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Apr 17

PACE: Data-Driven Virtual Agent Interaction in Dense and Cluttered Environments

We present PACE, a novel method for modifying motion-captured virtual agents to interact with and move throughout dense, cluttered 3D scenes. Our approach changes a given motion sequence of a virtual agent as needed to adjust to the obstacles and objects in the environment. We first take the individual frames of the motion sequence most important for modeling interactions with the scene and pair them with the relevant scene geometry, obstacles, and semantics such that interactions in the agents motion match the affordances of the scene (e.g., standing on a floor or sitting in a chair). We then optimize the motion of the human by directly altering the high-DOF pose at each frame in the motion to better account for the unique geometric constraints of the scene. Our formulation uses novel loss functions that maintain a realistic flow and natural-looking motion. We compare our method with prior motion generating techniques and highlight the benefits of our method with a perceptual study and physical plausibility metrics. Human raters preferred our method over the prior approaches. Specifically, they preferred our method 57.1% of the time versus the state-of-the-art method using existing motions, and 81.0% of the time versus a state-of-the-art motion synthesis method. Additionally, our method performs significantly higher on established physical plausibility and interaction metrics. Specifically, we outperform competing methods by over 1.2% in terms of the non-collision metric and by over 18% in terms of the contact metric. We have integrated our interactive system with Microsoft HoloLens and demonstrate its benefits in real-world indoor scenes. Our project website is available at https://gamma.umd.edu/pace/.

  • 2 authors
·
Mar 24, 2023

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

MoCapAct: A Multi-Task Dataset for Simulated Humanoid Control

Simulated humanoids are an appealing research domain due to their physical capabilities. Nonetheless, they are also challenging to control, as a policy must drive an unstable, discontinuous, and high-dimensional physical system. One widely studied approach is to utilize motion capture (MoCap) data to teach the humanoid agent low-level skills (e.g., standing, walking, and running) that can then be re-used to synthesize high-level behaviors. However, even with MoCap data, controlling simulated humanoids remains very hard, as MoCap data offers only kinematic information. Finding physical control inputs to realize the demonstrated motions requires computationally intensive methods like reinforcement learning. Thus, despite the publicly available MoCap data, its utility has been limited to institutions with large-scale compute. In this work, we dramatically lower the barrier for productive research on this topic by training and releasing high-quality agents that can track over three hours of MoCap data for a simulated humanoid in the dm_control physics-based environment. We release MoCapAct (Motion Capture with Actions), a dataset of these expert agents and their rollouts, which contain proprioceptive observations and actions. We demonstrate the utility of MoCapAct by using it to train a single hierarchical policy capable of tracking the entire MoCap dataset within dm_control and show the learned low-level component can be re-used to efficiently learn downstream high-level tasks. Finally, we use MoCapAct to train an autoregressive GPT model and show that it can control a simulated humanoid to perform natural motion completion given a motion prompt. Videos of the results and links to the code and dataset are available at https://microsoft.github.io/MoCapAct.

  • 6 authors
·
Aug 15, 2022

Synthesizing Diverse Human Motions in 3D Indoor Scenes

We present a novel method for populating 3D indoor scenes with virtual humans that can navigate in the environment and interact with objects in a realistic manner. Existing approaches rely on training sequences that contain captured human motions and the 3D scenes they interact with. However, such interaction data are costly, difficult to capture, and can hardly cover all plausible human-scene interactions in complex environments. To address these challenges, we propose a reinforcement learning-based approach that enables virtual humans to navigate in 3D scenes and interact with objects realistically and autonomously, driven by learned motion control policies. The motion control policies employ latent motion action spaces, which correspond to realistic motion primitives and are learned from large-scale motion capture data using a powerful generative motion model. For navigation in a 3D environment, we propose a scene-aware policy with novel state and reward designs for collision avoidance. Combined with navigation mesh-based path-finding algorithms to generate intermediate waypoints, our approach enables the synthesis of diverse human motions navigating in 3D indoor scenes and avoiding obstacles. To generate fine-grained human-object interactions, we carefully curate interaction goal guidance using a marker-based body representation and leverage features based on the signed distance field (SDF) to encode human-scene proximity relations. Our method can synthesize realistic and diverse human-object interactions (e.g.,~sitting on a chair and then getting up) even for out-of-distribution test scenarios with different object shapes, orientations, starting body positions, and poses. Experimental results demonstrate that our approach outperforms state-of-the-art methods in terms of both motion naturalness and diversity. Code and video results are available at: https://zkf1997.github.io/DIMOS.

  • 5 authors
·
May 21, 2023

Motion Avatar: Generate Human and Animal Avatars with Arbitrary Motion

In recent years, there has been significant interest in creating 3D avatars and motions, driven by their diverse applications in areas like film-making, video games, AR/VR, and human-robot interaction. However, current efforts primarily concentrate on either generating the 3D avatar mesh alone or producing motion sequences, with integrating these two aspects proving to be a persistent challenge. Additionally, while avatar and motion generation predominantly target humans, extending these techniques to animals remains a significant challenge due to inadequate training data and methods. To bridge these gaps, our paper presents three key contributions. Firstly, we proposed a novel agent-based approach named Motion Avatar, which allows for the automatic generation of high-quality customizable human and animal avatars with motions through text queries. The method significantly advanced the progress in dynamic 3D character generation. Secondly, we introduced a LLM planner that coordinates both motion and avatar generation, which transforms a discriminative planning into a customizable Q&A fashion. Lastly, we presented an animal motion dataset named Zoo-300K, comprising approximately 300,000 text-motion pairs across 65 animal categories and its building pipeline ZooGen, which serves as a valuable resource for the community. See project website https://steve-zeyu-zhang.github.io/MotionAvatar/

  • 10 authors
·
May 18, 2024

Universal Humanoid Motion Representations for Physics-Based Control

We present a universal motion representation that encompasses a comprehensive range of motor skills for physics-based humanoid control. Due to the high-dimensionality of humanoid control as well as the inherent difficulties in reinforcement learning, prior methods have focused on learning skill embeddings for a narrow range of movement styles (e.g. locomotion, game characters) from specialized motion datasets. This limited scope hampers its applicability in complex tasks. Our work closes this gap, significantly increasing the coverage of motion representation space. To achieve this, we first learn a motion imitator that can imitate all of human motion from a large, unstructured motion dataset. We then create our motion representation by distilling skills directly from the imitator. This is achieved using an encoder-decoder structure with a variational information bottleneck. Additionally, we jointly learn a prior conditioned on proprioception (humanoid's own pose and velocities) to improve model expressiveness and sampling efficiency for downstream tasks. Sampling from the prior, we can generate long, stable, and diverse human motions. Using this latent space for hierarchical RL, we show that our policies solve tasks using natural and realistic human behavior. We demonstrate the effectiveness of our motion representation by solving generative tasks (e.g. strike, terrain traversal) and motion tracking using VR controllers.

  • 7 authors
·
Oct 6, 2023

AgentSense: Virtual Sensor Data Generation Using LLM Agents in Simulated Home Environments

A major challenge in developing robust and generalizable Human Activity Recognition (HAR) systems for smart homes is the lack of large and diverse labeled datasets. Variations in home layouts, sensor configurations, and individual behaviors further exacerbate this issue. To address this, we leverage the idea of embodied AI agents -- virtual agents that perceive and act within simulated environments guided by internal world models. We introduce AgentSense, a virtual data generation pipeline in which agents live out daily routines in simulated smart homes, with behavior guided by Large Language Models (LLMs). The LLM generates diverse synthetic personas and realistic routines grounded in the environment, which are then decomposed into fine-grained actions. These actions are executed in an extended version of the VirtualHome simulator, which we augment with virtual ambient sensors that record the agents' activities. Our approach produces rich, privacy-preserving sensor data that reflects real-world diversity. We evaluate AgentSense on five real HAR datasets. Models pretrained on the generated data consistently outperform baselines, especially in low-resource settings. Furthermore, combining the generated virtual sensor data with a small amount of real data achieves performance comparable to training on full real-world datasets. These results highlight the potential of using LLM-guided embodied agents for scalable and cost-effective sensor data generation in HAR. Our code is publicly available at https://github.com/ZikangLeng/AgentSense.

