Human pose and shape estimation (HPS) has attracted increasing attention in recent years. While most existing studies focus on HPS from 2D images or videos with inherent depth ambiguity, there are surging need to investigate HPS from 3D point clouds as depth sensors have been frequently employed in commercial devices. However, real-world sensory 3D points are usually noisy and incomplete, and also human bodies could have different poses of high diversity. To tackle these challenges, we propose a principled framework, PointHPS, for accurate 3D HPS from point clouds captured in real-world settings, which iteratively refines point features through a cascaded architecture. Specifically, each stage of PointHPS performs a series of downsampling and upsampling operations to extract and collate both local and global cues, which are further enhanced by two novel modules: 1) Cross-stage Feature Fusion (CFF) for multi-scale feature propagation that allows information to flow effectively through the stages, and 2) Intermediate Feature Enhancement (IFE) for body-aware feature aggregation that improves feature quality after each stage. To facilitate a comprehensive study under various scenarios, we conduct our experiments on two large-scale benchmarks, comprising i) a dataset that features diverse subjects and actions captured by real commercial sensors in a laboratory environment, and ii) controlled synthetic data generated with realistic considerations such as clothed humans in crowded outdoor scenes. Extensive experiments demonstrate that PointHPS, with its powerful point feature extraction and processing scheme, outperforms State-of-the-Art methods by significant margins across the board. Homepage: https://caizhongang.github.io/projects/PointHPS/.
Human mesh recovery (HMR) from a single RGB image is inherently ambiguous, as multiple 3D poses can correspond to the same 2D observation. Recent probabilistic and diffusion-based methods tackle this ambiguity by generating various hypotheses, but often sacrifice accuracy. They yield predictions that are either physically implausible or drift from the input image, especially under occlusion or in cluttered, in-the-wild scenes. To address this issue, we introduce a dual-memory augmented HMR critique agent with self-reflection to produce context-aware quality scores for predicted meshes. These scores distill fine-grained cues about 3D human motion structure, physical feasibility, and alignment with the input image. We use these scores to build a group-wise HMR preference dataset. Building upon this dataset, we propose a group preference alignment framework for finetuning diffusion-based HMR models. This process injects the rich preference signals into the model, guiding it to generate more physically plausible and image-consistent human meshes. Extensive experiments demonstrate that our method achieves superior performance compared to state-of-the-art probabilistic HMR approaches.
3D human motion generation plays a crucial role in many applications. However, in previous studies, motion generation algorithms often focused on a limited number of motion categories or required complex methods to control the desired outputs. The goal of this chapter is to address the question of how to use natural language as the sole control signal to generate diverse and realistic motion sequences while enabling users to perform fine-grained control. This form of control greatly lowers the threshold for using this technology, allowing even layman users to benefit from the technology. Specifically, this chapter first uses MotionDiffuse as an example to introduce a classic text-driven motion generation pipeline design and studies how to fully integrate the text modality with the motion modality. Then, the chapter discusses how to leverage the concept of retrieval-augmented generation to further enhance the model's generation performance. Finally, this chapter introduces two effective solutions to solve the problem of fine-grained motion generation and demonstrates how such generation capability can benefit real-world applications.
Creating 3D avatars has become essential in the digital landscape, yet the process remains extremely time-consuming and requires significant expertise. To make this technology accessible to a broader audience, this chapter discusses a novel framework called AvatarCLIP, which enables generation and animation of 3D avatars using text in a zero-shot manner. Unlike traditional software, which requires advanced technical knowledge, AvatarCLIP enables users with no expertise to design 3D avatars with specific shapes and textures and animate them using only descriptions in natural language. The core innovation lies in using the CLIP vision-language model to guide the generation of 3D human models, including their geometry, textures, and animations. Specifically, we begin by generating the 3D human shape through a VAE-based network, which is conditioned on textual prompts. Once the 3D shapes are produced, we apply a volume rendering approach to refine the geometry and textures. For animation, we introduce a novel method that combines motion priors learned in a motion VAE with CLIP-based guidance, enabling reference-driven motion synthesis. Comprehensive experiments demonstrate the robustness and versatility of AvatarCLIP, which can produce previously unseen avatars and animations with impressive zero-shot performance. Our code is publicly available at haps: higithub.com/hongfz 16/AvatarCLIP.
