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Jun 24

Mobile UMI: Cross-View Diffusion Policy with Decoupled Kinematics for Mobile Manipulation

Mobile imitation learning on portable demonstration interfaces faces two coupled bottlenecks: locomotion-contaminated action labels and inference-induced execution latency on a continuously moving base. Recent wrist-mounted interfaces lower the cost of tabletop data collection, yet a single wrist view does not capture the global context required for base navigation. Adding a body-mounted camera entangles human walking with hand motion. Meanwhile, generative policies introduce hundreds of milliseconds of inference latency, during which the base advances past predicted waypoints, forcing backward corrections at action splices. This paper presents Mobile UMI, a hardware-free demonstration framework that addresses both gaps through three components. First, a dual-camera capture system records chest-centric global context and wrist-centric local interaction without any robot present. Second, a one-shot ChArUco-based spatial anchor unifies the chest and hand visual-inertial frames; the hand pose is then re-expressed relative to the chest to extract decoupled SE(3) manipulation and SE(2) base trajectories. Third, an asynchronous receding-horizon executor performs online state matching: each generated action chunk is realigned with the current physical pose so that expired waypoints are discarded before execution. The full system is evaluated on four long-horizon household tasks, achieving an average success rate of 83.8% over 100 trials per task. Controlled comparisons against ACT and Diffusion Policy show that the chest-relative label alone closes much of the gap; online state matching closes the remainder. These results indicate that, for mobile imitation learning under the tested conditions, explicit kinematic factorization combined with state-level latency alignment provides an effective solution without requiring architectural changes to the underlying policy class.

  • 3 authors
·
May 19

A Third-Order Gaussian Process Trajectory Representation Framework with Closed-Form Kinematics for Continuous-Time Motion Estimation

In this paper, we propose a third-order, i.e., white-noise-on-jerk, Gaussian Process (GP) Trajectory Representation (TR) framework for continuous-time (CT) motion estimation (ME) tasks. Our framework features a unified trajectory representation that encapsulates the kinematic models of both SO(3)timesR^3 and SE(3) pose representations. This encapsulation strategy allows users to use the same implementation of measurement-based factors for either choice of pose representation, which facilitates experimentation and comparison to achieve the best model for the ME task. In addition, unique to our framework, we derive the kinematic models with the closed-form temporal derivatives of the local variable of SO(3) and SE(3), which so far has only been approximated based on the Taylor expansion in the literature. Our experiments show that these kinematic models can improve the estimation accuracy in high-speed scenarios. All analytical Jacobians of the interpolated states with respect to the support states of the trajectory representation, as well as the motion prior factors, are also provided for accelerated Gauss-Newton (GN) optimization. Our experiments demonstrate the efficacy and efficiency of the framework in various motion estimation tasks such as localization, calibration, and odometry, facilitating fast prototyping for ME researchers. We release the source code for the benefit of the community. Our project is available at https://github.com/brytsknguyen/gptr.

  • 8 authors
·
Oct 30, 2024

Admissible Velocity Propagation : Beyond Quasi-Static Path Planning for High-Dimensional Robots

Path-velocity decomposition is an intuitive yet powerful approach to address the complexity of kinodynamic motion planning. The difficult trajectory planning problem is solved in two separate, simpler, steps: first, find a path in the configuration space that satisfies the geometric constraints (path planning), and second, find a time-parameterization of that path satisfying the kinodynamic constraints. A fundamental requirement is that the path found in the first step should be time-parameterizable. Most existing works fulfill this requirement by enforcing quasi-static constraints in the path planning step, resulting in an important loss in completeness. We propose a method that enables path-velocity decomposition to discover truly dynamic motions, i.e. motions that are not quasi-statically executable. At the heart of the proposed method is a new algorithm -- Admissible Velocity Propagation -- which, given a path and an interval of reachable velocities at the beginning of that path, computes exactly and efficiently the interval of all the velocities the system can reach after traversing the path while respecting the system kinodynamic constraints. Combining this algorithm with usual sampling-based planners then gives rise to a family of new trajectory planners that can appropriately handle kinodynamic constraints while retaining the advantages associated with path-velocity decomposition. We demonstrate the efficiency of the proposed method on some difficult kinodynamic planning problems, where, in particular, quasi-static methods are guaranteed to fail.

  • 4 authors
·
Sep 29, 2016

PRISM: Streaming Human Motion Generation with Per-Joint Latent Decomposition

Text-to-motion generation has advanced rapidly, yet two challenges persist. First, existing motion autoencoders compress each frame into a single monolithic latent vector, entangling trajectory and per-joint rotations in an unstructured representation that downstream generators struggle to model faithfully. Second, text-to-motion, pose-conditioned generation, and long-horizon sequential synthesis typically require separate models or task-specific mechanisms, with autoregressive approaches suffering from severe error accumulation over extended rollouts. We present PRISM, addressing each challenge with a dedicated contribution. (1) A joint-factorized motion latent space: each body joint occupies its own token, forming a structured 2D grid (time joints) compressed by a causal VAE with forward-kinematics supervision. This simple change to the latent space -- without modifying the generator -- substantially improves generation quality, revealing that latent space design has been an underestimated bottleneck. (2) Noise-free condition injection: each latent token carries its own timestep embedding, allowing conditioning frames to be injected as clean tokens (timestep0) while the remaining tokens are denoised. This unifies text-to-motion and pose-conditioned generation in a single model, and directly enables autoregressive segment chaining for streaming synthesis. Self-forcing training further suppresses drift in long rollouts. With these two components, we train a single motion generation foundation model that seamlessly handles text-to-motion, pose-conditioned generation, autoregressive sequential generation, and narrative motion composition, achieving state-of-the-art on HumanML3D, MotionHub, BABEL, and a 50-scenario user study.

  • 6 authors
·
Mar 9

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

DragMesh: Interactive 3D Generation Made Easy

While generative models have excelled at creating static 3D content, the pursuit of systems that understand how objects move and respond to interactions remains a fundamental challenge. Current methods for articulated motion lie at a crossroads: they are either physically consistent but too slow for real-time use, or generative but violate basic kinematic constraints. We present DragMesh, a robust framework for real-time interactive 3D articulation built around a lightweight motion generation core. Our core contribution is a novel decoupled kinematic reasoning and motion generation framework. First, we infer the latent joint parameters by decoupling semantic intent reasoning (which determines the joint type) from geometric regression (which determines the axis and origin using our Kinematics Prediction Network (KPP-Net)). Second, to leverage the compact, continuous, and singularity-free properties of dual quaternions for representing rigid body motion, we develop a novel Dual Quaternion VAE (DQ-VAE). This DQ-VAE receives these predicted priors, along with the original user drag, to generate a complete, plausible motion trajectory. To ensure strict adherence to kinematics, we inject the joint priors at every layer of the DQ-VAE's non-autoregressive Transformer decoder using FiLM (Feature-wise Linear Modulation) conditioning. This persistent, multi-scale guidance is complemented by a numerically-stable cross-product loss to guarantee axis alignment. This decoupled design allows DragMesh to achieve real-time performance and enables plausible, generative articulation on novel objects without retraining, offering a practical step toward generative 3D intelligence. Code: https://github.com/AIGeeksGroup/DragMesh. Website: https://aigeeksgroup.github.io/DragMesh.