  • 7 authors
·
Jun 13, 2025

Motion-2-to-3: Leveraging 2D Motion Data to Boost 3D Motion Generation

Text-driven human motion synthesis is capturing significant attention for its ability to effortlessly generate intricate movements from abstract text cues, showcasing its potential for revolutionizing motion design not only in film narratives but also in virtual reality experiences and computer game development. Existing methods often rely on 3D motion capture data, which require special setups resulting in higher costs for data acquisition, ultimately limiting the diversity and scope of human motion. In contrast, 2D human videos offer a vast and accessible source of motion data, covering a wider range of styles and activities. In this paper, we explore leveraging 2D human motion extracted from videos as an alternative data source to improve text-driven 3D motion generation. Our approach introduces a novel framework that disentangles local joint motion from global movements, enabling efficient learning of local motion priors from 2D data. We first train a single-view 2D local motion generator on a large dataset of text-motion pairs. To enhance this model to synthesize 3D motion, we fine-tune the generator with 3D data, transforming it into a multi-view generator that predicts view-consistent local joint motion and root dynamics. Experiments on the HumanML3D dataset and novel text prompts demonstrate that our method efficiently utilizes 2D data, supporting realistic 3D human motion generation and broadening the range of motion types it supports. Our code will be made publicly available at https://zju3dv.github.io/Motion-2-to-3/.

  • 11 authors
·
Dec 17, 2024

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

DynaVid: Learning to Generate Highly Dynamic Videos using Synthetic Motion Data

Despite recent progress, video diffusion models still struggle to synthesize realistic videos involving highly dynamic motions or requiring fine-grained motion controllability. A central limitation lies in the scarcity of such examples in commonly used training datasets. To address this, we introduce DynaVid, a video synthesis framework that leverages synthetic motion data in training, which is represented as optical flow and rendered using computer graphics pipelines. This approach offers two key advantages. First, synthetic motion offers diverse motion patterns and precise control signals that are difficult to obtain from real data. Second, unlike rendered videos with artificial appearances, rendered optical flow encodes only motion and is decoupled from appearance, thereby preventing models from reproducing the unnatural look of synthetic videos. Building on this idea, DynaVid adopts a two-stage generation framework: a motion generator first synthesizes motion, and then a motion-guided video generator produces video frames conditioned on that motion. This decoupled formulation enables the model to learn dynamic motion patterns from synthetic data while preserving visual realism from real-world videos. We validate our framework on two challenging scenarios, vigorous human motion generation and extreme camera motion control, where existing datasets are particularly limited. Extensive experiments demonstrate that DynaVid improves the realism and controllability in dynamic motion generation and camera motion control.

Video Generation Models in Robotics -- Applications, Research Challenges, Future Directions

Video generation models have emerged as high-fidelity models of the physical world, capable of synthesizing high-quality videos capturing fine-grained interactions between agents and their environments conditioned on multi-modal user inputs. Their impressive capabilities address many of the long-standing challenges faced by physics-based simulators, driving broad adoption in many problem domains, e.g., robotics. For example, video models enable photorealistic, physically consistent deformable-body simulation without making prohibitive simplifying assumptions, which is a major bottleneck in physics-based simulation. Moreover, video models can serve as foundation world models that capture the dynamics of the world in a fine-grained and expressive way. They thus overcome the limited expressiveness of language-only abstractions in describing intricate physical interactions. In this survey, we provide a review of video models and their applications as embodied world models in robotics, encompassing cost-effective data generation and action prediction in imitation learning, dynamics and rewards modeling in reinforcement learning, visual planning, and policy evaluation. Further, we highlight important challenges hindering the trustworthy integration of video models in robotics, which include poor instruction following, hallucinations such as violations of physics, and unsafe content generation, in addition to fundamental limitations such as significant data curation, training, and inference costs. We present potential future directions to address these open research challenges to motivate research and ultimately facilitate broader applications, especially in safety-critical settings.

  • 12 authors
·
Jan 12

EmbodMocap: In-the-Wild 4D Human-Scene Reconstruction for Embodied Agents

Human behaviors in the real world naturally encode rich, long-term contextual information that can be leveraged to train embodied agents for perception, understanding, and acting. However, existing capture systems typically rely on costly studio setups and wearable devices, limiting the large-scale collection of scene-conditioned human motion data in the wild. To address this, we propose EmbodMocap, a portable and affordable data collection pipeline using two moving iPhones. Our key idea is to jointly calibrate dual RGB-D sequences to reconstruct both humans and scenes within a unified metric world coordinate frame. The proposed method allows metric-scale and scene-consistent capture in everyday environments without static cameras or markers, bridging human motion and scene geometry seamlessly. Compared with optical capture ground truth, we demonstrate that the dual-view setting exhibits a remarkable ability to mitigate depth ambiguity, achieving superior alignment and reconstruction performance over single iphone or monocular models. Based on the collected data, we empower three embodied AI tasks: monocular human-scene-reconstruction, where we fine-tune on feedforward models that output metric-scale, world-space aligned humans and scenes; physics-based character animation, where we prove our data could be used to scale human-object interaction skills and scene-aware motion tracking; and robot motion control, where we train a humanoid robot via sim-to-real RL to replicate human motions depicted in videos. Experimental results validate the effectiveness of our pipeline and its contributions towards advancing embodied AI research.

  • 11 authors
·
Feb 26 2

Habitat-GS: A High-Fidelity Navigation Simulator with Dynamic Gaussian Splatting

Training embodied AI agents depends critically on the visual fidelity of simulation environments and the ability to model dynamic humans. Current simulators rely on mesh-based rasterization with limited visual realism, and their support for dynamic human avatars, where available, is constrained to mesh representations, hindering agent generalization to human-populated real-world scenarios. We present Habitat-GS, a navigation-centric embodied AI simulator extended from Habitat-Sim that integrates 3D Gaussian Splatting scene rendering and drivable gaussian avatars while maintaining full compatibility with the Habitat ecosystem. Our system implements a 3DGS renderer for real-time photorealistic rendering and supports scalable 3DGS asset import from diverse sources. For dynamic human modeling, we introduce a gaussian avatar module that enables each avatar to simultaneously serve as a photorealistic visual entity and an effective navigation obstacle, allowing agents to learn human-aware behaviors in realistic settings. Experiments on point-goal navigation demonstrate that agents trained on 3DGS scenes achieve stronger cross-domain generalization, with mixed-domain training being the most effective strategy. Evaluations on avatar-aware navigation further confirm that gaussian avatars enable effective human-aware navigation. Finally, performance benchmarks validate the system's scalability across varying scene complexity and avatar counts.