Prior motion generation largely follows two paradigms: continuous diffusion models that excel at kinematic control, and discrete token-based generators that are effective for semantic conditioning. To combine their strengths, we propose a three-stage framework comprising condition feature extraction (Perception), discrete token generation (Planning), and diffusion-based motion synthesis (Control). Central to this framework is MoTok, a diffusion-based discrete motion tokenizer that decouples semantic abstraction from fine-grained reconstruction by delegating motion recovery to a diffusion decoder, enabling compact single-layer tokens while preserving motion fidelity. For kinematic conditions, coarse constraints guide token generation during planning, while fine-grained constraints are enforced during control through diffusion-based optimization. This design prevents kinematic details from disrupting semantic token planning. On HumanML3D, our method significantly improves controllability and fidelity over MaskControl while using only one-sixth of the tokens, reducing trajectory error from 0.72 cm to 0.08 cm and FID from 0.083 to 0.029. Unlike prior methods that degrade under stronger kinematic constraints, ours improves fidelity, reducing FID from 0.033 to 0.014.
Expressive human pose and shape estimation (EHPS) unifies body, hands, and face motion capture with numerous applications. Despite encouraging progress, current state-of-the-art methods focus on training innovative architectural designs on confined datasets. In this work, we investigate the impact of scaling up EHPS towards a family of generalist foundation models. 1) For data scaling, we perform a systematic investigation on 40 EHPS datasets, encompassing a wide range of scenarios that a model trained on any single dataset cannot handle. More importantly, capitalizing on insights obtained from the extensive benchmarking process, we optimize our training scheme and select datasets that lead to a significant leap in EHPS capabilities. Ultimately, we achieve diminishing returns at 10 M training instances from diverse data sources. 2) For model scaling, we take advantage of vision transformers (up to ViT-Huge as the backbone) to study the scaling law of model sizes in EHPS. To exclude the influence of algorithmic design, we base our experiments on two minimalist architectures: SMPLer-X, which consists of an intermediate step for hand and face localization, and SMPLest-X, an even simpler version that reduces the network to its bare essentials and highlights significant advances in the capture of articulated hands. With Big Data and the large model, the foundation models exhibit strong performance across diverse test benchmarks and excellent transferability to even unseen environments. Moreover, our finetuning strategy turns the generalist into specialist models, allowing them to achieve further performance boosts. Notably, our foundation models consistently deliver state-of-the-art results on seven benchmarks such as AGORA, UBody, EgoBody, and our proposed SynHand dataset for comprehensive hand evaluation.
Recent advances in video generation have revealed an unexpected phenomenon: diffusion-based video models exhibit non-trivial reasoning capabilities. Prior work attributes this to a Chain-of-Frames (CoF) mechanism, where reasoning is assumed to unfold sequentially across video frames. In this work, we challenge this assumption and uncover a fundamentally different mechanism. We show that reasoning in video models instead primarily emerges along the diffusion denoising steps. Through qualitative analysis and targeted probing experiments, we find that models explore multiple candidate solutions in early denoising steps and progressively converge to a final answer, a process we term Chain-of-Steps (CoS). Beyond this core mechanism, we identify several emergent reasoning behaviors critical to model performance: (1) working memory, enabling persistent reference; (2) self-correction and enhancement, allowing recovery from incorrect intermediate solutions; and (3) perception before action, where early steps establish semantic grounding and later steps perform structured manipulation. During a diffusion step, we further uncover self-evolved functional specialization within Diffusion Transformers, where early layers encode dense perceptual structure, middle layers execute reasoning, and later layers consolidate latent representations. Motivated by these insights, we present a simple training-free strategy as a proof-of-concept, demonstrating how reasoning can be improved by ensembling latent trajectories from identical models with different random seeds. Overall, our work provides a systematic understanding of how reasoning emerges in video generation models, offering a foundation to guide future research in better exploiting the inherent reasoning dynamics of video models as a new substrate for intelligence.
