model, we adopt 2D kinematic skeleton rendering as a unified conditioning representation that generalizes across different robot arms or even human hands. We finetune the Cosmos-Predict2.5-2B model on a single GH200 GPU. Our model achieves significant improvement on action following, appearance quality, and motion consistency, compared to existing baselines, which either have a much larger model size or require more GPUs. We further deploy OSCAR to evaluate robot policies from RoboArena. Extensive experiments demonstrate the significant correlation between our virtual policy evaluation in OSCAR and real-world evaluation, paving the way for the future where robot policies can be purely evaluated in virtual generated worlds.

  • 2 authors
·
Jun 2

Interactive Spatiotemporal Token Attention Network for Skeleton-based General Interactive Action Recognition

Recognizing interactive action plays an important role in human-robot interaction and collaboration. Previous methods use late fusion and co-attention mechanism to capture interactive relations, which have limited learning capability or inefficiency to adapt to more interacting entities. With assumption that priors of each entity are already known, they also lack evaluations on a more general setting addressing the diversity of subjects. To address these problems, we propose an Interactive Spatiotemporal Token Attention Network (ISTA-Net), which simultaneously model spatial, temporal, and interactive relations. Specifically, our network contains a tokenizer to partition Interactive Spatiotemporal Tokens (ISTs), which is a unified way to represent motions of multiple diverse entities. By extending the entity dimension, ISTs provide better interactive representations. To jointly learn along three dimensions in ISTs, multi-head self-attention blocks integrated with 3D convolutions are designed to capture inter-token correlations. When modeling correlations, a strict entity ordering is usually irrelevant for recognizing interactive actions. To this end, Entity Rearrangement is proposed to eliminate the orderliness in ISTs for interchangeable entities. Extensive experiments on four datasets verify the effectiveness of ISTA-Net by outperforming state-of-the-art methods. Our code is publicly available at https://github.com/Necolizer/ISTA-Net

SunYatsen Sun Yat-Sen University
·
Jul 14, 2023

S3O: A Dual-Phase Approach for Reconstructing Dynamic Shape and Skeleton of Articulated Objects from Single Monocular Video

Reconstructing dynamic articulated objects from a singular monocular video is challenging, requiring joint estimation of shape, motion, and camera parameters from limited views. Current methods typically demand extensive computational resources and training time, and require additional human annotations such as predefined parametric models, camera poses, and key points, limiting their generalizability. We propose Synergistic Shape and Skeleton Optimization (S3O), a novel two-phase method that forgoes these prerequisites and efficiently learns parametric models including visible shapes and underlying skeletons. Conventional strategies typically learn all parameters simultaneously, leading to interdependencies where a single incorrect prediction can result in significant errors. In contrast, S3O adopts a phased approach: it first focuses on learning coarse parametric models, then progresses to motion learning and detail addition. This method substantially lowers computational complexity and enhances robustness in reconstruction from limited viewpoints, all without requiring additional annotations. To address the current inadequacies in 3D reconstruction from monocular video benchmarks, we collected the PlanetZoo dataset. Our experimental evaluations on standard benchmarks and the PlanetZoo dataset affirm that S3O provides more accurate 3D reconstruction, and plausible skeletons, and reduces the training time by approximately 60% compared to the state-of-the-art, thus advancing the state of the art in dynamic object reconstruction.

  • 4 authors
·
May 21, 2024

FineTec: Fine-Grained Action Recognition Under Temporal Corruption via Skeleton Decomposition and Sequence Completion