  • 12 authors
·
Apr 13 2

Programmable Motion Generation for Open-Set Motion Control Tasks

Character animation in real-world scenarios necessitates a variety of constraints, such as trajectories, key-frames, interactions, etc. Existing methodologies typically treat single or a finite set of these constraint(s) as separate control tasks. They are often specialized, and the tasks they address are rarely extendable or customizable. We categorize these as solutions to the close-set motion control problem. In response to the complexity of practical motion control, we propose and attempt to solve the open-set motion control problem. This problem is characterized by an open and fully customizable set of motion control tasks. To address this, we introduce a new paradigm, programmable motion generation. In this paradigm, any given motion control task is broken down into a combination of atomic constraints. These constraints are then programmed into an error function that quantifies the degree to which a motion sequence adheres to them. We utilize a pre-trained motion generation model and optimize its latent code to minimize the error function of the generated motion. Consequently, the generated motion not only inherits the prior of the generative model but also satisfies the required constraints. Experiments show that we can generate high-quality motions when addressing a wide range of unseen tasks. These tasks encompass motion control by motion dynamics, geometric constraints, physical laws, interactions with scenes, objects or the character own body parts, etc. All of these are achieved in a unified approach, without the need for ad-hoc paired training data collection or specialized network designs. During the programming of novel tasks, we observed the emergence of new skills beyond those of the prior model. With the assistance of large language models, we also achieved automatic programming. We hope that this work will pave the way for the motion control of general AI agents.

  • 5 authors
·
May 29, 2024

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

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

  • 7 authors
·
Nov 22, 2025

Kinema4D: Kinematic 4D World Modeling for Spatiotemporal Embodied Simulation

Simulating robot-world interactions is a cornerstone of Embodied AI. Recently, a few works have shown promise in leveraging video generations to transcend the rigid visual/physical constraints of traditional simulators. However, they primarily operate in 2D space or are guided by static environmental cues, ignoring the fundamental reality that robot-world interactions are inherently 4D spatiotemporal events that require precise interactive modeling. To restore this 4D essence while ensuring the precise robot control, we introduce Kinema4D, a new action-conditioned 4D generative robotic simulator that disentangles the robot-world interaction into: i) Precise 4D representation of robot controls: we drive a URDF-based 3D robot via kinematics, producing a precise 4D robot control trajectory. ii) Generative 4D modeling of environmental reactions: we project the 4D robot trajectory into a pointmap as a spatiotemporal visual signal, controlling the generative model to synthesize complex environments' reactive dynamics into synchronized RGB/pointmap sequences. To facilitate training, we curated a large-scale dataset called Robo4D-200k, comprising 201,426 robot interaction episodes with high-quality 4D annotations. Extensive experiments demonstrate that our method effectively simulates physically-plausible, geometry-consistent, and embodiment-agnostic interactions that faithfully mirror diverse real-world dynamics. For the first time, it shows potential zero-shot transfer capability, providing a high-fidelity foundation for advancing next-generation embodied simulation.

mmlab-ntu MMLab@NTU
·
Mar 17 4

Simulating the Visual World with Artificial Intelligence: A Roadmap

The landscape of video generation is shifting, from a focus on generating visually appealing clips to building virtual environments that support interaction and maintain physical plausibility. These developments point toward the emergence of video foundation models that function not only as visual generators but also as implicit world models, models that simulate the physical dynamics, agent-environment interactions, and task planning that govern real or imagined worlds. This survey provides a systematic overview of this evolution, conceptualizing modern video foundation models as the combination of two core components: an implicit world model and a video renderer. The world model encodes structured knowledge about the world, including physical laws, interaction dynamics, and agent behavior. It serves as a latent simulation engine that enables coherent visual reasoning, long-term temporal consistency, and goal-driven planning. The video renderer transforms this latent simulation into realistic visual observations, effectively producing videos as a "window" into the simulated world. We trace the progression of video generation through four generations, in which the core capabilities advance step by step, ultimately culminating in a world model, built upon a video generation model, that embodies intrinsic physical plausibility, real-time multimodal interaction, and planning capabilities spanning multiple spatiotemporal scales. For each generation, we define its core characteristics, highlight representative works, and examine their application domains such as robotics, autonomous driving, and interactive gaming. Finally, we discuss open challenges and design principles for next-generation world models, including the role of agent intelligence in shaping and evaluating these systems. An up-to-date list of related works is maintained at this link.

  • 6 authors
·
Nov 11, 2025 3

3D-Aware Implicit Motion Control for View-Adaptive Human Video Generation

Existing methods for human motion control in video generation typically rely on either 2D poses or explicit 3D parametric models (e.g., SMPL) as control signals. However, 2D poses rigidly bind motion to the driving viewpoint, precluding novel-view synthesis. Explicit 3D models, though structurally informative, suffer from inherent inaccuracies (e.g., depth ambiguity and inaccurate dynamics) which, when used as a strong constraint, override the powerful intrinsic 3D awareness of large-scale video generators. In this work, we revisit motion control from a 3D-aware perspective, advocating for an implicit, view-agnostic motion representation that naturally aligns with the generator's spatial priors rather than depending on externally reconstructed constraints. We introduce 3DiMo, which jointly trains a motion encoder with a pretrained video generator to distill driving frames into compact, view-agnostic motion tokens, injected semantically via cross-attention. To foster 3D awareness, we train with view-rich supervision (i.e., single-view, multi-view, and moving-camera videos), forcing motion consistency across diverse viewpoints. Additionally, we use auxiliary geometric supervision that leverages SMPL only for early initialization and is annealed to zero, enabling the model to transition from external 3D guidance to learning genuine 3D spatial motion understanding from the data and the generator's priors. Experiments confirm that 3DiMo faithfully reproduces driving motions with flexible, text-driven camera control, significantly surpassing existing methods in both motion fidelity and visual quality.

KlingTeam Kling Team
·
Feb 3 8

EgoSim: Egocentric World Simulator for Embodied Interaction Generation

We introduce EgoSim, a closed-loop egocentric world simulator that generates spatially consistent interaction videos and persistently updates the underlying 3D scene state for continuous simulation. Existing egocentric simulators either lack explicit 3D grounding, causing structural drift under viewpoint changes, or treat the scene as static, failing to update world states across multi-stage interactions. EgoSim addresses both limitations by modeling 3D scenes as updatable world states. We generate embodiment interactions via a Geometry-action-aware Observation Simulation model, with spatial consistency from an Interaction-aware State Updating module. To overcome the critical data bottleneck posed by the difficulty in acquiring densely aligned scene-interaction training pairs, we design a scalable pipeline that extracts static point clouds, camera trajectories, and embodiment actions from in-the-wild large-scale monocular egocentric videos. We further introduce EgoCap, a capture system that enables low-cost real-world data collection with uncalibrated smartphones. Extensive experiments demonstrate that EgoSim significantly outperforms existing methods in terms of visual quality, spatial consistency, and generalization to complex scenes and in-the-wild dexterous interactions, while supporting cross-embodiment transfer to robotic manipulation. Codes and datasets will be open soon. The project page is at egosimulator.github.io.

  • 8 authors
·
Mar 31 2

Pre-Trained Video Generative Models as World Simulators

Video generative models pre-trained on large-scale internet datasets have achieved remarkable success, excelling at producing realistic synthetic videos. However, they often generate clips based on static prompts (e.g., text or images), limiting their ability to model interactive and dynamic scenarios. In this paper, we propose Dynamic World Simulation (DWS), a novel approach to transform pre-trained video generative models into controllable world simulators capable of executing specified action trajectories. To achieve precise alignment between conditioned actions and generated visual changes, we introduce a lightweight, universal action-conditioned module that seamlessly integrates into any existing model. Instead of focusing on complex visual details, we demonstrate that consistent dynamic transition modeling is the key to building powerful world simulators. Building upon this insight, we further introduce a motion-reinforced loss that enhances action controllability by compelling the model to capture dynamic changes more effectively. Experiments demonstrate that DWS can be versatilely applied to both diffusion and autoregressive transformer models, achieving significant improvements in generating action-controllable, dynamically consistent videos across games and robotics domains. Moreover, to facilitate the applications of the learned world simulator in downstream tasks such as model-based reinforcement learning, we propose prioritized imagination to improve sample efficiency, demonstrating competitive performance compared with state-of-the-art methods.