PekingUniversity Peking University
·
Dec 6, 2025 2

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

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

  • 6 authors
·
May 19, 2025 1

NeuROK: Generative 4D Neural Object Kinematics

Data-driven approaches have revolutionized 3D vision, enabling transformers to effectively reconstruct and generate static 3D objects. However, generating simulative 4D dynamics -- realistic temporal deformations of static objects under various physical conditions -- remains challenging and often ad hoc, despite its importance in building comprehensive 3D world models. Most existing methods assume a predefined physical model and use system identification to estimate parameters, restricting these methods to specific categories and small-scale datasets. We propose that these restrictions can be overcome by learning a data-driven kinematic state parameterization for object-centric physical systems. Specifically, we learn both a latent space representing all possible states of the object and a decoder that maps any sampled latent to a plausibly deformed shape of the object. We refer to this parameterization as Neural Object Kinematics (NeuROK), and learn a transformer-based encoder-decoder model on a curated large-scale 4D dataset. This formulation and the learned model significantly simplify the generation of simulative dynamics since we only need to consider the dynamics within a low-dimensional latent space from the Lagrangian mechanics' perspective in classical physics. We demonstrate the effectiveness and generality of this neural simulation framework across diverse dynamic object types, showing clear advantages over prior works. Project page: https://chen-geng.com/neurok

  • 6 authors
·
May 27 2

Towards Generalizable Robotic Data Flywheel: High-Dimensional Factorization and Composition

The lack of sufficiently diverse data, coupled with limited data efficiency, remains a major bottleneck for generalist robotic models, yet systematic strategies for collecting and curating such data are not fully explored. Task diversity arises from implicit factors that are sparsely distributed across multiple dimensions and are difficult to define explicitly. To address this challenge, we propose F-ACIL, a heuristic factor-aware compositional iterative learning framework that enables structured data factorization and promotes compositional generalization. F-ACIL decomposes the data distribution into structured factor spaces such as object, action, and environment. Based on the factorized formulation, we develop a factor-wise data collection and an iterative training paradigm that promotes compositional generalization over the high-dimensional factor space, leading to more effective utilization of real-world robotic demonstrations. With extensive real-world experiments, we show that F-ACIL can achieve more than 45% performance gains with 5-10times fewer demonstrations comparing to that of which without the strategy. The results suggest that structured factorization offers a practical pathway toward efficient compositional generalization in real-world robotic learning. We believe F-ACIL can inspire more systematic research on building generalizable robotic data flywheel strategies. More demonstrations can be found at: https://f-acil.github.io/

  • 5 authors
·
Mar 25

Deep Stochastic Kinematic Models for Probabilistic Motion Forecasting in Traffic

In trajectory forecasting tasks for traffic, future output trajectories can be computed by advancing the ego vehicle's state with predicted actions according to a kinematics model. By unrolling predicted trajectories via time integration and models of kinematic dynamics, predicted trajectories should not only be kinematically feasible but also relate uncertainty from one timestep to the next. While current works in probabilistic prediction do incorporate kinematic priors for mean trajectory prediction, variance is often left as a learnable parameter, despite uncertainty in one time step being inextricably tied to uncertainty in the previous time step. In this paper, we show simple and differentiable analytical approximations describing the relationship between variance at one timestep and that at the next with the kinematic bicycle model. These approximations can be easily incorporated with negligible additional overhead into any existing trajectory forecasting framework utilizing probabilistic predictions, whether it is autoregressive or one-shot prediction. In our results, we find that encoding the relationship between variance across timesteps works especially well in unoptimal settings, such as with small or noisy datasets. We observe up to a 50% performance boost in partial dataset settings and up to an 8% performance boost in large-scale learning compared to previous kinematic prediction methods on SOTA trajectory forecasting architectures out-of-the-box, with no fine-tuning. In this paper, we show four analytical formulations of probabilistic kinematic priors which can be used for any Gaussian Mixture Model (GMM)-based deep learning models, quantify the error bound on linear approximations applied during trajectory unrolling, and show results to evaluate each formulation in trajectory forecasting.

  • 6 authors
·
Jun 3, 2024

Real-Time Inverse Kinematics for Generating Multi-Constrained Movements of Virtual Human Characters

Generating accurate and realistic virtual human movements in real-time is of high importance for a variety of applications in computer graphics, interactive virtual environments, robotics, and biomechanics. This paper introduces a novel real-time inverse kinematics (IK) solver specifically designed for realistic human-like movement generation. Leveraging the automatic differentiation and just-in-time compilation of TensorFlow, the proposed solver efficiently handles complex articulated human skeletons with high degrees of freedom. By treating forward and inverse kinematics as differentiable operations, our method effectively addresses common challenges such as error accumulation and complicated joint limits in multi-constrained problems, which are critical for realistic human motion modeling. We demonstrate the solver's effectiveness on the SMPLX human skeleton model, evaluating its performance against widely used iterative-based IK algorithms, like Cyclic Coordinate Descent (CCD), FABRIK, and the nonlinear optimization algorithm IPOPT. Our experiments cover both simple end-effector tasks and sophisticated, multi-constrained problems with realistic joint limits. Results indicate that our IK solver achieves real-time performance, exhibiting rapid convergence, minimal computational overhead per iteration, and improved success rates compared to existing methods. The project code is available at https://github.com/hvoss-techfak/TF-JAX-IK

  • 2 authors
·
Jul 1, 2025

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

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

  • 4 authors
·
May 13, 2025

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

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

  • 13 authors
·
Apr 29 3

Instruct-Particulate: Scaling Feed-Forward 3D Object Articulation with Kinematic Control

Reconstructing articulated 3D objects is important for animation, gaming, and robotic simulations. Recent neural networks can estimate the articulated structure of 3D objects, but their generalization remains limited by the scarcity of annotated data for this task. To address this gap, we introduce Instruct-Particulate, a model that takes a 3D mesh together with a target kinematic specification, including part descriptions, connectivity, joint types, and optional point prompts, and predicts the corresponding kinematic part segmentation and joint motion parameters. The kinematic specification disambiguates the task and allows the model to target annotations of different granularity, thereby making it possible to use more abundant heterogeneous training data. At test time, the kinematic specification can be obtained automatically from large-scale vision-language models, so the model can be applied to any input mesh. To train our model at scale, we construct a heterogeneous dataset of more than 150,000 articulated 3D objects, extending existing publicly available collections with data obtained by partially labelling other 3D models (monolithic or already decomposed into parts) with kinematic labels by means of vision-language models. Experiments show that our model generalizes better across categories and to AI-generated meshes, enabling articulated asset reconstruction from real-world images via image-to-3D models.

  • 8 authors
·
Jun 11

FoundationMotion: Auto-Labeling and Reasoning about Spatial Movement in Videos

Motion understanding is fundamental to physical reasoning, enabling models to infer dynamics and predict future states. However, state-of-the-art models still struggle on recent motion benchmarks, primarily due to the scarcity of large-scale, fine-grained motion datasets. Existing motion datasets are often constructed from costly manual annotation, severely limiting scalability. To address this challenge, we introduce FoundationMotion, a fully automated data curation pipeline that constructs large-scale motion datasets. Our approach first detects and tracks objects in videos to extract their trajectories, then leverages these trajectories and video frames with Large Language Models (LLMs) to generate fine-grained captions and diverse question-answer pairs about motion and spatial reasoning. Using datasets produced by this pipeline, we fine-tune open-source models including NVILA-Video-15B and Qwen2.5-7B, achieving substantial improvements in motion understanding without compromising performance on other tasks. Notably, our models outperform strong closed-source baselines like Gemini-2.5 Flash and large open-source models such as Qwen2.5-VL-72B across diverse motion understanding datasets and benchmarks. FoundationMotion thus provides a scalable solution for curating fine-grained motion datasets that enable effective fine-tuning of diverse models to enhance motion understanding and spatial reasoning capabilities.

