Motion Model
Momentum
4 papers in the last four weeks, up 33% on the four weeks before. 0.0% of all new papers.
Latest papers 25
Human social behaviour is not a collection of independent motions, but a jointly organised process in which group dynamics and individual variation continuously shape one another. Yet existing social motion models often prioritise plausible trajectories while leaving interaction state implicit, limiting their ability to transfer across groups, tasks, and partial-observation regimes. To address this gap, we introduce Bilevel Representations for Agent Interaction Dynamics (BRAID), a hierarchical sequential latent-variable model for generative multi-person interaction. BRAID explicitly formulates social motion generation as a meta-transfer learning problem: shared interaction priors are learned across datasets and adapted through arbitrary context sets of observed people and joints. The model represents each scene through a group-level latent state that captures shared interaction dynamics and person-level latent states that capture individual behaviour conditioned on the evolving group context. This modelling choice enables coherent generation under full, sparse, or partial observations while exposing compact social-state vectors that can serve as an interface for downstream embodied-agent systems. We evaluate BRAID under a unified SMPL-based representation on social forecasting, tracking and in-filling, and response generation, using metrics that assess not only reconstruction accuracy but also realism, diversity, temporal alignment, and interpersonal coordination. We further analyse the hierarchical latent space, showing that it captures separable group- and individual-level structure.
OTRetarget: Joint Robot and Object Motion Retargeting via Optimal Transport
Transferring human motion to humanoid robots requires adapting the demonstrated motion to the robot morphology while preserving interactions with the environment. This is particularly challenging for loco-manipulation tasks, where contacts with the ground and manipulated objects must remain consistent despite differences in body proportions. Yet, skeletal motion alone does not fully describe these interactions, and fixing object trajectories limits the adaptation to a new embodiment. In this paper, we introduce OTR ETARGET, a unified approach to jointly retarget robot and multi-object motion from human demonstrations. Our approach represents surface interactions through signed distances, closest surface points, and relative directions, and uses entropic optimal transport to transfer these quantities across human, robot, and object geometries. We incorporate the resulting interaction targets into a constrained inverse kinematics formulation that balances contact preservation with motion style and jointly optimizes robot and object poses at each frame. This formulation accommodates robot-object and object-object interactions without rescaling the scene or the demonstration. We validate the proposed approach on OMOMO, where it achieves a robot- object interaction Jaccard score of 87% and a depth error of 8.7 mm, compared with 28% and 29.3 mm for OmniRetarget. Finally, we demonstrate transfer to a physical G1 humanoid using whole-body policies trained with reinforcement learning on the retargeted references, across motions including two-handed box pick-and-place onto a table.
CDKF-Track: Cluster-aware Data-Driven Kalman Filtering for Cooperative 3D Multi-Object Tracking
Multi-Object Tracking (MOT) is essential for EdgeAI perception systems, where accurate object localization and reliable identification enable safe decision-making. Singleagent MOT suffers from occlusions, sensor noise, and partial scene understanding in complex real-world scenarios. While multi-agent systems improve robustness by exploiting shared information, they introduce redundant measurements that lead to false data associations, and still struggle to capture nonlinear object dynamics. To address these challenges, we propose CDKFTrack, a Cluster-aware Data-Driven Kalman Filtering framework for Cooperative 3D MOT. The proposed method first fuses multivehicle 3D LiDAR detections through a Graph Laplacian-based formulation. Then, a cluster-aware redundancy reduction scheme groups spatially related detections and selects representative observations to reduce duplicate inputs to the tracker. The resulting detections are processed by a data-driven Kalman filter that learns object motion dynamics from data, reducing dependence on predefined linear motion assumptions. Furthermore, a wavelet-based temporal refinement module leverages the multiresolution decomposition property of wavelets to attenuate shortterm positional fluctuations and improve trajectory continuity. To the best of our knowledge, CDKF-Track is the first framework to jointly address detection-level fusion redundancy and learnable motion modeling in cooperative 3D MOT. Experimental results on the real-world V2V4Real dataset indicate that CDKF-Track achieves up to 27.99% improvements in tracking accuracy over state-of-the-art multi-agent MOT methods.