  • 5 authors
·
Feb 10, 2025

SyncMV4D: Synchronized Multi-view Joint Diffusion of Appearance and Motion for Hand-Object Interaction Synthesis

Hand-Object Interaction (HOI) generation plays a critical role in advancing applications across animation and robotics. Current video-based methods are predominantly single-view, which impedes comprehensive 3D geometry perception and often results in geometric distortions or unrealistic motion patterns. While 3D HOI approaches can generate dynamically plausible motions, their dependence on high-quality 3D data captured in controlled laboratory settings severely limits their generalization to real-world scenarios. To overcome these limitations, we introduce SyncMV4D, the first model that jointly generates synchronized multi-view HOI videos and 4D motions by unifying visual prior, motion dynamics, and multi-view geometry. Our framework features two core innovations: (1) a Multi-view Joint Diffusion (MJD) model that co-generates HOI videos and intermediate motions, and (2) a Diffusion Points Aligner (DPA) that refines the coarse intermediate motion into globally aligned 4D metric point tracks. To tightly couple 2D appearance with 4D dynamics, we establish a closed-loop, mutually enhancing cycle. During the diffusion denoising process, the generated video conditions the refinement of the 4D motion, while the aligned 4D point tracks are reprojected to guide next-step joint generation. Experimentally, our method demonstrates superior performance to state-of-the-art alternatives in visual realism, motion plausibility, and multi-view consistency.

  • 7 authors
·
Nov 24, 2025 3

AGILE: Hand-Object Interaction Reconstruction from Video via Agentic Generation

Reconstructing dynamic hand-object interactions from monocular videos is critical for dexterous manipulation data collection and creating realistic digital twins for robotics and VR. However, current methods face two prohibitive barriers: (1) reliance on neural rendering often yields fragmented, non-simulation-ready geometries under heavy occlusion, and (2) dependence on brittle Structure-from-Motion (SfM) initialization leads to frequent failures on in-the-wild footage. To overcome these limitations, we introduce AGILE, a robust framework that shifts the paradigm from reconstruction to agentic generation for interaction learning. First, we employ an agentic pipeline where a Vision-Language Model (VLM) guides a generative model to synthesize a complete, watertight object mesh with high-fidelity texture, independent of video occlusions. Second, bypassing fragile SfM entirely, we propose a robust anchor-and-track strategy. We initialize the object pose at a single interaction onset frame using a foundation model and propagate it temporally by leveraging the strong visual similarity between our generated asset and video observations. Finally, a contact-aware optimization integrates semantic, geometric, and interaction stability constraints to enforce physical plausibility. Extensive experiments on HO3D, DexYCB, and in-the-wild videos reveal that AGILE outperforms baselines in global geometric accuracy while demonstrating exceptional robustness on challenging sequences where prior art frequently collapses. By prioritizing physical validity, our method produces simulation-ready assets validated via real-to-sim retargeting for robotic applications.

  • 9 authors
·
Feb 4

EgoPoser: Robust Real-Time Egocentric Pose Estimation from Sparse and Intermittent Observations Everywhere

Full-body egocentric pose estimation from head and hand poses alone has become an active area of research to power articulate avatar representations on headset-based platforms. However, existing methods over-rely on the indoor motion-capture spaces in which datasets were recorded, while simultaneously assuming continuous joint motion capture and uniform body dimensions. We propose EgoPoser to overcome these limitations with four main contributions. 1) EgoPoser robustly models body pose from intermittent hand position and orientation tracking only when inside a headset's field of view. 2) We rethink input representations for headset-based ego-pose estimation and introduce a novel global motion decomposition method that predicts full-body pose independent of global positions. 3) We enhance pose estimation by capturing longer motion time series through an efficient SlowFast module design that maintains computational efficiency. 4) EgoPoser generalizes across various body shapes for different users. We experimentally evaluate our method and show that it outperforms state-of-the-art methods both qualitatively and quantitatively while maintaining a high inference speed of over 600fps. EgoPoser establishes a robust baseline for future work where full-body pose estimation no longer needs to rely on outside-in capture and can scale to large-scale and unseen environments.

  • 4 authors
·
Aug 12, 2023

Learning to Generate Object Interactions with Physics-Guided Video Diffusion

Recent models for video generation have achieved remarkable progress and are now deployed in film, social media production, and advertising. Beyond their creative potential, such models also hold promise as world simulators for robotics and embodied decision making. Despite strong advances, however, current approaches still struggle to generate physically plausible object interactions and lack physics-grounded control mechanisms. To address this limitation, we introduce KineMask, an approach for physics-guided video generation that enables realistic rigid body control, interactions, and effects. Given a single image and a specified object velocity, our method generates videos with inferred motions and future object interactions. We propose a two-stage training strategy that gradually removes future motion supervision via object masks. Using this strategy we train video diffusion models (VDMs) on synthetic scenes of simple interactions and demonstrate significant improvements of object interactions in real scenes. Furthermore, KineMask integrates low-level motion control with high-level textual conditioning via predictive scene descriptions, leading to effective support for synthesis of complex dynamical phenomena. Extensive experiments show that KineMask achieves strong improvements over recent models of comparable size. Ablation studies further highlight the complementary roles of low- and high-level conditioning in VDMs. Our code, model, and data will be made publicly available.

  • 5 authors
·
Oct 2, 2025

AMP: Adversarial Motion Priors for Stylized Physics-Based Character Control

Synthesizing graceful and life-like behaviors for physically simulated characters has been a fundamental challenge in computer animation. Data-driven methods that leverage motion tracking are a prominent class of techniques for producing high fidelity motions for a wide range of behaviors. However, the effectiveness of these tracking-based methods often hinges on carefully designed objective functions, and when applied to large and diverse motion datasets, these methods require significant additional machinery to select the appropriate motion for the character to track in a given scenario. In this work, we propose to obviate the need to manually design imitation objectives and mechanisms for motion selection by utilizing a fully automated approach based on adversarial imitation learning. High-level task objectives that the character should perform can be specified by relatively simple reward functions, while the low-level style of the character's behaviors can be specified by a dataset of unstructured motion clips, without any explicit clip selection or sequencing. These motion clips are used to train an adversarial motion prior, which specifies style-rewards for training the character through reinforcement learning (RL). The adversarial RL procedure automatically selects which motion to perform, dynamically interpolating and generalizing from the dataset. Our system produces high-quality motions that are comparable to those achieved by state-of-the-art tracking-based techniques, while also being able to easily accommodate large datasets of unstructured motion clips. Composition of disparate skills emerges automatically from the motion prior, without requiring a high-level motion planner or other task-specific annotations of the motion clips. We demonstrate the effectiveness of our framework on a diverse cast of complex simulated characters and a challenging suite of motor control tasks.

  • 5 authors
·
May 11, 2022

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

  • 7 authors
·
Feb 25, 2025

ARIG: Autoregressive Interactive Head Generation for Real-time Conversations

Face-to-face communication, as a common human activity, motivates the research on interactive head generation. A virtual agent can generate motion responses with both listening and speaking capabilities based on the audio or motion signals of the other user and itself. However, previous clip-wise generation paradigm or explicit listener/speaker generator-switching methods have limitations in future signal acquisition, contextual behavioral understanding, and switching smoothness, making it challenging to be real-time and realistic. In this paper, we propose an autoregressive (AR) based frame-wise framework called ARIG to realize the real-time generation with better interaction realism. To achieve real-time generation, we model motion prediction as a non-vector-quantized AR process. Unlike discrete codebook-index prediction, we represent motion distribution using diffusion procedure, achieving more accurate predictions in continuous space. To improve interaction realism, we emphasize interactive behavior understanding (IBU) and detailed conversational state understanding (CSU). In IBU, based on dual-track dual-modal signals, we summarize short-range behaviors through bidirectional-integrated learning and perform contextual understanding over long ranges. In CSU, we use voice activity signals and context features of IBU to understand the various states (interruption, feedback, pause, etc.) that exist in actual conversations. These serve as conditions for the final progressive motion prediction. Extensive experiments have verified the effectiveness of our model.