Amortized Inverse Kinematics via Graph Attention for Real-Time Human Avatar Animation

Inverse kinematics (IK) is a core operation in animation, robotics, and biomechanics: given Cartesian constraints, recover joint rotations under a known kinematic tree. In many real-time human avatar pipelines, the available signal per frame is a sparse set of tracked 3D joint positions, whereas animation systems require joint orientations to drive skinning. Recovering full orientations from positions is underconstrained, most notably because twist about bone axes is ambiguous, and classical IK solvers typically rely on iterative optimization that can be slow and sensitive to noisy inputs. We introduce IK-GAT, a lightweight graph-attention network that reconstructs full-body joint orientations from 3D joint positions in a single forward pass. The model performs message passing over the skeletal parent-child graph to exploit kinematic structure during rotation inference. To simplify learning, IK-GAT predicts rotations in a bone-aligned world-frame representation anchored to rest-pose bone frames. This parameterization makes the twist axis explicit and is exactly invertible to standard parent-relative local rotations given the kinematic tree and rest pose. The network uses a continuous 6D rotation representation and is trained with a geodesic loss on SO(3) together with an optional forward-kinematics consistency regularizer. IK-GAT produces animation-ready local rotations that can directly drive a rigged avatar or be converted to pose parameters of SMPL-like body models for real-time and online applications. With 374K parameters and over 650 FPS on CPU, IK-GAT outperforms VPoser-based per-frame iterative optimization without warm-start at significantly lower cost, and is robust to initial pose and input noise

  • 6 authors
·
Apr 16

MechVerse: Evaluating Physical Motion Consistency in Video Generation Models

Text- and image-conditioned video generation models have achieved strong visual fidelity and temporal coherence, but they often fail to generate motion governed by kinematic and geometric constraints. In these settings, object parts must remain rigid, maintain contact or coupling with neighboring components, and transfer motion consistently across connected parts. These requirements are especially explicit in articulated mechanical assemblies, where motion is constrained by rigid-link geometry, contact/coupling relations, and transmission through kinematic chains. A generated video may therefore appear plausible while violating the intended mechanism, such as rotating a part that should translate, deforming a rigid component, breaking coupling between parts, or failing to move downstream components. To evaluate this gap, We introduce MechVerse, a benchmark for mechanically consistent image-to-video generation. MechVerse contains 21,156 synthetic clips from 1,357 mechanical assemblies across 141 categories, organized into three tiers of increasing kinematic complexity: independent articulation, pairwise coupling, and densely coupled multi-part mechanisms. Each clip is paired with a structured prompt describing part identities, stationary supports, moving components, motion primitives, direction, speed/extent, and inter-part dependencies. We evaluate proprietary, open-source, and fine-tuned image-to-video models using standard video metrics, instruction-following scores, and human judgments of motion correctness and kinematic coupling. Results show that current models can preserve appearance and smoothness while failing to generate mechanically admissible motion, with errors increasing as coupling complexity grows. MechVerse provides a benchmark for measuring and improving mechanism-aware video generation from image and language inputs.

  • 4 authors
·
May 13

Ultrafast Sampling-based Kinodynamic Planning via Differential Flatness

Motion planning under dynamics constraints, i.e., kinodynamic planning, enables safe robot operation by generating dynamically feasible trajectories that the robot can accurately track. For high-\dof robots such as manipulators, sampling-based motion planners are commonly used, especially for complex tasks in cluttered environments. However, enforcing constraints on robot dynamics in such planners requires solving either challenging two-point boundary value problems (BVPs) or propagating robot dynamics over time, both of which are computational bottlenecks that drastically increase planning times. Meanwhile, recent efforts have shown that sampling-based motion planners can generate plans in microseconds using parallelization, but are limited to geometric paths. This paper develops AkinoPDF, a fast parallelized sampling-based kinodynamic motion planning technique for a broad class of differentially flat robot systems, including manipulators, ground and aerial vehicles, and more. Differential flatness allows us to transform the motion planning problem from the original state space to a flat output space, where an analytical time-parameterized solution of the BVP and dynamics integration can be obtained. A trajectory in the flat output space is then converted back to a closed-form dynamically feasible trajectory in the original state space, enabling fast validation via ``single instruction, multiple data" parallelism. Our method is fast, exact, and compatible with any sampling-based motion planner. We extensively verify the effectiveness of our approach in both simulated benchmarks and real experiments with cluttered and dynamic environments, requiring mere microseconds to milliseconds of planning time.

  • 5 authors
·
Mar 16

Learnable SMPLify: A Neural Solution for Optimization-Free Human Pose Inverse Kinematics

In 3D human pose and shape estimation, SMPLify remains a robust baseline that solves inverse kinematics (IK) through iterative optimization. However, its high computational cost limits its practicality. Recent advances across domains have shown that replacing iterative optimization with data-driven neural networks can achieve significant runtime improvements without sacrificing accuracy. Motivated by this trend, we propose Learnable SMPLify, a neural framework that replaces the iterative fitting process in SMPLify with a single-pass regression model. The design of our framework targets two core challenges in neural IK: data construction and generalization. To enable effective training, we propose a temporal sampling strategy that constructs initialization-target pairs from sequential frames. To improve generalization across diverse motions and unseen poses, we propose a human-centric normalization scheme and residual learning to narrow the solution space. Learnable SMPLify supports both sequential inference and plug-in post-processing to refine existing image-based estimators. Extensive experiments demonstrate that our method establishes itself as a practical and simple baseline: it achieves nearly 200x faster runtime compared to SMPLify, generalizes well to unseen 3DPW and RICH, and operates in a model-agnostic manner when used as a plug-in tool on LucidAction. The code is available at https://github.com/Charrrrrlie/Learnable-SMPLify.

  • 5 authors
·
Aug 19, 2025 2

SparseDriveV2: Scoring is All You Need for End-to-End Autonomous Driving

End-to-end multi-modal planning has been widely adopted to model the uncertainty of driving behavior, typically by scoring candidate trajectories and selecting the optimal one. Existing approaches generally fall into two categories: scoring a large static trajectory vocabulary, or scoring a small set of dynamically generated proposals. While static vocabularies often suffer from coarse discretization of the action space, dynamic proposals provide finer-grained precision and have shown stronger empirical performance on existing benchmarks. However, it remains unclear whether dynamic generation is fundamentally necessary, or whether static vocabularies can already achieve comparable performance when they are sufficiently dense to cover the action space. In this work, we start with a systematic scaling study of Hydra-MDP, a representative scoring-based method, revealing that performance consistently improves as trajectory anchors become denser, without exhibiting saturation before computational constraints are reached. Motivated by this observation, we propose SparseDriveV2 to push the performance boundary of scoring-based planning through two complementary innovations: (1) a scalable vocabulary representation with a factorized structure that decomposes trajectories into geometric paths and velocity profiles, enabling combinatorial coverage of the action space, and (2) a scalable scoring strategy with coarse factorized scoring over paths and velocity profiles followed by fine-grained scoring on a small set of composed trajectories. By combining these two techniques, SparseDriveV2 achieves 92.0 PDMS and 90.1 EPDMS on NAVSIM, with 89.15 Driving Score and 70.00 Success Rate on Bench2Drive with a lightweight ResNet-34 as backbone. Code and model are released at https://github.com/swc-17/SparseDriveV2.