Recognizing fine-grained actions from temporally corrupted skeleton sequences remains a significant challenge, particularly in real-world scenarios where online pose estimation often yields substantial missing data. Existing methods often struggle to accurately recover temporal dynamics and fine-grained spatial structures, resulting in the loss of subtle motion cues crucial for distinguishing similar actions. To address this, we propose FineTec, a unified framework for Fine-grained action recognition under Temporal Corruption. FineTec first restores a base skeleton sequence from corrupted input using context-aware completion with diverse temporal masking. Next, a skeleton-based spatial decomposition module partitions the skeleton into five semantic regions, further divides them into dynamic and static subgroups based on motion variance, and generates two augmented skeleton sequences via targeted perturbation. These, along with the base sequence, are then processed by a physics-driven estimation module, which utilizes Lagrangian dynamics to estimate joint accelerations. Finally, both the fused skeleton position sequence and the fused acceleration sequence are jointly fed into a GCN-based action recognition head. Extensive experiments on both coarse-grained (NTU-60, NTU-120) and fine-grained (Gym99, Gym288) benchmarks show that FineTec significantly outperforms previous methods under various levels of temporal corruption. Specifically, FineTec achieves top-1 accuracies of 89.1% and 78.1% on the challenging Gym99-severe and Gym288-severe settings, respectively, demonstrating its robustness and generalizability. Code and datasets could be found at https://smartdianlab.github.io/projects-FineTec/.

  • 3 authors
·
Dec 31, 2025

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

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

  • 8 authors
·
Mar 7, 2025

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

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

Generative Action Description Prompts for Skeleton-based Action Recognition

Skeleton-based action recognition has recently received considerable attention. Current approaches to skeleton-based action recognition are typically formulated as one-hot classification tasks and do not fully exploit the semantic relations between actions. For example, "make victory sign" and "thumb up" are two actions of hand gestures, whose major difference lies in the movement of hands. This information is agnostic from the categorical one-hot encoding of action classes but could be unveiled from the action description. Therefore, utilizing action description in training could potentially benefit representation learning. In this work, we propose a Generative Action-description Prompts (GAP) approach for skeleton-based action recognition. More specifically, we employ a pre-trained large-scale language model as the knowledge engine to automatically generate text descriptions for body parts movements of actions, and propose a multi-modal training scheme by utilizing the text encoder to generate feature vectors for different body parts and supervise the skeleton encoder for action representation learning. Experiments show that our proposed GAP method achieves noticeable improvements over various baseline models without extra computation cost at inference. GAP achieves new state-of-the-arts on popular skeleton-based action recognition benchmarks, including NTU RGB+D, NTU RGB+D 120 and NW-UCLA. The source code is available at https://github.com/MartinXM/GAP.

  • 5 authors
·
Aug 10, 2022

Optimal-state Dynamics Estimation for Physics-based Human Motion Capture from Videos

Human motion capture from monocular videos has made significant progress in recent years. However, modern approaches often produce temporal artifacts, e.g. in form of jittery motion and struggle to achieve smooth and physically plausible motions. Explicitly integrating physics, in form of internal forces and exterior torques, helps alleviating these artifacts. Current state-of-the-art approaches make use of an automatic PD controller to predict torques and reaction forces in order to re-simulate the input kinematics, i.e. the joint angles of a predefined skeleton. However, due to imperfect physical models, these methods often require simplifying assumptions and extensive preprocessing of the input kinematics to achieve good performance. To this end, we propose a novel method to selectively incorporate the physics models with the kinematics observations in an online setting, inspired by a neural Kalman-filtering approach. We develop a control loop as a meta-PD controller to predict internal joint torques and external reaction forces, followed by a physics-based motion simulation. A recurrent neural network is introduced to realize a Kalman filter that attentively balances the kinematics input and simulated motion, resulting in an optimal-state dynamics prediction. We show that this filtering step is crucial to provide an online supervision that helps balancing the shortcoming of the respective input motions, thus being important for not only capturing accurate global motion trajectories but also producing physically plausible human poses. The proposed approach excels in the physics-based human pose estimation task and demonstrates the physical plausibility of the predictive dynamics, compared to state of the art. The code is available on https://github.com/cuongle1206/OSDCap

  • 4 authors
·
May 13, 2025

TopoCap: Learning Topology-Agnostic Motion Priors for Monocular Video-to-Animation