  • 5 authors
·
Jul 1, 2025 1

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

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

  • 10 authors
·
Dec 10, 2024 2

Wan-Move: Motion-controllable Video Generation via Latent Trajectory Guidance

We present Wan-Move, a simple and scalable framework that brings motion control to video generative models. Existing motion-controllable methods typically suffer from coarse control granularity and limited scalability, leaving their outputs insufficient for practical use. We narrow this gap by achieving precise and high-quality motion control. Our core idea is to directly make the original condition features motion-aware for guiding video synthesis. To this end, we first represent object motions with dense point trajectories, allowing fine-grained control over the scene. We then project these trajectories into latent space and propagate the first frame's features along each trajectory, producing an aligned spatiotemporal feature map that tells how each scene element should move. This feature map serves as the updated latent condition, which is naturally integrated into the off-the-shelf image-to-video model, e.g., Wan-I2V-14B, as motion guidance without any architecture change. It removes the need for auxiliary motion encoders and makes fine-tuning base models easily scalable. Through scaled training, Wan-Move generates 5-second, 480p videos whose motion controllability rivals Kling 1.5 Pro's commercial Motion Brush, as indicated by user studies. To support comprehensive evaluation, we further design MoveBench, a rigorously curated benchmark featuring diverse content categories and hybrid-verified annotations. It is distinguished by larger data volume, longer video durations, and high-quality motion annotations. Extensive experiments on MoveBench and the public dataset consistently show Wan-Move's superior motion quality. Code, models, and benchmark data are made publicly available.

AlibabaTongyiLab TongyiLab
·
Dec 9, 2025 5

MagicMotion: Controllable Video Generation with Dense-to-Sparse Trajectory Guidance

Recent advances in video generation have led to remarkable improvements in visual quality and temporal coherence. Upon this, trajectory-controllable video generation has emerged to enable precise object motion control through explicitly defined spatial paths. However, existing methods struggle with complex object movements and multi-object motion control, resulting in imprecise trajectory adherence, poor object consistency, and compromised visual quality. Furthermore, these methods only support trajectory control in a single format, limiting their applicability in diverse scenarios. Additionally, there is no publicly available dataset or benchmark specifically tailored for trajectory-controllable video generation, hindering robust training and systematic evaluation. To address these challenges, we introduce MagicMotion, a novel image-to-video generation framework that enables trajectory control through three levels of conditions from dense to sparse: masks, bounding boxes, and sparse boxes. Given an input image and trajectories, MagicMotion seamlessly animates objects along defined trajectories while maintaining object consistency and visual quality. Furthermore, we present MagicData, a large-scale trajectory-controlled video dataset, along with an automated pipeline for annotation and filtering. We also introduce MagicBench, a comprehensive benchmark that assesses both video quality and trajectory control accuracy across different numbers of objects. Extensive experiments demonstrate that MagicMotion outperforms previous methods across various metrics. Our project page are publicly available at https://quanhaol.github.io/magicmotion-site.

  • 6 authors
·
Mar 20, 2025 2

Video2Act: A Dual-System Video Diffusion Policy with Robotic Spatio-Motional Modeling

Robust perception and dynamics modeling are fundamental to real-world robotic policy learning. Recent methods employ video diffusion models (VDMs) to enhance robotic policies, improving their understanding and modeling of the physical world. However, existing approaches overlook the coherent and physically consistent motion representations inherently encoded across frames in VDMs. To this end, we propose Video2Act, a framework that efficiently guides robotic action learning by explicitly integrating spatial and motion-aware representations. Building on the inherent representations of VDMs, we extract foreground boundaries and inter-frame motion variations while filtering out background noise and task-irrelevant biases. These refined representations are then used as additional conditioning inputs to a diffusion transformer (DiT) action head, enabling it to reason about what to manipulate and how to move. To mitigate inference inefficiency, we propose an asynchronous dual-system design, where the VDM functions as the slow System 2 and the DiT head as the fast System 1, working collaboratively to generate adaptive actions. By providing motion-aware conditions to System 1, Video2Act maintains stable manipulation even with low-frequency updates from the VDM. For evaluation, Video2Act surpasses previous state-of-the-art VLA methods by 7.7% in simulation and 21.7% in real-world tasks in terms of average success rate, further exhibiting strong generalization capabilities.

  • 10 authors
·
Dec 2, 2025

VideoJAM: Joint Appearance-Motion Representations for Enhanced Motion Generation in Video Models

Despite tremendous recent progress, generative video models still struggle to capture real-world motion, dynamics, and physics. We show that this limitation arises from the conventional pixel reconstruction objective, which biases models toward appearance fidelity at the expense of motion coherence. To address this, we introduce VideoJAM, a novel framework that instills an effective motion prior to video generators, by encouraging the model to learn a joint appearance-motion representation. VideoJAM is composed of two complementary units. During training, we extend the objective to predict both the generated pixels and their corresponding motion from a single learned representation. During inference, we introduce Inner-Guidance, a mechanism that steers the generation toward coherent motion by leveraging the model's own evolving motion prediction as a dynamic guidance signal. Notably, our framework can be applied to any video model with minimal adaptations, requiring no modifications to the training data or scaling of the model. VideoJAM achieves state-of-the-art performance in motion coherence, surpassing highly competitive proprietary models while also enhancing the perceived visual quality of the generations. These findings emphasize that appearance and motion can be complementary and, when effectively integrated, enhance both the visual quality and the coherence of video generation. Project website: https://hila-chefer.github.io/videojam-paper.github.io/

  • 8 authors
·
Feb 4, 2025 8

DynamicVerse: A Physically-Aware Multimodal Framework for 4D World Modeling

Understanding the dynamic physical world, characterized by its evolving 3D structure, real-world motion, and semantic content with textual descriptions, is crucial for human-agent interaction and enables embodied agents to perceive and act within real environments with human-like capabilities. However, existing datasets are often derived from limited simulators or utilize traditional Structurefrom-Motion for up-to-scale annotation and offer limited descriptive captioning, which restricts the capacity of foundation models to accurately interpret real-world dynamics from monocular videos, commonly sourced from the internet. To bridge these gaps, we introduce DynamicVerse, a physical-scale, multimodal 4D world modeling framework for dynamic real-world video. We employ large vision, geometric, and multimodal models to interpret metric-scale static geometry, real-world dynamic motion, instance-level masks, and holistic descriptive captions. By integrating window-based Bundle Adjustment with global optimization, our method converts long real-world video sequences into a comprehensive 4D multimodal format. DynamicVerse delivers a large-scale dataset consisting of 100K+ videos with 800K+ annotated masks and 10M+ frames from internet videos. Experimental evaluations on three benchmark tasks, namely video depth estimation, camera pose estimation, and camera intrinsics estimation, demonstrate that our 4D modeling achieves superior performance in capturing physical-scale measurements with greater global accuracy than existing methods.

