Motion

Recent momentum

emerging

0 papers in the last 28 days · 0.0% of indexed attention

Twelve weeks of publication activity for this topic as it is defined today.

Weekly history

Recent digests

What was published in this field, kept on the site without email delivery.

Period ending 2026-09-21

24 new papers

A weekly snapshot of new work published in Motion.

Period ending 2026-09-14

19 new papers

A weekly snapshot of new work published in Motion.

Period ending 2026-09-07

12 new papers

A weekly snapshot of new work published in Motion.

Inside this field

Focused directions

447 papers

Latest in Motion

May 8, 2026cs.CV

Towards Highly-Constrained Human Motion Generation with Retrieval-Guided Diffusion Noise Optimization

Generating human motion that satisfies customized zero-shot goal functions, enabling applications such as controllable character animation and behavior synthesis for virtual agents, is a critical capability. While current approaches handle many unseen constraints, they fail on tasks with very challenging spatiotemporal restrictions, such as severe spatial obstacles or specified numbers of walking steps. To equip motion generators for these highly constrained tasks, we present a retrieval-guided method built on the training-free diffusion noise optimization framework. The key idea is to search within large motion datasets for guidance that can potentially satisfy difficult constraints. We introduce relational task parsing to group target constraints and identify the difficult ones to be handled by retrieved reference. A better initialization for diffusion noise is then obtained via a reward-guided mask that combines random noise with retrieved noise. By optimizing diffusion noise from this improved initialization, we successfully solve highly constrained generation tasks. By leveraging LLM for relational task parsing, the whole framework is further enabled to automatically reason for what to retrieve, improving the intelligence of moving agents under a training-free optimization scheme.
Hanchao Liu, Fang-Lue Zhang, Shining Zhang +2
May 8, 2026cs.LG

Practical Wi-Fi-based Motion Recognition Under Variable Traffic Patterns

Wi-Fi sensing detects human motions and activities by analysing the channel state information (CSI) derived from Wi-Fi transmissions. However, the impact of variable transmission traffic, which dictates the effective sampling rate and interval, is often overlooked. Existing Wi-Fi sensing systems are trained with fixed input size and sampling rate, which suffer from poor sampling rate generalisation. This paper proposes a novel Wi-Fi sensing approach for motion recognition applications, e.g., gesture and activity recognition, under variable traffic patterns. A sampling rate versatile neural network (SRV-NN) based on the transformer is proposed to efficiently handle variable input-sized sensing signals. A dynamic sampling rate augmentation is employed for variable sampling rates and intervals. To validate our approach, we have carried out extensive experimental evaluation, using two self-collected datasets, namely SRV activity and SRV gesture, as well as two publicly available datasets. Our method demonstrated exceptional performance and stability under variable sampling rates, with substantial improvements in average accuracy compared to baseline models without augmentation. The proposed approach significantly enhances stability by greatly reducing accuracy variance across different sampling rates.
Guolin Yin, Junqing Zhang, Guanxiong Shen +1
May 8, 2026cs.CV

Implicit Preference Alignment for Human Image Animation

Human image animation has witnessed significant advancements, yet generating high-fidelity hand motions remains a persistent challenge due to their high degrees of freedom and motion complexity. While reinforcement learning from human feedback, particularly direct preference optimization, offers a potential solution, it necessitates the construction of strict preference pairs. However, curating such pairs for dynamic hand regions is prohibitively expensive and often impractical due to frame-wise inconsistencies. In this paper, we propose Implicit Preference Alignment (IPA), a data-efficient post-training framework that eliminates the need for paired preference data. Theoretically grounded in implicit reward maximization, IPA aligns the model by maximizing the likelihood of self-generated high-quality samples while penalizing deviations from the pretrained prior. Furthermore, we introduce a Hand-Aware Local Optimization mechanism to explicitly steer the alignment process toward hand regions. Experiments demonstrate that our method achieves effective preference optimization to enhance hand generation quality, while significantly lowering the barrier for constructing preference data. Codes are released at https://github.com/mdswyz/IPA
Yuanzhi Wang, Xuhua Ren, Jiaxiang Cheng +5
May 8, 2026cs.CV

Pan-FM: A Pan-Organ Foundation Model with Saliency-Guided Masking for Missing Robustness

Foundation models (FMs) have shown great promise in medical imaging, but most FMs are trained on unimodal data within isolated domains, such as brain MRI alone. Human aging and disease arise through coordinated biological processes across organs, therefore motivating multimodal FMs that learn whole-body representations. A key challenge, however, is that real-world multimodal biomedical data are often missing not at random, which can reduce power, limit generalizability, and introduce bias. We propose Pan-FM, a pan-organ foundation model pre-trained on imaging from seven organs (Brain, Heart, Adipose, Liver, Kidney, Spleen, and Pancreas) under realistic missing-organ scenarios. Pan-FM uses a unified backbone that handles organ missingness during both training and inference, and is pre-trained with masking-based self-distillation. We find that naive multimodal pre-training leads to dominant-organ shortcut learning bias, with the model over-relying on dominant organs such as adipose and heart. To address this, we introduce Saliency-Guided Masking (SGM), which uses the model attention distribution to adaptively mask dominant organs during pre-training, thus encouraging more balanced cross-organ, whole-body learning. Notably, SGM introduces negligible computational overhead and can be seamlessly integrated into existing self-supervised learning frameworks to improve multi-organ representation learning. On the UK Biobank, Pan-FM achieves stronger prediction across 13 disease categories and 14 single disease entities than single-organ and multi-organ baselines, with improved robustness under missing-organ settings. Pan-FM serves as a scalable solution to realistic modality-missingness in multimodal learning in system neuroscience and as a step toward more generalizable whole-body FMs.
Qiangqiang Wu, Grace McIlvain, Zhou Yu +1
May 7, 2026cs.CV

ActCam: Zero-Shot Joint Camera and 3D Motion Control for Video Generation

For artistic applications, video generation requires fine-grained control over both performance and cinematography, i.e., the actor's motion and the camera trajectory. We present ActCam, a zero-shot method for video generation that jointly transfers character motion from a driving video into a new scene and enables per-frame control of intrinsic and extrinsic camera parameters. ActCam builds on any pretrained image-to-video diffusion model that accepts conditioning in terms of scene depth and character pose. Given a source video with a moving character and a target camera motion, ActCam generates pose and depth conditions that remain geometrically consistent across frames. We then run a single sampling process with a two-phase conditioning schedule: early denoising steps condition on both pose and sparse depth to enforce scene structure, after which depth is dropped and pose-only guidance refines high-frequency details without over-constraining the generation. We evaluate ActCam on multiple benchmarks spanning diverse character motions and challenging viewpoint changes. We find that, compared to pose-only control and other pose and camera methods, ActCam improves camera adherence and motion fidelity, and is preferred in human evaluations, especially under large viewpoint changes. Our results highlight that careful camera-consistent conditioning and staged guidance can enable strong joint camera and motion control without training. Project page: https://elkhomar.github.io/actcam/.
Omar El Khalifi, Thomas Rossi, Oscar Fossey +6
May 7, 2026cs.CV

Eulerian Motion Guidance: Robust Image Animation via Bidirectional Geometric Consistency

Recent advancements in image animation have utilized diffusion models to breathe life into static images. However, existing controllable frameworks typically rely on Lagrangian motion guidance, where optical flow is estimated relative to the initial frame. This paper revisits the same optical-flow primitive through a more local supervision design: we use adjacent-frame Eulerian motion fields to guide generation, where the motion signal always describes a short temporal hop. This shift enables parallelized training and provides bounded-error supervision throughout the generation process. To mitigate the drift artifacts common in adjacent frame generation, we introduce a Bidirectional Geometric Consistency mechanism, which computes a forward-backward cycle check to mathematically identify and mask occluded regions, preventing the model from learning incorrect warping objectives. Extensive experiments demonstrate that our approach accelerates training, preserves temporal coherence, and reduces dynamic artifacts compared to reference-based baselines. The code, model, and data have been made available at https://nguyentthong.github.io/eulerian/
Thong Nguyen, Khoi M. Le, Cong-Duy Nguyen +3
May 7, 2026cs.CV

iPhoneBlur: A Difficulty-Stratified Benchmark for Consumer Device Motion Deblurring

Motion blur restoration on consumer mobile devices is typically evaluated using aggregate metrics that obscure performance variation across blur difficulty, masking model behavior under real deployment conditions. This work introduces iPhoneBlur, a difficulty-stratified benchmark of 7,400 image pairs synthesized from high-framerate iPhone 17 Pro videos captured in diverse real-world scenarios. Samples are partitioned into Easy, Medium, and Hard categories through PSNR-guided adaptive temporal windowing, with stratification validated by monotonic 2.2x increase in optical flow magnitude across tiers. Each sample includes comprehensive metadata enabling investigation of ISP-aware and difficulty-adaptive restoration strategies. Spectral analysis confirms synthesized blur exhibits high-frequency suppression patterns consistent with authentic motion degradation. Evaluation of six architectures reveals consistent 7-9 dB performance degradation from Easy to Hard subsets, a substantial gap entirely hidden by aggregate reporting. The benchmark further exposes a domain gap between professional and consumer cameras which targeted fine-tuning substantially recovers. By coupling difficulty stratification with deployment-critical metadata, iPhoneBlur enables systematic assessment of model reliability and failure modes for resource-constrained edge systems.
Abdullah Al Shafi, Kazi Saeed Alam
May 7, 2026cs.RO

DexSynRefine: Synthesizing and Refining Human-Object Interaction Motion for Physically Feasible Dexterous Robot Actions

