Modern video-language models are typically trained on videos downsampled to low frames-per-second (FPS), and the most commonly used evaluation benchmarks are designed for low-FPS input as well. To address this shortcoming, we present FPS-Bench, a large video question-answering benchmark designed to evaluate VLMs’ capabilities to understand video at high-frame rates. We introduce a new metric, the minimum frames-per-second (minFPS), which measures the minimum frame-rate required to solve a given question. While existing benchmarks require <1 minFPS, we rigorously curate more than 1000 questions from a diverse source of videos and manually verify minFPS for each example, leading to a benchmark that requires watching videos at on average 7 FPS to solve. Our evaluation of several state-of-the-art VLMs shows that they are severely lacking, achieving QA accuracy of 30\% in the FPS-Bench multiple-choice task, while humans achieve 72\% accuracy. We believe that FPS-Bench will serve as a valuable tool for improving frontier-level VLMs and will release all data and code.
Text driven hand object interaction (HOI) generation is gaining attention for immersive applications and robotics, yet producing physically plausible interactions remains challenging. Even when individual motions appear natural, small contact errors can cause conspicuous artifacts such as floating and interpenetration. Prior methods mitigate these issues using explicit contact cues or implicit grasp priors, but typically rely on multi stage pipelines and fail to model temporally evolving contact. We present JointHOI, a single stage diffusion framework that jointly generates 3D hand object motion and dynamic, distance based contact maps from text. By treating contact as an auxiliary inner modality, joint generation enables the model to learn contact motion coupling during training. At inference, contact guided sampling enforces consistency between generated contact maps and motion implied geometry, improving temporal stability and reducing penetration and floating. Experiments on GRAB and ARCTIC demonstrate consistent improvements in text adherence and physical plausibility over prior methods.
LLM agents are increasingly used to translate natural language into 3D scenes in a procedural way, but existing systems focus on static output. Dynamic 4D scenes from text alone, in which liquids flow, particles emit, rigid bodies cascade, and articulated mechanisms move, remain largely unexplored despite their value as editable content and as physics-grounded training data for video generation and embodied AI. Two challenges set the dynamic case apart from static text-to-scene work: an agent must jointly coordinate spatial layout, multiple physics solvers, temporal sequencing, camera, and lighting in a single coherent scene, and verifying motion correctness from rendered video is fundamentally harder than judging a single image. We present SimWorlds: a multi-agent framework that produces dynamic, editable 4D scenes from text, with Blender-specific procedural knowledge, a planner-coder-reviewer workflow driving a fixed ordered sequence of construction stages, a layered scene protocol enforced by a deterministic verifier, and a runtime-state inspection tool suite that catches mechanism failures the rendered image cannot reveal. We also introduce 4DBuildBench, a benchmark for assessing both visual fidelity and physical consistency of the procedural dynamic 3D scenes generated from text prompts. Experiments show that SimWorlds outperforms prior dynamic Blender generation baselines.
Methods for text-based generation of hand-object interaction (HOI) sequences primarily focus on producing smooth, physically plausible trajectories. A truly utilitarian method should additionally support variable-length generation, composite motion sequences, motion completion and infilling, and reliable termination without compromising physical plausibility. Standard diffusion models for HOI generation are typically trained only for text-to-motion generation on atomic motions and require the motion length to be specified a-priori. Autoregressive (AR) methods provide greater sequence-level flexibility, but commonly depend on discrete motion codes, which can lose contact-sensitive motion detail. To address these key limitations, we present a model performing Masked Autoregression with Diffusion for HOI generation (MAD-HOI). Our method starts by encoding hand and object motions in a continuous latent space while keeping them disentangled to maintain stream-wise control. This is followed by a masked autoregressive transformer to predict context features that condition a flow-matching head. MAD-HOI is capable of motion generation for atomic and composite articulated sequences, conditioned motion completion and infilling, as well as EOM (End of Motion) prediction from a single training objective. We provide comprehensive evaluations for these capabilities and benchmark our method on the ARCTIC and GRAB datasets. Our experiments demonstrate that our method generates more diverse and physically plausible interactions compared to other open-sourced baseline methods.