CompAdapt: Adaptable Composite Motion Modeling for Physics-Consistent Text-to-Video Generation
While diffusion-based text-to-video (T2V) models have demonstrated impressive capability in generating realistic and temporally coherent videos, they often fail to respect fundamental physical dynamics. Although recent physics-constrained methods incorporate explicit dynamics priors to improve physical plausibility, they remain limited to simple single-type motions, depend on manually specified parameters, and struggle to generalize to unseen physical laws. In this work, we propose CompAdapt, a physics-consistent T2V framework for adaptable generation across complex real-world scenarios. It extends neural dynamics modeling beyond single-type motions to encompass composite physical behaviors, including coupled motions, multi-stage transitions, and multi-object collisions. Furthermore, CompAdapt translates natural language prompts into structured physical semantics, enabling end-to-end specification of motion types, temporal relations, and initial physical parameters. To generalize to novel physical environments, CompAdapt introduces dynamics-aware prior matching, achieving one-shot adaptation without retraining the core dynamics module. In addition, a physics-aware latent feature fusion module improves visual fidelity under fast and complex motion. Experiments on physics-focused T2V benchmarks demonstrate that CompAdapt improves physical consistency over both general T2V models and physics-constrained baselines, while preserving high visual quality and adaptability to unseen dynamics. The project page is available at https://makapic.github.io/CompAdapt/ .
FAMOS: Feed-Forward 3D Articulation Modeling from Sparse Observations
Modeling articulated objects from sparse monocular views is challenging because each observation reveals only partial geometry and motion evidence. Most feed-forward methods infer articulation from a single observation and therefore rely heavily on learned category-level shape priors. We present FAMOS, a feed-forward model that predicts movable-part segmentation and joint parameters from a sparse, unordered set of partial point clouds. Our model jointly reasons over multiple observations and naturally supports a variable number of inputs, including a single view. To aggregate articulation cues across observations, we introduce a Multi-state Articulation Transformer with alternating state-wise and global attention. We further propose an observed articulation span objective that supervises the motion range each part exhibits across the input observations, encouraging the model to leverage the full observation set. To overcome the limited scale and diversity of existing datasets, we introduce a procedural data generator that synthesizes self-annotated assets during training. Experiments on PartNet-Mobility, ACD, and ArtiCraft-10K demonstrate consistent improvements over both feed-forward and optimization-based baselines. Project page: https://kevinqu7.github.io/famos
PhysStream: Streaming Physics-Grounded Video Generation with Structured Scene Memory and Fine-Grained Motion Control
Interactive control for video generation is moving from coarse prompts toward fine-grained, physically meaningful manipulation of dynamic scenes. Yet existing controllable methods either require the full control schedule before generation starts, or use pixel-space signals that dictate object positions rather than physical dynamics. To address these limitations, we propose PhysStream, an autoregressive model for physics-grounded image-to-video synthesis that incorporates structured scene memory---positional maps and object tracking maps derived online from previously generated frames---and supports fine-grained motion control via sparse velocity-increment signals that encode physical quantities, letting the model learn the underlying dynamics. We train our model in two stages: a bidirectional model is first finetuned with motion-control conditioning, then a causal autoregressive model is trained with additional structured scene memory, further improving physical consistency. PhysStream enables interactive, mid-generation control over multi-object tabletop rigid-body scenes---a capability not supported by prior methods---reducing motion distribution distance (FVMD) by 33% and trajectory error by 12% over the strongest baselines on synthetic benchmarks, and is preferred by human evaluators in over 85% of in-the-wild comparisons. Please check our website for more details: https://czzzzh.github.io/PhysStream
GenTrack3: Hybrid Stochastic-Deterministic Online Multi-Object Tracking with Cluster-Aware Association
Multi-object tracking (MOT) involves maintaining consistent target identities as objects dynamically enter and leave a scene. Deterministic approaches, such as tracking-by-detection with data association, produce reproducible results and are computationally efficient, but they rely heavily on motion models and are sensitive to noisy detections that can lead to association errors. In contrast, stochastic methods explicitly model uncertainty and can better handle complex non-linear dynamics, albeit at the cost of increased computational complexity and variability arising from random sampling. This paper presents an online MOT framework that integrates deterministic and stochastic principles to achieve robust tracking under uncertainty. Furthermore, a novel track-to-detection matching approach is introduced to enhance scalability with increasing target numbers while supporting group tracking. The tracking inference mechanism employs a tracklet that includes identifiers, states, velocities, track penalties and track ages of targets, supporting a systematic tracking pipeline. Each target is associated with a stochastic particle set to compute the matching cost to detections. Reference implementations of the proposed approach and baseline trackers can be found on GitHub: https://github.com/SDU-VelKoTek/GenTrack3.
