Motion Representation Learning

Overview

Motion representation learning studies how to encode movement from sources such as body skeletons, wearable sensors, point trajectories, and human–object interactions so models can recognize, predict, generate, or control motion. Approaches range from discrete motion tokens and continuous latent spaces to geometric, graph-based, and frequency-aware representations, trained with masked prediction, contrastive learning, or temporal prediction. Language and video supervision increasingly connect these encodings to semantic descriptions and robot actions, while diffusion and flow-matching models use them for tasks such as text-to-motion generation and motion completion. A central challenge is balancing compact, efficient representations with fine-grained dynamics and meaningful semantics, while ensuring transfer across datasets, body shapes, sensor setups, and real-world conditions.

Latest papers

169 papers49 papers in the last four weeks, up 58% on the four weeks before. 0.3% of all new papers.

Mar 9, 2026

PRISM: Streaming Human Motion Generation with Per-Joint Latent Decomposition

Text-to-motion generation has advanced with larger corpora and stronger generators, yet many models still rely on holistic frame- or clip-level latents that entangle trajectory, orientation, and articulation. This entanglement obscures body topology and forces the generator to recover kinematic structure implicitly. We present \name, a SMPL motion generation framework that factorizes motion into continuous kinematic-unit latents. A causal Motion VAE maps motion to a time-by-kinematic-unit latent manifold, and a Kinematic-Unit Flow Transformer performs text-conditioned flow matching in this structured space. Because each latent coordinate remains tied to a physical body unit, \name can use kinematic-tree rotary position encoding and kinematic-adaptive flow scheduling. We further train the generator with per-token timesteps over clean-context/noisy-target masks, enabling frame-conditioned continuation and autoregressive segment chaining within one model. Experiments first validate the representation: the kinematic-unit VAE achieves lower geometry, rotation, and feature errors than existing motion tokenizers, showing that the latent space preserves articulated structure rather than merely compressing frames. With a 1.4B-parameter generator trained only on publicly available academic motion--text data, \name outperforms all evaluated academic-data text-to-motion baselines and remains competitive with systems trained on much larger non-public motion corpora. Without task-specific retraining, the same formulation also improves prefix-conditioned generation, BABEL sequential rollout, and narrative motion composition. These results indicate that kinematic-unit latent factorization provides an effective generation substrate for controllable SMPL motion synthesis. Code will be released at https://github.com/ZeyuLing/PRISM.
Mar 7, 2026

RoTri-Diff: A Spatial Robot-Object Triadic Interaction-Guided Diffusion Model for Bimanual Manipulation

Bimanual manipulation is a fundamental robotic skill that requires continuous and precise coordination between two arms. While imitation learning (IL) is the dominant paradigm for acquiring this capability, existing approaches, whether robot-centric or object-centric, often overlook the dynamic geometric relationship among the two arms and the manipulated object. This limitation frequently leads to inter-arm collisions, unstable grasps, and degraded performance in complex tasks. To address this, in this paper we explicitly models the Robot-Object Triadic Interaction (RoTri) representation in bimanual systems, by encoding the relative 6D poses between the two arms and the object to capture their spatial triadic relationship and establish continuous triangular geometric constraints. Building on this, we further introduce RoTri-Diff, a diffusion-based imitation learning framework that combines RoTri constraints with robot keyposes and object motion in a hierarchical diffusion process. This enables the generation of stable, coordinated trajectories and robust execution across different modes of bimanual manipulation. Extensive experiments show that our approach outperforms state-of-the-art baselines by 10.2% on 11 representative RLBench2 tasks and achieves stable performance on 4 challenging real-world bimanual tasks. Project website: https://rotri-diff.github.io/.
Mar 4, 2026

Motion Manipulation via Unsupervised Keypoint Positioning in Face Animation

Face animation deals with controlling and generating facial features with a wide range of applications. The methods based on unsupervised keypoint positioning can produce realistic and detailed virtual portraits. However, they cannot achieve controllable face generation since the existing keypoint decomposition pipelines fail to fully decouple identity semantics and intertwined motion information (e.g., rotation, translation, and expression). To address these issues, we present a new method, Motion Manipulation via unsupervised keypoint positioning in Face Animation (MMFA). We first introduce self-supervised representation learning to encode and decode expressions in the latent feature space and decouple them from other motion information. Secondly, we propose a new way to compute keypoints aiming to achieve arbitrary motion control. Moreover, we design a variational autoencoder to map expression features to a continuous Gaussian distribution, allowing us for the first time to interpolate facial expressions in an unsupervised framework. We have conducted extensive experiments on publicly available datasets to validate the effectiveness of MMFA, which show that MMFA offers pronounced advantages over prior arts in creating realistic animation and manipulating face motion.
Mar 3, 2026