  • 7 authors
·
Mar 30

Conditional Generative Adversarial Networks for Speed Control in Trajectory Simulation

Motion behaviour is driven by several factors -- goals, presence and actions of neighbouring agents, social relations, physical and social norms, the environment with its variable characteristics, and further. Most factors are not directly observable and must be modelled from context. Trajectory prediction, is thus a hard problem, and has seen increasing attention from researchers in the recent years. Prediction of motion, in application, must be realistic, diverse and controllable. In spite of increasing focus on multimodal trajectory generation, most methods still lack means for explicitly controlling different modes of the data generation. Further, most endeavours invest heavily in designing special mechanisms to learn the interactions in latent space. We present Conditional Speed GAN (CSG), that allows controlled generation of diverse and socially acceptable trajectories, based on user controlled speed. During prediction, CSG forecasts future speed from latent space and conditions its generation based on it. CSG is comparable to state-of-the-art GAN methods in terms of the benchmark distance metrics, while being simple and useful for simulation and data augmentation for different contexts such as fast or slow paced environments. Additionally, we compare the effect of different aggregation mechanisms and show that a naive approach of concatenation works comparable to its attention and pooling alternatives.

  • 4 authors
·
Mar 21, 2021

Towards Robust and Adaptive Motion Forecasting: A Causal Representation Perspective

Learning behavioral patterns from observational data has been a de-facto approach to motion forecasting. Yet, the current paradigm suffers from two shortcomings: brittle under distribution shifts and inefficient for knowledge transfer. In this work, we propose to address these challenges from a causal representation perspective. We first introduce a causal formalism of motion forecasting, which casts the problem as a dynamic process with three groups of latent variables, namely invariant variables, style confounders, and spurious features. We then introduce a learning framework that treats each group separately: (i) unlike the common practice mixing datasets collected from different locations, we exploit their subtle distinctions by means of an invariance loss encouraging the model to suppress spurious correlations; (ii) we devise a modular architecture that factorizes the representations of invariant mechanisms and style confounders to approximate a sparse causal graph; (iii) we introduce a style contrastive loss that not only enforces the structure of style representations but also serves as a self-supervisory signal for test-time refinement on the fly. Experiments on synthetic and real datasets show that our proposed method improves the robustness and reusability of learned motion representations, significantly outperforming prior state-of-the-art motion forecasting models for out-of-distribution generalization and low-shot transfer.

  • 5 authors
·
Nov 29, 2021

KTPFormer: Kinematics and Trajectory Prior Knowledge-Enhanced Transformer for 3D Human Pose Estimation

This paper presents a novel Kinematics and Trajectory Prior Knowledge-Enhanced Transformer (KTPFormer), which overcomes the weakness in existing transformer-based methods for 3D human pose estimation that the derivation of Q, K, V vectors in their self-attention mechanisms are all based on simple linear mapping. We propose two prior attention modules, namely Kinematics Prior Attention (KPA) and Trajectory Prior Attention (TPA) to take advantage of the known anatomical structure of the human body and motion trajectory information, to facilitate effective learning of global dependencies and features in the multi-head self-attention. KPA models kinematic relationships in the human body by constructing a topology of kinematics, while TPA builds a trajectory topology to learn the information of joint motion trajectory across frames. Yielding Q, K, V vectors with prior knowledge, the two modules enable KTPFormer to model both spatial and temporal correlations simultaneously. Extensive experiments on three benchmarks (Human3.6M, MPI-INF-3DHP and HumanEva) show that KTPFormer achieves superior performance in comparison to state-of-the-art methods. More importantly, our KPA and TPA modules have lightweight plug-and-play designs and can be integrated into various transformer-based networks (i.e., diffusion-based) to improve the performance with only a very small increase in the computational overhead. The code is available at: https://github.com/JihuaPeng/KTPFormer.

  • 3 authors
·
Mar 31, 2024

Kinematic-aware Prompting for Generalizable Articulated Object Manipulation with LLMs

Generalizable articulated object manipulation is essential for home-assistant robots. Recent efforts focus on imitation learning from demonstrations or reinforcement learning in simulation, however, due to the prohibitive costs of real-world data collection and precise object simulation, it still remains challenging for these works to achieve broad adaptability across diverse articulated objects. Recently, many works have tried to utilize the strong in-context learning ability of Large Language Models (LLMs) to achieve generalizable robotic manipulation, but most of these researches focus on high-level task planning, sidelining low-level robotic control. In this work, building on the idea that the kinematic structure of the object determines how we can manipulate it, we propose a kinematic-aware prompting framework that prompts LLMs with kinematic knowledge of objects to generate low-level motion trajectory waypoints, supporting various object manipulation. To effectively prompt LLMs with the kinematic structure of different objects, we design a unified kinematic knowledge parser, which represents various articulated objects as a unified textual description containing kinematic joints and contact location. Building upon this unified description, a kinematic-aware planner model is proposed to generate precise 3D manipulation waypoints via a designed kinematic-aware chain-of-thoughts prompting method. Our evaluation spanned 48 instances across 16 distinct categories, revealing that our framework not only outperforms traditional methods on 8 seen categories but also shows a powerful zero-shot capability for 8 unseen articulated object categories. Moreover, the real-world experiments on 7 different object categories prove our framework's adaptability in practical scenarios. Code is released at https://github.com/GeWu-Lab/LLM_articulated_object_manipulation/tree/main.

  • 7 authors
·
Nov 5, 2023

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

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

  • 7 authors
·
Mar 20, 2023

Generative Causal Representation Learning for Out-of-Distribution Motion Forecasting

Conventional supervised learning methods typically assume i.i.d samples and are found to be sensitive to out-of-distribution (OOD) data. We propose Generative Causal Representation Learning (GCRL) which leverages causality to facilitate knowledge transfer under distribution shifts. While we evaluate the effectiveness of our proposed method in human trajectory prediction models, GCRL can be applied to other domains as well. First, we propose a novel causal model that explains the generative factors in motion forecasting datasets using features that are common across all environments and with features that are specific to each environment. Selection variables are used to determine which parts of the model can be directly transferred to a new environment without fine-tuning. Second, we propose an end-to-end variational learning paradigm to learn the causal mechanisms that generate observations from features. GCRL is supported by strong theoretical results that imply identifiability of the causal model under certain assumptions. Experimental results on synthetic and real-world motion forecasting datasets show the robustness and effectiveness of our proposed method for knowledge transfer under zero-shot and low-shot settings by substantially outperforming the prior motion forecasting models on out-of-distribution prediction. Our code is available at https://github.com/sshirahmad/GCRL.

  • 4 authors
·
Feb 16, 2023

PFGM++: Unlocking the Potential of Physics-Inspired Generative Models

We introduce a new family of physics-inspired generative models termed PFGM++ that unifies diffusion models and Poisson Flow Generative Models (PFGM). These models realize generative trajectories for N dimensional data by embedding paths in N{+}D dimensional space while still controlling the progression with a simple scalar norm of the D additional variables. The new models reduce to PFGM when D{=}1 and to diffusion models when D{to}infty. The flexibility of choosing D allows us to trade off robustness against rigidity as increasing D results in more concentrated coupling between the data and the additional variable norms. We dispense with the biased large batch field targets used in PFGM and instead provide an unbiased perturbation-based objective similar to diffusion models. To explore different choices of D, we provide a direct alignment method for transferring well-tuned hyperparameters from diffusion models (D{to} infty) to any finite D values. Our experiments show that models with finite D can be superior to previous state-of-the-art diffusion models on CIFAR-10/FFHQ 64{times}64 datasets, with FID scores of 1.91/2.43 when D{=}2048/128. In class-conditional setting, D{=}2048 yields current state-of-the-art FID of 1.74 on CIFAR-10. In addition, we demonstrate that models with smaller D exhibit improved robustness against modeling errors. Code is available at https://github.com/Newbeeer/pfgmpp