Residual Flow Matching with Dynamic Cross-Interaction for 3D Multi-Person Motion Prediction
3D multi-person motion prediction requires modeling both individual kinematics and inter-person interactions. While Flow Matching is effective for multi-hypothesis generation to improve prediction accuracy, directly predicting skeletal sequences from pure noise often compromises structural consistency and introduces unreliable cross-agent interactions during early noise-dominated integration steps. To address this, we propose a Prior-Guided Residual Flow Matching framework. First, a Deterministic Coarse Prior (DCP) establishes a kinematic anchor, formulating the generative process as a conditional flow over motion residuals to simplify the generative objective and preserve structural stability. Second, a Dynamic Cross-Interaction (DCI) mechanism temporally synchronizes inter-agent message-passing with the integration progress, ensuring the extraction of reliable social contexts and improving multi-person motion fidelity. Finally, a decoupled joint-motion architecture with bidirectional fusion effectively preserves fine-grained kinematic coherence. Extensive experiments demonstrate that our approach achieves state-of-the-art prediction accuracy across multiple datasets. Code is available at https://github.com/Wei-Wei-a/Residual-Flow-Matching-with-Dynamic-Cross-Interaction-for-3D-Multi-Person-Motion-Prediction.
FAST-GS: Frequency Aware Space-time Gaussian Splatting for Photorealistic Dynamic Novel View Synthesis
4D Gaussian Splatting (4DGS) excels in dynamic 3D reconstruction and real-time novel view synthesis via efficient 4D Gaussian representations and parallelizable rendering. However, existing 4DGS approaches rely on a single polynomial to model motion, which limits performance in complex dynamic scenes where high-frequency motion components are prevalent, and fails to ensure long-term stability due to cumulative trajectory drift. To address these issues, we propose a Fourier Motion Modeling module: this paradigm decomposes motion into frequency-based sinusoidal components, capturing both low-frequency global trajectories and high-frequency local details to model complex motion patterns accurately. It retains the real-time rendering capability of 4DGS while improving complex motion fitting and long-term coherence. Additionally, we integrate a motion-aware regularization strategy into the loss function: it uses frequency-dependent weights to suppress high-frequency jitter while preserving low-frequency motion coherence. Extensive experiments on N3V and Google Immersive datasets from multiple scenarios demonstrate the effectiveness of our method.
DAP-Pose: Deep Temporal Alignment and Physics-aware Cross-modal Sensor Fusion for Robust Pose Estimation
Robust and accurate pose estimation with multi-modal sensors is fundamental for autonomous vehicles and mobile robotic systems in complex environments. In this paper, we propose DAP-Pose, a unified end-to-end model for robust multi-modal pose estimation. DAP-Pose introduces a Bi-level Cross-modal Fusion (BCF) module that captures complementary semantic and geometric motion cues from visual, inertial, and GNSS measurements. To handle temporal offsets, we designed a Deep Temporal Alignment (DTA) module that explicitly aligns asynchronous streams in latent space, enabling coherent motion modeling without strict hardware synchronization. Furthermore, we incorporate physics-aware constraints via manifold geometry and GNSS-guided absolute metric scale, enforcing motion consistency and mitigating drift. Experiments upon the public KITTI benchmark dataset were conducted to evaluate the performance of DAP-Pose against existing methods. DAP-Pose achieved the state-of-the-art performance, with the lowest average translation error () of 1.31% and rotation error () of 0.46. Furthermore, it accurately estimates poses and maintains robust performance under severe artificially injected temporal misalignment.