Native visual reasoning treats visual generation as the medium of reasoning itself: visual states (i.e. images and videos) are not merely inputs to be understood or outputs to be rendered, but first-class substrates for problem solving beyond language. Yet progress remains bottlenecked by the lack of scalable training tasks, reliable feedback, and controlled comparisons across generative substrates. In this work, we introduce VBVR-Pro, a closed-loop testbed that makes native visual reasoning through generation trainable, verifiable, optimizable, and experimentally controllable. 1) Task scaling. VBVR-Pro turns visual reasoning into a controlled task space of 300 procedurally generated tasks. Models trained on VBVR-Pro show strong transfer beyond the proposed suite across seven external visual reasoning benchmarks such as RISE-Video, MME-CoF-Pro, and BabyVision. 2) Verifiable rewards. VBVR-Pro provides verifiable reward scorers for task-grounded evaluation. Through a systematic study of leading MLLMs as judges, we identify recurring failure modes of the prevalent VLM-as-a-judge paradigm. In contrast, the proposed scorers are grounded in deterministic, task-specific rules, achieve fine-grained alignment with human judgments. Importantly, they serve as reliable reward signals for large-scale multi-task reinforcement learning and demonstrate stronger post-RL performance across visual reasoning tasks. 3) Mechanism study. VBVR-Pro enables controlled modality studies across more than 30 image, video, and interleaved generators. Our analysis shows that video generation remains strongest for tasks requiring persistent spatiotemporal state tracking, while interleaved generation provides a compute-efficient alternative. Critically, ablations and probing suggest the presence of vision-native trajectories that are crucial to visual reasoning. We release all data, models, scorers, and code.
Despite remarkable progress, multimodal foundation models still exhibit surprising deficiencies in spatial intelligence. In this work, we explore scaling up multimodal foundation models to cultivate spatial intelligence within the SSI family, built upon established multimodal foundations including visual understanding models (i.e., Qwen3-VL and InternVL3) and unified understanding and generation models (i.e., Bagel). We take a principled approach to constructing high-performing and robust spatial intelligence by systematically curating SSI-8M: eight million diverse data samples under a rigorous taxonomy of spatial capabilities. SSI demonstrates unprecedented performance across a broad range of spatial intelligence benchmarks: 68.7% on VSI-Bench, 43.3% on MMSI, 85.6% on MindCube, and 54.6% on ViewSpatial, while maintaining strong general multimodal understanding (e.g., 84.9% on MMBench-En). More importantly, we analyze the impact of data scaling, discuss early signs of emergent generalization capabilities enabled by diverse data training, analyze the risk of overfitting and language shortcuts, present a preliminary study on spatial chain-of-thought reasoning, and validate the potential downstream application. All newly trained multimodal foundation models are publicly released to facilitate further research in this direction.
Current vision-language models (VLMs) typically stitch together separate image encoders and language decoders via multi-stage alignment, a modular framework that inevitably fragments pixel-level signals across frames and scatters early pixel-word interactions. In parallel, native VLMs, despite impressive performance on single images, remain largely unexplored in multi-image, video understanding, and spatial intelligence. Hence, we introduce NEO-ov, a native foundation model that learns cross-frame and pixel-word correspondence end-to-end, without any external encoders, auxiliary adapters, or post-hoc fusion. By eliminating module boundaries entirely, NEO-ov enables fine-grained and unified spatiotemporal modeling to emerge natively inside the model. Notably, NEO-ov largely narrows the gap to modular counterparts while excelling at fine-grained visual perception, validating that native "one-vision" architectures are not only feasible but competitive at scale. Beyond empirical performance, we unveil systematic architectural analyses and detailed training recipes to facilitate subsequent native multimodal modeling. Our code and models are publicly available at: https://github.com/EvolvingLMMs-Lab/NEO.