  • 6 authors
·
Feb 8, 2023

Factorized-Dreamer: Training A High-Quality Video Generator with Limited and Low-Quality Data

Text-to-video (T2V) generation has gained significant attention due to its wide applications to video generation, editing, enhancement and translation, \etc. However, high-quality (HQ) video synthesis is extremely challenging because of the diverse and complex motions existed in real world. Most existing works struggle to address this problem by collecting large-scale HQ videos, which are inaccessible to the community. In this work, we show that publicly available limited and low-quality (LQ) data are sufficient to train a HQ video generator without recaptioning or finetuning. We factorize the whole T2V generation process into two steps: generating an image conditioned on a highly descriptive caption, and synthesizing the video conditioned on the generated image and a concise caption of motion details. Specifically, we present Factorized-Dreamer, a factorized spatiotemporal framework with several critical designs for T2V generation, including an adapter to combine text and image embeddings, a pixel-aware cross attention module to capture pixel-level image information, a T5 text encoder to better understand motion description, and a PredictNet to supervise optical flows. We further present a noise schedule, which plays a key role in ensuring the quality and stability of video generation. Our model lowers the requirements in detailed captions and HQ videos, and can be directly trained on limited LQ datasets with noisy and brief captions such as WebVid-10M, largely alleviating the cost to collect large-scale HQ video-text pairs. Extensive experiments in a variety of T2V and image-to-video generation tasks demonstrate the effectiveness of our proposed Factorized-Dreamer. Our source codes are available at https://github.com/yangxy/Factorized-Dreamer/.

  • 6 authors
·
Aug 19, 2024 3

Think Before You Move: Latent Motion Reasoning for Text-to-Motion Generation

Current state-of-the-art paradigms predominantly treat Text-to-Motion (T2M) generation as a direct translation problem, mapping symbolic language directly to continuous poses. While effective for simple actions, this System 1 approach faces a fundamental theoretical bottleneck we identify as the Semantic-Kinematic Impedance Mismatch: the inherent difficulty of grounding semantically dense, discrete linguistic intent into kinematically dense, high-frequency motion data in a single shot. In this paper, we argue that the solution lies in an architectural shift towards Latent System 2 Reasoning. Drawing inspiration from Hierarchical Motor Control in cognitive science, we propose Latent Motion Reasoning (LMR) that reformulates generation as a two-stage Think-then-Act decision process. Central to LMR is a novel Dual-Granularity Tokenizer that disentangles motion into two distinct manifolds: a compressed, semantically rich Reasoning Latent for planning global topology, and a high-frequency Execution Latent for preserving physical fidelity. By forcing the model to autoregressively reason (plan the coarse trajectory) before it moves (instantiates the frames), we effectively bridge the ineffability gap between language and physics. We demonstrate LMR's versatility by implementing it for two representative baselines: T2M-GPT (discrete) and MotionStreamer (continuous). Extensive experiments show that LMR yields non-trivial improvements in both semantic alignment and physical plausibility, validating that the optimal substrate for motion planning is not natural language, but a learned, motion-aligned concept space. Codes and demos can be found in https://chenhaoqcdyq.github.io/LMR/{https://chenhaoqcdyq.github.io/LMR/}

  • 10 authors
·
Dec 30, 2025

Make Tracking Easy: Neural Motion Retargeting for Humanoid Whole-body Control

Humanoid robots require diverse motor skills to integrate into complex environments, but bridging the kinematic and dynamic embodiment gap from human data remains a major bottleneck. We demonstrate through Hessian analysis that traditional optimization-based retargeting is inherently non-convex and prone to local optima, leading to physical artifacts like joint jumps and self-penetration. To address this, we reformulate the targeting problem as learning data distribution rather than optimizing optimal solutions, where we propose NMR, a Neural Motion Retargeting framework that transforms static geometric mapping into a dynamics-aware learned process. We first propose Clustered-Expert Physics Refinement (CEPR), a hierarchical data pipeline that leverages VAE-based motion clustering to group heterogeneous movements into latent motifs. This strategy significantly reduces the computational overhead of massively parallel reinforcement learning experts, which project and repair noisy human demonstrations onto the robot's feasible motion manifold. The resulting high-fidelity data supervises a non-autoregressive CNN-Transformer architecture that reasons over global temporal context to suppress reconstruction noise and bypass geometric traps. Experiments on the Unitree G1 humanoid across diverse dynamic tasks (e.g., martial arts, dancing) show that NMR eliminates joint jumps and significantly reduces self-collisions compared to state-of-the-art baselines. Furthermore, NMR-generated references accelerate the convergence of downstream whole-body control policies, establishing a scalable path for bridging the human-robot embodiment gap.

  • 10 authors
·
Apr 16

DreamScene4D: Dynamic Multi-Object Scene Generation from Monocular Videos

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

  • 3 authors
·
May 3, 2024

PhysAlign: Physics-Coherent Image-to-Video Generation through Feature and 3D Representation Alignment

Video Diffusion Models (VDMs) offer a promising approach for simulating dynamic scenes and environments, with broad applications in robotics and media generation. However, existing models often generate temporally incoherent content that violates basic physical intuition, significantly limiting their practical applicability. We propose PhysAlign, an efficient framework for physics-coherent image-to-video (I2V) generation that explicitly addresses this limitation. To overcome the critical scarcity of physics-annotated videos, we first construct a fully controllable synthetic data generation pipeline based on rigid-body simulation, yielding a highly-curated dataset with accurate, fine-grained physics and 3D annotations. Leveraging this data, PhysAlign constructs a unified physical latent space by coupling explicit 3D geometry constraints with a Gram-based spatio-temporal relational alignment that extracts kinematic priors from video foundation models. Extensive experiments demonstrate that PhysAlign significantly outperforms existing VDMs on tasks requiring complex physical reasoning and temporal stability, without compromising zero-shot visual quality. PhysAlign shows the potential to bridge the gap between raw visual synthesis and rigid-body kinematics, establishing a practical paradigm for genuinely physics-grounded video generation. The project page is available at https://physalign.github.io/PhysAlign.

  • 7 authors
·
Mar 13

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

ActionMesh: Animated 3D Mesh Generation with Temporal 3D Diffusion

Generating animated 3D objects is at the heart of many applications, yet most advanced works are typically difficult to apply in practice because of their limited setup, their long runtime, or their limited quality. We introduce ActionMesh, a generative model that predicts production-ready 3D meshes "in action" in a feed-forward manner. Drawing inspiration from early video models, our key insight is to modify existing 3D diffusion models to include a temporal axis, resulting in a framework we dubbed "temporal 3D diffusion". Specifically, we first adapt the 3D diffusion stage to generate a sequence of synchronized latents representing time-varying and independent 3D shapes. Second, we design a temporal 3D autoencoder that translates a sequence of independent shapes into the corresponding deformations of a pre-defined reference shape, allowing us to build an animation. Combining these two components, ActionMesh generates animated 3D meshes from different inputs like a monocular video, a text description, or even a 3D mesh with a text prompt describing its animation. Besides, compared to previous approaches, our method is fast and produces results that are rig-free and topology consistent, hence enabling rapid iteration and seamless applications like texturing and retargeting. We evaluate our model on standard video-to-4D benchmarks (Consistent4D, Objaverse) and report state-of-the-art performances on both geometric accuracy and temporal consistency, demonstrating that our model can deliver animated 3D meshes with unprecedented speed and quality.