OmniX: Any-view and Any-time 4D Reconstruction via Feed-forward Trajectory Fields
Previous feed-forward 4D reconstruction methods either predict per-frame static point clouds, ignoring foreground motion, or estimate point cloud trajectories while being limited to small camera motions. This restricts their ability to aggregate observations over time and reconstruct complete dynamic scenes under large viewpoint changes. To address this limitation, we propose OmniX, a feed-forward 4D reconstruction framework that predicts dense 3D point trajectories for every pixel from videos with large camera motion. OmniX decouples dynamic motion modeling from static geometry prediction and represents motion using a compact set of dynamic tokens. By leveraging the sparse and low-rank structure of 3D motion, these tokens generate trajectory fields for all pixels across all images while efficiently preserving global interactions. To facilitate training, we further build an automatic UE5-based 4D data engine and introduce a large-scale dataset containing 80K scenes and 1.28M multi-view videos with full geometric annotations. OmniX achieves state-of-the-art performance on dense 3D point trajectory prediction and 3D point tracking, while also demonstrating competitive results on video depth estimation and camera pose estimation.
Grassmannian Splatting I: Moving rank-2 Spacetime Surfels for Dynamic Scene Rendering
We introduce Grassmannian splatting, a dynamic scene representation whose primitives are Gaussians supported on 3-planes in spacetime : generically, spatial 2-planes in uniform translation along their normals. Each primitive carries a unit normal and an unconstrained factor , with covariance
For generic and , conditioning on time returns a rank-2 surfel at every frame. The normal of the disk and its velocity along that normal are read off from ; the disk shape and the tangential drift of its center are set by . Existing native 4D Gaussian splatting methods [\it{Yang et. al. 2023,Duan et. al. 2024}] slice full-rank spacetime covariances, so their per-frame primitive is a volumetric ellipsoid; since conditioning lowers rank by exactly one, a rank-2 surfel in the slice requires a rank-3 spacetime covariance, and the parameterization above realizes exactly these. The motion model is closed form, i.e. no deformation field is learned, and no custom CUDA is required: the conditioned disk feeds a standard 3DGS rasterizer through its precomputed-covariance interface. A soft clamp in the Schur denominator regularizes the static orientation and continuously bridges rank-3 static and rank-2 dynamic behavior, so static and moving primitives form a single continuous family. On the 17 HyperNeRF scenes of MonoDyGauBench, training is fastest among all compared methods (4.9 to 5.6 times faster than the strongest quality baselines), while ranking second in PSNR, MS-SSIM, and LPIPS. Code: https://github.com/PaulCelanCoding/grassmannian-splatting
SAMoR: Motion Modelling for Articulated Objects of Any Skeleton and Topology
Modeling motion for articulated objects of arbitrary skeleton topology remains difficult: existing motion generators target a fixed human skeleton, and prior adaptations either fail to share a vocabulary across rigs or discard motion detail through global pooling. Our key observation is that while joint-level motion does not correspond cleanly across species, motion of functional joint groups does: a human arm, a wolf foreleg, and a bird wing share motion structure despite differing joint counts and connectivity, a correspondence that joint names (e.g., "forearm", "wing_L1") partially expose even when topology does not. We introduce SAMoR (Skeleton-Aware Motion Representation for Articulated Objects), a cross-topology motion representation that encodes each motion segment as a small fixed number () of part tokens shared across arbitrary skeletons. A graph-transformer encoder consumes per-joint motion features, kinematic graph structure, and joint-name embeddings, then compresses them into part-level tokens via cross-attention pooling and residual vector quantization, yielding a discrete motion codebook shared across rigs. To keep the part queries from collapsing into redundant global representations, we introduce a topology-agnostic attention supervision loss, with joint-name dropout to reduce over-reliance on text labels. We curate a heterogeneous corpus from HumanML3D, Truebones Zoo, and animated Objaverse-XL assets, and evaluate SAMoR on held-out characters with unseen skeletons. It supports accurate reconstruction and cross-topology transfer, and enables text-conditioned generation and part-wise editing via a MaskGIT token generator. SAMoR reaches normalized MPJPE on cross-topology reconstruction, below the strongest adapted variable- tokenizer baseline, while remaining competitive with fixed-skeleton specialists on HumanML3D.