We introduce MAVERIX (Multimodal Audio-Visual Evaluation and Recognition IndeX), a unified benchmark to probe video understanding in multimodal LLMs, encompassing video, audio, and text inputs with human performance baselines. Although recent advancements in audiovisual models have shown substantial progress, the field lacks a standardized evaluation framework to thoroughly assess their cross-modality comprehension performance. MAVERIX curates 2,556 questions from 700 videos, in the form of both multiple-choice and open-ended formats, explicitly designed to evaluate multimodal models through questions that necessitate tight integration of video and audio information, spanning a broad spectrum of agentic scenarios. MAVERIX uniquely provides models with questions that closely mimic the multimodal understanding experiences available to humans during decision-making processes. To our knowledge, MAVERIX is the first benchmark aimed explicitly at assessing comprehensive audiovisual integration in such granularity. Experiments with state-of-the-art models, including Qwen 2.5 Omni and Gemini 2.5 Flash-Lite, show performance around 64% accuracy, while human experts reach near-ceiling performance of 92.8%, exposing a substantial gap to human-level comprehension. With standardized evaluation protocols, a rigorously annotated pipeline, and a public toolkit, MAVERIX establishes a challenging testbed for advancing audiovisual multimodal intelligence, with the website publicly available below.
Vision Transformers (ViTs) partition input images into uniformly sized patches regardless of their content, resulting in long input sequence lengths for high-resolution images. We present Adaptive Patch Transformers (APT), which addresses this by using multiple different patch sizes within the same image. APT reduces the total number of input tokens by allocating larger patch sizes in more homogeneous areas and smaller patches in more complex ones. APT achieves a drastic speedup in ViT inference and training, increasing throughput by 40\% on ViT-L and 50\% on ViT-H while maintaining downstream performance. It can be applied to a previously fine-tuned ViT and converges in as little as 1 epoch. It also significantly reduces training and inference time without loss of performance in high-resolution dense visual tasks, achieving up to 30\% faster training and inference in visual QA, object detection, and semantic segmentation. We will release all code and trained models.
We present a surface-template-free method for reconstructing dense, rigged (re-animatable) 3D models from monocular videos. By combining robust pose optimization with differentiable Gaussian splatting, this work bridges the gap between flexible template-free approaches and the visual quality of template-based methods. Starting from noisy 2D keypoints, we refine 3D poses through kinematic and temporal constraints, then attach Gaussian primitives to the optimized skeleton for differentiable supervision and rendering. We demonstrate dense, rigged (re-animatable) 3D models without surface templates across humans, animals, insects, and everyday articulated objects, and we empirically show that closing the rendering–pose loop improves 3D lifting from noisy landmarks. A key enabler of these template-free reconstructions is our kinematic optimization, which reduces 3D pose error by 20–25% relative to template-free baselines; at the same time, our results approach template-based visual metrics (PSNR/SSIM within 5%). We also demonstrate the method’s practical utility by detecting and correcting geometric inconsistencies in AI-generated videos. While limited to articulated subjects with detectable keypoints, the approach provides a practical pipeline that serves as a drop-in refinement to improve 3D lifting in existing pipelines and enables the creation of rigged 3D assets from casual captures when expensive surface templates (e.g., MoCap-derived) are unavailable.
Recent vision foundation models give the impression that 3D reconstruction from RGB is largely solved. Yet these systems struggle with object-specific 3D structure: the fine-grained geometry implied by an object’s landmarks or skeleton. In this paper, we show that when a model is given only 2D landmarks, it can recover more accurate 3D structure than state-of-the-art depth-from-RGB foundation models. Classical lifting approaches such as PAUL demonstrate this principle but do not scale beyond single categories, while methods like 3D-LFM scale but require extensive 3D supervision. We present the first lifting foundation model that learns object-specific 3D geometry using only 2D supervision. The key idea is to inject correspondence structure into the model via a positional encoding inspired by classical structure-from-motion. This simple inductive bias enables robust, object-agnostic 3D lifting that rivals or exceeds recent 3D-supervised approaches, revealing that landmark-based lifting remains a powerful and under-exploited paradigm for 3D understanding.