facebook AI at Meta
·
Jan 22 4

Infinity-RoPE: Action-Controllable Infinite Video Generation Emerges From Autoregressive Self-Rollout

Current autoregressive video diffusion models are constrained by three core bottlenecks: (i) the finite temporal horizon imposed by the base model's 3D Rotary Positional Embedding (3D-RoPE), (ii) slow prompt responsiveness in maintaining fine-grained action control during long-form rollouts, and (iii) the inability to realize discontinuous cinematic transitions within a single generation stream. We introduce infty-RoPE, a unified inference-time framework that addresses all three limitations through three interconnected components: Block-Relativistic RoPE, KV Flush, and RoPE Cut. Block-Relativistic RoPE reformulates temporal encoding as a moving local reference frame, where each newly generated latent block is rotated relative to the base model's maximum frame horizon while earlier blocks are rotated backward to preserve relative temporal geometry. This relativistic formulation eliminates fixed temporal positions, enabling continuous video generation far beyond the base positional limits. To obtain fine-grained action control without re-encoding, KV Flush renews the KV cache by retaining only two latent frames, the global sink and the last generated latent frame, thereby ensuring immediate prompt responsiveness. Finally, RoPE Cut introduces controlled discontinuities in temporal RoPE coordinates, enabling multi-cut scene transitions within a single continuous rollout. Together, these components establish infty-RoPE as a training-free foundation for infinite-horizon, controllable, and cinematic video diffusion. Comprehensive experiments show that infty-RoPE consistently surpasses previous autoregressive models in overall VBench scores.

  • 5 authors
·
Nov 25, 2025 2

RoboForge: Physically Optimized Text-guided Whole-Body Locomotion for Humanoids

While generative models have become effective at producing human-like motions from text, transferring these motions to humanoid robots for physical execution remains challenging. Existing pipelines are often limited by retargeting, where kinematic quality is undermined by physical infeasibility, contact-transition errors, and the high cost of real-world dynamical data. We present a unified latent-driven framework that bridges natural language and whole-body humanoid locomotion through a retarget-free, physics-optimized pipeline. Rather than treating generation and control as separate stages, our key insight is to couple them bidirectionally under physical constraints.We introduce a Physical Plausibility Optimization (PP-Opt) module as the coupling interface. In the forward direction, PP-Opt refines a teacher-student distillation policy with a plausibility-centric reward to suppress artifacts such as floating, skating, and penetration. In the backward direction, it converts reward-optimized simulation rollouts into high-quality explicit motion data, which is used to fine-tune the motion generator toward a more physically plausible latent distribution. This bidirectional design forms a self-improving cycle: the generator learns a physically grounded latent space, while the controller learns to execute latent-conditioned behaviors with dynamical integrity.Extensive experiments on the Unitree G1 humanoid show that our bidirectional optimization improves tracking accuracy and success rates. Across IsaacLab and MuJoCo, the implicit latent-driven pipeline consistently outperforms conventional explicit retargeting baselines in both precision and stability. By coupling diffusion-based motion generation with physical plausibility optimization, our framework provides a practical path toward deployable text-guided humanoid intelligence.

  • 7 authors
·
Mar 18

MolmoMotion: Forecasting Point Trajectories in 3D with Language Instruction

Motion forecasting is central to visual intelligence: agents must anticipate how objects will move in order to plan actions, reason about physical interactions, and synthesize realistic futures. We argue that 3D points in world coordinates provide a general representation that is class-agnostic, view-stable, compact, and directly useful for downstream tasks. We formalize the task of goal-conditioned 3D point motion forecasting: given a short visual history, a set of 3D query points on an object of interest, and a language description of the intended goal, the model predicts the future 3D trajectory of each point. We introduce a full stack to study this task at scale: (1) MolmoMotion-1M is a large corpus of action-described, object-grounded 3D point trajectories annotated from 1.16M unconstrained videos; (2) PointMotionBench is a human-verified benchmark spanning 111 object categories and 61 motion types; and (3) MolmoMotion is a general motion forecasting model that supports both autoregressive coordinate prediction and flow-matching-based trajectory generation. MolmoMotion accurately predicts diverse motion patterns with different language instructions, and significantly outperforms existing motion prediction baselines on PointMotionBench. Finally, we show that the learned 3D motion prior transfers well to downstream applications: it improves training efficiency and generalization for robot manipulation, and its predicted trajectories provide effective motion guidance for generative models to synthesize videos with more realistic object motion.

allenai Ai2
·
Jun 16 1

Frame Averaging for Invariant and Equivariant Network Design

Many machine learning tasks involve learning functions that are known to be invariant or equivariant to certain symmetries of the input data. However, it is often challenging to design neural network architectures that respect these symmetries while being expressive and computationally efficient. For example, Euclidean motion invariant/equivariant graph or point cloud neural networks. We introduce Frame Averaging (FA), a general purpose and systematic framework for adapting known (backbone) architectures to become invariant or equivariant to new symmetry types. Our framework builds on the well known group averaging operator that guarantees invariance or equivariance but is intractable. In contrast, we observe that for many important classes of symmetries, this operator can be replaced with an averaging operator over a small subset of the group elements, called a frame. We show that averaging over a frame guarantees exact invariance or equivariance while often being much simpler to compute than averaging over the entire group. Furthermore, we prove that FA-based models have maximal expressive power in a broad setting and in general preserve the expressive power of their backbone architectures. Using frame averaging, we propose a new class of universal Graph Neural Networks (GNNs), universal Euclidean motion invariant point cloud networks, and Euclidean motion invariant Message Passing (MP) GNNs. We demonstrate the practical effectiveness of FA on several applications including point cloud normal estimation, beyond 2-WL graph separation, and n-body dynamics prediction, achieving state-of-the-art results in all of these benchmarks.

  • 7 authors
·
Oct 7, 2021

Kineo: Calibration-Free Metric Motion Capture From Sparse RGB Cameras

Markerless multiview motion capture is often constrained by the need for precise camera calibration, limiting accessibility for non-experts and in-the-wild captures. Existing calibration-free approaches mitigate this requirement but suffer from high computational cost and reduced reconstruction accuracy. We present Kineo, a fully automatic, calibration-free pipeline for markerless motion capture from videos captured by unsynchronized, uncalibrated, consumer-grade RGB cameras. Kineo leverages 2D keypoints from off-the-shelf detectors to simultaneously calibrate cameras, including Brown-Conrady distortion coefficients, and reconstruct 3D keypoints and dense scene point maps at metric scale. A confidence-driven spatio-temporal keypoint sampling strategy, combined with graph-based global optimization, ensures robust calibration at a fixed computational cost independent of sequence length. We further introduce a pairwise reprojection consensus score to quantify 3D reconstruction reliability for downstream tasks. Evaluations on EgoHumans and Human3.6M demonstrate substantial improvements over prior calibration-free methods. Compared to previous state-of-the-art approaches, Kineo reduces camera translation error by approximately 83-85%, camera angular error by 86-92%, and world mean-per-joint error (W-MPJPE) by 83-91%. Kineo is also efficient in real-world scenarios, processing multi-view sequences faster than their duration in specific configuration (e.g., 36min to process 1h20min of footage). The full pipeline and evaluation code are openly released to promote reproducibility and practical adoption at https://liris-xr.github.io/kineo/.