Learning dexterous manipulation from human-object interaction (HOI) data offers a scalable alternative to robot teleoperation, but HOI demonstrations are typically sparse and purely kinematic, making direct retargeting unreliable under embodiment mismatch and contact-rich dynamics. We present DexSynRefine, a coupled framework that treats HOI data as structured motion priors rather than executable robot actions. DexSynRefine first synthesizes hand-object trajectories conditioned on the task and initial object state using HOI Motion Manifold Flow Primitives (HOI-MMFP), a motion prior for coupled hand-object motion. It then physically grounds them with task-space residual reinforcement learning and adapts execution by inferring missing contact-dynamics context from proprioceptive history. Across five dexterous manipulation tasks, each stage addresses a complementary bottleneck: HOI-MMFP improves trajectory consistency and smoothness, task-space residuals provide the strongest grounding representation among the tested alternatives, and contact-dynamics adaptation enables robust real-world execution. Together, DexSynRefine improves real-world success rates over kinematic retargeting by 50-70~percentage points.
Hyesung Lee, Hyunwoo Jung, Si-Hwan Heo +1
May 7, 2026cs.CV

Jointly Learning Structured Representations and Stabilized Affinity for Human Motion Segmentation

Human Motion Segmentation (HMS), which aims to partition a video into non-overlapping segments corresponding to different human motions, has recently attracted increasing research attention. Existing HMS approaches are predominantly based on subspace clustering, which are grounded on the assumption that the distribution of high-dimensional temporal features well aligns with a Union-of-Subspaces (UoS). For videos in the real world, however, the raw frame-level features often violate the UoS assumption and yield unsatisfactory segmentation performance. To address this issue, we propose an efficient and effective approach for HMS, named Temporal Deep Self-expressive subspace Clustering (TDSC), which jointly learns temporally consistent structured representations and stabilized affinity for accurate and robust HMS. Specifically, in TDSC, we alternately learn structured representations of the input frame features and self-expressive coefficients via a properly regularized self-expressive model, in which a coding-rate maximization regularizer is incorporated to avoid representation collapse and conform the learned representations to span a desired UoS distribution, and meanwhile, temporal constraints are incorporated to promote temporally adjacent frames to be partitioned into the same groups. Moreover, we develop a temporal momentum averaging mechanism to stabilize affinity evolution and design a reparameterization strategy to enable efficient optimization. We conduct extensive experiments on five benchmark HMS datasets using both conventional (HoG) and up-to-date deep features (i.e., CLIP, DINOv2) to validate the effectiveness of our approach.
Xianghan Meng, Zhiyuan Huang, Zhengyu Tong +1
May 6, 2026cs.CV

Syn4D: A Multiview Synthetic 4D Dataset

Dense 3D reconstruction and tracking of dynamic scenes from monocular video remains an important open challenge in computer vision. Progress in this area has been constrained by the scarcity of high-quality datasets with dense, complete, and accurate geometric annotations. To address this limitation, we introduce Syn4D, a multiview synthetic dataset of dynamic scenes that includes ground-truth camera motion, depth maps, dense tracking, and parametric human pose annotations. A key feature of Syn4D is the ability to unproject any pixel into 3D to any time and to any camera. We conduct extensive evaluations across multiple downstream tasks to demonstrate the utility and effectiveness of the proposed dataset, including 4D scene reconstruction, 3D point tracking, geometry-aware camera retargeting, and human pose estimation. The experimental results highlight Syn4D's potential to facilitate research in dynamic scene understanding and spatiotemporal modeling.
Zeren Jiang, Yushi Lan, Yihang Luo +8
May 6, 2026cs.CV

Contact Matrix: Enhancing Dance Motion Synthesis with Precise Interaction Modeling

Generating realistic reactive motions, in which one person reacts to the fixed motions of others, is challenging due to strict interaction constraints and a limited feasible solution space. This paper focuses on a typical scenario: duet dance, where high-quality data is scarce, motion patterns are complex, and the details of human interactions are both intricate and abundant. To tackle these challenges, we propose a novel two-stage framework. In the first stage, we introduce a motion VQ-VAE with separate body-part encoders and a joint decoder, enabling specialized codebooks to enhance representation capacity while dynamically modeling dependencies across body parts during decoding, thereby preventing inconsistencies in the generated motions. In the second stage, we propose a contact-aware diffusion model for reactive motion generation that jointly generates motion and a contact matrix between individuals, enabling explicit interaction modeling and providing guidance toward more precise and constrained interaction dynamics during sampling. Experiments show that our method outperforms Duolando with lower FIDk\text{FID}_k (8.89 vs. 25.30) and FIDcd\text{FID}_{cd} (8.01 vs. 9.97), as well as a higher BED (0.4606 vs. 0.2858), indicating improved interaction fidelity and rhythmic synchronization.
Xuhai Chen, Zhi Cen, Huaijin Pi +3
May 5, 2026cs.CV

Large-Scale High-Quality 3D Gaussian Head Reconstruction from Multi-View Captures

We propose HeadsUp, a scalable feed-forward method for reconstructing high-quality 3D Gaussian heads from large-scale multi-camera setups. Our method employs an efficient encoder-decoder architecture that compresses input views into a compact latent representation. This latent representation is then decoded into a set of UV-parameterized 3D Gaussians anchored to a neutral head template. This UV representation decouples the number of 3D Gaussians from the number and resolution of input images, enabling training with many high-resolution input views. We train and evaluate our model on an internal dataset with more than 10,000 subjects, which is an order of magnitude larger than existing multi-view human head datasets. HeadsUp achieves state-of-the-art reconstruction quality and generalizes to novel identities without test-time optimization. We extensively analyze the scaling behavior of our model across identities, views, and model capacity, revealing practical insights for quality-compute trade-offs. Finally, we highlight the strength of our latent space by showcasing two downstream applications: generating novel 3D identities and animating the 3D heads with expression blendshapes.
Evangelos Ntavelis, Sean Wu, Mohamad Shahbazi +21
May 5, 2026cs.RO

BifrostUMI: Bridging Robot-Free Demonstrations and Humanoid Whole-Body Manipulation

High-quality demonstration data are essential for humanoid robot skill learning, especially for whole-body behaviors that require coordinated perception, locomotion, and manipulation. Existing data-collection methods largely rely on robot teleoperation, which is constrained by hardware accessibility, operator expertise, and limited efficiency. Inspired by the Universal Manipulation Interface (UMI), we propose BifrostUMI, a portable and robot-free framework for humanoid whole-body data collection. BifrostUMI uses lightweight VR devices and UMI-inspired grippers to collect sparse human keypoint trajectories, wrist-view observations, and gripper actions. These demonstrations train a high-level policy to predict future keypoints, which are retargeted to robot-native whole-body references and executed by a whole-body controller. Experiments in five real-world scenarios demonstrate the effectiveness of the proposed framework and validate the collected demonstrations for transferable humanoid whole-body skill learning.
Hongwu Wang, Chenhao Yu, Youhao Hu +3
May 4, 2026cs.GR

Adaptive Interpolation-Synthesis for Motion In-Betweening on Keyframe-Based Animation

Motion in-betweening is one of the most artistically demanding and time consuming stages of 3D animation, where the expressivity and rhythm of motion are defined. The level of creative control it requires makes it a major production bottleneck, underscoring the need for intelligent tools that assist animators in this process. Although recent deep learning approaches have achieved strong results in motion synthesis and in-betweening, they assume data characteristics, motion styles, and problem formulations that diverge from professional animation workflows. To bridge this gap, we propose a method explicitly aligned with the constraints of motion in-betweening for keyframe-based animation in production environments. At its core, the Adaptive Interpolation-Synthesis (AIS) layer mirrors the animator's creative process by dynamically balancing learned interpolation and direct pose synthesis. In addition, a domain-based input keypose schedule reflects the distribution of production data, improving stylistic consistency and alignment between training and real-world usage. Our method achieves state-of-the-art performance on production data; when integrated into Autodesk Maya, it enables animators to complete in-betweening tasks with a 3.5x speedup.
Anton Raël, Julien Boucher, Antoine Lhermitte
May 4, 2026cs.LG

HARMES: A Multi-Modal Dataset for Wearable Human Activity Recognition with Motion, Environmental Sensing and Sound

With each sensing modality exhibiting inherent strengths and limitations, multi-modal approaches for wearable Human Activity Recognition (HAR) are becoming increasingly relevant -- particularly for recognizing Activities of Daily Living (ADLs), where individual modalities often produce ambiguous signals for similar or complex activities. This work introduces HARMES, a multi-modal wearable dataset combining three wrist-recorded modalities: motion sensing via an Inertial Measurement Unit (IMU), atmospheric environmental sensors (humidity, temperature, and pressure), and audio. Collected from 20 participants performing household activities in their own homes, HARMES totals over 80 hours of recorded data, with approximately three hours of labeled activity data per participant across 15 ADL classes. To the best of our knowledge, HARMES is the first dataset to combine this particular sensor trio, and it is nearly six times larger than the previously largest wrist-inertial-acoustic HAR dataset. In an extensive benchmark, we evaluate cross-subject generalization and conduct an ablation study revealing that modality contributions are activity-dependent and can provide complementary value, particularly for activities that are ambiguous from motion data alone. HARMES is freely available at Zenodo, alongside example code for loading the dataset and training models on GitHub.
Robin Burchard, Pascal-André Brückner, Marius Bock +2
May 3, 2026cs.RO