The explosion of generative 3D assets has created a massive demand for animation, yet current motion capture methods remain brittle, restricted to species-specific templates (e.g., SMPL) or requiring labor-intensive manual rigging. We introduce TopoCap, the first unified framework capable of extracting motion from monocular video and retargeting it onto characters with arbitrary, unseen skeletal topologies, i.e., from bipeds to hexapods and inanimate objects, without test-time optimization. Our key insight is that while skeletal structures are combinatorial and discrete, the underlying physics of motion occupy a continuous, low-dimensional manifold. We materialize this insight via a two-stage generative pipeline. First, we learn a Universal Motion Manifold using a Graph CVAE that compresses heterogeneous kinematic chains into a shared, fixed-length latent code. By explicitly conditioning the decoder on a structural embedding of the target rig, we disentangle motion dynamics from skeletal topology. Second, we treat video-to-animation as a conditional flow matching problem, predicting these topology-agnostic codes from visual features. To learn this generalized prior, we introduce Mobjaverse, a massive-scale dataset curated from Objaverse-XL. Comprising over 5,000 unique skeletal topologies and 2 million frames, it exceeds the structural diversity of existing datasets by two orders of magnitude. Extensive experiments demonstrate that \MethodMotion outperforms specialist models on human and quadruped benchmarks while enabling zero-shot retargeting for the long tail of 3D creatures. Dataset is publicly available at https://huggingface.co/datasets/duckduckplz/Mobjaverse.

  • 5 authors
·
Jun 9

UniMate: One Unified Model to Animate Diverse Skeletons

Recent advances in automatic rigging now deliver animation-ready 3D assets at scale, yet generating the motion to drive them remains a bottleneck. Existing learned animators are topology-constrained: they rely on category-specific templates or require per-skeleton fine-tuning and reference motions at inference. We present UniMate, a unified foundation model that synthesizes articulated motion for arbitrary skeletons from a rigged 3D asset and a text prompt, with no test-time optimization or per-skeleton retraining. UniMate introduces a topology-aware diffusion transformer, which integrates skeletal topology into attention via three mechanisms: (1) a graph-aware attention bias from pairwise joint relations and geodesic distances; (2) a spectral rotary position embedding generalizing RoPE to arbitrary kinematic trees via the graph Laplacian; and (3) a global topological conditioner attention-pooled from the rest-pose skeleton. We also curate UniML3D, 13,006 motion sequences spanning bipedal, quadrupedal, avian, marine, insectoid, serpentine, and articulated rigid objects with unified canonicalization and text pairing. Trained on this dataset, UniMate outperforms state-of-the-art baselines in quality, generalization, and efficiency, and supports zero-shot cross-topology transfer, in-betweening, expansion, and text-guided editing. Our project page is available at https://linzhanmou.com/unimate/.

Wan-Animate: Unified Character Animation and Replacement with Holistic Replication

We introduce Wan-Animate, a unified framework for character animation and replacement. Given a character image and a reference video, Wan-Animate can animate the character by precisely replicating the expressions and movements of the character in the video to generate high-fidelity character videos. Alternatively, it can integrate the animated character into the reference video to replace the original character, replicating the scene's lighting and color tone to achieve seamless environmental integration. Wan-Animate is built upon the Wan model. To adapt it for character animation tasks, we employ a modified input paradigm to differentiate between reference conditions and regions for generation. This design unifies multiple tasks into a common symbolic representation. We use spatially-aligned skeleton signals to replicate body motion and implicit facial features extracted from source images to reenact expressions, enabling the generation of character videos with high controllability and expressiveness. Furthermore, to enhance environmental integration during character replacement, we develop an auxiliary Relighting LoRA. This module preserves the character's appearance consistency while applying the appropriate environmental lighting and color tone. Experimental results demonstrate that Wan-Animate achieves state-of-the-art performance. We are committed to open-sourcing the model weights and its source code.

