Video temporal grounding (VTG) is typically tackled with dataset-specific models that transfer poorly across domains and query styles. Recent efforts to overcome this limitation have adapted large multimodal language models (MLLMs) to VTG, but their high compute cost and limited video context still hinder long-video grounding. We instead scale unified supervision while keeping the model lightweight. We present UniversalVTG, a single VTG model trained with large-scale cross-dataset pretraining. An offline Query Unifier canonicalizes heterogeneous query formats into a shared declarative space, reducing linguistic mismatch and preventing the negative transfer observed under naïve joint training. Combined with an efficient grounding head, UniversalVTG scales to long, untrimmed videos. Across diverse benchmarks-GoalStep-StepGrounding, Ego4D-NLQ, TACoS, Charades-STA, and ActivityNet-Captions-one UniversalVTG checkpoint achieves state-of-the-art performance versus dedicated VTG models. Moreover, despite being >100× smaller than recent MLLM-based approaches, UniversalVTG matches or exceeds their accuracy on multiple benchmarks, offering a practical alternative to parameter-heavy MLLMs.
Visual feedback is critical for motor skill acquisition in sports and rehabilitation, and psychological studies show that observing near-perfect versions of one's own performance accelerates learning more effectively than watching expert demonstrations alone. We propose to enable such personalized feedback by automatically editing a person's motion to reflect higher skill. Existing motion editing approaches are poorly suited for this setting because they assume paired input-output data – rare and expensive to curate for skill-driven tasks – and explicit edit guidance at inference. We introduce ExpertEdit, a framework for skill-driven motion editing trained exclusively on unpaired expert video demonstrations. ExpertEdit learns an expert motion prior with a masked language modeling objective that infills masked motion spans with expert-level refinements. At inference, novice motion is masked at skill-critical moments and projected into the learned expert manifold, producing localized skill improvements without paired supervision or manual edit guidance. Across eight diverse techniques and three sports from Ego-Exo4D and Karate Kyokushin, ExpertEdit outperforms state-of-the-art supervised motion editing methods on multiple metrics of motion realism and expert quality. Project page: https://vision.cs.utexas.edu/projects/expert_edit/ .
Can one perceive a video's content without seeing its pixels, just from the camera trajectory-the path it carves through space? This paper is the first to systematically investigate this seemingly implausible question. Towards this end, we propose a contrastive learning framework to train CamFormer, a dedicated encoder that projects camera pose trajectories into a joint embedding space, aligning them with natural language. We find that, contrary to its apparent simplicity, the camera trajectory is a remarkably informative signal to uncover video content. In other words, "how you move" can indeed reveal "what you are doing" (egocentric) or "observing" (exocentric). We demonstrate the versatility of our learned CamFormer embeddings on a diverse suite of downstream tasks, ranging from cross-modal alignment to classification and temporal analysis. Importantly, our representations are robust across diverse camera pose estimation methods, including both high-fidelity multi-sensored and standard RGB-only estimators. Our findings establish camera trajectory as a lightweight, robust, and versatile modality for perceiving video content.
An environment acoustic model represents how sound is transformed by the physical characteristics of an indoor environment, for any given source/receiver location. Whereas traditional methods for constructing such models assume dense geometry and/or sound measurements throughout the environment, we explore how to infer room impulse responses (RIRs) based on a sparse set of images and echoes observed in the space, as well as how to choose where to collect these audio-visual observations. Towards that goal, we first introduce a transformer-based method that uses self-attention to build a rich acoustic context, then infers the RIRs of arbitrary query source-receiver locations through cross-attention. Then, motivated by real-world physical constraints in collecting these observations, we further introduce active acoustic sampling, a new task in which a mobile agent jointly constructs the environment acoustic model and spatial occupancy map on-the-fly from sparse audio-visual observations. We train a reinforcement learning (RL) policy that guides agent navigation toward optimal acoustic data sampling positions, rewarding information gain for the full environment model. Evaluating on diverse unseen 3D indoor environments, our method outperforms the state-of-the-art and—in a major departure from traditional methods—generalizes to novel environments in a few-shot manner. Furthermore, when augmented with our active sampling policy, it successfully guides an embodied agent to acoustically informative positions given real-world exploration constraints, outperforming both traditional navigation agents and prior acoustic rendering methods. Project: http://vision.cs.utexas.edu/projects/fewShot-RIR .