Optimized and kinematically feasible multi-agent motion planning

Multi-agent motion planning (MAMP) is an important problem for autonomous systems with multiple agents. In this work we propose a two-step method for finding optimized and kinematically feasible solutions to MAMP problems. The first step finds an initial feasible solution using state-of-the-art methods such as conflict-based search (CBS) or priority-based search (PBS), and the second step is an improvement step which improves the solution by solving a multi-phase optimal control problem (OCP) where the initial solution is used to warm-start the solver. We also propose a method for generating motion primitives in an optimized way under the constraint that the primitive durations are all multiples of the same sample time. We evaluate our proposed framework on a MAMP problem for tractor-trailer systems. We extend the safe interval path planning with interval projections (SIPP-IP) algorithm so it can handle more general cost functions and larger agents, but our results show that for the tractor-trailer system a simple lattice-based planner performs better due to less conservative collision checks. Our experiments also indicate that CBS performs better than PBS for this system as it achieves a higher success rate in environments with obstacles and had a lower average runtime, although both planners achieve solutions of similar quality after the improvement step.
Anja Hellander, Kristoffer Bergman, Daniel Axehill
May 2, 2026cs.CV

OmniEncoder: See, Hear, and Feel Continuous Motion Like Humans With One Encoder

Recent advances in omni-modal large language models have enabled remarkable progress in joint vision-audio understanding. However, prevailing architectures rely on modality-specific encoders with a \emph{video-coarse, audio-dense} design -- sampling visual frames at 1--2 fps while processing audio waveforms at 25 fps -- resulting in systems that perceive video \emph{frame by frame, modality by modality} rather than holistically as humans do. Such a discrepancy leaves models with impoverished cross-modal interaction during encoding and an inability to capture fine-grained visual motion. To bridge this gap, we present \textbf{Omni-Encoder, a unified Transformer backbone designed to co-embed visual and audio signals at a symmetrical 25 fps} within a shared latent space. This architecture leverages three core innovations -- the Omni-Encoder Token Template, Omni-RoPE, and Temporal Window Shifting -- to effectively reconcile the dual challenges of modality disentanglement and computational efficiency. Experiments demonstrate that, compared to the modality-specific baseline Qwen2.5-Omni under the same input token budget to the LLM decoder, Omni-Encoder delivers substantial gains on visual continuous understanding tasks -- such as sign language recognition and fine-grained sports action analysis -- while maintaining competitive performance on established audio-visual benchmarks such as AVQA and Speaker Identification and Localization. These results suggest that unified omnivorous encoding offers a promising direction for building omni-modal models that more closely reflect the integrated nature of human perception.
Detao Bai, Shimin Yao, Weixuan Chen +4
May 2, 2026cs.CV

TT4D: A Pipeline and Dataset for Table Tennis 4D Reconstruction From Monocular Videos

We present TT4D, a large-scale, high-fidelity table tennis dataset. It provides 140+140+ hours of reconstructed singles and doubles gameplay from monocular broadcast videos, featuring multimodal annotations like high-quality camera calibrations, precise 3D ball positions, ball spin, time segmentation, and 3D human meshes over time. This rich data provides a new foundation for virtual replay, in-depth player analysis, and robot learning. The dataset's combination of scale and precision is achieved through a novel reconstruction pipeline. Prior methods first partition a game sequence into individual shot segments based on the 2D ball track, and only then attempt reconstruction. However, 2D-based time segmentation collapses under occlusion and varied camera viewpoints, preventing reliable reconstruction. We invert this paradigm by first lifting the entire unsegmented 2D ball track to 3D through a learned lifting network. This 3D trajectory then allows us to reliably perform time segmentation. The learned lifting network also infers the ball's spin, handles unreliable ball detections, and successfully reconstructs the ball trajectory in cases of high occlusion. This lift-first design is necessary, as our pipeline is the only method capable of reconstructing table tennis gameplay from general-view broadcast monocular videos. We demonstrate the dataset's fidelity through two downstream tasks: estimating the racket's pose & velocity at impact, and training a generative model of competitive rallies.
Nima Rahmanian, Daniel Kienzle, Thomas Gossard +3
May 2, 2026cs.SD

MG-Former: A Transformer-Based Framework for Music-Driven 3D Conducting Gesture Generation

Generating expressive conducting gestures from music is a challenging cross-modal motion synthesis problem: the output must follow long-range musical structure, preserve beat-level synchronization, and remain plausible as a fine-grained 3D human performance. Existing conducting-motion studies are often limited by sparse pose representations, small-scale data, or evaluation protocols that do not directly measure whether music and gesture are mutually aligned. This paper presents TransConductor, a Transformer-based framework for music-driven conducting gesture generation. We introduce ConductorMotion, a SMPL-parameter data construction pipeline that recovers detailed body motion from conducting videos and forms a dataset targeted at professional conducting gestures. Given acoustic descriptors extracted from audio and an initial pose, TransConductor uses a Trans-Temporal Music Encoder and a Trans-Temporal Conducting Gesture Decoder to autoregressively predict SMPL pose parameters. To better assess artistic correspondence, we further build a retrieval-based evaluation model that embeds music and gestures into a shared space and yields FID, modality distance, multi-modality distance, and diversity metrics. Experiments show that TransConductor outperforms dance-generation and conducting-generation baselines, while ablations verify the benefits of the Transformer backbone and the proposed alignment loss.
Ke Qiu, Yawen Qin, Tianzhi Jia +3
May 1, 2026cs.CV

InterPhys: Physics-aware Human Motion Synthesis in a Dynamic Scene

This paper tackles the problem of physics-aware human motion synthesis in a dynamic scene. Unlike existing works which mainly tend to generate physically unrealistic motions due to limited contact modeling, typically restricted to hands, in this paper, we introduce a physics-aware human motion generation framework that explicitly models the full spectrum of human-related forces, including human-object, human-scene, and internal body dynamics.~Our method imposes soft physical constraints to maintain force and torque balance, ensuring physically grounded motion synthesis. We further propose a novel continuous distance-based force model that generalizes contact modeling to arbitrary surfaces, capturing interactions not only with static environments but also with dynamic, moving objects. Extensive experiments show that our approach significantly improves physical plausibility and generalizes well to complex scenes, setting a new benchmark for physically consistent human motion generation.
Chaoyue Xing, Wei Mao, Miaomiao Liu
May 1, 2026cs.CV

High-Speed Vision Improves Zero-Shot Semantic Understanding of Human Actions

Understanding human actions from visual observations is essential for human--robot interaction, particularly when semantic interpretation of unfamiliar or hard-to-annotate actions is required. In scenarios such as rapid and less common activities, collecting sufficient labeled data for supervised learning is challenging, making zero-shot approaches a practical alternative for semantic understanding without task-specific training. While recent advances in large-scale pretrained models enable such zero-shot reasoning, the impact of temporal resolution, especially for rapid and fine-grained motions, remains underexplored. In this study, we investigate how temporal resolution affects zero-shot semantic understanding of high-speed human actions. Using kendo as a representative case of rapid and subtle motion patterns, we propose a training-free pipeline that combines a pre-trained video-language model for semantic representation with large language model-based reasoning for pairwise action comparison. Through controlled experiments across multiple frame rates (120 Hz, 60 Hz, and 30 Hz), we show that higher temporal resolution significantly improves semantic separability in zero-shot settings. We further analyze the role of tracking-based human joint information under both full and partial observation scenarios. Quantitative evaluation using a nearest-class prototype strategy demonstrates that high-speed video provides more stable and interpretable semantic representations for fast actions. These findings highlight the importance of temporal resolution in training-free action recognition and suggest that high-speed perception can enhance semantic understanding capabilities.
Yongpeng Cao, Yuji Yamakawa
May 1, 2026cs.RO

Stereo Multistage Spatial Attention for Real-Time Mobile Manipulation Under Visual Scale Variation and Disturbances

Robots operating in open, unstructured real-world environments must rely on onboard visual perception while autonomously moving across different locations. Continuous changes in onboard camera viewpoints cause significant visual scale variations in target objects, affecting vision-based motion generation. In this work, we present a stereo multistage spatial attention-based deep predictive learning method for real-time mobile manipulation. The proposed methods extracts task-relevant spatial attention points from stereo images and integrates them with robot states through a hierarchical recurrent architecture for closed-loop action prediction. We evaluate the system on four real-world mobile manipulation tasks using a mobile manipulator, including rigid placement, articulated object manipulation, and deformable object interaction. Experiments under randomized initial positions and visual disturbance conditions demonstrate improved robustness and task success rates compared to representative imitation learning and vision-language-action baselines under identical control settings. The results indicate that structured stereo spatial attention combined with predictive temporal modeling provides an effective solution within the evaluated mobile manipulation scenarios.
Xianbo Cai, Hideyuki Ichiwara, Hyogo Hiruma +3
Apr 30, 2026q-bio.NC

Simulating Infant First-Person Sensorimotor Experience via Motion Retargeting from Babies to Humanoids

Motion retargeting from humans to human-like artificial agents is becoming increasingly important as humanoid robots grow more capable. However, most existing approaches focus only on reproducing kinematics and ignore the rich sensorimotor experience associated with human movement. In this work, we present a framework for simulating the multimodal sensorimotor experiences of infants using physical and virtual humanoids. From a single video, our method reconstructs the infant's body configuration by extracting its skeletal structure and estimating the full 3D pose from each frame. Then we map the reconstructed motion onto several developmental platforms: the physical iCub robot and the virtual simulators pyCub, EMFANT and MIMo. Replaying the retargeted motions on these embodiments produces simulated multisensory streams including proprioception (joints and muscles), touch, and vision. For the best-matching embodiment, the retargeting achieves sub-centimeter accuracy and enables a rich multimodal analysis of infant development as well as enhanced automated annotation of behaviors. This framework provides a unique window into the infant's sensorimotor experience, offering new tools for robotics, developmental science, and early detection of neurodevelopmental disorders. The code is available at https://github.com/ctu-vras/motion-retargeting/.
Francisco M. López, Hoshinori Kanazawa, Ondrej Fiala +8
Apr 29, 2026cs.RO