FrameONE: Hierarchical Motion Modeling for Universal Multi-View Echocardiographic Keyframe Detection
Accurate detection of end-systole (ES) and end-diastole (ED) frames is fundamental to echocardiographic assessment. Existing methods are typically developed in a view-specific manner, depend on auxiliary annotations or intensive visual modeling, which limits their generalizability. In multi-view modeling, keyframe detection is driven by shared cardiac motion, yet large appearance differences and motion patterns make unified modeling challenging. To address these issues, we propose FrameONE, a unified end-to-end framework for multi-view echocardiographic keyframe detection. FrameONE introduces a Hierarchical Motion Modeling strategy: an intra-view multi-task learning reduces appearance bias and promotes motion-focused representations within each view; an inter-view general motion learning module further separates view-agnostic dynamics from view-specific patterns, enabling shared yet flexible motion representation learning across views. Extensive experiments on 25,872 videos spanning four standard views demonstrate that FrameONE achieves state-of-the-art keyframe detection accuracy with strong cross-view generalization. Code is available at https://github.com/szuboy/FrameONE.
CylindTrack: Depth-Aware Cylindrical Motion Modeling for Panoramic Multi-Object Tracking
Multi-Object Tracking (MOT) is a core capability for embodied perception, and panoramic cameras are attractive for embodied systems because their 360° field of view reduces blind spots and keeps surrounding targets observable for longer durations. However, panoramic MOT is not a straightforward extension of perspective MOT. In equirectangular panoramic videos, the horizontal image domain is periodic rather than Euclidean, which breaks planar motion assumptions and makes IoU-based association unreliable near the 0°/360° seam. Meanwhile, large-FoV scenes often contain more objects, stronger scale variation, and more frequent interactions, making online association particularly sensitive to unstable frame-wise depth cues. To address these issues, we propose CylindTrack, a depth-aware cylindrical tracking-by-detection framework for panoramic MOT. CylindTrack first introduces Depth-Temporal Trajectory Modeling (DTM), which promotes instance depth from an isolated frame-wise cue to a temporally filtered trajectory-level state. To improve the reliability of depth observations, we further develop Spherical Spatio-Temporal Consistency Learning (SSTC), which combines a Temporal Mixer and Spherical Geometry-aware Attention to enhance temporal coherence and panoramic geometric alignment in depth-aware representations. Finally, we design a Topology-Aware Cylindrical Motion Model (TCMM) that lifts horizontal motion into a continuous angular state space and performs seam-consistent motion prediction and association in the periodic panoramic domain. By jointly modeling trajectory-level depth consistency and panoramic topology, CylindTrack improves identity preservation and trajectory continuity in challenging panoramic scenes. The source code will be released at https://github.com/warriordby/CylindTrack.