  • 3 authors
·
Oct 28, 2025

QuaMo: Quaternion Motions for Vision-based 3D Human Kinematics Capture

Vision-based 3D human motion capture from videos remains a challenge in computer vision. Traditional 3D pose estimation approaches often ignore the temporal consistency between frames, causing implausible and jittery motion. The emerging field of kinematics-based 3D motion capture addresses these issues by estimating the temporal transitioning between poses instead. A major drawback in current kinematics approaches is their reliance on Euler angles. Despite their simplicity, Euler angles suffer from discontinuity that leads to unstable motion reconstructions, especially in online settings where trajectory refinement is unavailable. Contrarily, quaternions have no discontinuity and can produce continuous transitions between poses. In this paper, we propose QuaMo, a novel Quaternion Motions method using quaternion differential equations (QDE) for human kinematics capture. We utilize the state-space model, an effective system for describing real-time kinematics estimations, with quaternion state and the QDE describing quaternion velocity. The corresponding angular acceleration is computed from a meta-PD controller with a novel acceleration enhancement that adaptively regulates the control signals as the human quickly changes to a new pose. Unlike previous work, our QDE is solved under the quaternion unit-sphere constraint that results in more accurate estimations. Experimental results show that our novel formulation of the QDE with acceleration enhancement accurately estimates 3D human kinematics with no discontinuity and minimal implausibilities. QuaMo outperforms comparable state-of-the-art methods on multiple datasets, namely Human3.6M, Fit3D, SportsPose and AIST. The code is available at https://github.com/cuongle1206/QuaMo

  • 5 authors
·
Jan 27

VideoREPA: Learning Physics for Video Generation through Relational Alignment with Foundation Models

Recent advancements in text-to-video (T2V) diffusion models have enabled high-fidelity and realistic video synthesis. However, current T2V models often struggle to generate physically plausible content due to their limited inherent ability to accurately understand physics. We found that while the representations within T2V models possess some capacity for physics understanding, they lag significantly behind those from recent video self-supervised learning methods. To this end, we propose a novel framework called VideoREPA, which distills physics understanding capability from video understanding foundation models into T2V models by aligning token-level relations. This closes the physics understanding gap and enable more physics-plausible generation. Specifically, we introduce the Token Relation Distillation (TRD) loss, leveraging spatio-temporal alignment to provide soft guidance suitable for finetuning powerful pre-trained T2V models, a critical departure from prior representation alignment (REPA) methods. To our knowledge, VideoREPA is the first REPA method designed for finetuning T2V models and specifically for injecting physical knowledge. Empirical evaluations show that VideoREPA substantially enhances the physics commonsense of baseline method, CogVideoX, achieving significant improvement on relevant benchmarks and demonstrating a strong capacity for generating videos consistent with intuitive physics. More video results are available at https://videorepa.github.io/.

  • 7 authors
·
May 29, 2025 2

IKMo: Image-Keyframed Motion Generation with Trajectory-Pose Conditioned Motion Diffusion Model

Existing human motion generation methods with trajectory and pose inputs operate global processing on both modalities, leading to suboptimal outputs. In this paper, we propose IKMo, an image-keyframed motion generation method based on the diffusion model with trajectory and pose being decoupled. The trajectory and pose inputs go through a two-stage conditioning framework. In the first stage, the dedicated optimization module is applied to refine inputs. In the second stage, trajectory and pose are encoded via a Trajectory Encoder and a Pose Encoder in parallel. Then, motion with high spatial and semantic fidelity is guided by a motion ControlNet, which processes the fused trajectory and pose data. Experiment results based on HumanML3D and KIT-ML datasets demonstrate that the proposed method outperforms state-of-the-art on all metrics under trajectory-keyframe constraints. In addition, MLLM-based agents are implemented to pre-process model inputs. Given texts and keyframe images from users, the agents extract motion descriptions, keyframe poses, and trajectories as the optimized inputs into the motion generation model. We conducts a user study with 10 participants. The experiment results prove that the MLLM-based agents pre-processing makes generated motion more in line with users' expectation. We believe that the proposed method improves both the fidelity and controllability of motion generation by the diffusion model.

  • 3 authors
·
May 27, 2025

Factorized Video Generation: Decoupling Scene Construction and Temporal Synthesis in Text-to-Video Diffusion Models

State-of-the-art Text-to-Video (T2V) diffusion models can generate visually impressive results, yet they still frequently fail to compose complex scenes or follow logical temporal instructions. In this paper, we argue that many errors, including apparent motion failures, originate from the model's inability to construct a semantically correct or logically consistent initial frame. We introduce Factorized Video Generation (FVG), a pipeline that decouples these tasks by decomposing the Text-to-Video generation into three specialized stages: (1) Reasoning, where a Large Language Model (LLM) rewrites the video prompt to describe only the initial scene, resolving temporal ambiguities; (2) Composition, where a Text-to-Image (T2I) model synthesizes a high-quality, compositionally-correct anchor frame from this new prompt; and (3) Temporal Synthesis, where a video model, finetuned to understand this anchor, focuses its entire capacity on animating the scene and following the prompt. Our decomposed approach sets a new state-of-the-art on the T2V CompBench benchmark and significantly improves all tested models on VBench2. Furthermore, we show that visual anchoring allows us to cut the number of sampling steps by 70% without any loss in performance, leading to a substantial speed-up in sampling. Factorized Video Generation offers a simple yet practical path toward more efficient, robust, and controllable video synthesis

  • 4 authors
·
Dec 18, 2025

SAMA: Factorized Semantic Anchoring and Motion Alignment for Instruction-Guided Video Editing

Current instruction-guided video editing models struggle to simultaneously balance precise semantic modifications with faithful motion preservation. While existing approaches rely on injecting explicit external priors (e.g., VLM features or structural conditions) to mitigate these issues, this reliance severely bottlenecks model robustness and generalization. To overcome this limitation, we present SAMA (factorized Semantic Anchoring and Motion Alignment), a framework that factorizes video editing into semantic anchoring and motion modeling. First, we introduce Semantic Anchoring, which establishes a reliable visual anchor by jointly predicting semantic tokens and video latents at sparse anchor frames, enabling purely instruction-aware structural planning. Second, Motion Alignment pre-trains the same backbone on motion-centric video restoration pretext tasks (cube inpainting, speed perturbation, and tube shuffle), enabling the model to internalize temporal dynamics directly from raw videos. SAMA is optimized with a two-stage pipeline: a factorized pre-training stage that learns inherent semantic-motion representations without paired video-instruction editing data, followed by supervised fine-tuning on paired editing data. Remarkably, the factorized pre-training alone already yields strong zero-shot video editing ability, validating the proposed factorization. SAMA achieves state-of-the-art performance among open-source models and is competitive with leading commercial systems (e.g., Kling-Omni). Code, models, and datasets will be released.

baidu BAIDU
·
Mar 19 4

Stable Part Diffusion 4D: Multi-View RGB and Kinematic Parts Video Generation

We present Stable Part Diffusion 4D (SP4D), a framework for generating paired RGB and kinematic part videos from monocular inputs. Unlike conventional part segmentation methods that rely on appearance-based semantic cues, SP4D learns to produce kinematic parts - structural components aligned with object articulation and consistent across views and time. SP4D adopts a dual-branch diffusion model that jointly synthesizes RGB frames and corresponding part segmentation maps. To simplify the architecture and flexibly enable different part counts, we introduce a spatial color encoding scheme that maps part masks to continuous RGB-like images. This encoding allows the segmentation branch to share the latent VAE from the RGB branch, while enabling part segmentation to be recovered via straightforward post-processing. A Bidirectional Diffusion Fusion (BiDiFuse) module enhances cross-branch consistency, supported by a contrastive part consistency loss to promote spatial and temporal alignment of part predictions. We demonstrate that the generated 2D part maps can be lifted to 3D to derive skeletal structures and harmonic skinning weights with few manual adjustments. To train and evaluate SP4D, we construct KinematicParts20K, a curated dataset of over 20K rigged objects selected and processed from Objaverse XL (Deitke et al., 2023), each paired with multi-view RGB and part video sequences. Experiments show that SP4D generalizes strongly to diverse scenarios, including real-world videos, novel generated objects, and rare articulated poses, producing kinematic-aware outputs suitable for downstream animation and motion-related tasks.