Reactive Motion Generation via Phase-varying Neural Potential Functions

Dynamical systems (DS) methods for Learning-from-Demonstration (LfD) provide stable, continuous policies from few demonstrations. First-order dynamical systems (DS) are effective for many point-to-point and periodic tasks, as long as a unique velocity is defined for each state. For tasks with intersections (e.g., drawing an "8"), extensions such as second-order dynamics or phase variables are often used. However, by incorporating velocity, second-order models become sensitive to disturbances near intersections, as velocity is used to disambiguate motion direction. Moreover, this disambiguation may fail when nearly identical position-velocity pairs correspond to different onward motions. In contrast, phase-based methods rely on open-loop time or phase variables, which limit their ability to recover after perturbations. We introduce Phase-varying Neural Potential Functions (PNPF), an LfD framework that conditions a potential function on a phase variable which is estimated directly from state progression, rather than on open-loop temporal inputs. This phase variable allows the system to handle state revisits, while the learned potential function generates local vector fields for reactive and stable control. PNPF generalizes effectively across point-to-point, periodic, and full 6D motion tasks, outperforms existing baselines on trajectories with intersections, and demonstrates robust performance in real-time robotic manipulation under external disturbances.
Ahmet Tekden, Dimitrios Kanoulas, Aude Billard +1
Apr 28, 2026cs.RO

FlowS: One-Step Motion Prediction via Local Transport Conditioning

Generative motion prediction must satisfy three simultaneous requirements for real-world autonomy: high accuracy, diverse multimodal futures, and strictly bounded latency. Diffusion models meet the first two but violate the third, requiring tens to hundreds of denoising steps. We identify a conditioning strategy that resolves this tension: \textit{single-step integration is accurate when the underlying transport problem is local}. A model that must both discover the correct behavioral mode and traverse a long displacement in one step accumulates large discretization errors; conditioning the base distribution to lie near plausible futures reduces the problem to short-range refinement, the regime where a single Euler step suffices. We instantiate this \emph{local transport conditioning} in FlowS, a conditional flow matching framework with two mechanisms. First, an online, scene-conditioned learned prior emits KK calibrated anchor trajectories per agent, each already near a plausible future, converting mode discovery into local correction. Second, a step-consistent displacement field enforces semigroup self-consistency, guaranteeing that a single step inherits multi-step accuracy. Crucially, anchoring this field at learned priors along straight-line paths yields a {stable, low-variance} training target, unlike prior self-consistency methods that suffer from {high-variance bootstrap} signals on curved diffusion paths. On the Waymo Open Motion Dataset, FlowS achieves state-of-the-art Soft mAP {(0.4804) and mAP (0.4703) with ensemble at 75,FPS} with single-step inference, demonstrating that local transport conditioning makes one-step generative motion prediction practical for safety-critical autonomy. Code and pretrained models will be released upon acceptance.
Leandro Di Bella, Adrian Munteanu, Bruno Cornelis
Apr 28, 2026cs.CV

HuM-Eval: A Coarse-to-Fine Framework for Human-Centric Video Evaluation

Video generation models have developed rapidly in recent years, where generating natural human motion plays a pivotal role. However, accurately evaluating the quality of generated human motion video remains a significant challenge. Existing evaluation metrics primarily focus on global scene statistics, often overlooking fine-grained human details and consequently failing to align with human subjective preference. To bridge this gap, we propose HuM-Eval, a novel human-centric evaluation framework that adopts a coarse-to-fine strategy. Specifically, our framework first utilizes a Vision Language Model to perform a coarse assessment of global video quality. It then proceeds to a fine-grained analysis, using 2D pose to verify anatomical correctness and 3D human motion to evaluate motion stability. Extensive experiments demonstrate that HuM-Eval achieves an average human correlation of 58.2%, outperforming state-of-the-art baselines. Furthermore, we introduce HuM-Bench, a comprehensive benchmark comprising 1,000 diverse prompts, and conduct a detailed evaluation of existing text-to-video models, paving the way for next-generation human motion generation.
Bingzi Zhang, Kaisi Guan, Ruihua Song
Apr 28, 2026cs.CV

IAM: Identity-Aware Human Motion and Shape Joint Generation

Recent advances in text-driven human motion generation enable models to synthesize realistic motion sequences from natural language descriptions. However, most existing approaches assume identity-neutral motion and generate movements using a canonical body representation, ignoring the strong influence of body morphology on motion dynamics. In practice, attributes such as body proportions, mass distribution, and age significantly affect how actions are performed, and neglecting this coupling often leads to physically inconsistent motions. We propose an identity-aware motion generation framework that explicitly models the relationship between body morphology and motion dynamics. Instead of relying on explicit geometric measurements, identity is represented using multimodal signals, including natural language descriptions and visual cues. We further introduce a joint motion-shape generation paradigm that simultaneously synthesizes motion sequences and body shape parameters, allowing identity cues to directly modulate motion dynamics. Extensive experiments on motion capture datasets and large-scale in-the-wild videos demonstrate improved motion realism and motion-identity consistency while maintaining high motion quality. Project page: https://vjwq.github.io/IAM
Wenqi Jia, Zekun Li, Abhay Mittal +6
Apr 27, 2026cs.RO

MotionBricks: Scalable Real-Time Motions with Modular Latent Generative Model and Smart Primitives

Despite transformative advances in generative motion synthesis, real-time interactive motion control remains dominated by traditional techniques. In this work, we identify two key challenges in bridging research and production: 1) Real-time scalability: Industry applications demand real-time generation of a vast repertoire of motion skills, while generative methods exhibit significant degradation in quality and scalability under real-time computation constraints, and 2) Integration: Industry applications demand fine-grained multi-modal control involving velocity commands, style selection, and precise keyframes, a need largely unmet by existing text- or tag-driven models. To overcome these limitations, we introduce MotionBricks: a large-scale, real-time generative framework with a two-fold solution. First, we propose a large-scale modular latent generative backbone tailored for robust real-time motion generation, effectively modeling a dataset of over 350,000 motion clips with a single model. Second, we introduce smart primitives that provide a unified, robust, and intuitive interface for authoring both navigation and object interaction. Applications can be designed in a plug-and-play manner like assembling bricks without expert animation knowledge. Quantitatively, we show that MotionBricks produces state-of-the-art motion quality on open-source and proprietary datasets of various scales, while also achieving a real-time throughput of 15,000 FPS with 2ms latency. We demonstrate the flexibility and robustness of MotionBricks in a complete production-level animation demo, covering navigation and object-scene interaction across various styles with a unified model. To showcase our framework's application beyond animation, we deploy MotionBricks on the Unitree G1 humanoid robot to demonstrate its flexibility and generalization for real-time robotic control.
Tingwu Wang, Olivier Dionne, Michael De Ruyter +13
Apr 27, 2026cs.CV

Computer Vision-Based Early Detection of Container Loss at Sea

Containerised shipping underpins global trade, yet container loss at sea remains a persistent safety, environmental, and economic challenge. Despite compliance with Cargo Securing Manuals, dynamic maritime conditions such as vessel motion, wind loading, and severe sea states can progressively destabilise container stacks, leading to overboard losses. With the new International Maritime Organisation's (IMO) mandatory reporting requirements for lost containers, there is an urgent need for a reliable, evidence-based early detection solution for destabilised containers. This study showcases a low-cost, retrofittable computer vision-based system for early detection of destabilised containers using existing onboard cameras. The framework integrates object segmentation to isolate container stacks, temporal object tracking using optical flow and individual objects' residual motion extraction to quantify relative movement. Experimental evaluation on real onboard ship footage demonstrates that the proposed pipeline effectively isolates container-level motion under challenging conditions of varying sea states and visibility conditions. By enabling early alerts for crew intervention and navigational adjustment, the proposed approach enhances cargo safety, operational resilience, and regulatory compliance.
Vishakha Lall, Capt. Stanley S Pinto, Capt. Chu Xing Peng +1
Apr 26, 2026cs.GR

Personalizing Causal Audio-Driven Facial Motion via Dynamic Multi-modal Retrieval

Audio-driven facial animation is essential for immersive digital interaction, yet existing frameworks fail to reconcile real-time streaming with high-fidelity personalization. Current methods often rely on latency-inducing audio look-ahead, or require high user compliance to pre-encode static embeddings that fails to capture dynamic idiosyncrasies. We present an end-to-end causal framework for personalizing causal facial motion generation via dynamic multi-modal style retrieval, enabling ultra-low latency while uniquely leveraging unstructured style references. We introduce two key innovations: (1) a temporal hierarchical motion representation that captures global temporal context and high-frequency details while maintaining decoding causality, and (2) a multi-modal style retriever that jointly queries audio and motion to dynamically extract stylistic priors without breaking causality. This mechanism allows for scalable personalization with total flexibility regarding the number and contents of templates. By integrating these components into a causal autoregressive architecture, our method significantly outperforms state-of-the-art approaches in lip-sync accuracy, identity consistency, and perceived realism, supported by extensive quantitative evaluations and user studies.
Xuangeng Chu, Yu Han, Wei Mao +1
Apr 24, 2026cs.CV

Learning Reactive Human Motion Generation from Paired Interaction Data Using Transformer-Based Models