  • 26 authors
·
Sep 17, 2025 5

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

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

  • 6 authors
·
Jul 17, 2023

FlexiAct: Towards Flexible Action Control in Heterogeneous Scenarios

Action customization involves generating videos where the subject performs actions dictated by input control signals. Current methods use pose-guided or global motion customization but are limited by strict constraints on spatial structure, such as layout, skeleton, and viewpoint consistency, reducing adaptability across diverse subjects and scenarios. To overcome these limitations, we propose FlexiAct, which transfers actions from a reference video to an arbitrary target image. Unlike existing methods, FlexiAct allows for variations in layout, viewpoint, and skeletal structure between the subject of the reference video and the target image, while maintaining identity consistency. Achieving this requires precise action control, spatial structure adaptation, and consistency preservation. To this end, we introduce RefAdapter, a lightweight image-conditioned adapter that excels in spatial adaptation and consistency preservation, surpassing existing methods in balancing appearance consistency and structural flexibility. Additionally, based on our observations, the denoising process exhibits varying levels of attention to motion (low frequency) and appearance details (high frequency) at different timesteps. So we propose FAE (Frequency-aware Action Extraction), which, unlike existing methods that rely on separate spatial-temporal architectures, directly achieves action extraction during the denoising process. Experiments demonstrate that our method effectively transfers actions to subjects with diverse layouts, skeletons, and viewpoints. We release our code and model weights to support further research at https://shiyi-zh0408.github.io/projectpages/FlexiAct/

  • 5 authors
·
May 6, 2025 1

DreamVVT: Mastering Realistic Video Virtual Try-On in the Wild via a Stage-Wise Diffusion Transformer Framework

Video virtual try-on (VVT) technology has garnered considerable academic interest owing to its promising applications in e-commerce advertising and entertainment. However, most existing end-to-end methods rely heavily on scarce paired garment-centric datasets and fail to effectively leverage priors of advanced visual models and test-time inputs, making it challenging to accurately preserve fine-grained garment details and maintain temporal consistency in unconstrained scenarios. To address these challenges, we propose DreamVVT, a carefully designed two-stage framework built upon Diffusion Transformers (DiTs), which is inherently capable of leveraging diverse unpaired human-centric data to enhance adaptability in real-world scenarios. To further leverage prior knowledge from pretrained models and test-time inputs, in the first stage, we sample representative frames from the input video and utilize a multi-frame try-on model integrated with a vision-language model (VLM), to synthesize high-fidelity and semantically consistent keyframe try-on images. These images serve as complementary appearance guidance for subsequent video generation. In the second stage, skeleton maps together with fine-grained motion and appearance descriptions are extracted from the input content, and these along with the keyframe try-on images are then fed into a pretrained video generation model enhanced with LoRA adapters. This ensures long-term temporal coherence for unseen regions and enables highly plausible dynamic motions. Extensive quantitative and qualitative experiments demonstrate that DreamVVT surpasses existing methods in preserving detailed garment content and temporal stability in real-world scenarios. Our project page https://virtu-lab.github.io/

  • 10 authors
·
Aug 4, 2025 2

Representation-Centric Survey of Skeletal Action Recognition and the ANUBIS Benchmark

3D skeleton-based human action recognition has emerged as a powerful alternative to traditional RGB and depth-based approaches, offering robustness to environmental variations, computational efficiency, and enhanced privacy. Despite remarkable progress, current research remains fragmented across diverse input representations and lacks evaluation under scenarios that reflect modern real-world challenges. This paper presents a representation-centric survey of skeleton-based action recognition, systematically categorizing state-of-the-art methods by their input feature types: joint coordinates, bone vectors, motion flows, and extended representations, and analyzing how these choices influence spatial-temporal modeling strategies. Building on the insights from this review, we introduce ANUBIS, a large-scale, challenging skeleton action dataset designed to address critical gaps in existing benchmarks. ANUBIS incorporates multi-view recordings with back-view perspectives, complex multi-person interactions, fine-grained and violent actions, and contemporary social behaviors. We benchmark a diverse set of state-of-the-art models on ANUBIS and conduct an in-depth analysis of how different feature types affect recognition performance across 102 action categories. Our results show strong action-feature dependencies, highlight the limitations of na\"ive multi-representational fusion, and point toward the need for task-aware, semantically aligned integration strategies. This work offers both a comprehensive foundation and a practical benchmarking resource, aiming to guide the next generation of robust, generalizable skeleton-based action recognition systems for complex real-world scenarios. The dataset website, benchmarking framework, and download link are available at https://yliu1082.github.io/ANUBIS/{https://yliu1082.github.io/ANUBIS/