MIBURI: Towards Expressive Interactive Gesture Synthesis

Embodied Conversational Agents (ECAs) aim to emulate human face-to-face interaction through speech, gestures, and facial expressions. Current large language model (LLM)-based conversational agents lack embodiment and the expressive gestures essential for natural interaction. Existing solutions for ECAs often produce rigid, low-diversity motions, that are unsuitable for human-like interaction. Alternatively, generative methods for co-speech gesture synthesis yield natural body gestures but depend on future speech context and require long run-times. To bridge this gap, we present MIBURI, the first online, causal framework for generating expressive full-body gestures and facial expressions synchronized with real-time spoken dialogue. We employ body-part aware gesture codecs that encode hierarchical motion details into multi-level discrete tokens. These tokens are then autoregressively generated by a two-dimensional causal framework conditioned on LLM-based speech-text embeddings, modeling both temporal dynamics and part-level motion hierarchy in real time. Further, we introduce auxiliary objectives to encourage expressive and diverse gestures while preventing convergence to static poses. Comparative evaluations demonstrate that our causal and real-time approach produces natural and contextually aligned gestures against recent baselines. We urge the reader to explore demo videos on https://vcai.mpi-inf.mpg.de/projects/MIBURI/.
Mar 3, 2026

Chain of World: World Model Thinking in Latent Motion

Vision-Language-Action (VLA) models are a promising path toward embodied intelligence, yet they often overlook the predictive and temporal-causal structure underlying visual dynamics. World-model VLAs address this by predicting future frames, but waste capacity reconstructing redundant backgrounds. Latent-action VLAs encode frame-to-frame transitions compactly, but lack temporally continuous dynamic modeling and world knowledge. To overcome these limitations, we introduce CoWVLA (Chain-of-World VLA), a new "Chain of World" paradigm that unifies world-model temporal reasoning with a disentangled latent motion representation. First, a pretrained video VAE serves as a latent motion extractor, explicitly factorizing video segments into structure and motion latents. Then, during pre-training, the VLA learns from an instruction and an initial frame to infer a continuous latent motion chain and predict the segment's terminal frame. Finally, during co-fine-tuning, this latent dynamic is aligned with discrete action prediction by jointly modeling sparse keyframes and action sequences in a unified autoregressive decoder. This design preserves the world-model benefits of temporal reasoning and world knowledge while retaining the compactness and interpretability of latent actions, enabling efficient visuomotor learning. Extensive experiments on robotic simulation benchmarks show that CoWVLA outperforms existing world-model and latent-action approaches and achieves moderate computational efficiency, highlighting its potential as a more effective VLA pretraining paradigm. The project website can be found at https://fx-hit.github.io/cowvla-io.
Mar 3, 2026

E2E-GNet: An End-to-End Skeleton-based Geometric Deep Neural Network for Human Motion Recognition

Geometric deep learning has recently gained significant attention in the computer vision community for its ability to capture meaningful representations of data lying in a non-Euclidean space. To this end, we propose E2E-GNet, an end-to-end geometric deep neural network for skeleton-based human motion recognition. To enhance the discriminative power between different motions in the non-Euclidean space, E2E-GNet introduces a geometric transformation layer that jointly optimizes skeleton motion sequences on this space and applies a differentiable logarithm map activation to project them onto a linear space. Building on this, we further design a distortion-aware optimization layer that limits skeleton shape distortions caused by this projection, enabling the network to retain discriminative geometric cues and achieve a higher motion recognition rate. We demonstrate the impact of each layer through ablation studies and extensive experiments across five datasets spanning three domains show that E2E-GNet outperforms other methods with lower cost.
Mar 1, 2026