Dynamics-X Dynamics-X
·
Dec 2, 2025 3

Structure From Tracking: Distilling Structure-Preserving Motion for Video Generation

Reality is a dance between rigid constraints and deformable structures. For video models, that means generating motion that preserves fidelity as well as structure. Despite progress in diffusion models, producing realistic structure-preserving motion remains challenging, especially for articulated and deformable objects such as humans and animals. Scaling training data alone, so far, has failed to resolve physically implausible transitions. Existing approaches rely on conditioning with noisy motion representations, such as optical flow or skeletons extracted using an external imperfect model. To address these challenges, we introduce an algorithm to distill structure-preserving motion priors from an autoregressive video tracking model (SAM2) into a bidirectional video diffusion model (CogVideoX). With our method, we train SAM2VideoX, which contains two innovations: (1) a bidirectional feature fusion module that extracts global structure-preserving motion priors from a recurrent model like SAM2; (2) a Local Gram Flow loss that aligns how local features move together. Experiments on VBench and in human studies show that SAM2VideoX delivers consistent gains (+2.60\% on VBench, 21-22\% lower FVD, and 71.4\% human preference) over prior baselines. Specifically, on VBench, we achieve 95.51\%, surpassing REPA (92.91\%) by 2.60\%, and reduce FVD to 360.57, a 21.20\% and 22.46\% improvement over REPA- and LoRA-finetuning, respectively. The project website can be found at https://sam2videox.github.io/ .

  • 7 authors
·
Dec 12, 2025 2

PhysHMR: Learning Humanoid Control Policies from Vision for Physically Plausible Human Motion Reconstruction

Reconstructing physically plausible human motion from monocular videos remains a challenging problem in computer vision and graphics. Existing methods primarily focus on kinematics-based pose estimation, often leading to unrealistic results due to the lack of physical constraints. To address such artifacts, prior methods have typically relied on physics-based post-processing following the initial kinematics-based motion estimation. However, this two-stage design introduces error accumulation, ultimately limiting the overall reconstruction quality. In this paper, we present PhysHMR, a unified framework that directly learns a visual-to-action policy for humanoid control in a physics-based simulator, enabling motion reconstruction that is both physically grounded and visually aligned with the input video. A key component of our approach is the pixel-as-ray strategy, which lifts 2D keypoints into 3D spatial rays and transforms them into global space. These rays are incorporated as policy inputs, providing robust global pose guidance without depending on noisy 3D root predictions. This soft global grounding, combined with local visual features from a pretrained encoder, allows the policy to reason over both detailed pose and global positioning. To overcome the sample inefficiency of reinforcement learning, we further introduce a distillation scheme that transfers motion knowledge from a mocap-trained expert to the vision-conditioned policy, which is then refined using physically motivated reinforcement learning rewards. Extensive experiments demonstrate that PhysHMR produces high-fidelity, physically plausible motion across diverse scenarios, outperforming prior approaches in both visual accuracy and physical realism.

  • 5 authors
·
Oct 2, 2025

CUA-Suite: Massive Human-annotated Video Demonstrations for Computer-Use Agents

Computer-use agents (CUAs) hold great promise for automating complex desktop workflows, yet progress toward general-purpose agents is bottlenecked by the scarcity of continuous, high-quality human demonstration videos. Recent work emphasizes that continuous video, not sparse screenshots, is the critical missing ingredient for scaling these agents. However, the largest existing open dataset, ScaleCUA, contains only 2 million screenshots, equating to less than 20 hours of video. To address this bottleneck, we introduce CUA-Suite, a large-scale ecosystem of expert video demonstrations and dense annotations for professional desktop computer-use agents. At its core is VideoCUA, which provides approximately 10,000 human-demonstrated tasks across 87 diverse applications with continuous 30 fps screen recordings, kinematic cursor traces, and multi-layerfed reasoning annotations, totaling approximately 55 hours and 6 million frames of expert video. Unlike sparse datasets that capture only final click coordinates, these continuous video streams preserve the full temporal dynamics of human interaction, forming a superset of information that can be losslessly transformed into the formats required by existing agent frameworks. CUA-Suite further provides two complementary resources: UI-Vision, a rigorous benchmark for evaluating grounding and planning capabilities in CUAs, and GroundCUA, a large-scale grounding dataset with 56K annotated screenshots and over 3.6 million UI element annotations. Preliminary evaluation reveals that current foundation action models struggle substantially with professional desktop applications (~60% task failure rate). Beyond evaluation, CUA-Suite's rich multimodal corpus supports emerging research directions including generalist screen parsing, continuous spatial control, video-based reward modeling, and visual world models. All data and models are publicly released.

ServiceNow ServiceNow
·
Mar 25 5

MOVE: A Simple Motion-Based Data Collection Paradigm for Spatial Generalization in Robotic Manipulation

Imitation learning method has shown immense promise for robotic manipulation, yet its practical deployment is fundamentally constrained by the data scarcity. Despite prior work on collecting large-scale datasets, there still remains a significant gap to robust spatial generalization. We identify a key limitation: individual trajectories, regardless of their length, are typically collected from a single, static spatial configuration of the environment. This includes fixed object and target spatial positions as well as unchanging camera viewpoints, which significantly restricts the diversity of spatial information available for learning. To address this critical bottleneck in data efficiency, we propose MOtion-Based Variability Enhancement (MOVE), a simple yet effective data collection paradigm that enables the acquisition of richer spatial information from dynamic demonstrations. Our core contribution is an augmentation strategy that injects motion into any movable objects within the environment for each demonstration. This process implicitly generates a dense and diverse set of spatial configurations within a single trajectory. We conduct extensive experiments in both simulation and real-world environments to validate our approach. For example, in simulation tasks requiring strong spatial generalization, MOVE achieves an average success rate of 39.1\%, a 76.1\% relative improvement over the static data collection paradigm (22.2\%), and yields up to 2--5times gains in data efficiency on certain tasks. Our code is available at https://github.com/lucywang720/MOVE.

  • 10 authors
·
Dec 4, 2025

Self-Supervised Learning via Conditional Motion Propagation

Intelligent agent naturally learns from motion. Various self-supervised algorithms have leveraged motion cues to learn effective visual representations. The hurdle here is that motion is both ambiguous and complex, rendering previous works either suffer from degraded learning efficacy, or resort to strong assumptions on object motions. In this work, we design a new learning-from-motion paradigm to bridge these gaps. Instead of explicitly modeling the motion probabilities, we design the pretext task as a conditional motion propagation problem. Given an input image and several sparse flow guidance vectors on it, our framework seeks to recover the full-image motion. Compared to other alternatives, our framework has several appealing properties: (1) Using sparse flow guidance during training resolves the inherent motion ambiguity, and thus easing feature learning. (2) Solving the pretext task of conditional motion propagation encourages the emergence of kinematically-sound representations that poss greater expressive power. Extensive experiments demonstrate that our framework learns structural and coherent features; and achieves state-of-the-art self-supervision performance on several downstream tasks including semantic segmentation, instance segmentation, and human parsing. Furthermore, our framework is successfully extended to several useful applications such as semi-automatic pixel-level annotation. Project page: "http://mmlab.ie.cuhk.edu.hk/projects/CMP/".

  • 5 authors
·
Mar 27, 2019

MoReact: Generating Reactive Motion from Textual Descriptions

Modeling and generating human reactions poses a significant challenge with broad applications for computer vision and human-computer interaction. Existing methods either treat multiple individuals as a single entity, directly generating interactions, or rely solely on one person's motion to generate the other's reaction, failing to integrate the rich semantic information that underpins human interactions. Yet, these methods often fall short in adaptive responsiveness, i.e., the ability to accurately respond to diverse and dynamic interaction scenarios. Recognizing this gap, our work introduces an approach tailored to address the limitations of existing models by focusing on text-driven human reaction generation. Our model specifically generates realistic motion sequences for individuals that responding to the other's actions based on a descriptive text of the interaction scenario. The goal is to produce motion sequences that not only complement the opponent's movements but also semantically fit the described interactions. To achieve this, we present MoReact, a diffusion-based method designed to disentangle the generation of global trajectories and local motions sequentially. This approach stems from the observation that generating global trajectories first is crucial for guiding local motion, ensuring better alignment with given action and text. Furthermore, we introduce a novel interaction loss to enhance the realism of generated close interactions. Our experiments, utilizing data adapted from a two-person motion dataset, demonstrate the efficacy of our approach for this novel task, which is capable of producing realistic, diverse, and controllable reactions that not only closely match the movements of the counterpart but also adhere to the textual guidance. Please find our webpage at https://xiyan-xu.github.io/MoReactWebPage.

