We present DuoMo, a generative method that recovers human motion in world-space coordinates from unconstrained videos with noisy or incomplete observations. Reconstructing such motion requires solving a fundamental trade-off: generalizing from diverse and noisy video inputs while maintaining global motion consistency. Our approach addresses this problem by factorizing motion learning into two diffusion models. The camera-space model first estimates motion from videos in camera coordinates. The world-space model then lifts this initial estimate into world coordinates and refines it to be globally consistent. Together, the two models can reconstruct motion across diverse scenes and trajectories, even from highly noisy or incomplete observations. Moreover, our formulation is general, generating the motion of mesh vertices directly and bypassing parametric models. DuoMo achieves state-of-the-art performance. On EMDB, our method obtains a 16% reduction in world-space reconstruction error while maintaining low foot skating. On RICH, it obtains a 30% reduction in world-space error. Project page: https://yufu-wang.github.io/duomo/
Figures & tables
Figure 2: Method overview. (A) In the first stage, our camera-space model encodes video features and generates camera-space human motion. This motion is lifted to the world coordinates using estimated camera poses, becoming the initial proposal for world-space human motion. Some predictions are missing due to subject out of frame. In the second stage, the world-space model encodes the noisy world-space motion and generates globally consistent world-space motion. Plots at the bottom visualize the pelvis depth in the world coordinates. (B) Camera-space model architecture. (C) World-space model architecture.
Figure 3: Height conditioning . Our camera-space model can generate predictions based on input body heights. As shown at the bottom row, height impacts distance from camera and thus plays an important role in world-space accuracy.
EMDB (24)
RICH (24)
Models
PA-MPJPE
MPJPE
PVE
PA-MPJPE
MPJPE
PVE
per-frame
HMR2.0 [ 19 ]
61.5
97.8
120.0
60.7
98.3
120.8
ReFit [ 14 ]
58.6
88.0
104.5
47.9
80.7
92.9
CameraHMR [ 53 ]
43.3
70.2
81.7
34.0
55.7
64.4
NLF [ 60 ]
41.2
69.6
82.4
–
–
–
PromptHMR [ 77 ]
41.0
71.7
84.5
37.3
56.6
65.5
Table 1: Camera-space reconstruction on EMDB [ 28 ] and RICH [ 24 ] , with the number of joints in parenthesis. Our method does not use test-time flip augmentation. All metrics are in mm .
Visible segment
Full segment
Models
W-MPJPE
RTE
W-MPJPE
RTE
W-MPJPE-Occ
RTE-Occ
PHMR [ 77 ]
271.1
2.3
357.2
3.3
885.0
12.0
GVHMR [ 61 ]
189.1
3.9
209.4
3.9
384.1
6.1
Cam-model + Lifting
95.3
0.7
174.2
1.9
688.1
10.4
DuoMo
99.7
1.5
109.3
1.6
193.1
2.6
DuoMo w/ guidance
90.4
1.0
101.3
1.1
175.4
1.7
Table 2: Robust reconstruction on the Egobody [ 88 ] , evaluating both visible and invisible segments (e.g. person out of frame). All methods use ground truth camera poses in this evaluation.
Methods
WA-MPJPE
W-MPJPE
RTE
Jitter
Foot Skating
World-space model (one stage)
153.5
445.1
6.7
9.1
4.8
Cam-space model + Lifting
67.0
180.2
1.3
32.6
9.2
DuoMo
66.0
167.1
1.1
8.7
3.7
Table 3: Ablation for DuoMo design on EMDB [ 28 ] . DuoMo has higher accuracy and motion quality than using only one model.
EMDB (24)
RICH (24)
Models
WA-MPJPE
W-MPJPE
RTE
Jitter
Foot-sliding
WA-MPJPE
W-MPJPE
RTE
Jitter
Foot-sliding
TRACE [ 68 ]
529.0
1702.3
17.7
2987.6
370.7
238.1
925.4
610.4
1578.6
230.7
GLAMR [ 83 ]
280.8
726.6
11.4
46.3
20.7
129.4
236.2
3.8
49.7
18.1
SLAHMR [ 82 ]
326.9
776.1
10.2
31.3
14.5
98.1
186.4
28.9
34.3
5.1
WHAM [ 62 ]
135.6
354.8
6.0
22.5
4.4
109.9
184.6
4.1
19.7
3.3
GVHMR [ 61 ]
111.0
276.5
2.0
16.7
3.5
78.8
126.3
2.4
12.8
3.0
Table 4: World-space reconstruction on the EMDB [ 28 ] and RICH [ 24 ] datasets. We do not use test-time flip augmentation. Our method uses the same estimated camera motion as TRAM [ 76 ] and GENMO [ 38 ] , providing a meaningful comparison.
Figure 4: Guided sampling on Egobody [ 44 ] . Our proposed guidances correct for drifting and improve world-space trajectory accuracy.
DuoMo w/
WA-MPJPE
W-MPJPE
RTE
Jitter
Foot Skating
World-Model-SMPL
70.1
182.5
1.3
7.4
4.8
World-Model-Mesh
65.7
164.8
1.1
8.5
3.8
Table 5: Ablation for motion representation on EMDB [ 28 ] . Directly generating sparse mesh is very competitive in terms of motion reconstruction accuracy.