  • 11 authors
·
May 4, 2022

E$^3$C: Video Generation with 3D Environmental Memory and Ego-Exo Human Pose Control

Controllable and physically grounded egocentric video generation is essential for embodied agents to reason about how their own and others' actions manifest and change the world. Compared to generic video synthesis, egocentric generation is especially challenging: the camera is tightly coupled to the actor, leading to rapid viewpoint changes and frequent self-occlusions; the underlying actions are subtle, articulated, and often only partially visible; and both the people and the scene state must evolve consistently with the specified controls. We present E^3C, a controllable video diffusion framework for egocentric generation that builds structured and compact conditions disentangling persistent scene structure from human-driven dynamics. From context frames, E^3C constructs a semi-dense point cloud-based 3D memory and augments each point with appearance descriptors from video-VAE features. Rendering this memory into target viewpoints produces conditioning aligned with the target frames. Human dynamics are modeled separately. The observed people in the scene are controlled by skeleton renderings (exo human control), while the camera wearer is specified by their 3D body joints and 6DoF wrist motion (ego human control). To preserve ego human control when the wearer's body parts are invisible, we introduce an ego motion encoder that produces persistent cross-attention tokens. Experiments on Nymeria show that E^3C improves visual fidelity, camera-motion accuracy, object consistency, and ego & exo human control over strong baselines, while also enabling intuitive scene editing.

  • 6 authors
·
May 24

One Video, One World: Turning Monocular Video into Physical 4D Scenes

We introduce OVOW, the first training-free system that reconstructs instance-level, simulation-ready 4D mesh scenes from a single monocular video. Recent 4D reconstruction achieves impressive rendering quality, but its outputs (\eg, implicit fields, Gaussian primitives, or point clouds) lack the watertight topology, instance separation, and standardized physical interfaces required by physics simulators and embodied AI. OVOW closes this gap with a four-stage pipeline: a vision-language model discovers, labels, and motion-classifies all instances; category-aware reconstruction yields per-instance meshes for rigid objects and topology-consistent mesh sequences for deformable ones; an iterative render-match-optimize procedure recovers metric scale and 6-DoF pose trajectories; and physics-grounded assembly enforces ground contact and inter-object support. Crucially, we model all motion, rigid and non-rigid, through direct vertex deformation without category-specific priors or skeleton rigging, producing watertight mesh scenes ready for downstream physics simulation and editing. We further establish the first benchmark for structured Video-to-4D evaluation, with metrics for geometric correctness, instance separation, and physical plausibility beyond visual fidelity; the same pipeline doubles as a scalable engine for synthesizing paired video-to-4D simulation data for future 4D world models and embodied AI. Across two synthetic benchmarks (static and 4D), OVOW attains the best overall layout and geometry accuracy and the lowest photometric and semantic error among all baselines, and on monocular video runs one to two orders of magnitude faster than the baselines, while downstream physics simulation confirms its physical stability.

  • 10 authors
·
Jun 29

DisPose: Disentangling Pose Guidance for Controllable Human Image Animation

Controllable human image animation aims to generate videos from reference images using driving videos. Due to the limited control signals provided by sparse guidance (e.g., skeleton pose), recent works have attempted to introduce additional dense conditions (e.g., depth map) to ensure motion alignment. However, such strict dense guidance impairs the quality of the generated video when the body shape of the reference character differs significantly from that of the driving video. In this paper, we present DisPose to mine more generalizable and effective control signals without additional dense input, which disentangles the sparse skeleton pose in human image animation into motion field guidance and keypoint correspondence. Specifically, we generate a dense motion field from a sparse motion field and the reference image, which provides region-level dense guidance while maintaining the generalization of the sparse pose control. We also extract diffusion features corresponding to pose keypoints from the reference image, and then these point features are transferred to the target pose to provide distinct identity information. To seamlessly integrate into existing models, we propose a plug-and-play hybrid ControlNet that improves the quality and consistency of generated videos while freezing the existing model parameters. Extensive qualitative and quantitative experiments demonstrate the superiority of DisPose compared to current methods. Code: https://github.com/lihxxx/DisPose{https://github.com/lihxxx/DisPose}.