  • 4 authors
·
Sep 28, 2025

SCENIC: Scene-aware Semantic Navigation with Instruction-guided Control

Synthesizing natural human motion that adapts to complex environments while allowing creative control remains a fundamental challenge in motion synthesis. Existing models often fall short, either by assuming flat terrain or lacking the ability to control motion semantics through text. To address these limitations, we introduce SCENIC, a diffusion model designed to generate human motion that adapts to dynamic terrains within virtual scenes while enabling semantic control through natural language. The key technical challenge lies in simultaneously reasoning about complex scene geometry while maintaining text control. This requires understanding both high-level navigation goals and fine-grained environmental constraints. The model must ensure physical plausibility and precise navigation across varied terrain, while also preserving user-specified text control, such as ``carefully stepping over obstacles" or ``walking upstairs like a zombie." Our solution introduces a hierarchical scene reasoning approach. At its core is a novel scene-dependent, goal-centric canonicalization that handles high-level goal constraint, and is complemented by an ego-centric distance field that captures local geometric details. This dual representation enables our model to generate physically plausible motion across diverse 3D scenes. By implementing frame-wise text alignment, our system achieves seamless transitions between different motion styles while maintaining scene constraints. Experiments demonstrate our novel diffusion model generates arbitrarily long human motions that both adapt to complex scenes with varying terrain surfaces and respond to textual prompts. Additionally, we show SCENIC can generalize to four real-scene datasets. Our code, dataset, and models will be released at https://virtualhumans.mpi-inf.mpg.de/scenic/.

  • 6 authors
·
Dec 20, 2024

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.

  • 4 authors
·
Dec 19, 2025

MotionCtrl: A Unified and Flexible Motion Controller for Video Generation

Motions in a video primarily consist of camera motion, induced by camera movement, and object motion, resulting from object movement. Accurate control of both camera and object motion is essential for video generation. However, existing works either mainly focus on one type of motion or do not clearly distinguish between the two, limiting their control capabilities and diversity. Therefore, this paper presents MotionCtrl, a unified and flexible motion controller for video generation designed to effectively and independently control camera and object motion. The architecture and training strategy of MotionCtrl are carefully devised, taking into account the inherent properties of camera motion, object motion, and imperfect training data. Compared to previous methods, MotionCtrl offers three main advantages: 1) It effectively and independently controls camera motion and object motion, enabling more fine-grained motion control and facilitating flexible and diverse combinations of both types of motion. 2) Its motion conditions are determined by camera poses and trajectories, which are appearance-free and minimally impact the appearance or shape of objects in generated videos. 3) It is a relatively generalizable model that can adapt to a wide array of camera poses and trajectories once trained. Extensive qualitative and quantitative experiments have been conducted to demonstrate the superiority of MotionCtrl over existing methods.

  • 7 authors
·
Dec 6, 2023 2

GENMO: A GENeralist Model for Human MOtion

Human motion modeling traditionally separates motion generation and estimation into distinct tasks with specialized models. Motion generation models focus on creating diverse, realistic motions from inputs like text, audio, or keyframes, while motion estimation models aim to reconstruct accurate motion trajectories from observations like videos. Despite sharing underlying representations of temporal dynamics and kinematics, this separation limits knowledge transfer between tasks and requires maintaining separate models. We present GENMO, a unified Generalist Model for Human Motion that bridges motion estimation and generation in a single framework. Our key insight is to reformulate motion estimation as constrained motion generation, where the output motion must precisely satisfy observed conditioning signals. Leveraging the synergy between regression and diffusion, GENMO achieves accurate global motion estimation while enabling diverse motion generation. We also introduce an estimation-guided training objective that exploits in-the-wild videos with 2D annotations and text descriptions to enhance generative diversity. Furthermore, our novel architecture handles variable-length motions and mixed multimodal conditions (text, audio, video) at different time intervals, offering flexible control. This unified approach creates synergistic benefits: generative priors improve estimated motions under challenging conditions like occlusions, while diverse video data enhances generation capabilities. Extensive experiments demonstrate GENMO's effectiveness as a generalist framework that successfully handles multiple human motion tasks within a single model.

  • 7 authors
·
May 2, 2025

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.

  • 6 authors
·
Aug 1, 2025 2

VideoAgent: Self-Improving Video Generation

Video generation has been used to generate visual plans for controlling robotic systems. Given an image observation and a language instruction, previous work has generated video plans which are then converted to robot controls to be executed. However, a major bottleneck in leveraging video generation for control lies in the quality of the generated videos, which often suffer from hallucinatory content and unrealistic physics, resulting in low task success when control actions are extracted from the generated videos. While scaling up dataset and model size provides a partial solution, integrating external feedback is both natural and essential for grounding video generation in the real world. With this observation, we propose VideoAgent for self-improving generated video plans based on external feedback. Instead of directly executing the generated video plan, VideoAgent first refines the generated video plans using a novel procedure which we call self-conditioning consistency, allowing inference-time compute to be turned into better generated video plans. As the refined video plan is being executed, VideoAgent can collect additional data from the environment to further improve video plan generation. Experiments in simulated robotic manipulation from MetaWorld and iTHOR show that VideoAgent drastically reduces hallucination, thereby boosting success rate of downstream manipulation tasks. We further illustrate that VideoAgent can effectively refine real-robot videos, providing an early indicator that robots can be an effective tool in grounding video generation in the physical world. Video demos and code can be found at https://video-as-agent.github.io.

  • 7 authors
·
Oct 13, 2024

OmniDrag: Enabling Motion Control for Omnidirectional Image-to-Video Generation

As virtual reality gains popularity, the demand for controllable creation of immersive and dynamic omnidirectional videos (ODVs) is increasing. While previous text-to-ODV generation methods achieve impressive results, they struggle with content inaccuracies and inconsistencies due to reliance solely on textual inputs. Although recent motion control techniques provide fine-grained control for video generation, directly applying these methods to ODVs often results in spatial distortion and unsatisfactory performance, especially with complex spherical motions. To tackle these challenges, we propose OmniDrag, the first approach enabling both scene- and object-level motion control for accurate, high-quality omnidirectional image-to-video generation. Building on pretrained video diffusion models, we introduce an omnidirectional control module, which is jointly fine-tuned with temporal attention layers to effectively handle complex spherical motion. In addition, we develop a novel spherical motion estimator that accurately extracts motion-control signals and allows users to perform drag-style ODV generation by simply drawing handle and target points. We also present a new dataset, named Move360, addressing the scarcity of ODV data with large scene and object motions. Experiments demonstrate the significant superiority of OmniDrag in achieving holistic scene-level and fine-grained object-level control for ODV generation. The project page is available at https://lwq20020127.github.io/OmniDrag.

  • 9 authors
·
Dec 12, 2024

Motion Forcing: A Decoupled Framework for Robust Video Generation in Motion Dynamics

The ultimate goal of video generation is to satisfy a fundamental trilemma: achieving high visual quality, maintaining rigorous physical consistency, and enabling precise controllability. While recent models can maintain this balance in simple, isolated scenarios, we observe that this equilibrium is fragile and often breaks down as scene complexity increases (e.g., involving collisions or dense traffic). To address this, we introduce Motion Forcing, a framework designed to stabilize this trilemma even in complex generative tasks. Our key insight is to explicitly decouple physical reasoning from visual synthesis via a hierarchical ``Point-Shape-Appearance'' paradigm. This approach decomposes generation into verifiable stages: modeling complex dynamics as sparse geometric anchors (Point), expanding them into dynamic depth maps that explicitly resolve 3D geometry (Shape), and finally rendering high-fidelity textures (Appearance). Furthermore, to foster robust physical understanding, we employ a Masked Point Recovery strategy. By randomly masking input anchors during training and enforcing the reconstruction of complete dynamic depth, the model is compelled to move beyond passive pattern matching and learn latent physical laws (e.g., inertia) to infer missing trajectories. Extensive experiments on autonomous driving benchmarks show that Motion Forcing significantly outperforms state-of-the-art baselines, maintaining trilemma stability across complex scenes. Evaluations on physics and robotics further confirm our framework's generality.