Social Structure Matters in 3D Human-Human Interaction Generation
Although text-to-motion generation has achieved strong progress in synthesizing realistic single-person motions from language, extending it to text-driven 3D human-human interaction (HHI) remains non-trivial, as HHI requires modeling the underlying \textbf{social structure} that governs phase progression, actor roles, and inter-actor coordination. In this paper, we formulate HHI generation as a social structure modeling and grounding problem: the model must first infer how an interaction unfolds and how the two actors coordinate their roles, and then realize this structure as continuous, physically plausible, and partner-aware 3D motion. To study how such structure should be modeled, we first examine the capability boundary of large language models (LLMs) for HHI generation. Our analysis shows that LLMs can \textit{think} by recovering phase decompositions and partner-aware roles, but cannot directly \textit{move}, as they fail to generate dynamic, physically plausible, and interaction-aware motion. This motivates our planner-executor paradigm, \textbf{Think with LLM, Move with Motion Skill}. The LLM planner converts implicit interaction semantics into motion-aligned social supervision by decomposing interactions into phases, assigning partner-aware actor roles, and aligning them with motion sequence. The motion executor then grounds the planned social structure into coordinated two-person motion by adapting a pretrained solo motion model with LoRA, previous-phase self-conditioning, and ego-relative partner conditioning. Together, our Solo-to-Social framework bridges social organization and motion realization, producing 3D HHI with improved phase consistency, role alignment, and partner-aware coordination.
Hardness of Multi-Agent Path Finding on Trees: A Unified Approach
This paper presents a simple framework that settles the complexity of Multi-Agent Path Finding (MAPF) on trees across standard objectives - distance, makespan, and flowtime - for both labeled and colored variants. In MAPF, agents occupy the vertices of a graph and must move to target vertices without collisions while optimizing a given objective. In the labeled case, the agents are distinct and have respective targets; in the colored case, agents of the same color are interchangeable. While many MAPF variants are known to be intractable, several basic cases on trees have remained open. We prove NP-hardness on trees for both labeled and 2-colored MAPF under all three objectives. In particular, we resolve the classical Pebble Motion problem, where one pebble moves at a time to an adjacent empty vertex and the goal is to minimize the total number of moves. Despite being one of the most basic discrete motion models, its complexity on trees had remained open for several decades. Moreover, for colored Pebble Motion, we give the first hardness result on any graph class, already with two colors, which is tight. All of these results are established through the hardness of Stack Rearrangement, itself posed as an open problem, which asks to optimally rearrange items stored in stacks, and which we also prove to be NP-hard. Notably, the connection to stacks yields hardness already on very simple trees - subdivided stars - across all problems. Together, these results reveal a common tractability barrier that permeates several fundamental motion models, thereby unifying and strengthening prior hardness results.
AI Level of Detail: Distance-Aware ML Model Precision Selection for Real-Time Human Motion Prediction in Games
Modern game engines spend significant compute animating NPCs with learned motion models. This paper proposes AI Level of Detail (AI LOD), a framework in which machine learning inference precision is adapted based on the distance between each NPC and the player camera. The core idea mirrors classical geometry LOD: substitute a cheaper approximation where the difference is imperceptible. Here, the approximation is a lower-precision quantized machine learning model rather than a lower-polygon mesh. The contribution of this work is the AI LOD concept itself: that inference-time quantization can serve as the LOD axis for AI-driven character animation - and more broadly, for any AI-based runtime system where perceptual sensitivity varies with context. The convolutional sequence-to-sequence model of Li et al. is used as a representative example to demonstrate the concept, with its trained checkpoint exported into three ONNX Runtime variants (FP32, FP16, and INT8 per-tensor), intended to be routed by a distance-based selector at runtime. Evaluation on the CMU Mocap dataset provides initial evidence that each precision tier can be served at its assigned distance range with negligible perceptible degradation, supporting the broader premise that distance-aware ML model precision selection is a viable LOD strategy for AI-based character animation.