  • 7 authors
·
Dec 12, 2024 2

A skeletonization algorithm for gradient-based optimization

The skeleton of a digital image is a compact representation of its topology, geometry, and scale. It has utility in many computer vision applications, such as image description, segmentation, and registration. However, skeletonization has only seen limited use in contemporary deep learning solutions. Most existing skeletonization algorithms are not differentiable, making it impossible to integrate them with gradient-based optimization. Compatible algorithms based on morphological operations and neural networks have been proposed, but their results often deviate from the geometry and topology of the true medial axis. This work introduces the first three-dimensional skeletonization algorithm that is both compatible with gradient-based optimization and preserves an object's topology. Our method is exclusively based on matrix additions and multiplications, convolutional operations, basic non-linear functions, and sampling from a uniform probability distribution, allowing it to be easily implemented in any major deep learning library. In benchmarking experiments, we prove the advantages of our skeletonization algorithm compared to non-differentiable, morphological, and neural-network-based baselines. Finally, we demonstrate the utility of our algorithm by integrating it with two medical image processing applications that use gradient-based optimization: deep-learning-based blood vessel segmentation, and multimodal registration of the mandible in computed tomography and magnetic resonance images.

  • 9 authors
·
Sep 5, 2023

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

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

  • 5 authors
·
Mar 7, 2024

OpenHumanVid: A Large-Scale High-Quality Dataset for Enhancing Human-Centric Video Generation

Recent advancements in visual generation technologies have markedly increased the scale and availability of video datasets, which are crucial for training effective video generation models. However, a significant lack of high-quality, human-centric video datasets presents a challenge to progress in this field. To bridge this gap, we introduce OpenHumanVid, a large-scale and high-quality human-centric video dataset characterized by precise and detailed captions that encompass both human appearance and motion states, along with supplementary human motion conditions, including skeleton sequences and speech audio. To validate the efficacy of this dataset and the associated training strategies, we propose an extension of existing classical diffusion transformer architectures and conduct further pretraining of our models on the proposed dataset. Our findings yield two critical insights: First, the incorporation of a large-scale, high-quality dataset substantially enhances evaluation metrics for generated human videos while preserving performance in general video generation tasks. Second, the effective alignment of text with human appearance, human motion, and facial motion is essential for producing high-quality video outputs. Based on these insights and corresponding methodologies, the straightforward extended network trained on the proposed dataset demonstrates an obvious improvement in the generation of human-centric videos. Project page https://fudan-generative-vision.github.io/OpenHumanVid

  • 11 authors
·
Nov 28, 2024

OTRetarget: Joint Robot and Object Motion Retargeting via Optimal Transport

Transferring human motion to humanoid robots requires adapting the demonstrated motion to the robot morphology while preserving interactions with the environment. This is particularly challenging for loco-manipulation tasks, where contacts with the ground and manipulated objects must remain consistent despite differences in body proportions. Yet, skeletal motion alone does not fully describe these interactions, and fixing object trajectories limits the adaptation to a new embodiment. In this paper, we introduce OTR ETARGET, a unified approach to jointly retarget robot and multi-object motion from human demonstrations. Our approach represents surface interactions through signed distances, closest surface points, and relative directions, and uses entropic optimal transport to transfer these quantities across human, robot, and object geometries. We incorporate the resulting interaction targets into a constrained inverse kinematics formulation that balances contact preservation with motion style and jointly optimizes robot and object poses at each frame. This formulation accommodates robot-object and object-object interactions without rescaling the scene or the demonstration. We validate the proposed approach on OMOMO, where it achieves a robot- object interaction Jaccard score of 87% and a depth error of 8.7 mm, compared with 28% and 29.3 mm for OmniRetarget. Finally, we demonstrate transfer to a physical G1 humanoid using whole-body policies trained with reinforcement learning on the retargeted references, across motions including two-handed box pick-and-place onto a table.

