Overview

Markerless motion capture reconstructs how people move in 3D from ordinary video, multi-camera recordings, or wearable sensors, enabling measurement and animation without laboratory marker suits. Common approaches detect 2D keypoints and lift them to 3D, fit articulated body meshes, or fuse views and sensor signals; temporal models and biomechanical constraints help produce coherent, physically plausible motion. Researchers apply these methods to clinical gait and rehabilitation, sports, hand tracking, animation, and robot learning, where accessible capture can extend measurement beyond specialized labs. Accuracy is improving, but occlusion, camera and sensor variation, and differences across populations remain difficult, and many systems still need stronger clinical validation—especially for out-of-plane motion and kinetics.

Latest papers

68 papers9 papers in the last four weeks, up 50% on the four weeks before. 0.1% of all new papers.

Feb 24, 2026

Automating Timed Up and Go Phase Segmentation and Gait Analysis via the tugturn Markerless 3D Pipeline

Instrumented Timed Up and Go (TUG) analysis can support clinical and research decision-making, but robust and reproducible markerless pipelines are still limited. We present tugturn.py, a Python-based workflow for 3D markerless TUG processing that combines phase segmentation, gait-event detection, spatiotemporal metrics, intersegmental coordination, and dynamic stability analysis. The pipeline uses spatial thresholds to segment each trial into stand, first gait, turning, second gait, and sit phases, and applies a relative-distance strategy to detect heel-strike and toe-off events within valid gait windows. In addition to conventional kinematics, tugturn provides Vector Coding outputs and Extrapolated Center of Mass (XCoM)-based metrics. The software is configured through TOML files and produces reproducible artifacts, including HTML reports, CSV tables, and quality-assurance visual outputs. A complete runnable example is provided with test data and command-line instructions. This manuscript describes the implementation, outputs, and reproducibility workflow of tugturn as a focused software contribution for markerless biomechanical TUG analysis.
Feb 23, 2026

BigMaQ: A Big Macaque Motion and Animation Dataset Bridging Image and 3D Pose Representations

The recognition of dynamic and social behavior in animals is fundamental for advancing ethology, ecology, medicine and neuroscience. Recent progress in deep learning has enabled automated behavior recognition from video, yet an accurate reconstruction of the three-dimensional (3D) pose and shape has not been integrated into this process. Especially for non-human primates, mesh-based tracking efforts lag behind those for other species, leaving pose descriptions restricted to sparse keypoints that are unable to fully capture the richness of action dynamics. To address this gap, we introduce the Big Ma\textbf{Big Ma}caQ\textbf{Q}ue 3D Motion and Animation Dataset (BigMaQ\texttt{BigMaQ}), a large-scale dataset comprising more than 750 scenes of interacting rhesus macaques with detailed 3D pose descriptions. Extending previous surface-based animal tracking methods, we construct subject-specific textured avatars by adapting a high-quality macaque template mesh to individual monkeys. This allows us to provide pose descriptions that are more accurate than previous state-of-the-art surface-based animal tracking methods. From the original dataset, we derive BigMaQ500, an action recognition benchmark that links surface-based pose vectors to single frames across multiple individual monkeys. By pairing features extracted from established image and video encoders with and without our pose descriptors, we demonstrate substantial improvements in mean average precision (mAP) when pose information is included. With these contributions, BigMaQ\texttt{BigMaQ} establishes the first dataset that both integrates dynamic 3D pose-shape representations into the learning task of animal action recognition and provides a rich resource to advance the study of visual appearance, posture, and social interaction in non-human primates. The code and data are publicly available at https://martinivis.github.io/BigMaQ/ .
Jan 6, 2026

MorphGS: Morphology-Adaptive Articulated 3D Motion Transfer from Videos

Transferring articulated motion from monocular videos to rigged 3D characters is challenging due to pose ambiguity in 2D observations and morphological differences between source and target. Existing approaches often follow a reconstruct-then-retarget paradigm, tying transfer quality to intermediate 3D reconstruction and limiting applicability to categories with parametric templates. We propose MorphGS, a framework that formulates motion retargeting as a target-driven analysis-by-synthesis problem, directly optimizing target morphology and pose through image-space supervision. A rig-coupled morphology parameterization factorizes character identity from time-varying joint rotations, while dense 2D-3D correspondences and synthesized views provide complementary structural and multi-view guidance. Experiments on synthetic benchmarks and real-world videos show consistent improvements over baselines. Project page: https://xodus777.github.io/MorphGS/
Dec 22, 2025

OmniEgoCap: Device-Agnostic Sequence-Level Egocentric Motion Reconstruction

Commercial egocentric devices capture human behavior in everyday settings, yet full-body motion reconstruction must generalize across diverse cameras and mountings. This is challenging because head trajectories under-determine body motion, while hand observations are intermittent and camera-dependent: a hand may disappear simply because it has left the camera's field of view. Existing methods treat such absences as missing data, relying on fixed visibility regimes or post-hoc optimization, and fail to generalize across devices. We present OmniEgoCap, a sequence-level diffusion framework for device-agnostic egocentric full-body motion reconstruction. Our key insight is that egocentric videos contain sequence-level evidence about both the wearer and the camera-induced visibility structure, enabling OmniEgoCap to infer consistent body shape and coherent motion from sparse head and hand cues. To prevent overfitting to a single camera setup, we further introduce geometry-aware visibility augmentation, which synthesizes visibility patterns from realistic variations in camera geometry. We also present OmniEgoDB, the first mocap benchmark that pairs ground-truth motion with recordings from multiple consumer egocentric devices. Experiments on synthetic, real-device, and in-the-wild settings demonstrate superior motion reconstruction, robust cross-device generalization, and coherent in-the-wild results.
Nov 24, 2025