MPMWorlds: Material-Point-Method Simulations for Inferring and Extrapolating Physical Dynamics
To study the ability to infer physical dynamics from videos and extrapolate them forward in time, we assemble a dataset of 2D Material Point Method (MPM) physical simulations covering rich physical phenomena such as deformable objects, fluids, kinetic objects, and emitters. We study code generation and video diffusion approaches on this dataset, identifying their strengths and weaknesses by varying the amount of physically relevant side information. The code generation model, beyond giving a working demonstration of automatic synthesis of MPM simulations, reveals that such an approach struggles with inferring physical parameters from visual input, but relative to video diffusion, produces physically and temporally stable extrapolations forward in time, while the video diffusion model more strongly identifies geometric properties from visual input but produces physically implausible extrapolations.
Learning Global Motion with Compact Gaussians for Feed-Forward 4D Reconstruction
Dynamic scene reconstruction from monocular video remains a fundamental challenge in computer vision. Existing feed-forward methods predict 3D Gaussians pixel-wise for each frame, suffering from duplicated Gaussians and view-dependent biases that hinder effective learning of scene motion. We present C4G, a feed-forward 4D reconstruction framework built upon a compact set of timestamp-conditioned learnable Gaussian query tokens. Each token aggregates corresponding features across the full temporal context and decodes a 3D Gaussian whose position is modulated by the target timestamp, enabling globally coherent motion modeling without per-scene optimization. To capture fine-grained details, we further introduce a video diffusion model-based rendering enhancement module. Since our framework effectively aggregates features into Gaussians, we extend this capability to feature lifting, producing a 4D feature field that supports point tracking and dynamic scene understanding. C4G achieves strong novel-view synthesis performance using significantly fewer Gaussians and without requiring camera poses, while exhibiting stronger motion modeling and robustness to large temporal gaps.
Learning a Particle Dynamics Model with Real-world Videos
Data-driven learning approaches for physics simulation, sometimes referred to as world models, have emerged as promising alternatives to traditional physics simulators due to their differentiable nature. Prior work has demonstrated impressive results in predicting the motions of rigid and non-rigid objects in complex scenes involving multiple interacting bodies. However, these models are typically trained in simulated environments because obtaining perfect state information such as complete scene point clouds and point correspondences over time is challenging in real-world settings. This reliance on synthetic data can limit their applicability when the sim-to-real gap is large. In this work, we aim to overcome these limitations by introducing a novel framework for training neural object dynamics models directly from unlabeled real-world videos. Specifically, we propose to learn a particle-based dynamics model compatible with a Gaussian splatting framework, which operates on dense particles derived from Gaussians (i.e., particles with scales and rotations) and predicts their position and rotation changes over time. The model is trained via rendering supervision, enabling learning from real-world videos without requiring particle-level labeled states. Our model operates directly on dense Gaussians without relying on heuristic subsampling anchor points. To enable this study, we also present a real-world dataset consisting of about 500 videos capturing diverse object interactions.
EchoTracker2: Enhancing Myocardial Point Tracking by Modeling Local Motion
Myocardial point tracking (MPT) has recently emerged as a promising direction for motion estimation in echocardiography, driven by advances in general-purpose point tracking methods. However, myocardial motion fundamentally differs from motion encountered in natural videos, as it arises from physiologically constrained deformation that is spatially and temporally continuous throughout the cardiac cycle. Consequently, motion trajectories typically remain locally confined despite substantial tissue deformation. Motivated by these properties, we revisit the architectural design for MPT and find that coarse initialization in commonly used two-stage coarse-to-fine architectures may be unnecessary in this domain. In this work, we propose a fine-stage-only architecture, \textbf{EchoTracker2}, which enriches pixel-precise features with local spatiotemporal context and integrates them with long-range joint temporal reasoning for robust tracking. Experimental results across in-distribution, out-of-distribution (OOD), and public synthetic datasets show that our model improves position accuracy by and reduces median trajectory error by relative to a domain-specific state-of-the-art (SOTA) model. Compared to the best general-purpose point tracking method, the improvements are and , respectively. Moreover, EchoTracker2 shows better agreement with expert-derived global longitudinal strain (GLS) and enhances test-rest reproducibility. Source code will be available at: https://github.com/riponazad/ptecho.