Learning Skeletal Articulations with Neural Blend Shapes

Animating a newly designed character using motion capture (mocap) data is a long standing problem in computer animation. A key consideration is the skeletal structure that should correspond to the available mocap data, and the shape deformation in the joint regions, which often requires a tailored, pose-specific refinement. In this work, we develop a neural technique for articulating 3D characters using enveloping with a pre-defined skeletal structure which produces high quality pose dependent deformations. Our framework learns to rig and skin characters with the same articulation structure (e.g., bipeds or quadrupeds), and builds the desired skeleton hierarchy into the network architecture. Furthermore, we propose neural blend shapes--a set of corrective pose-dependent shapes which improve the deformation quality in the joint regions in order to address the notorious artifacts resulting from standard rigging and skinning. Our system estimates neural blend shapes for input meshes with arbitrary connectivity, as well as weighting coefficients which are conditioned on the input joint rotations. Unlike recent deep learning techniques which supervise the network with ground-truth rigging and skinning parameters, our approach does not assume that the training data has a specific underlying deformation model. Instead, during training, the network observes deformed shapes and learns to infer the corresponding rig, skin and blend shapes using indirect supervision. During inference, we demonstrate that our network generalizes to unseen characters with arbitrary mesh connectivity, including unrigged characters built by 3D artists. Conforming to standard skeletal animation models enables direct plug-and-play in standard animation software, as well as game engines.

  • 6 authors
·
May 6, 2021

De-biasing Skeleton-based Action Recognition with Convex Hull Adaptive Shift

Skeleton sequences can represent both individual actions and multi-entity interactions, encompassing human bodies, hands, objects, and robots. Existing approaches to recognize skeleton-based actions and interactions usually adopt a late fusion strategy, which expects individuals are independent and identically distributed to train a robust weight-shared entity encoder. However, observed entity bias in various skeletal data violates this assumption, leading to suboptimal optimization of backbone models that might produce wrong recognition results. This bias arises from the world coordinate system's initial configuration, where the choice of origin often creates bias in representation. To this end, we propose a Convex Hull Adaptive Shift based normalization method to reduce Entity bias (CHASE), improving performance across a variety of skeleton-based action and interaction recognition tasks. To adaptively apply plausible shifts to the input skeletons, we formulate a plug-and-play parameterized network that ensures the relocated world origin lies within the skeleton convex hull, which avoids non-convergence by limiting the search space. To further minimize entity bias, we incorporate an auxiliary objective that leverages pair-wise distribution distances to guide network optimization. To support both single- and multi-entity actions, we propose a sub-entity strategy that offers a consistent formulation for both scenarios. Moreover, CHASE demonstrates compatibility with various intra-skeleton modalities, such as bones and velocities, highlighting its adaptability. Essentially, our method works as a normalization approach to reduce entity bias, enabling subsequent classifiers to achieve improved recognition performance across diverse settings. Extensive experiments on 7 datasets verify our approach by seamlessly integrating with various backbones and significantly boosting their performance.

  • 7 authors
·
Sep 25

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

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

  • 8 authors
·
Nov 30, 2024

SkateFormer: Skeletal-Temporal Transformer for Human Action Recognition

Skeleton-based action recognition, which classifies human actions based on the coordinates of joints and their connectivity within skeleton data, is widely utilized in various scenarios. While Graph Convolutional Networks (GCNs) have been proposed for skeleton data represented as graphs, they suffer from limited receptive fields constrained by joint connectivity. To address this limitation, recent advancements have introduced transformer-based methods. However, capturing correlations between all joints in all frames requires substantial memory resources. To alleviate this, we propose a novel approach called Skeletal-Temporal Transformer (SkateFormer) that partitions joints and frames based on different types of skeletal-temporal relation (Skate-Type) and performs skeletal-temporal self-attention (Skate-MSA) within each partition. We categorize the key skeletal-temporal relations for action recognition into a total of four distinct types. These types combine (i) two skeletal relation types based on physically neighboring and distant joints, and (ii) two temporal relation types based on neighboring and distant frames. Through this partition-specific attention strategy, our SkateFormer can selectively focus on key joints and frames crucial for action recognition in an action-adaptive manner with efficient computation. Extensive experiments on various benchmark datasets validate that our SkateFormer outperforms recent state-of-the-art methods.