  • 5 authors
·
Sep 12, 2025 2

PAct: Part-Decomposed Single-View Articulated Object Generation

Articulated objects are central to interactive 3D applications, including embodied AI, robotics, and VR/AR, where functional part decomposition and kinematic motion are essential. Yet producing high-fidelity articulated assets remains difficult to scale because it requires reliable part decomposition and kinematic rigging. Existing approaches largely fall into two paradigms: optimization-based reconstruction or distillation, which can be accurate but often takes tens of minutes to hours per instance, and inference-time methods that rely on template or part retrieval, producing plausible results that may not match the specific structure and appearance in the input observation. We introduce a part-centric generative framework for articulated object creation that synthesizes part geometry, composition, and articulation under explicit part-aware conditioning. Our representation models an object as a set of movable parts, each encoded by latent tokens augmented with part identity and articulation cues. Conditioned on a single image, the model generates articulated 3D assets that preserve instance-level correspondence while maintaining valid part structure and motion. The resulting approach avoids per-instance optimization, enables fast feed-forward inference, and supports controllable assembly and articulation, which are important for embodied interaction. Experiments on common articulated categories (e.g., drawers and doors) show improved input consistency, part accuracy, and articulation plausibility over optimization-based and retrieval-driven baselines, while substantially reducing inference time.

  • 7 authors
·
Feb 16

Diffusion4D: Fast Spatial-temporal Consistent 4D Generation via Video Diffusion Models

The availability of large-scale multimodal datasets and advancements in diffusion models have significantly accelerated progress in 4D content generation. Most prior approaches rely on multiple image or video diffusion models, utilizing score distillation sampling for optimization or generating pseudo novel views for direct supervision. However, these methods are hindered by slow optimization speeds and multi-view inconsistency issues. Spatial and temporal consistency in 4D geometry has been extensively explored respectively in 3D-aware diffusion models and traditional monocular video diffusion models. Building on this foundation, we propose a strategy to migrate the temporal consistency in video diffusion models to the spatial-temporal consistency required for 4D generation. Specifically, we present a novel framework, Diffusion4D, for efficient and scalable 4D content generation. Leveraging a meticulously curated dynamic 3D dataset, we develop a 4D-aware video diffusion model capable of synthesizing orbital views of dynamic 3D assets. To control the dynamic strength of these assets, we introduce a 3D-to-4D motion magnitude metric as guidance. Additionally, we propose a novel motion magnitude reconstruction loss and 3D-aware classifier-free guidance to refine the learning and generation of motion dynamics. After obtaining orbital views of the 4D asset, we perform explicit 4D construction with Gaussian splatting in a coarse-to-fine manner. The synthesized multi-view consistent 4D image set enables us to swiftly generate high-fidelity and diverse 4D assets within just several minutes. Extensive experiments demonstrate that our method surpasses prior state-of-the-art techniques in terms of generation efficiency and 4D geometry consistency across various prompt modalities.

  • 8 authors
·
May 26, 2024 1

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

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

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

  • 5 authors
·
Jun 9

Train-Once Plan-Anywhere Kinodynamic Motion Planning via Diffusion Trees

Kinodynamic motion planning is concerned with computing collision-free trajectories while abiding by the robot's dynamic constraints. This critical problem is often tackled using sampling-based planners (SBPs) that explore the robot's high-dimensional state space by constructing a search tree via action propagations. Although SBPs can offer global guarantees on completeness and solution quality, their performance is often hindered by slow exploration due to uninformed action sampling. Learning-based approaches can yield significantly faster runtimes, yet they fail to generalize to out-of-distribution (OOD) scenarios and lack critical guarantees, e.g., safety, thus limiting their deployment on physical robots. We present Diffusion Tree (DiTree): a provably-generalizable framework leveraging diffusion policies (DPs) as informed samplers to efficiently guide state-space search within SBPs. DiTree combines DP's ability to model complex distributions of expert trajectories, conditioned on local observations, with the completeness of SBPs to yield provably-safe solutions within a few action propagation iterations for complex dynamical systems. We demonstrate DiTree's power with an implementation combining the popular RRT planner with a DP action sampler trained on a single environment. In comprehensive evaluations on OOD scenarios, % DiTree has comparable runtimes to a standalone DP (3x faster than classical SBPs), while improving the average success rate over DP and SBPs. DiTree is on average 3x faster than classical SBPs, and outperforms all other approaches by achieving roughly 30\% higher success rate. Project webpage: https://sites.google.com/view/ditree.

  • 3 authors
·
Aug 28, 2025

Equivariant Eikonal Neural Networks: Grid-Free, Scalable Travel-Time Prediction on Homogeneous Spaces

We introduce Equivariant Neural Eikonal Solvers, a novel framework that integrates Equivariant Neural Fields (ENFs) with Neural Eikonal Solvers. Our approach employs a single neural field where a unified shared backbone is conditioned on signal-specific latent variables - represented as point clouds in a Lie group - to model diverse Eikonal solutions. The ENF integration ensures equivariant mapping from these latent representations to the solution field, delivering three key benefits: enhanced representation efficiency through weight-sharing, robust geometric grounding, and solution steerability. This steerability allows transformations applied to the latent point cloud to induce predictable, geometrically meaningful modifications in the resulting Eikonal solution. By coupling these steerable representations with Physics-Informed Neural Networks (PINNs), our framework accurately models Eikonal travel-time solutions while generalizing to arbitrary Riemannian manifolds with regular group actions. This includes homogeneous spaces such as Euclidean, position-orientation, spherical, and hyperbolic manifolds. We validate our approach through applications in seismic travel-time modeling of 2D, 3D, and spherical benchmark datasets. Experimental results demonstrate superior performance, scalability, adaptability, and user controllability compared to existing Neural Operator-based Eikonal solver methods.

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

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

  • 3 authors
·
Mar 8, 2025

ProPhy: Progressive Physical Alignment for Dynamic World Simulation

Recent advances in video generation have shown remarkable potential for constructing world simulators. However, current models still struggle to produce physically consistent results, particularly when handling large-scale or complex dynamics. This limitation arises primarily because existing approaches respond isotropically to physical prompts and neglect the fine-grained alignment between generated content and localized physical cues. To address these challenges, we propose ProPhy, a Progressive Physical Alignment Framework that enables explicit physics-aware conditioning and anisotropic generation. ProPhy employs a two-stage Mixture-of-Physics-Experts (MoPE) mechanism for discriminative physical prior extraction, where Semantic Experts infer semantic-level physical principles from textual descriptions, and Refinement Experts capture token-level physical dynamics. This mechanism allows the model to learn fine-grained, physics-aware video representations that better reflect underlying physical laws. Furthermore, we introduce a physical alignment strategy that transfers the physical reasoning capabilities of vision-language models (VLMs) into the Refinement Experts, facilitating a more accurate representation of dynamic physical phenomena. Extensive experiments on physics-aware video generation benchmarks demonstrate that ProPhy produces more realistic, dynamic, and physically coherent results than existing state-of-the-art methods.

  • 10 authors
·
Dec 5, 2025 2