Recent advances in deep learning have enabled the generation of videos from textual descriptions as well as the prediction of future sequences from input videos. Similarly, in human motion modeling, motions can be generated from text or predicted from a single person's motion sequence. However, these approaches primarily focus on single-agent motion generation. In contrast, this study addresses the problem of generating the motion of one person based on the motion of another in interaction scenarios, where the two motions are mutually dependent. We construct a dataset of paired action-reaction motion sequences extracted from boxing match videos and investigate the effectiveness of Transformer-based models for this task. Specifically, we implement and compare three models: a simple Transformer, iTransformer, and Crossformer. In addition, we introduce a person ID embedding to explicitly distinguish between individuals, enabling the model to maintain structural consistency and better capture interaction dynamics. Experimental results show that the simple Transformer can generate plausible interaction-aware motions without suffering from posture collapse, while iTransformer and Crossformer accumulate errors over time, leading to unstable motion generation. Furthermore, the proposed person ID embedding contributes to preventing structural collapse and improving motion consistency. These results highlight the importance of explicitly modeling individual identity in interaction-aware motion generation.
Masato Soga, Ryuki Takebayashi
Apr 23, 2026cs.CV

Encoder-Free Human Motion Understanding via Structured Motion Descriptions

The world knowledge and reasoning capabilities of text-based large language models (LLMs) are advancing rapidly, yet current approaches to human motion understanding, including motion question answering and captioning, have not fully exploited these capabilities. Existing LLM-based methods typically learn motion-language alignment through dedicated encoders that project motion features into the LLM's embedding space, remaining constrained by cross-modal representation and alignment. Inspired by biomechanical analysis, where joint angles and body-part kinematics have long served as a precise descriptive language for human movement, we propose \textbf{Structured Motion Description (SMD)}, a rule-based, deterministic approach that converts joint position sequences into structured natural language descriptions of joint angles, body part movements, and global trajectory. By representing motion as text, SMD enables LLMs to apply their pretrained knowledge of body parts, spatial directions, and movement semantics directly to motion reasoning, without requiring learned encoders or alignment modules. We show that this approach goes beyond state-of-the-art results on both motion question answering (66.7% on BABEL-QA, 90.1% on HuMMan-QA) and motion captioning (R@1 of 0.584, CIDEr of 53.16 on HumanML3D), surpassing all prior methods. SMD additionally offers practical benefits: the same text input works across different LLMs with only lightweight LoRA adaptation (validated on 8 LLMs from 6 model families), and its human-readable representation enables interpretable attention analysis over motion descriptions. Code, data, and pretrained LoRA adapters are available at https://yaozhang182.github.io/motion-smd/.
Yao Zhang, Zhuchenyang Liu, Thomas Ploetz +1
Apr 22, 2026cs.CV

Stability-Driven Motion Generation for Object-Guided Human-Human Co-Manipulation

Co-manipulation requires multiple humans to synchronize their motions with a shared object while ensuring reasonable interactions, maintaining natural poses, and preserving stable states. However, most existing motion generation approaches are designed for single-character scenarios or fail to account for payload-induced dynamics. In this work, we propose a flow-matching framework that ensures the generated co-manipulation motions align with the intended goals while maintaining naturalness and effectiveness. Specifically, we first introduce a generative model that derives explicit manipulation strategies from the object's affordance and spatial configuration, which guide the motion flow toward successful manipulation. To improve motion quality, we then design an adversarial interaction prior that promotes natural individual poses and realistic inter-person interactions during co-manipulation. In addition, we also incorporate a stability-driven simulation into the flow matching process, which refines unstable interaction states through sampling-based optimization and directly adjusts the vector field regression to promote more effective manipulation. The experimental results demonstrate that our method achieves higher contact accuracy, lower penetration, and better distributional fidelity compared to state-of-the-art human-object interaction baselines. The code is available at https://github.com/boycehbz/StaCOM.
Jiahao Xu, Xiaohan Yuan, Xingchen Wu +3
Apr 22, 2026cs.CV

HumanScore: Benchmarking Human Motions in Generated Videos

Recent advances in model architectures, compute, and data scale have driven rapid progress in video generation, producing increasingly realistic content. Yet, no prior method systematically measures how faithfully these systems render human bodies and motion dynamics. In this paper, we present HumanScore, a systematic framework to evaluate the quality of human motions in AI-generated videos. HumanScore defines six interpretable metrics spanning kinematic plausibility, temporal stability, and biomechanical consistency, enabling fine-grained diagnosis beyond visual realism alone. Through carefully designed prompts, we elicit a diverse set of movements at varying intensities and evaluate videos generated by thirteen state-of-the-art models. Our analysis reveals consistent gaps between perceptual plausibility and motion biomechanical fidelity, identifies recurrent failure modes (e.g., temporal jitter, anatomically implausible poses, and motion drift), and produces robust model rankings from quantitative and physically meaningful criteria.
Yusu Fang, Tiange Xiang, Tian Tan +4
Apr 21, 2026cs.CV

Multi-view Crowd Tracking Transformer with View-Ground Interactions Under Large Real-World Scenes

Multi-view crowd tracking estimates each person's tracking trajectories on the ground of the scene. Recent research works mainly rely on CNNs-based multi-view crowd tracking architectures, and most of them are evaluated and compared on relatively small datasets, such as Wildtrack and MultiviewX. Since these two datasets are collected in small scenes and only contain tens of frames in the evaluation stage, it is difficult for the current methods to be applied to real-world applications where scene size and occlusion are more complicated. In this paper, we propose a Transformer-based multi-view crowd tracking model, \textit{MVTrackTrans}, which adopts interactions between camera views and the ground plane for enhanced multi-view tracking performance. Besides, for better evaluation, we collect and label two large real-world multi-view tracking datasets, MVCrowdTrack and CityTrack, which contain a much larger scene size over a longer time period. Compared with existing methods on the two large and new datasets, the proposed MVTrackTrans model achieves better performance, demonstrating the advantages of the model design in dealing with large scenes. We believe the proposed datasets and model will push the frontiers of the task to more practical scenarios, and the datasets and code are available at: https://github.com/zqyq/MVTrackTrans.
Qi Zhang, Jixuan Chen, Kaiyi Zhang +3
Apr 21, 2026cs.CV

EgoMotion: Hierarchical Reasoning and Diffusion for Egocentric Vision-Language Motion Generation

Faithfully modeling human behavior in dynamic environments is a foundational challenge for embodied intelligence. While conditional motion synthesis has achieved significant advances, egocentric motion generation remains largely underexplored due to the inherent complexity of first-person perception. In this work, we investigate Egocentric Vision-Language (Ego-VL) motion generation. This task requires synthesizing 3D human motion conditioned jointly on first-person visual observations and natural language instructions. We identify a critical \textit{reasoning-generation entanglement} challenge: the simultaneous optimization of semantic reasoning and kinematic modeling introduces gradient conflicts. These conflicts systematically degrade the fidelity of multimodal grounding and motion quality. To address this challenge, we propose a hierarchical generative framework \textbf{EgoMotion}. Inspired by the biological decoupling of cognitive reasoning and motor control, EgoMotion operates in two stages. In the Cognitive Reasoning stage, A vision-language model (VLM) projects multimodal inputs into a structured space of discrete motion primitives. This forces the VLM to acquire goal-consistent representations, effectively bridging the semantic gap between high-level perceptual understanding and low-level action execution. In the Motion Generation stage, these learned representations serve as expressive conditioning signals for a diffusion-based motion generator. By performing iterative denoising within a continuous latent space, the generator synthesizes physically plausible and temporally coherent trajectories. Extensive evaluations demonstrate that EgoMotion achieves state-of-the-art performance, and produces motion sequences that are both semantically grounded and kinematically superior to existing approaches.
Ruibing Hou, Mingyue Zhou, Yuwei Gui +5
Apr 20, 2026cs.AI

Understanding Human Actions through the Lens of Executable Models

Human-centred systems require an understanding of human actions in the physical world. Temporally extended sequences of actions are intentional and structured, yet existing methods for recognising what actions are performed often do not attempt to capture their structure, particularly how the actions are executed. This, however, is crucial for assessing the quality of the action's execution and its differences from other actions. To capture the internal mechanics of actions, we introduce a domain-specific language EXACT that represents human motions as underspecified motion programs, interpreted as reward-generating functions for zero-shot policy inference using forward-backwards representations. By leveraging the compositional nature of EXACT motion programs, we combine individual policies into an executable neuro-symbolic model that uses program structure for compositional modelling. We evaluate the utility of the proposed pipeline for creating executable action models by analysing motion-capture data to understand human actions, for the tasks of human action segmentation and action anomaly detection. Our results show that the use of executable action models improves data efficiency and captures intuitive relationships between actions compared with monolithic, task-specific approaches.
Rimvydas Rubavicius, Manisha Dubey, N. Siddharth +1
Apr 20, 2026cs.CV

AnyLift: Scaling Motion Reconstruction from Internet Videos via 2D Diffusion

Reconstructing 3D human motion and human-object interactions (HOI) from Internet videos is a fundamental step toward building large-scale datasets of human behavior. Existing methods struggle to recover globally consistent 3D motion under dynamic cameras, especially for motion types underrepresented in current motion-capture datasets, and face additional difficulty recovering coherent human-object interactions in 3D. We introduce a two-stage framework leveraging 2D diffusion that reconstructs 3D human motion and HOI from Internet videos. In the first stage, we synthesize multi-view 2D motion data for each domain, leveraging 2D keypoints extracted from Internet videos to incorporate human motions that rarely appear in existing MoCap datasets. In the second stage, a camera-conditioned multi-view 2D motion diffusion model is trained on the domain-specific synthetic data to recover 3D human motion and 3D HOI in the world space. We demonstrate the effectiveness of our method on Internet videos featuring challenging motions such as gymnastics, as well as in-the-wild HOI videos, and show that it outperforms prior work in producing realistic human motion and human-object interaction.
Hongjie Li, Heng Yu, Jiaman Li +4
Apr 20, 2026cs.CV