Recent large vision-language models (VLMs) remain fundamentally constrained by a persistent dichotomy: understanding and generation are treated as distinct problems, leading to fragmented architectures, cascaded pipelines, and misaligned representation spaces. We argue that this divide is not merely an engineering artifact, but a structural limitation that hinders the emergence of native multimodal intelligence. Hence, we introduce SenseNova-U1, a native unified multimodal paradigm built upon NEO-unify, in which understanding and generation evolve as synergistic views of a single underlying process. We launch two native unified variants, SenseNova-U1-8B-MoT and SenseNova-U1-A3B-MoT, built on dense (8B) and mixture-of-experts (30B-A3B) understanding baselines, respectively. Designed from first principles, they rival top-tier understanding-only VLMs across text understanding, vision-language perception, knowledge reasoning, agentic decision-making, and spatial intelligence. Meanwhile, they deliver strong semantic consistency and visual fidelity, excelling in conventional or knowledge-intensive any-to-image (X2I) synthesis, complex text-rich infographic generation, and interleaved vision-language generation, with or without think patterns. Beyond performance, we show detailed model design, data preprocessing, pre-/post-training, and inference strategies to support community research. Last but not least, preliminary evidence demonstrates that our models extend beyond perception and generation, performing strongly in vision-language-action (VLA) and world model (WM) scenarios. This points toward a broader roadmap where models do not translate between modalities, but think and act across them in a native manner. Multimodal AI is no longer about connecting separate systems, but about building a unified one and trusting the necessary capabilities to emerge from within.
Despite recent advances in 3D human motion generation (MoGen) on standard benchmarks, existing models still face a fundamental bottleneck in their generalization capability. In contrast, adjacent generative fields, most notably video generation (ViGen), have demonstrated remarkable generalization in modeling human behaviors, highlighting transferable insights that MoGen can leverage. Motivated by this observation, we present a comprehensive framework that systematically transfers knowledge from ViGen to MoGen across three key pillars: data, modeling, and evaluation. First, we introduce ViMoGen-228k, a large-scale dataset comprising 228,000 high-quality motion samples that integrates high-fidelity optical MoCap data with semantically annotated motions from web videos and synthesized samples generated by state-of-the-art ViGen models. The dataset includes both text–motion pairs and text–video–motion triplets, substantially expanding semantic diversity. Second, we propose ViMoGen, a flow-matching-based diffusion transformer that unifies priors from MoCap data and ViGen models through gated multimodal conditioning. To enhance efficiency, we further develop ViMoGen-light, a distilled variant that eliminates video generation dependencies while preserving strong generalization. Finally, we present MBench, a hierarchical benchmark designed for fine-grained evaluation across motion quality, prompt fidelity, and generalization ability. Extensive experiments show that our framework significantly outperforms existing approaches in both automatic and human evaluations. The code, data, and benchmark will be made publicly available.
Rapid progress in video models has largely focused on visual quality, leaving their reasoning capabilities underexplored. Video reasoning grounds intelligence in spatiotemporally consistent visual environments that go beyond what text can naturally capture, enabling intuitive reasoning over spatiotemporal structure such as continuity, interaction, and causality. However, systematically studying video reasoning and its scaling behavior is hindered by the lack of large-scale training data. To address this gap, we introduce the Very Big Video Reasoning (VBVR) Dataset, an unprecedentedly large-scale resource spanning 200 curated reasoning tasks following a principled taxonomy and over one million video clips, approximately three orders of magnitude larger than existing datasets. We further present VBVR-Bench, a verifiable evaluation framework that moves beyond model-based judging by incorporating rule-based, human-aligned scorers, enabling reproducible and interpretable diagnosis of video reasoning capabilities. Leveraging the VBVR suite, we conduct one of the first large-scale scaling studies of video reasoning and observe early signs of emergent generalization to unseen reasoning tasks. Together, VBVR lays a foundation for the next stage of research in generalizable video reasoning. The data, benchmark toolkit, and models are publicly available at https://video-reason.com/ .