Video temporal grounding, the task of localizing the start and end times of a natural language query in untrimmed video, requires capturing both global context and fine-grained temporal detail. This challenge is particularly pronounced in long videos, where existing methods often compromise temporal fidelity by over-downsampling or using fixed windows. We present HieraMamba, a hierarchical architecture that preserves temporal structure and semantic richness across scales. At its core are Anchor-MambaPooling (AMP) blocks, which utilize Mamba’s selective scanning to produce compact anchor tokens summarizing video content across scales. We further introduce anchor-conditioned and segment-pooled contrastive losses-two complementary objectives that encourage anchors to retain local detail while remaining globally discriminative. HieraMamba sets a new state-of-the-art on Ego4D-NLQ, MAD, and TACoS, demonstrating precise, temporally faithful localization in long, untrimmed videos.
Current large-scale video datasets focus on general human activity, but lack depth of coverage on fine-grained activities needed to address physical skill learning. We introduce SportSkills, the first large-scale sports dataset geared towards physical skill learning with in-the-wild video. SportSkills has more than 360k instructional videos containing more than 630k visual demonstrations paired with instructional narrations explaining the know-how behind the actions from 55 varied sports. Through a suite of experiments, we show that SportSkills unlocks the ability to understand fine-grained differences between physical actions. Our representation achieves gains of up to 4x with the same model trained on traditional activity-centric datasets. Crucially, building on SportSkills, we introduce the first large-scale task formulation of mistake-conditioned instructional video retrieval, bridging representation learning and actionable feedback generation (e.g., "here's my execution of a skill; which video clip should I watch to improve it?"). Formal evaluations by professional coaches show our retrieval approach significantly advances the ability of video models to personalize visual instructions for a user query.
Egocentric perception on smart glasses could transform how we learn new skills in the physical world, but automatic skill assessment remains a fundamental technical challenge. We introduce SkillSight for power-efficient skill assessment from first-person data. Central to our approach is the hypothesis that skill level is evident not only in how a person performs an activity (video), but also in how they directtheir attention when doing so (gaze). Our two-stage framework first learns to jointly model gaze and egocentric video when predicting skill level, then distills a gaze-only student model. At inference, the student model requires only gaze input, drastically reducing power consumption by eliminating continuous video processing. Experiments on three datasets spanning cooking, music, and sports establish, for the first time, the valuable role of gaze in skill understanding across diverse real-world settings. Our SkillSight teacher model achieves state-of-the-art performance, while our gaze-only student variant maintains high accuracy using 73× less power than competing methods. These results pave the way for in-the-wild AI-supported skill learning.
We introduce VSeek, an agentic framework that transforms long-video question answering (LVQA) from a passive, single-pass perception task into a multi-turn retrieval process. VSeek utilizes a natural language-driven search to identify relevant context within long videos and is post-trained with reinforcement learning (RL) to jointly formulate targeted search queries and reason over retrieved clips for LVQA. While RL post-training has revolutionized reasoning in symbolic domains such as mathematics and code, its application to long-video understanding remains hindered by a lack of verified rewards. To ensure that the retrieved context is relevant, we propose a novel neuro-symbolic approach that bridges open-ended natural language with discrete visual verification. Specifically, complex user queries are compiled into formal temporal logic specifications for systematically decomposing natural language questions into a definitive checklist of required atomic visual primitives, such as key objects and activities, along with their temporal ordering. These systematically derived grounding events provide the critical feedback signal for RL post-training, enabling dense, verifiable rewards based on the successful retrieval of these specific visual elements rather than relying entirely on outcome-only answer accuracy. By explicitly optimizing for this verifiable evidence-seeking behavior, VSeek improves Pass@1 scores by up to 8
Understanding camera motion is a fundamental problem in embodied perception and 3D scene understanding. While visual methods have advanced rapidly, they often struggle under visually degraded conditions such as motion blur or occlusions. In this work, we show that passive scene sounds provide complementary cues for relative camera pose estimation for in-the-wild videos. We introduce a simple but effective audio-visual framework that integrates direction-ofarrival (DOA) spectra and binauralized embeddings into a state-of-the-art vision-only pose estimation model. Our results on two large datasets show consistent gains over strong visual baselines, plus robustness when the visual information is corrupted. To our knowledge, this represents the first work to successfully leverage audio for relative camera pose estimation in real-world videos, and it establishes incidental, everyday audio as an unexpected but promising signal for a classic spatial challenge. Project: http://vision.cs.utexas.edu/projects/av_camera_pose.