Re2^2MoGen: Open-Vocabulary Motion Generation via LLM Reasoning and Physics-Aware Refinement

Text-to-motion (T2M) generation aims to control the behavior of a target character via textual descriptions. Leveraging text-motion paired datasets, existing T2M models have achieved impressive performance in generating high-quality motions within the distribution of their training data. However, their performance deteriorates notably when the motion descriptions differ significantly from the training texts. To address this issue, we propose Re2^2MoGen, a Reasoning and Refinement open-vocabulary Motion Generation framework that leverages enhanced Large Language Model (LLM) reasoning to generate an initial motion planning and then refine its physical plausibility via reinforcement learning (RL) post-training. Specifically, Re2^2MoGen consists of three stages: We first employ Monte Carlo tree search to enhance the LLM's reasoning ability in generating reasonable keyframes of the motion based on text prompts, specifying only the root and several key joints' positions to ease the reasoning process. Then, we apply a human pose model as a prior to optimize the full-body poses based on the planned keyframes and use the resulting incomplete motion to supervise fine-tuning a pre-trained motion generator via a dynamic temporal matching objective, enabling spatiotemporal completion. Finally, we use post-training with physics-aware reward to refine motion quality to eliminate physical implausibility in LLM-planned motions. Extensive experiments demonstrate that our framework can generate semantically consistent and physically plausible motions and achieve state-of-the-art performance in open-vocabulary motion generation.
Jiakun Zheng, Ting Xiao, Shiqin Cao +3
Apr 19, 2026cs.CV

Multi-Camera Self-Calibration in Sports Motion Capture: Leveraging Human and Stick Poses

Multi-camera systems are widely employed in sports to capture the 3D motion of athletes and equipment, yet calibrating their extrinsic parameters remains costly and labor-intensive. We introduce an efficient, tool-free method for multi-camera extrinsic calibration tailored to sports involving stick-like implements (e.g., golf clubs, bats, hockey sticks). Our approach jointly exploits two complementary cues from synchronized multi-camera videos: (i) human body keypoints with unknown metric scale and (ii) a rigid stick-like implement of known length. We formulate a three-stage optimization pipeline that refines camera extrinsics, reconstructs human and stick trajectories, and resolves global scale via the stick-length constraint. Our method achieves accurate extrinsic calibration without dedicated calibration tools. To benchmark this task, we present the first dataset for multi-camera self-calibration in stick-based sports, consisting of synthetic sequences across four sports categories with 3 to 10 cameras. Comprehensive experiments demonstrate that our method delivers SOTA performance, achieving low rotation and translation errors. Our project page: https://fandulu.github.io/sport_stick_multi_cam_calib/.
Fan Yang, Changsoo Jung, Ryosuke Kawamura +1
Apr 19, 2026cs.RO

Learning Whole-Body Humanoid Locomotion via Motion Generation and Motion Tracking

Whole-body humanoid locomotion is challenging due to high-dimensional control, morphological instability, and the need for real-time adaptation to various terrains using onboard perception. Directly applying reinforcement learning (RL) with reward shaping to humanoid locomotion often leads to lower-body-dominated behaviors, whereas imitation-based RL can learn more coordinated whole-body skills but is typically limited to replaying reference motions without a mechanism to adapt them online from perception for terrain-aware locomotion. To address this gap, we propose a whole-body humanoid locomotion framework that combines skills learned from reference motions with terrain-aware adaptation. We first train a diffusion model on retargeted human motions for real-time prediction of terrain-aware reference motions. Concurrently, we train a whole-body reference tracker with RL using this motion data. To improve robustness under imperfectly generated references, we further fine-tune the tracker with a frozen motion generator in a closed-loop setting. The resulting system supports directional goal-reaching control with terrain-aware whole-body adaptation, and can be deployed on a Unitree G1 humanoid robot with onboard perception and computation. The hardware experiments demonstrate successful traversal over boxes, hurdles, stairs, and mixed terrain combinations. Quantitative results further show the benefits of incorporating online motion generation and fine-tuning the motion tracker for improved generalization and robustness.
Zewei Zhang, Kehan Wen, Michael Xu +7
Apr 18, 2026cs.CV

D-Prism: Differentiable Primitives for Structured Dynamic Modeling

Capturing both geometry and rigid motion for structured dynamic objects, like multi-part assemblies or jointed mechanisms, remains a key challenge. Existing dynamic methods, such as deformable meshes or 3DGS, rely on unstructured representations and fail to jointly model suitable geometry and articulated motion. Primitive-based methods excel at structured static scenes, but their dynamic potential is still unexplored. We propose D-Prism, the first framework to achieve high-fidelity structured dynamic modeling by extending differentiable primitives to the dynamic domain. Specifically, we bind 3DGS to primitive surfaces, leveraging their respective strengths in appearance and geometry. We introduce a deformation network to control primitive motion, ensuring it accurately matches the object's movement. Furthermore, we design a novel adaptive control strategy to dynamically adjust primitive counts, better matching objects' true spatial footprint. Experiments confirm that our method excels at structured dynamic modeling, providing both structured geometry and precise motion tracking.
Xingyuan Yu, Yijin Li, Chong Zeng +3
Apr 18, 2026cs.CV

BasketHAR: A Multimodal Dataset for Human Activity Recognition and Sport Analysis in Basketball Training Scenarios

Human Activity Recognition (HAR) involves the automatic identification of user activities and has gained significant research interest due to its broad applicability. Most HAR systems rely on supervised learning, which necessitates large, diverse, and well-annotated datasets. However, existing datasets predominantly focus on basic activities such as walking, standing, and stair navigation, limiting their utility in specialized contexts like sports performance analysis. To address this gap, we present BasketHAR, a novel multimodal HAR dataset tailored for basketball training, encompassing a diverse set of professional-level actions. BasketHAR includes comprehensive motion data from inertial measurement units (accelerometers and gyroscopes), angular velocity, magnetic field, heart rate, skin temperature, and synchronized video recordings. We also provide a baseline multimodal alignment method to benchmark performance. Experimental results underscore the dataset's complexity and suitability for advanced HAR tasks. Furthermore, we highlight its potential applications in the analysis of basketball training sessions and in the generation of specialized performance reports, representing a valuable resource for future research in HAR and sports analytics. The dataset are publicly accessible at https://huggingface.co/datasets/Xian-Gao/BasketHAR licensed under Apache License 2.0.
Xian Gao, Haoyue Zhang, Zongyun Zhang +3
Apr 17, 2026cs.CV

Motion-Adapter: A Diffusion Model Adapter for Text-to-Motion Generation of Compound Actions

Recent advances in generative motion synthesis have enabled the production of realistic human motions from diverse input modalities. However, synthesizing compound actions from texts, which integrate multiple concurrent actions into coherent full-body sequences, remains a major challenge. We identify two key limitations in current text-to-motion diffusion models: (i) catastrophic neglect, where earlier actions are overwritten by later ones due to improper handling of temporal information, and (ii) attention collapse, which arises from excessive feature fusion in cross-attention mechanisms. As a result, existing approaches often depend on overly detailed textual descriptions (e.g., raising right hand), explicit body-part specifications (e.g., editing the upper body), or the use of large language models (LLMs) for body-part interpretation. These strategies lead to deficient semantic representations of physical structures and kinematic mechanisms, limiting the ability to incorporate natural behaviors such as greeting while walking. To address these issues, we propose the Motion-Adapter, a plug-and-play module that guides text-to-motion diffusion models in generating compound actions by computing decoupled cross-attention maps, which serve as structural masks during the denoising process. Extensive experiments demonstrate that our method consistently produces more faithful and coherent compound motions across diverse textual prompts, surpassing state-of-the-art approaches.
Yue Jiang, Mingyu Yang, Liuyuxin Yang +3
Apr 16, 2026cs.CV

Generative Data Augmentation for Skeleton Action Recognition

Skeleton-based human action recognition is a powerful approach for understanding human behaviour from pose data, but collecting large-scale, diverse, and well-annotated 3D skeleton datasets is both expensive and labor-intensive. To address this challenge, we propose a conditional generative pipeline for data augmentation in skeleton action recognition. Our method learns the distribution of real skeleton sequences under the constraint of action labels, enabling the synthesis of diverse and high-fidelity data. Even with limited training samples, it can effectively generate skeleton sequences and achieve competitive recognition performance in low-data scenarios, demonstrating strong generalisation in downstream tasks. Specifically, we introduce a Transformer-based encoder-decoder architecture, combined with a generative refinement module and a dropout mechanism, to balance fidelity and diversity during sampling. Experiments on HumanAct12 and the refined NTU-RGBD (NTU-VIBE) dataset show that our approach consistently improves the accuracy of multiple skeleton-based action recognition models, validating its effectiveness in both few-shot and full-data settings. The source code can be found at here.
Xu Dong, Wanqing Li, Anthony Adeyemi-Ejeye +1
Mar 29, 2026cs.CV