Time-series Meets Complex Motion Modeling: Robust and Computational-effective Motion Predictor for Multi-object Tracking
Multi-object tracking (MOT) is critical in numerous real-world applications, including surveillance, autonomous driving, and robotics. Accurately predicting object motion is fundamental to MOT, but current methods struggle with the complexities of real-world, non-linear motion (e.g., sudden stops, sharp turns). While recent research has gravitated towards increasingly complex and computationally expensive generative models to tackle this problem, their practical utility is often constrained. This paper challenges that paradigm, arguing that such complexity is not only unnecessary but can be outperformed by a more efficient, purpose-built approach. We introduce the Temporal Convolutional Motion Predictor (TCMP), a novel framework for MOT that leverages a modified Temporal Convolutional Network (TCN) featuring dilated convolutions and a regression head. This design allows for effective motion prediction across arbitrary temporal context lengths. Experimental results demonstrate that our approach achieves state-of-the-art performance, specifically improves upon the previous best method in several key metrics: HOTA (a measure of overall tracking accuracy) increases from 62.3% to 63.4%, IDF1 (a measure of identity preservation) rises from 63.0% to 65.0%, and AssA (a measure of association accuracy) improves from 47.2% to 49.1%. Significantly, TCMP achieves this performance while being highly efficient; it has only 0.014 times the parameters and requires only 0.05 times the computational cost (FLOPs) compared to the SOTA method. while is only 0.014 times the size (in terms of parameters) and requires only 0.05 times the computational cost (in terms of FLOPs). These findings highlight the robustness of our method to advance MOT systems by ensuring adaptability, accuracy, and efficiency in complex tracking environments.
Rheos: Modelling Continuous Motion Dynamics in Hierarchical 3D Scene Graphs
3D Scene Graphs (3DSGs) provide hierarchical, multi-resolution abstractions that encode the geometric and semantic structure of an environment, yet their treatment of dynamics remains limited to tracking individual agents. Maps of Dynamics (MoDs) complement this by modeling aggregate motion patterns, but rely on uniform grid discretizations that lack semantic grounding and scale poorly. We present Rheos, a framework that explicitly embeds continuous directional motion models into an additional dynamics layer of a hierarchical 3DSG that enhances the navigational properties of the graph. Each dynamics node maintains a semi-wrapped Gaussian mixture model that captures multimodal directional flow as a principled probability distribution with explicit uncertainty, replacing the discrete histograms used in prior work. To enable online operation, Rheos employs reservoir sampling for bounded-memory observation buffers, parallel per-cell model updates and a principled Bayesian Information Criterion (BIC) sweep that selects the optimal number of mixture components, reducing per-update initialization cost from quadratic to linear in the number of samples. Evaluated across four spatial resolutions in a simulated pedestrian environment, Rheos consistently outperforms the discrete baseline under continuous as well as unfavorable discrete metrics. We release our implementation as open source.
Towards Accurate State Estimation: Motion Dynamics Kalman Filter for 3D Multi-Object Tracking
Precise 3D state estimation in multi-object tracking (MOT) is critical for self-driving cars, particularly for objects occluded. Motion modeling in the Kalman filter with a constant motion assumption is widely used in MOT methods, but it neglects the continuous changes in objects' motion caused by traffic in urban environments. Although recent research introduces a multimodel Kalman filter that incorporates multiple motion models, these approaches incur significant computational overhead from the simultaneous processing of multiple models. To this end, this work introduces a motion-dynamics Kalman filter (MD-KF) that overcomes the constant-motion assumption while preserving the singularity of the motion model. MD-KF models the changes in objects' motion over successive measurements as Gaussian distributions, and adaptively adjusts a weighted motion model to account for these variations. MD-KF consistently outperforms constant and multimodel KF across multiple datasets with a significant reduction in computation latency compared to multimodel approaches. The proposed approach demonstrates its superiority in trajectory estimation during occlusion and state estimation stability for stationary objects.