Human mesh recovery offers substantial potential for detailed behavior analysis and understanding of complex human-environment interactions. In this paper, we propose a novel 4D Human Motion Reconstruction Virtual Reality System that integrates advanced 4D multi-view human mesh recovery and high-quality 3D environment reconstruction using 3D Gaussian Splatting (3DGS). Our system seamlessly combines detailed 4D human behavior capture with accurate 3D environment reconstruction, significantly extending traditional visual monitoring approaches. Visualization through an interactive Virtual Reality (VR) platform enables dynamic interaction representation using accurately reconstructed virtual environments and computer-generated (CG) avatars. Experimental results from realistic scenarios validate the effectiveness of our framework in providing immersive experiences and precise human-environment modeling, demonstrating a significant advancement in a practical human-centered representation approach. Our approach consistently outperforms existing state-of-the-art methods, achieving reductions in mesh errors of 24% in PVE and 32% in MPJPE on the CHI3D dataset, and 17% in MPJPE and 64% in translation error on the Hi4D dataset compared to other multi-view methods. The project is available at: https://att100.github.io/MV4DHMR.
Humans learn not only how their bodies move, but also how the surrounding world responds to their actions. In contrast, while recent Vision-Language-Action (VLA) models exhibit impressive semantic understanding, they often fail to capture the spatiotemporal dynamics governing physical interaction. In this paper, we introduce Pri4R, a simple yet effective approach that endows VLA models with an implicit understanding of world dynamics by leveraging privileged 4D information during training. Specifically, Pri4R augments VLAs with a lightweight point track head that predicts 3D point tracks. By injecting VLA features into this head to jointly predict future 3D trajectories, the model learns to incorporate evolving scene geometry within its shared representation space, enabling more physically aware context for precise control. Due to its architectural simplicity, Pri4R is compatible with dominant VLA design patterns with minimal changes. During inference, we run the model using the original VLA architecture unchanged; Pri4R adds no extra inputs, outputs, or computational overhead. Across simulation and real-world evaluations, Pri4R significantly improves performance on challenging manipulation tasks, including a +10
We introduce the challenging problem of multi-object system identification from videos, for which prior methods are ill-suited due to their focus on single-object scenes or discrete material classification with a fixed set of material prototypes. To address this, we propose MOSIV, a new framework that directly optimizes for continuous, per-object material parameters using a differentiable simulator guided by geometric objectives derived from video. We also present a new synthetic benchmark with contact-rich, multi-object interactions to facilitate evaluation. On this benchmark, MOSIV substantially improves grounding accuracy and long-horizon simulation fidelity over adapted baselines, establishing it as a strong baseline for this new task. Our analysis shows that object-level fine-grained supervision and geometry-aligned objectives are critical for stable optimization in these complex, multi-object settings. The source code and dataset will be released.
Modern perception increasingly relies on fisheye, panoramic, and other wide-FoV cameras, yet most pipelines still apply planar CNNs designed for pinhole imagery on 2D grids, where image-space neighborhoods misrepresent physical adjacency and models are sensitive to global rotations. Frequency-domain spherical CNNs partially address this mismatch but require costly spherical harmonic transforms that constrain resolution and efficiency. We introduce the Unified Spherical Frontend (USF), a lens-agnostic framework that lifts images from any calibrated camera to a unit-sphere representation via ray-direction correspondences and performs spherical resampling, convolution, and pooling directly in the spatial domain. USF is modular: projection, location sampling, value interpolation, and output resolution controls are decoupled. Its distance-only spherical kernels provide configurable rotation-equivariance by design (mirroring the translation-equivariance of planar CNNs), while avoiding harmonic transforms. We compare standard planar backbones with their spherical counterparts across classification, detection, and segmentation on synthetic (Spherical MNIST) and real-world datasets (PANDORA, Stanford 2D3DS), and stress-test robustness to extreme lens distortions, varying FoV, and arbitrary rotations. USF processes high-resolution spherical imagery efficiently and maintains \emph{less than 1\%} performance drop under random test-time rotations, even without rotational augmentation, while zero‑shot generalizing from one lens type to previously unseen wide-FoV lenses with minimal degradation.