As wearable devices like smart glasses integrate Large Multimodal Models (LMMs) into the continuous first-person visual streams of individual users, the evolution of these models into true personal assistants hinges on visual personalization: the ability to reason over visual information unique to the wearer. We formalize this capability as Personal Visual Context Learning (Personal VCL), the prompt-time capability of using user-specific visual context to resolve personalized queries. To systematically evaluate this, we present Personal-VCL-Bench, a comprehensive benchmark capturing the personal visual world across persons, objects, and behaviors. Our analysis of frontier LMMs identifies a profound context utilization gap, revealing that the mechanisms for leveraging visual evidence, as well as aggregating multiple visual observations, remain critically understudied. Motivated by these findings, we propose the Agentic Context Bank, a strong inference-time baseline that structures a user's visual context into a self-refining memory bank and employs query-adaptive evidence selection. Our baseline approach consistently improves over standard context prompting regimes across tasks and evaluated backbones, demonstrating a practical path towards future personalized LMMs.
Object state changes in video reveal critical cues about human and agent activity. However, existing methods are limited to temporal localization of when the object is in its initial state (e.g., cheese block) versus when it has completed a state change (e.g., grated cheese), offering no insight into where the change is unfolding. We propose to deepen the problem by introducing the spatially-progressing object state change segmentation task. The goal is to segment at the pixel-level those regions of an object that are actionable and those that are transformed. We show that state-of-the-art VLMs and video segmentation methods struggle at this task, underscoring its difficulty and novelty. As an initial baseline, we design a VLM-based pseudo-labeling approach, state-change dynamics constraints, and a novel WhereToChange benchmark built on in-the-wild Internet videos. Experiments on two datasets validate both the challenge of the new task as well as the promise of our model for localizing exactly where and how fast objects are changing in video. We further demonstrate useful implications for tracking activity progress to benefit robotic agents. Overall, our work positions spatial OSC segmentation as a new frontier task for video understanding: one that challenges current SOTA methods and invites the community to build more robust, state-change-sensitive representations. Project page: https://vision.cs.utexas.edu/projects/spoc-spatially-progressing-osc
Egocentric world models present a promising direction for enabling agents to predict and plan, but their performance is constrained by the limited availability of egocentric training data and its inherent partial observability of humans' physical actions. In contrast, exocentric video is abundant and reveals body poses well, but lacks direct alignment with an agent's action space – and is not egocentric. We propose a method to bridge this gap by extracting structured body pose from exocentric video as a representation of action and transforming the exocentric video to egocentric video, informed by a human kinematics prior. This process unlocks the integration of in-the-wild exocentric data for egocentric world model training. We show that training whole-body action-conditioned egocentric world models with our converted data significantly improves both prediction quality and downstream planning performance, where we infer the sequence of body poses needed to achieve a visual goal state. Our approach paves the way to enlist arbitrary in-the-wild videos for building powerful egocentric world models, furthering applications in robot planning and augmented-reality guidance.
Most robot manipulation focuses on changing the kinematic state of objects: picking, placing, opening, or rotating them. However, a wide range of real-world manipulation tasks involve a different class of object state changesuch as mashing, spreading, or slicingwhere the objects physical and visual state evolve progressively without necessarily changing its position. We present SPARTA, the first unified framework for the family of object state change manipulation tasks. Our key insight is that these tasks share a common structural pattern: they involve spatially-progressing, object-centric changes that can be represented as regions transitioning from an actionable to a transformed state. Building on this insight, SPARTA integrates spatially progressing object change segmentation maps, a visual skill to perceive actionable vs. transformed regions for specific object state change tasks, to generate a) structured policy observations that strip away appearance variability, and b) dense rewards that capture incremental progress over time. These are leveraged in two SPARTA policy variants: reinforcement learning for fine-grained control without demonstrations or simulation; and greedy control for fast, lightweight deployment. We validate SPARTA on a real robot for three challenging tasks across 10 diverse real-world objects, achieving significant improvements in training time and accuracy over sparse rewards and visual goal-conditioned baselines. Our results highlight progress-aware visual representations as a versatile foundation for the broader family of object state manipulation tasks. More information at https://vision.cs.utexas.edu/projects/sparta-robot