Modern video generation models are increasingly hailed as emerging world models with an internalized grasp of physical law. Yet existing benchmarks largely evaluate physical plausibility only at the output level, without verifying whether the model arrives there through a faithful, law-grounded reasoning process. We introduce Apple-PI, the first benchmark that anchors video-model evaluation explicitly in physical laws. Apple-PI comprises three components. 1) Orchard: a dataset of 400 videos covering ten canonical tasks in classical mechanics. It separates single-law tasks for confounder-free diagnosis from multi-law tasks for probing generalization. 2) Benchmark Protocol: a three-stage protocol based on scientific reasoning, including Perception, Formulation, and Deduction. It uses chain-of-frames prompting on infographic-annotated first frames, treating the generated video as the model's visible reasoning trace. 3) Evaluation Suite: a hybrid evaluation suite that combines MLLM-based subjective scoring with physics-law-grounded objective measures. This enables stage-resolved diagnosis of not only whether a model fails, but where it fails. Benchmarking 11 models shows that current video models remain far from reliable law-grounded world simulators, with the best video model scoring only 0.473. Our stage-, pillar-, and source-resolved analyses further expose a Perception-to-Formulation-to-Deduction bottleneck, weak multi-law state transfer, and a persistent Sim-to-Real gap. These findings position Apple-PI as a diagnostic foundation for guiding future video models toward world models with law-grounded physical intelligence.
Unified multimodal models that couple visual understanding with image generation have advanced rapidly, yet most systems still focus on visual grounding—aligning language with image regions—while their generative counterpart, linguistic-embedded layout-grounded generation(LELG) for layout-controllable multi-instance generation, remains underexplored and limits precise compositional control. We present ConsistCompose, a unified multimodal framework that embeds layout coordinates directly into language prompts, enabling layout-controlled multi-instance image generation from Interleaved Image-Text within a single generative interface. We further construct ConsistCompose3M, a 3.4M multi-instance generation dataset with layout and identity annotations (2.6M text-guided and 0.8M image-guided data pairs) that provides large-scale supervision for layout-conditioned generation. Within this framework, LELG is instantiated through instance–coordinate binding prompts and coordinate-aware classifier-free guidance, which translate linguistic layout cues into precise spatial control without task-specific branches. Experiments on COCO-Position and MS-Bench show that ConsistCompose substantially improves spatial accuracy over layout-controlled baselines while preserving identity fidelity and competitive general multimodal understanding, establishing a unified paradigm for layout-controllable multimodal image generation.
We formulate computer vision as unified multimodal generation, where heterogeneous visual tasks are expressed in the native text and image generation spaces of a unified multimodal model, without task-specific architectures. Under this formulation, SenseNova-Vision uses natural-language instructions and optional visual prompts to specify tasks, target regions or views, and decoding conventions, and generates responses as text for symbolic outputs, images for dense spatial predictions, or mixed text-and-image outputs for compositional tasks. To support large-scale training, we convert diverse computer vision annotations into instruction-response examples compatible with these generation spaces, resulting in the SenseNova-Vision Corpus, a computer-vision instruction-response corpus spanning text, image, and mixed targets. Starting from an off-the-shelf pretrained unified multimodal model, SenseNova-Vision is trained primarily on this corpus, with auxiliary multimodal data used as a capability-preserving mixture, and requires no task-specific prediction heads or architectural modifications. The resulting model covers a broad range of vision tasks, including detection, OCR, keypoint estimation, segmentation, depth estimation, surface normal prediction, point maps, and camera pose estimation, while supporting language-defined variants that combine category, color, region, and other visual cues. Experiments show that a single unified model can match leading task-specialized systems across structured visual understanding, dense geometric prediction, segmentation, and multi-view visual geometry. These results suggest unified multimodal generation as a scalable route for integrating computer vision capabilities into general-purpose foundation models. The model and corpus are publicly available.