Human mesh recovery (HMR) models 3D human body from monocular videos, with recent works extending it to world-coordinate human trajectory and motion reconstruction. However, most existing methods remain offline, relying on future frames or global optimization, which limits their applicability in interactive feedback and perception-action loop scenarios such as AR/VR and telepresence. To address this, we propose OnlineHMR, a fully online framework that jointly satisfies four essential criteria of online processing, including system-level causality, efficiency, faithfulness, and temporal consistency. Built upon the TRAM architecture, OnlineHMR enables streaming inference via a causal key–value cache design and a curated sliding-window learning strategy. Meanwhile, a human-centric incremental SLAM provides online world-grounded alignment under physical plausible trajectory correction. Experimental results show that our method achieves performance comparable to existing chunk-based approaches on the standard EMDB benchmark and highly dynamic custom videos, while uniquely supporting online processing.
Human motion is inherently diverse and semantically rich, while also shaped by the surrounding scene. However, existing motion generation approaches address either motion semantics or scene-awareness in isolation, since constructing large-scale datasets with both rich text–motion coverage and precise scene interactions is extremely challenging. In this work, we introduce SceneAdapt, a framework that injects scene awareness into text-conditioned motion models by leveraging disjoint scene–motion and text–motion datasets through two adaptation stages: inbetweening and scene-aware inbetweening. The key idea is to use motion inbetweening, learnable without text, as a proxy task to bridge two distinct datasets and thereby inject scene-awareness to text-to-motion models. In the first stage, we introduce keyframing layers that modulate motion latents for inbetweening while preserving the latent manifold. In the second stage, we add a scene-conditioning layer that injects scene geometry by adaptively querying local context through cross-attention. Experimental results show that SceneAdapt effectively injects scene awareness into text-to-motion models, and we further analyze the mechanisms through which this awareness emerges. Code and models will be released.
Video-based physiological signal estimation is crucial for non-invasive and contactless patient monitoring in scenarios where traditional sensor-based methods are impractical, such as telemedicine and large-scale population health studies. The development and efficacy of such approaches is critically influenced by the availability of representative human subject datasets that reflect real-world scenarios. However, existing datasets predominantly consist of recordings collected in controlled laboratory settings with limited diversity in environmental conditions and demographic representation. Such constraints hinder the generalizability and robustness of video-based physiological signal estimation approaches in real-world scenarios (due to real-world scenarios demonstrating a challenging distribution of environmental diversity as compared to laboratory conditions). To this end, we present the REmote VITals (REVIT) dataset, comprising of 1553 human subject videos and associated ground truth physiological sign measurements (such as heart rate) collected in multiple outside-the-lab settings for the remote estimation of human physiological signs. The dataset is uniquely designed to capture a wide range of environmental diversity (such as variable lighting and background) encountered in outside-the-lab settings, thereby enabling the development of more robust physiological signal estimation approaches. Through statistical hypothesis testing, we demonstrate that utilizing the REVIT dataset results in a significant improvement in the robustness of existing video-based physiological signal estimation approaches. Furthermore, this work highlights the impact of existing data distributions toward controlled laboratory conditions, underscoring their limitations in real world applicability.