  • 5 authors
·
Mar 11

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

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

  • 4 authors
·
Apr 11, 2025 2

MotionPro: A Precise Motion Controller for Image-to-Video Generation

Animating images with interactive motion control has garnered popularity for image-to-video (I2V) generation. Modern approaches typically rely on large Gaussian kernels to extend motion trajectories as condition without explicitly defining movement region, leading to coarse motion control and failing to disentangle object and camera moving. To alleviate these, we present MotionPro, a precise motion controller that novelly leverages region-wise trajectory and motion mask to regulate fine-grained motion synthesis and identify target motion category (i.e., object or camera moving), respectively. Technically, MotionPro first estimates the flow maps on each training video via a tracking model, and then samples the region-wise trajectories to simulate inference scenario. Instead of extending flow through large Gaussian kernels, our region-wise trajectory approach enables more precise control by directly utilizing trajectories within local regions, thereby effectively characterizing fine-grained movements. A motion mask is simultaneously derived from the predicted flow maps to capture the holistic motion dynamics of the movement regions. To pursue natural motion control, MotionPro further strengthens video denoising by incorporating both region-wise trajectories and motion mask through feature modulation. More remarkably, we meticulously construct a benchmark, i.e., MC-Bench, with 1.1K user-annotated image-trajectory pairs, for the evaluation of both fine-grained and object-level I2V motion control. Extensive experiments conducted on WebVid-10M and MC-Bench demonstrate the effectiveness of MotionPro. Please refer to our project page for more results: https://zhw-zhang.github.io/MotionPro-page/.

  • 7 authors
·
May 26, 2025 3

SONIC: Supersizing Motion Tracking for Natural Humanoid Whole-Body Control

Despite the rise of billion-parameter foundation models trained across thousands of GPUs, similar scaling gains have not been shown for humanoid control. Current neural controllers for humanoids remain modest in size, target a limited set of behaviors, and are trained on a handful of GPUs over several days. We show that scaling up model capacity, data, and compute yields a generalist humanoid controller capable of creating natural and robust whole-body movements. Specifically, we posit motion tracking as a natural and scalable task for humanoid control, leveraging dense supervision from diverse motion-capture data to acquire human motion priors without manual reward engineering. We build a foundation model for motion tracking by scaling along three axes: network size (from 1.2M to 42M parameters), dataset volume (over 100M frames, 700 hours of high-quality motion data), and compute (9k GPU hours). Beyond demonstrating the benefits of scale, we show the practical utility of our model through two mechanisms: (1) a real-time universal kinematic planner that bridges motion tracking to downstream task execution, enabling natural and interactive control, and (2) a unified token space that supports various motion input interfaces, such as VR teleoperation devices, human videos, and vision-language-action (VLA) models, all using the same policy. Scaling motion tracking exhibits favorable properties: performance improves steadily with increased compute and data diversity, and learned representations generalize to unseen motions, establishing motion tracking at scale as a practical foundation for humanoid control.

  • 26 authors
·
Nov 10, 2025

Hunyuan-GameCraft: High-dynamic Interactive Game Video Generation with Hybrid History Condition

Recent advances in diffusion-based and controllable video generation have enabled high-quality and temporally coherent video synthesis, laying the groundwork for immersive interactive gaming experiences. However, current methods face limitations in dynamics, generality, long-term consistency, and efficiency, which limit the ability to create various gameplay videos. To address these gaps, we introduce Hunyuan-GameCraft, a novel framework for high-dynamic interactive video generation in game environments. To achieve fine-grained action control, we unify standard keyboard and mouse inputs into a shared camera representation space, facilitating smooth interpolation between various camera and movement operations. Then we propose a hybrid history-conditioned training strategy that extends video sequences autoregressively while preserving game scene information. Additionally, to enhance inference efficiency and playability, we achieve model distillation to reduce computational overhead while maintaining consistency across long temporal sequences, making it suitable for real-time deployment in complex interactive environments. The model is trained on a large-scale dataset comprising over one million gameplay recordings across over 100 AAA games, ensuring broad coverage and diversity, then fine-tuned on a carefully annotated synthetic dataset to enhance precision and control. The curated game scene data significantly improves the visual fidelity, realism and action controllability. Extensive experiments demonstrate that Hunyuan-GameCraft significantly outperforms existing models, advancing the realism and playability of interactive game video generation.

  • 9 authors
·
Jun 20, 2025 5

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

Being-H0: Vision-Language-Action Pretraining from Large-Scale Human Videos

We introduce Being-H0, a dexterous Vision-Language-Action model (VLA) trained on large-scale human videos. Existing VLAs struggle with complex manipulation tasks requiring high dexterity and generalize poorly to novel scenarios and tasks, primarily due to their reliance on synthetic data with significant sim-to-real gaps or teleoperated demonstrations lacking scale and diversity. To address this data bottleneck, we propose leveraging human hands as a foundation manipulator, capitalizing on the rich dexterity and scalability present in web data. Our approach centers on physical instruction tuning, a novel training paradigm that combines large-scale VLA pretraining from human videos, physical space alignment for 3D reasoning, and post-training adaptation for robotic tasks. Additionally, we introduce a part-level motion tokenization method which achieves millimeter-level reconstruction accuracy to model precise hand trajectories for action learning. To support our proposed paradigm, we further develop a comprehensive data curation pipeline that integrates heterogeneous sources -- including motion capture, VR, and RGB-only videos -- into a large-scale dataset with millions of motion-based instructional instances. We empirically show the excellence of Being-H0 in hand motion generation and instruction following, and it also scales well with model and data sizes. Importantly, we observe the expected gains of Being-H0 in real-world robotic manipulation as physical instruction tuning is applied. More details are available at https://beingbeyond.github.io/Being-H0.

  • 10 authors
·
Jul 21, 2025 1

BridgeV2W: Bridging Video Generation Models to Embodied World Models via Embodiment Masks

Embodied world models have emerged as a promising paradigm in robotics, most of which leverage large-scale Internet videos or pretrained video generation models to enrich visual and motion priors. However, they still face key challenges: a misalignment between coordinate-space actions and pixel-space videos, sensitivity to camera viewpoint, and non-unified architectures across embodiments. To this end, we present BridgeV2W, which converts coordinate-space actions into pixel-aligned embodiment masks rendered from the URDF and camera parameters. These masks are then injected into a pretrained video generation model via a ControlNet-style pathway, which aligns the action control signals with predicted videos, adds view-specific conditioning to accommodate camera viewpoints, and yields a unified world model architecture across embodiments. To mitigate overfitting to static backgrounds, BridgeV2W further introduces a flow-based motion loss that focuses on learning dynamic and task-relevant regions. Experiments on single-arm (DROID) and dual-arm (AgiBot-G1) datasets, covering diverse and challenging conditions with unseen viewpoints and scenes, show that BridgeV2W improves video generation quality compared to prior state-of-the-art methods. We further demonstrate the potential of BridgeV2W on downstream real-world tasks, including policy evaluation and goal-conditioned planning. More results can be found on our project website at https://BridgeV2W.github.io .

  • 11 authors
·
Feb 2