MonoMSK: Monocular 3D Musculoskeletal Dynamics Estimation

Reconstructing biomechanically realistic 3D human motion - recovering both kinematics (motion) and kinetics (forces) - is a critical challenge. While marker-based systems are lab-bound and slow, popular monocular methods use oversimplified, anatomically inaccurate models (e.g., SMPL) and ignore physics, fundamentally limiting their biomechanical fidelity. In this work, we introduce MonoMSK, a hybrid framework that bridges data-driven learning and physics-based simulation for biomechanically realistic 3D human motion estimation from monocular video. MonoMSK jointly recovers both kinematics (motions) and kinetics (forces and torques) through an anatomically accurate musculoskeletal model. By integrating transformer-based inverse dynamics with differentiable forward kinematics and dynamics layers governed by ODE-based simulation, MonoMSK establishes a physics-regulated inverse-forward loop that enforces biomechanical causality and physical plausibility. A novel forward-inverse consistency loss further aligns motion reconstruction with the underlying kinetic reasoning. Experiments on BML-MoVi, BEDLAM, and OpenCap show that MonoMSK significantly outperforms state-of-the-art methods in kinematic accuracy, while for the first time enabling precise monocular kinetics estimation.
Nov 10, 2025

TrackStudio: An Integrated Toolkit for Markerless Tracking

Markerless motion tracking has advanced rapidly in the past 10 years and currently offers powerful opportunities for behavioural, clinical, and biomechanical research. While several specialised toolkits provide high performance for specific tasks, using existing tools still requires substantial technical expertise. There remains a gap in accessible, integrated solutions that deliver sufficient tracking for non-experts across diverse settings. TrackStudio was developed to address this gap by combining established open-source tools into a single, modular, GUI-based pipeline that works out of the box. It provides video recording preprocessing, recording synchronisation, automatic 2D and 3D pose estimation, and visualisation without requiring any programming skills. We supply a user guide with practical advice for video acquisition, camera calibration, video synchronisation, and experimental setup, alongside documentation of common pitfalls and how to avoid them. To validate the toolkit, we tested its performance across three environments using either low-cost webcams or high-resolution cameras, including challenging conditions for body position, lighting, space, and obstructions. Across 76 participants, average inter-frame correlations exceeded 0.98 and average triangulation errors remained low (<13.6mm for hand tracking), demonstrating stable and consistent tracking. We further show that the same pipeline can be extended beyond hand tracking to other body and face regions. TrackStudio provides a practical, accessible route into markerless tracking for researchers or laypeople who need reliable performance without specialist expertise.
Jan 4, 2025

Joint Optimization for 4D Human-Scene Reconstruction in the Wild

Reconstructing human motion and its surrounding environment is crucial for understanding human-scene interaction and predicting human movements in the scene. While much progress has been made in capturing human-scene interaction in constrained environments, those prior methods can hardly reconstruct the natural and diverse human motion and scene context from web videos. In this work, we propose JOSH, a novel optimization-based method for 4D human-scene reconstruction in the wild from monocular videos. JOSH uses techniques in both dense scene reconstruction and human mesh recovery as initialization, and then it leverages the human-scene contact constraints to jointly optimize the scene, the camera poses, and the human motion. Experiment results show JOSH achieves better results on both global human motion estimation and dense scene reconstruction by joint optimization of scene geometry and human motion. We further design a more efficient model, JOSH3R, and directly train it with pseudo-labels from web videos. JOSH3R outperforms other optimization-free methods by only training with labels predicted from JOSH, further demonstrating its accuracy and generalization ability.
Aug 20, 2024

Multi-view Hand Reconstruction with a Point-Embedded Transformer

This work introduces a novel and generalizable multi-view Hand Mesh Reconstruction (HMR) model, named POEM, designed for practical use in real-world hand motion capture scenarios. The advances of the POEM model consist of two main aspects. First, concerning the modeling of the problem, we propose embedding a static basis point within the multi-view stereo space. A point represents a natural form of 3D information and serves as an ideal medium for fusing features across different views, given its varied projections across these views. Consequently, our method harnesses a simple yet effective idea: a complex 3D hand mesh can be represented by a set of 3D basis points that 1) are embedded in the multi-view stereo, 2) carry features from the multi-view images, and 3) encompass the hand in it. The second advance lies in the training strategy. We utilize a combination of five large-scale multi-view datasets and employ randomization in the number, order, and poses of the cameras. By processing such a vast amount of data and a diverse array of camera configurations, our model demonstrates notable generalizability in the real-world applications. As a result, POEM presents a highly practical, plug-and-play solution that enables user-friendly, cost-effective multi-view motion capture for both left and right hands. The model and source codes are available at https://github.com/JubSteven/POEM-v2.