Figure 5: Qualitative comparison on Egobody [ 88 ] . All methods use the ground truth camera poses. We observe that results from GVHMR [ 61 ] are smooth but drift under shaky camera motion. PromptHMR [ 77 ] has better position accuracy but is not robust to occlusion and depth ambiguity. Our results show both accuracy and robustness.
Figure 6: Impact of camera error . Comparison of methods under different camera motion noise levels.
Appendix figures & tables6 assets
Supplementary material from the paper’s appendix.
Appendix
Figure 7: Sparse mesh . (a) Topology of our sparse mesh, with the red box showing the details of the hands. (b) An example from the BEDLAM [ 5 ] dataset with its annotation converted to the sparse mesh format.
Figure 8: Architecture (sparse mesh to SMPLX) . This network performs iterative refinement to predict SMPLX parameters from a target sparse mesh.
Figure 9: Sparse mesh to SMPLX estimation . Examples of the predicted SMPLX mesh (black) overlaid on the target sparse mesh (white).
Figure 10: Dense keypoint detection on the EMDB dataset [ 28 ] . Edges added for visualization only.
Figure 11: Limitation 1 . Because our models do not incorporate 3D scene information, the results exhibit inconsistencies in fine-grained details.
Figure 12: Limitation 2 . In challenging poses, the generated sparse meshes sometime exhibit unrealistic deformation. Converting them to SMPL meshes (sec A.3 ) partially improves the results.
We present World2Motion, a framework that generates scene-aware 3D human motion and corresponding video from a single image and a text prompt. While existing 3D motion generators learn from motion datasets, their generalization is constrained by limited coverage of environments. In contrast, video world models such as Cosmos 3 offer broader environmental priors but are not designed for full-body motion generation; recovering motion from their generated videos requires costly two-stage inference. To address these, we turn Cosmos 3 into a single-stage 3D motion generator. This adaptation has two challenges: the scarcity of paired video--motion data and temporal instability in the generated motion. First, we construct a training dataset combining synthetic video--motion pairs with real videos paired with estimated 3D motion. Second, we propose a shift-decoupled noise schedule that assigns different noise levels to video and motion through shared denoising progress. This design accommodates the different denoising requirements of the two modalities, reducing motion jitter. Experiments on a multi-source interaction benchmark show that World2Motion has better motion--text alignment and scene interaction compared with the evaluated 3D motion generators. It also matches the interaction success rate of the two-stage baseline while achieving approximately 3.3× faster inference. Our project page is available at https://fyantu.github.io/World2Motion/.
Fangyuan Tu, Xiangyue Zhang, Yiyi Cai +8
Japan Advanced Institute of Science and Technology · The University of Tokyo · Institute of Science Tokyo +1
Video diffusion models generate high-quality and diverse worlds; however, individual frames often lack 3D consistency across the output sequence, which makes the reconstruction of 3D worlds difficult. To this end, we propose a new method that handles these inconsistencies by non-rigidly aligning the video frames into a globally-consistent coordinate frame that produces sharp and detailed pointcloud reconstructions. First, a geometric foundation model lifts each frame into a pixel-wise 3D pointcloud, which contains unaligned surfaces due to these inconsistencies. We then propose a tailored non-rigid iterative frame-to-model ICP to obtain an initial alignment across all frames, followed by a global optimization that further sharpens the pointcloud. Finally, we leverage this pointcloud as initialization for 3D reconstruction and propose a novel inverse deformation rendering loss to create high quality and explorable 3D environments from inconsistent views. We demonstrate that our 3D scenes achieve higher quality than baselines, effectively turning video models into 3D-consistent world generators.
Despite tremendous recent progress in human video generation, generative video diffusion models still struggle to capture the dynamics and physics of human motions faithfully. In this paper, we propose a new framework for human video generation, HumANDiff, which enhances the human motion control with three key designs: 1) Articulated motion-consistent noise sampling that correlates the spatiotemporal distribution of latent noise and replaces the unstructured random Gaussian noise with 3D articulated noise sampled on the dense surface manifold of a statistical human body template. It inherits body topology priors for spatially and temporally consistent noise sampling. 2) Joint appearance-motion learning that enhances the standard training objective of video diffusion models by jointly predicting pixel appearances and corresponding physical motions from the articulated noises. It enables high-fidelity human video synthesis, e.g., capturing motion-dependent clothing wrinkles. 3) Geometric motion consistency learning that enforces physical motion consistency across frames via a novel geometric motion consistency loss defined in the articulated noise space. HumANDiff enables scalable controllable human video generation by fine-tuning video diffusion models with articulated noise sampling. Consequently, our method is agnostic to diffusion model design, and requires no modifications to the model architecture. During inference, HumANDiff enables image-to-video generation within a single framework, achieving intrinsic motion control without requiring additional motion modules. Extensive experiments demonstrate that our method achieves state-of-the-art performance in rendering motion-consistent, high-fidelity humans with diverse clothing styles. Project page: https://taohuumd.github.io/projects/HumANDiff/