Video generation models have recently achieved impressive visual fidelity and temporal coherence. Yet, they continue to struggle with complex, non-rigid motions, especially when synthesizing humans performing dynamic actions such as sports, dance, etc. Generated videos often exhibit missing or extra limbs, distorted poses, or physically implausible actions. In this work, we propose a remarkably simple reward model, HuDA, to quantify and improve the human motion in generated videos. HuDA integrates human detection confidence for appearance quality, and a temporal prompt alignment score to capture motion realism. We show this simple reward function that leverages off-the-shelf models without any additional training, outperforms specialized models finetuned with manually annotated data. Using HuDA for Group Reward Policy Optimization (GRPO) post-training of video models, we significantly enhance video generation, especially when generating complex human motions, outperforming state-of-the-art models like Wan 2.1, with win-rate of 73
Rings like gold, thuds like wood! The sound we hear in a scene is shaped not only by the spatial layout of the environment but also by the materials of the objects and surfaces within it. For instance, a room with wooden walls will produce a different acoustic experience from a room with the same spatial layout but concrete walls. Accurately modeling these effects is essential for applications such as virtual reality, robotics, architectural design, and audio engineering. Yet, existing methods for acoustic modeling often entangle spatial and material influences in correlated representations, which limits user control and reduces the realism of the generated acoustics. In this work, we present a novel approach for material-controlled Room Impulse Response (RIR) generation that explicitly disentangles the effects of spatial and material cues in a scene. Our approach models the RIR using two modules: a spatial module that captures the influence of the spatial layout of the scene, and a material module that modulates this spatial RIR according to a user-specified material configuration. This explicitly disentangled design allows users to easily modify the material configuration of a scene and observe its impact on acoustics without altering the spatial structure or scene content. Our model provides significant improvements over prior approaches on both acoustic-based metrics (up to +16
When obtaining visual illustrations from text descriptions, today’s methods take a description with a single text context—a caption, or an action description—and retrieve or generate the matching visual context. However, prior work does not permit visual illustration of multistep descriptions, e.g. a cooking recipe or a gardening instruction manual, and simply handling each step description in isolation would result in an incoherent demonstration. We propose Stitch-a-Demo, a novel retrieval-based method to assemble a video demonstration from a multistep description. The resulting video contains clips, possibly from different sources, that accurately reflect all the step descriptions, while being visually coherent. We formulate a training pipeline that creates large-scale weakly supervised data containing diverse procedures and injects hard negatives that promote both correctness and coherence. Validated on in-the-wild instructional videos, Stitch-a-Demo achieves state-of-the-art performance, with gains up to 29% as well as dramatic wins in a human preference study.
While Audio-Visual Language Models (AVLMs) have achieved remarkable progress over recent years, their reliability is bottlenecked by cross-modal hallucination. A particularly pervasive manifestation is video-driven audio hallucination: models routinely exploit visual shortcuts to hallucinate expected sounds, discarding true auditory evidence. To counteract this deeply ingrained visual dominance, we propose Audio-Contrastive Preference Optimization (ACPO). This dual-axis preference learning framework introduces an output-contrastive objective to penalize visual descriptions masquerading as audio facts, alongside an input-contrastive objective that swaps audio tracks to explicitly penalize generation invariant to the true auditory signal. Extensive experiments demonstrate that ACPO establishes highly faithful audio grounding and mitigates audio hallucination without compromising overarching multimodal capabilities.
We introduce the task of early mistake detection in video, where the goal is to determine whether a keystep in a procedural activity is performed correctly while observing as little of the streaming video as possible. To tackle this problem, we propose a method comprising a mistake detector and a reinforcement learning policy. At each timestep, the detector processes recently observed frames to estimate the keystep's correctness while anticipating future visual features, enabling reliable early mistake estimates. Meanwhile, the policy aggregates the detector outputs and visual observations over time and adaptively decides when to exit (i.e., stop processing incoming frames) while producing the final prediction. Using diverse real-world procedural video datasets, we demonstrate that our MistExit model achieves superior mistake detection accuracy while reducing the fraction of video observed compared to state-of-the-art models. Project: https://vision.cs.utexas.edu/projects/mist_exit.
We introduce SWITCH-A-VIEW, a model that learns to automatically select the viewpoint to display at each timepoint when creating a how-to video. The key insight of our approach is how to train such a model from unlabeled – but human-edited – video samples. We pose a pretext task that pseudo-labels segments in the training videos for their primary viewpoint (egocentric or exocentric), and then discovers the patterns between the visual and spoken content in a how-to video on the one hand and its view-switch moments on the other hand. Armed with this predictor, our model can be applied to new multi-view video settings for orchestrating which viewpoint should be displayed when, even when such settings come with limited labels. We demonstrate our idea on a variety of real-world videos from HowTo100M and Ego-Exo4D, and rigorously validate its advantages. Project: https://vision.cs.utexas.edu/projects/switch_a_view/.
James M. Rehg合作论文数Siebel School of Computing and Data Science, The Grainger College of Engineering, University of Illinois Urbana-Champaign5