Deriving co-speech 3D gestures has seen tremendous progress in virtual avatar animation. However, due to the limited scale of 3D speech-gesture data, the existing methods often produce stiff and unreasonable gestures with unseen human speech inputs. To address this issue, we curate a large-scale co-speech gesture dataset covering diverse in-the-wild gesture types and propose a framework for generating plausible and diverse gestures from in-the-wild speech. Specifically, our curated dataset GES-X contains about 40M meshed postures across 4.3K speakers, which is 4x larger in word corpus and 15x more diverse in gesture motion distribution than the second-largest dataset, providing a solid foundation for diverse gesture generation. Considering the gesture sequence should be both natural and display generalization on in-the-wild speech audio, we propose CoCoGesture, a novel framework that is built upon a custom-designed pretrain-finetune training paradigm. At the pretraining stage, we aim to formulate a large generalizable gesture diffusion model by learning the abundant postures manifold provided by our GES-X dataset. Therefore, we scale up the large unconditional diffusion model to 1B parameters and pre-train it to be our gesture experts. At the finetune stage, we present the audio ControlNet that incorporates the human voice as condition prompts to guide the gesture generation. Considering the synthesized postures should be temporally coordinated with audio rhythmic while preserving the vividness and diversity, we design a novel Mixture-of-Gesture-Experts (MoGE) block. In particular, the MoGE block adaptively fuses the audio embedding from the human speech and the gesture features from the pre-trained gesture experts with a routing mechanism. Extensive experiments demonstrate that our proposed CoCoGesture outperforms the state-of-the-art methods on the zero-shot speech-to-gesture generation. Our dataset will be released on the project page: https://mattie-e.github.io/GES-X/.
Recent advancements in Multimodal Large Language Models (MLLMs) have shown remarkable capabilities across various multimodal contexts. However, their application in robotic scenarios, particularly for long-horizon manipulation tasks, reveals significant limitations. These limitations arise from the current MLLMs lacking three essential robotic brain capabilities: Planning Capability, which involves decomposing complex manipulation instructions into manageable sub-tasks; Affordance Perception, the ability to recognize and interpret the affordances of interactive objects; and Trajectory Prediction, the foresight to anticipate the complete manipulation trajectory necessary for successful execution. To enhance the robotic brain's core capabilities from abstract to concrete, we introduce ShareRobot, a high-quality heterogeneous dataset that labels multi-dimensional information such as task planning, object affordance, and end-effector trajectory. ShareRobot's diversity and accuracy have been meticulously refined by three human annotators. Building on this dataset, we developed RoboBrain, an MLLM-based model that combines robotic and general multi-modal data, utilizes a multi-stage training strategy, and incorporates long videos and high-resolution images to improve its robotic manipulation capabilities. Extensive experiments demonstrate that RoboBrain achieves state-of-the-art performance across various robotic tasks, highlighting its potential to advance robotic brain capabilities. Project website: RoboBrain.
Video generation models have made significant progress in simulating future states, showcasing their potential as world simulators in embodied scenarios. However, existing models often lack robust understanding, limiting their ability to perform multi-step predictions or handle Out-of-Distribution (OOD) scenarios. To address this challenge, we propose the Reflection of Generation (RoG), a set of intermediate reasoning strategies designed to enhance video prediction. It leverages the complementary strengths of pre-trained vision-language and video generation models, enabling them to function as a world model in embodied scenarios. To support RoG, we introduce Embodied Video Anticipation Benchmark(EVA-Bench), a comprehensive benchmark that evaluates embodied world models across diverse tasks and scenarios, utilizing both in-domain and OOD datasets. Building on this foundation, we devise a world model, Embodied Video Anticipator (EVA), that follows a multistage training paradigm to generate high-fidelity video frames and apply an autoregressive strategy to enable adaptive generalization for longer video sequences. Extensive experiments demonstrate the efficacy of EVA in various downstream tasks like video generation and robotics, thereby paving the way for large-scale pre-trained models in real-world video prediction applications. The video demos are available at https://sites.google.com/view/icml-eva.
Generating gestures from human speech has gained tremendous progress in animating virtual avatars. While the existing methods enable synthesizing gestures cooperated by people self-talking, they overlook the practicality of concurrent gesture modeling with two-person interactive conversations. Moreover, the lack of high-quality datasets with concurrent co-speech gestures also limits handling this issue. To fulfill this goal, we first construct a large-scale concurrent co-speech gesture dataset that contains more than 7M frames for diverse two-person interactive posture sequences, dubbed $\textbf{GES-Inter}$. Moreover, we propose Co$^{\mathbf{3}}$Gesture, a novel framework that enables concurrent coherent co-speech gesture synthesis including two-person interactive movements. Our framework is built upon two cooperative generation branches conditioned on decomposed speaker audio. Specifically, to enhance the coordination of human postures w.r.t corresponding speaker audios while interacting with the conversational partner, we present a Temporal-Interaction Module ($\textbf{TIM}$). TIM can effectively model the temporal association representation between two speakers' gesture sequences as interaction guidance and fuse it into the concurrent gesture generation. Then, we devise a mutual attention mechanism to further boost learning dependencies of interacted concurrent motions, thereby enabling us to generate vivid and coherent gestures. Extensive experiments demonstrate that our method outperforms the state-of-the-art models on our newly collected GES-Inter dataset.
Integrating watermarks into generative images is a critical strategy for protecting intellectual property and enhancing artificial intelligence security. This paper proposes Plug-in Generative Watermarking (PiGW) as a general framework for integrating watermarks into generative images. More specifically, PiGW embeds watermark information into the initial noise using a learnable watermark embedding network and an adaptive frequency spectrum mask. Furthermore, it optimizes training costs by gradually increasing timesteps. Extensive experiments demonstrate that PiGW enables embedding watermarks into the generated image with negligible quality loss while achieving true invisibility and high resistance to noise attacks. Moreover, PiGW can serve as a plugin for various commonly used generative structures and multimodal generative content types. Finally, we demonstrate how PiGW can also be utilized for detecting generated images, contributing to the promotion of secure AI development. The project code will be made available on GitHub.
Video generation models have made significant progress in simulating future states, showcasing their potential as world simulators in embodied scenarios. However, existing models often lack robust understanding, limiting their ability to perform multi-step predictions or handle Out-of-Distribution (OOD) scenarios. To address this challenge, we propose the Reflection of Generation (RoG), a set of intermediate reasoning strategies designed to enhance video prediction. It leverages the complementary strengths of pre-trained vision-language and video generation models, enabling them to function as a world model in embodied scenarios. To support RoG, we introduce Embodied Video Anticipation Benchmark(EVA-Bench), a comprehensive benchmark that evaluates embodied world models across diverse tasks and scenarios, utilizing both in-domain and OOD datasets. Building on this foundation, we devise a world model, Embodied Video Anticipator (EVA), that follows a multistage training paradigm to generate high-fidelity video frames and apply an autoregressive strategy to enable adaptive generalization for longer video sequences. Extensive experiments demonstrate the efficacy of EVA in various downstream tasks like video generation and robotics, thereby paving the way for large-scale pre-trained models in real-world video prediction applications. The video demos are available at https://sites.google.com/view/icml-evahttps://sites.google.com/view/icml-eva.