E-TIDE: Fast, Structure-Preserving Motion Forecasting from Event Sequences

Event-based cameras capture visual information as asynchronous streams of per-pixel brightness changes, generating sparse, temporally precise data. Compared to conventional frame-based sensors, they offer significant advantages in capturing high-speed dynamics while consuming substantially less power. Predicting future event representations from past observations is an important problem, enabling downstream tasks such as future semantic segmentation or object tracking without requiring access to future sensor measurements. While recent state-of-the-art approaches achieve strong performance, they often rely on computationally heavy backbones and, in some cases, large-scale pretraining, limiting their applicability in resource-constrained scenarios. In this work, we introduce E-TIDE, a lightweight, end-to-end trainable architecture for event-tensor prediction that is designed to operate efficiently without large-scale pretraining. Our approach employs the TIDE module (Temporal Interaction for Dynamic Events), motivated by efficient spatiotemporal interaction design for sparse event tensors, to capture temporal dependencies via large-kernel mixing and activity-aware gating while maintaining low computational complexity. Experiments on standard event-based datasets demonstrate that our method achieves competitive performance with significantly reduced model size and training requirements, making it well-suited for real-time deployment under tight latency and memory budgets.
Biswadeep Sen, Benoit R. Cottereau, Nicolas Cuperlier +1
Mar 19, 2026cs.CG

Unlabeled Multi-Robot Motion Planning with Improved Separation Trade-offs

We study unlabeled MRMP for unit-disk robots in a polygonal environment. Although the problem is hard in general, polynomial-time solutions exist under appropriate separation assumptions on start and target positions. Banyassady et al.(SoCG'22) guarantee feasibility in simple polygons under start--start and target--target distances of at least 44, and start--target distances of at least 33, but without optimality guarantees. Solovey et al.(RSS'15) provide a near-optimal solution in general polygonal domains, under stricter conditions: start/target positions must have pairwise distance at least 44, and at least 5≈2.236\sqrt{5}\approx2.236 from obstacles. This raises the question of whether polynomial-time algorithms can be obtained in even more densely packed environments. In this paper we present a generalized algorithm that achieve different tradeoffs on the robots-separation ρρ and obstacles-separation ωω, all significantly improving upon the state of the art. Specifically, we obtain polynomial-time constant-approximation algorithms to minimize the total path length when (i) ρ=223ρ=2\frac{2}{3} and ω=123ω=1\frac{2}{3}, or (ii) ρ≈3.291ρ\approx3.291 and ω≈1.354ω\approx1.354. These solutions are weakly-monotone; we also provide a monotone solution requiring ω=≈1.614ω=\approx1.614 and ρ=4ρ=4. We prove that monotone plans may not exist when ω<1.614ω<1.614, and weakly-monotone plans may not exist when ω<1.354ω<1.354. We then present tradeoffs between the separation bounds and the approximation factor, specifically achieving an (almost) optimal bound of ρ=2ρ=2 at the cost of a linear approximation factor and requiring ω=2ω=2. This applies also for the labeled variant of MRMP, in which case we show a tight bound on ωω. Finally, we show that without any robots-separation assumption, obstacles-separation of at least 1.51.5 may be necessary for a solution to exist.
Tsuri Farhana, Omrit Filtser, Shalev Goldshtein
Mar 18, 2026cs.CV

AHOY! Animatable Humans under Occlusion from YouTube Videos with Gaussian Splatting and Video Diffusion Priors

We present AHOY, a method for reconstructing complete, animatable 3D Gaussian avatars from in-the-wild monocular video despite heavy occlusion. Existing methods assume unoccluded input-a fully visible subject, often in a canonical pose-excluding the vast majority of real-world footage where people are routinely occluded by furniture, objects, or other people. Reconstructing from such footage poses fundamental challenges: large body regions may never be observed, and multi-view supervision per pose is unavailable. We address these challenges with four contributions: (i) a hallucination-as-supervision pipeline that uses identity-finetuned diffusion models to generate dense supervision for previously unobserved body regions; (ii) a two-stage canonical-to-pose-dependent architecture that bootstraps from sparse observations to full pose-dependent Gaussian maps; (iii) a map-pose/LBS-pose decoupling that absorbs multi-view inconsistencies from the generated data; (iv) a head/body split supervision strategy that preserves facial identity. We evaluate on YouTube videos and on multi-view capture data with significant occlusion and demonstrate state-of-the-art reconstruction quality. We also demonstrate that the resulting avatars are robust enough to be animated with novel poses and composited into 3DGS scenes captured using cell-phone video. Our project page is available at https://miraymen.github.io/ahoy/
Aymen Mir, Riza Alp Guler, Xiangjun Tang +2
Mar 16, 2026cs.CV

KGS-GCN: Kinematics-Driven Gaussian Splatting and Probabilistic Topology for Skeleton-Based Action Recognition

Skeleton-based action recognition is widely applied in sensor-based systems, including human-computer interaction and intelligent surveillance. However, typical sensors produce sparse and discrete joint coordinates, often leading to the loss of fine-grained spatiotemporal information during dynamic movements. Furthermore, predefined physical topologies restrict modeling potential long-range dependencies. To address these challenges, we propose KGS-GCN, which integrates kinematics-driven Gaussian splatting and probabilistic topology within a graph convolutional network. A Gaussian splatting module constructs anisotropic covariance matrices by extracting instantaneous joint velocity vectors, rendering sparse skeleton sequences into multi-view continuous heatmaps rich in spatiotemporal semantics. Additionally, a probabilistic topology construction strategy transcends physical connectivity limitations by utilizing the Bhattacharyya distance to quantify statistical correlations between joint Gaussian distributions, generating an adaptive prior adjacency matrix. Finally, the lightweight multi-view rendering branch and topological GCN backbone are unified through a visual context gating mechanism, enabling seamless fusion of continuous dynamic cues with structural priors while maintaining high computational efficiency, requiring only 1.4M parameters and 1.3 GFLOPs. Extensive experiments on multiple benchmark datasets demonstrate that KGS-GCN significantly enhances the modeling of complex spatiotemporal dynamics and achieves competitive performance at low computational cost, establishing an efficient paradigm for improving the perceptual robustness of low-fidelity sensor data.
Yuhan Chen, Yicui Shi, Guofa Li +4
Mar 13, 2026cs.RO

PhyGile: Physics-Prefix Guided Motion Generation for Agile General Humanoid Motion Tracking

Humanoid robots are expected to execute agile and expressive whole-body motions in real-world settings. Existing text-to-motion generation models are predominantly trained on captured human motion datasets, whose priors assume human biomechanics, actuation, mass distribution, and contact strategies. When such motions are directly retargeted to humanoid robots, the resulting trajectories may satisfy geometric constraints (e.g., joint limits and pose continuity) and appear kinematically reasonable. However, they frequently violate the physical feasibility required for real-world execution. To address these issues, we present PhyGile, a unified framework that closes the loop between robot-native motion generation and General Motion Tracking (GMT). PhyGile performs physics-prefix-guided robot-native motion generation at inference time, directly generating robot-native motions in a 262-dimensional skeletal space with physics-guided prefixes, thereby eliminating inference-time retargeting artifacts and reducing generation-execution discrepancies. Before physics-prefix adaptation, we train the GMT controller with a curriculum-based mixture-of-experts scheme, followed by post-training on unlabeled motion data to improve robustness over large-scale robot motions. During physics-prefix adaptation, the GMT controller is further fine-tuned with generated objectives under physics-derived prefixes, enabling agile and stable execution of complex motions on real robots. Extensive offline and real-robot experiments demonstrate that PhyGile expands the frontier of text-driven humanoid control, enabling stable tracking of agile, highly difficult whole-body motions that go well beyond walking and low-dynamic motions typically achieved by prior methods.
Jiacheng Bao, Haoran Yang, Yucheng Xin +7
Mar 12, 2026cs.RO

Human Motion Data Alone Does Not Guarantee Plausible Gait Biomechanics

Motion imitation learning (IL) is increasingly used in robotics and human gait modeling, yet its ability to recover biomechanically consistent joint moments without explicit kinetic information remains unclear. In this study, we examined whether motion imitation alone can estimate reasonable biological joint moments. We compare motion-only IL (MOIL) against a kinetics-aware IL (KAIL) framework that incorporates ground reaction forces (GRF) and center of pressure (CoP) in imitation rewards, with an ablation study to examine the contribution of each kinetic term. Experiments were conducted using walking data from a non-disabled participant at three speeds (0.9, 1.2, and 1.5 m/s). While both MOIL and KAIL achieved comparable kinematic tracking accuracy, MOIL exhibited substantially larger errors in GRF, CoP, and joint moment estimates relative to inverse dynamics references. In contrast, KAIL produced kinetics more consistent with biomechanical values. These findings highlight a fundamental limitation of MOIL approaches, which may lead to erroneous interpretations of gait biomechanics and downstream applications by failing to estimate consistent human-like gait kinetics.
Xinyi Liu, Jangwhan Ahn, Edgar Lobaton +2
Mar 12, 2026cs.RO

GNN-DIP: Neural Corridor Selection for Decomposition-Based Motion Planning

Motion planning through narrow passages remains a core challenge: sampling-based planners rarely place samples inside these narrow but critical regions, and even when samples land inside a passage, the straight-line connections between them run close to obstacle boundaries and are frequently rejected by collision checking. Decomposition-based planners resolve both issues by partitioning free space into convex cells -- every passage is captured exactly as a cell boundary, and any path within a cell is collision-free by construction. However, the number of candidate corridors through the cell graph grows combinatorially with environment complexity, creating a bottleneck in corridor selection. We present GNN-DIP, a framework that addresses this by integrating a Graph Neural Network (GNN) with a two-phase Decomposition-Informed Planner (DIP). The GNN predicts portal scores on the cell adjacency graph to bias corridor search toward near-optimal regions while preserving completeness. In 2D, Constrained Delaunay Triangulation (CDT) with the Funnel algorithm yields exact shortest paths within corridors; in 3D, Slab convex decomposition with portal-face sampling provides near-optimal path evaluation. Benchmarks on 2D narrow-passage scenarios, 3D bottleneck environments with up to 246 obstacles, and dynamic 2D settings show that GNN-DIP achieves 99--100% success rates with 2--280 times speedup over sampling-based baselines.
Peng Xie, Yanliang Huang, Wenyuan Wu +1
Mar 10, 2026cs.CV