Editing dynamic scenes with 4D Gaussian Splatting (4DGS) is often hampered by spatiotemporal inconsistencies, or “Gaussian drifting”, which degrades edit quality and temporal coherence. We identify that these artifacts stem from two distinct sources: foundational inaccuracies in the initial scene reconstruction, and the disruption of learned trajectories during the editing process itself. To address this, we propose a comprehensive framework that systematically tackles both sources of inconsistency. To solve reconstruction-induced errors, we introduce a novel prior-guided, multi-stage reconstruction pipeline that fuses geometric and motion priors to build a physically plausible and temporally stable foundation. To solve editing-induced errors, we further apply a universal trajectory-preserving technique, which safeguards high-quality motion by decoupling the appearance optimization from the learned deformation. Experiments demonstrate that by systematically addressing both the reconstruction and editing phases, our method achieves state-of-the-art, temporally consistent editing on a wide range of dynamic scenes where previous monolithic approaches fail.
Video reasoning grounds intelligence in spatiotemporally consistent visual environments that go beyond what text can naturally capture, enabling intuitive reasoning over motion, interaction, and causality. Rapid progress in video models has focused primarily on visual quality. Systematically studying video reasoning and its scaling behavior suffers from a lack of video reasoning (training) data. To address this gap, we introduce the Very Big Video Reasoning (VBVR) Dataset, an unprecedentedly large-scale resource spanning 200 curated reasoning tasks and over one million video clips—approximately three orders of magnitude larger than existing datasets. We further present VBVR-Bench, a verifiable evaluation framework that moves beyond model-based judging by incorporating rule-based, human-aligned scorers, enabling reproducible and interpretable diagnosis of video reasoning capabilities. Leveraging the VBVR suite, we conduct one of the first large-scale scaling studies of video reasoning and observe early signs of emergent generalization to unseen reasoning tasks. Together, VBVR lays a foundation for the next stage of research in generalizable video reasoning. The data, toolkit, and models will be released publicly.
Human mesh recovery (HMR) from a single image is inherently ill-posed due to depth ambiguity and occlusions. Probabilistic methods have tried to solve this by generating numerous plausible 3D human mesh predictions, but they often exhibit misalignment with 2D image observations and weak robustness to in-the-wild images. To address these issues, we propose ADHMR, a framework that Aligns a Diffusion-based HMR model in a preference optimization manner. First, we train a human mesh prediction assessment model, HMR-Scorer, capable of evaluating predictions even for in-the-wild images without 3D annotations. We then use HMR-Scorer to create a preference dataset, where each input image has a pair of winner and loser mesh predictions. This dataset is used to finetune the base model using direct preference optimization. Moreover, HMR-Scorer also helps improve existing HMR models by data cleaning, even with fewer training samples. Extensive experiments show that ADHMR outperforms current state-of-the-art methods. Code is available at: https://github.com/shenwenhao01/ADHMR.
Human beings are social animals. How to equip 3D autonomous characters with similar social intelligence that can perceive, understand and interact with humans remains an open yet foundamental problem. In this paper, we introduce SOLAMI, the first end-to-end Social vision-Language-Action (VLA) Modeling framework for Immersive interaction with 3D autonomous characters. Specifically, SOLAMI builds 3D autonomous characters from three aspects: 1) Social VLA Architecture: We propose a unified social VLA framework to generate multimodal response (speech and motion) based on the user's multimodal input to drive the character for social interaction. 2) Interactive Multimodal Data: We present SynMSI, a synthetic multimodal social interaction dataset generated by an automatic pipeline using only existing motion datasets to address the issue of data scarcity. 3) Immersive VR Interface: We develop a VR interface that enables users to immersively interact with these characters driven by various architectures. Extensive quantitative experiments and user study demonstrate that our framework leads to more precise and natural character responses (in both speech and motion) that align with user expectations with lower latency.