Recent extended reality headsets and field robots have adopted covers to protect the front-facing cameras from environmental hazards and falls. The surface irregularities on the cover can lead to optical aberrations like blurring and non-parametric distortions. Novel view synthesis methods like NeRF and 3D Gaussian Splatting are ill-equipped to synthesize from sequences with optical aberrations. To address this challenge, we introduce SynthCover to enable novel view synthesis through protective covers for downstream extended reality applications. SynthCover employs a Refractive Field that estimates the cover's geometry, enabling precise analytical calculation of refracted rays. Experiments on synthetic and real-world scenes demonstrate our method's ability to accurately model scenes viewed through protective covers, achieving a significant improvement in rendering quality compared to prior methods. We also show that the model can adjust well to various cover geometries with synthetic sequences captured with covers of different surface curvatures. To motivate further studies on this problem, we provide the benchmarked dataset containing real and synthetic walkable scenes captured with protective cover optical aberrations.
Gaussian Splatting and its dynamic extensions are effective for reconstructing 3D scenes from 2D images when there is significant camera movement to facilitate motion parallax and when scene objects remain relatively static. However, in many real-world scenarios, these conditions are not met. As a consequence, data-driven semantic and geometric priors have been favored as regularizers, despite their bias toward training data and their neglect of broader movement dynamics. Departing from this practice, we propose a novel analytical approach that adapts the classical Lucas-Kanade method to dynamic Gaussian splatting. By leveraging the intrinsic properties of the forward warp field network, we derive an analytical velocity field that, through time integration, facilitates accurate scene flow computation. This enables the precise enforcement of motion constraints on warp fields, thus constraining both 2D motion and 3D positions of the Gaussians. Our method excels in reconstructing highly dynamic scenes with minimal camera movement, as demonstrated through experiments on both synthetic and real-world scenes.
Existing methods for creating human interactions within scenes show promise for common interactions, but often fail with less frequent ones. To overcome this, we introduce a new approach that creates tailored conditions for generating these interactions without previously seen examples. This method leverages the strengths of both large language models (LLMs) and vision-language models (VLMs). Unlike the GenZI, the current state-of-the-art approach, which struggles with rare interactions due to its reliance on VLM inpainting, our method follows a three-step process: first, we generate a preliminary human posture using VLMs and then estimate this posture in three dimensions. Next, we refine the conditions to fit the specific scene and interaction by analyzing the inputs with both LLMs and VLMs. Finally, we fine-tune the placement, orientation, and posture of the human figure using specific optimization techniques. Our experimental results show that this method performs well across a wide range of interactions, including those that are less common.
Vision Transformers (ViTs) partition input images into uniformly sized patches regardless of their content, resulting in long input sequence lengths for high-resolution images. We present Adaptive Patch Transformers (APT), which addresses this by using multiple different patch sizes within the same image. APT reduces the total number of input tokens by allocating larger patch sizes in more homogeneous areas and smaller patches in more complex ones. APT achieves a drastic speedup in ViT inference and training, increasing throughput by 40
The connection between our 3D surroundings and the descriptive language that characterizes them would be well-suited for localizing and generating human motion in context but for one problem. The complexity introduced by multiple modalities makes capturing this connection challenging with a fixed set of descriptors. Specifically, closed vocabulary scene encoders, which require learning text-scene associations from scratch, have been favored in the literature, often resulting in inaccurate motion grounding. In this paper, we propose a method that integrates an open vocabulary scene encoder into the architecture, establishing a robust connection between text and scene. Our two-step approach starts with pretraining the scene encoder through knowledge distillation from an existing open vocabulary semantic image segmentation model, ensuring a shared text-scene feature space. Subsequently, the scene encoder is fine-tuned for conditional motion generation, incorporating two novel regularization losses that regress the category and size of the goal object. Our methodology achieves up to a 30% reduction in the goal object distance metric compared to the prior state-of-the-art baseline model on the HUMANISE dataset. This improvement is demonstrated through evaluations conducted using three implementations of our framework, a perceptual study, and an open vocabulary experiment. Additionally, our method is designed to accommodate future 2D open vocabulary segmentation methods for distillation in a plug-and-play manner.
Ming-Hsuan Yang合作论文数Vision and Learning Lab, University of California, Merced;Google DeepMind3