Fine-grained Motion Retrieval via Joint-Angle Motion Images and Token-Patch Late Interaction

Text-motion retrieval aims to learn a semantically aligned latent space between natural language descriptions and 3D human motion skeleton sequences, enabling bidirectional search across the two modalities. Most existing methods use a dual-encoder framework that compresses motion and text into global embeddings, discarding fine-grained local correspondences, and thus reducing accuracy. Additionally, these global-embedding methods offer limited interpretability of the retrieval results. To overcome these limitations, we propose an interpretable, joint-angle-based motion representation that maps joint-level local features into a structured pseudo-image, compatible with pre-trained Vision Transformers. For text-to-motion retrieval, we employ MaxSim, a token-wise late interaction mechanism, and enhance it with Masked Language Modeling regularization to foster robust, interpretable text-motion alignment. Extensive experiments on HumanML3D and KIT-ML show that our method outperforms state-of-the-art text-motion retrieval approaches while offering interpretable fine-grained correspondences between text and motion. The code is available in the supplementary material.
Yao Zhang, Zhuchenyang Liu, Yanlan He +2
Mar 5, 2026cs.RO

EmboAlign: Aligning Video Generation with Compositional Constraints for Zero-Shot Manipulation

Video generative models (VGMs) pretrained on large-scale internet data can produce temporally coherent rollout videos that capture rich object dynamics, offering a compelling foundation for zero-shot robotic manipulation. However, VGMs often produce physically implausible rollouts, and converting their pixel-space motion into robot actions through geometric retargeting further introduces cumulative errors from imperfect depth estimation and keypoint tracking. To address these challenges, we present EmboAlign, a data-free framework that aligns VGM outputs with compositional constraints generated by vision-language models (VLMs) at inference time. The key insight is that VLMs offer a capability complementary to VGMs: structured spatial reasoning that can identify the physical constraints critical to the success and safety of manipulation execution. Given a language instruction, EmboAlign uses a VLM to automatically extract a set of compositional constraints capturing task-specific requirements, which are then applied at two stages: (1) constraint-guided rollout selection, which scores and filters a batch of VGM rollouts to retain the most physically plausible candidate, and (2) constraint-based trajectory optimization, which uses the selected rollout as initialization and refines the robot trajectory under the same constraint set to correct retargeting errors. We evaluate EmboAlign on six real-robot manipulation tasks requiring precise, constraint-sensitive execution, improving the overall success rate by 43.3 percentage points over the strongest baseline without any task-specific training data.
Gehao Zhang, Zhenyang Ni, Payal Mohapatra +3
Feb 11, 2026cs.CV

HairWeaver: Few-Shot Photorealistic Hair Motion Synthesis with Sim-to-Real Guided Video Diffusion

We present HairWeaver, a diffusion-based pipeline that animates a single human image with realistic and expressive hair dynamics. While existing methods successfully control body pose, they lack specific control over hair, and as a result, fail to capture the intricate hair motions, resulting in stiff and unrealistic animations. HairWeaver overcomes this limitation using two specialized modules: a Motion-Context-LoRA to integrate motion conditions and a Style-Alignment-LoRA to preserve the subject's photoreal appearance across different data domains. These lightweight components are designed to guide a video diffusion backbone while maintaining its core generative capabilities. By training on a specialized dataset of dynamic human motion generated from a CG simulator, HairWeaver affords fine control over hair motion and ultimately learns to produce highly realistic hair that responds naturally to movement. Comprehensive evaluations demonstrate that our approach sets a new state of the art, producing lifelike human hair animations with dynamic details.
Di Chang, Ji Hou, Aljaz Bozic +8
Feb 9, 2026cs.CV

Language-Guided Transformer Tokenizer for Human Motion Generation

In this paper, we focus on motion discrete tokenization, which converts raw motion into compact discrete tokens--a process proven crucial for efficient motion generation. In this paradigm, increasing the number of tokens is a common approach to improving motion reconstruction quality, but more tokens make it more difficult for generative models to learn. To maintain high reconstruction quality while reducing generation complexity, we propose leveraging language to achieve efficient motion tokenization, which we term Language-Guided Tokenization (LG-Tok). LG-Tok aligns natural language with motion at the tokenization stage, yielding compact, high-level semantic representations. This approach not only strengthens both tokenization and detokenization but also simplifies the learning of generative models. Furthermore, existing tokenizers predominantly adopt convolutional architectures, whose local receptive fields struggle to support global language guidance. To this end, we propose a Transformer-based Tokenizer that leverages attention mechanisms to enable effective alignment between language and motion. Additionally, we design a language-drop scheme, in which language conditions are randomly removed during training, enabling the detokenizer to support language-free guidance during generation. On the HumanML3D and Motion-X generation benchmarks, LG-Tok achieves Top-1 scores of 0.542 and 0.582, outperforming state-of-the-art methods (MARDM: 0.500 and 0.528), and with FID scores of 0.057 and 0.088, respectively, versus 0.114 and 0.147. LG-Tok-mini uses only half the tokens while maintaining competitive performance (Top-1: 0.521/0.588, FID: 0.085/0.071), validating the efficiency of our semantic representations. Code and checkpoints are available at https://eanson023.github.io/LG-Tok/
Sheng Yan, Yong Wang, Xin Du +2
Feb 2, 2026cs.RO

Kino-PAX+^+: Near-Optimal Massively Parallel Kinodynamic Sampling-based Motion Planner

Sampling-based motion planners (SBMPs) are widely used for robot motion planning with complex kinodynamic constraints in high-dimensional spaces, yet their serial computation design results in planning speeds that scale poorly with problem complexity. Recent efforts to parallelize SBMPs have achieved significant speedups in finding feasible solutions; however, they provide no guarantees of optimizing an objective function. We introduce Kino-PAX+^{+}, a massively parallel kinodynamic SBMP with asymptotic near-optimal guarantees. Kino-PAX+^{+} builds a sparse tree of dynamically feasible trajectories by decomposing traditionally serial operations into three massively parallel subroutines. The algorithm focuses computation on the most promising nodes within local neighborhoods for propagation and refinement, enabling rapid improvement of solution cost. We prove that, while maintaining probabilistic δδ-robust completeness, this focus on promising nodes ensures asymptotic δδ-robust near-optimality. Our results show that Kino-PAX+^{+} finds solutions up to three orders of magnitude faster than existing serial methods and achieves lower solution costs
Nicolas Perrault, Qi Heng Ho, Morteza Lahijanian
Feb 2, 2026cs.CV

Superman: Unifying Skeleton and Vision for Human Motion Perception and Generation

Human motion analysis tasks, such as temporal 3D pose estimation, motion prediction, and motion in-betweening, play an essential role in computer vision. However, current paradigms suffer from severe fragmentation. First, the field is split between perception'' models that understand motion from video but only output text, and generation'' models that cannot perceive from raw visual input. Second, generative MLLMs are often limited to single-frame, static poses using dense, parametric SMPL models, failing to handle temporal motion. Third, existing motion vocabularies are built from skeleton data alone, severing the link to the visual domain. To address these challenges, we introduce Superman, a unified framework that bridges visual perception with temporal, skeleton-based motion generation. Our solution is twofold. First, to overcome the modality disconnect, we propose a Vision-Guided Motion Tokenizer. Leveraging the natural geometric alignment between 3D skeletons and visual data, this module pioneers robust joint learning from both modalities, creating a unified, cross-modal motion vocabulary. Second, grounded in this motion language, a single, unified MLLM architecture is trained to handle all tasks. This module flexibly processes diverse, temporal inputs, unifying 3D skeleton pose estimation from video (perception) with skeleton-based motion prediction and in-betweening (generation). Extensive experiments on standard benchmarks, including Human3.6M, demonstrate that our unified method achieves state-of-the-art or competitive performance across all motion tasks. This showcases a more efficient and scalable path for generative motion analysis using skeletons.
Xinshun Wang, Peiming Li, Ziyi Wang +5
Jan 13, 2026cs.CV

Motion Attribution for Video Generation

Despite the rapid progress of video generation models, the role of data in influencing motion is poorly understood. We present Motive (MOTIon attribution for Video gEneration), a motion-centric, gradient-based data attribution framework that scales to modern, large, high-quality video datasets and models. We use this to study which fine-tuning clips improve or degrade temporal dynamics. Motive isolates temporal dynamics from static appearance via motion-weighted loss masks, yielding efficient and scalable motion-specific influence computation. On text-to-video models, Motive identifies clips that strongly affect motion and guides data curation that improves temporal consistency and physical plausibility. With Motive-selected high-influence data, our method improves both motion smoothness and dynamic degree on VBench, achieving a 74.1% human preference win rate compared with the pretrained base model. To our knowledge, this is the first framework to attribute motion rather than visual appearance in video generative models and to use it to curate fine-tuning data.
Xindi Wu, Despoina Paschalidou, Jun Gao +5
Dec 25, 2025cs.CV

GeCo: Evaluating Geometric Consistency for Video Generation via Motion and Structure

We introduce GeCo, a geometry-grounded metric for jointly detecting geometric deformation and occlusion-inconsistency artifacts in static scenes. By fusing residual motion and depth priors, GeCo produces interpretable, dense consistency maps that reveal these artifacts. We use GeCo to systematically benchmark recent video generation models, uncovering common failure modes, and further employ it as a training-free guidance loss to reduce deformation artifacts during video generation.
Leslie Gu, Junhwa Hur, Charles Herrmann +4