Spherical Latent Motion Prior for Physics-Based Simulated Humanoid Control

Learning motion priors for physics-based humanoid control is an active research topic. Existing approaches mainly include variational autoencoders (VAE) and adversarial motion priors (AMP). VAE introduces information loss, and random latent sampling may sometimes produce invalid behaviors. AMP suffers from mode collapse and struggles to capture diverse motion skills. We present the Spherical Latent Motion Prior (SLMP), a two-stage method for learning motion priors. In the first stage, we train a high-quality motion tracking controller. In the second stage, we distill the tracking controller into a spherical latent space. A combination of distillation, a discriminator, and a discriminator-guided local semantic consistency constraint shapes a structured latent action space, allowing stable random sampling without information loss. To evaluate SLMP, we collect a two-hour human combat motion capture dataset and show that SLMP preserves fine motion detail without information loss, and random sampling yields semantically valid and stable behaviors. When applied to a two-agent physics-based combat task, SLMP produces human-like and physically plausible combat behaviors only using simple rule-based rewards. Furthermore, SLMP generalizes across different humanoid robot morphologies, demonstrating its transferability beyond a single simulated avatar.
Feb 28, 2026

UniHM: Unified Dexterous Hand Manipulation with Vision Language Model

Planning physically feasible dexterous hand manipulation is a central challenge in robotic manipulation and Embodied AI. Prior work typically relies on object-centric cues or precise hand-object interaction sequences, foregoing the rich, compositional guidance of open-vocabulary instruction. We introduce UniHM, the first framework for unified dexterous hand manipulation guided by free-form language commands. We propose a Unified Hand-Dexterous Tokenizer that maps heterogeneous dexterous-hand morphologies into a single shared codebook, improving cross-dexterous hand generalization and scalability to new morphologies. Our vision language action model is trained solely on human-object interaction data, eliminating the need for massive real-world teleoperation datasets, and demonstrates strong generalizability in producing human-like manipulation sequences from open-ended language instructions. To ensure physical realism, we introduce a physics-guided dynamic refinement module that performs segment-wise joint optimization under generative and temporal priors, yielding smooth and physically feasible manipulation sequences. Across multiple datasets and real-world evaluations, UniHM attains state-of-the-art results on both seen and unseen objects and trajectories, demonstrating strong generalization and high physical feasibility. Our project page at https://unihm.github.io/.
Feb 25, 2026

Joint-Aligned Latent Action: Towards Scalable VLA Pretraining in the Wild

Despite progress, Vision-Language-Action models (VLAs) are limited by a scarcity of large-scale, diverse robot data. While human manipulation videos offer a rich alternative, existing methods are forced to choose between small, precisely-labeled datasets and vast in-the-wild footage with unreliable hand tracking labels. We present JALA, a pretraining framework that learns Jointly-Aligned Latent Actions. JALA bypasses full visual dynamic reconstruction, instead learns a predictive action embedding aligned with both inverse dynamics and real actions. This yields a transition-aware, behavior-centric latent space for learning from heterogeneous human data. We scale this approach with UniHand-Mix, a 7.5M video corpus (>2,000 hours) blending laboratory and in-the-wild footage. Experiments demonstrate that JALA generates more realistic hand motions in both controlled and unconstrained scenarios, significantly improving downstream robot manipulation performance in both simulation and real-world tasks. These results indicate that jointly-aligned latent actions offer a scalable pathway for VLA pretraining from human data.
Feb 25, 2026

Space-Time Forecasting of Dynamic Scenes with Motion-aware Gaussian Grouping

Forecasting dynamic scenes remains a fundamental challenge in computer vision, as limited observations make it difficult to capture coherent object-level motion and long-term temporal evolution. We present Motion Group-aware Gaussian Forecasting (MoGaF), a framework for long-term scene extrapolation built upon the 4D Gaussian Splatting representation. MoGaF introduces motion-aware Gaussian grouping and group-wise optimization to enforce physically consistent motion across both rigid and non-rigid regions, yielding spatially coherent dynamic representations. Leveraging this structured space-time representation, a lightweight forecasting module predicts future motion, enabling realistic and temporally stable scene evolution. Experiments on synthetic and real-world datasets demonstrate that MoGaF consistently outperforms existing baselines in rendering quality, motion plausibility, and long-term forecasting stability. Our project page is available at https://slime0519.github.io/mogaf
Feb 25, 2026

Lie Flow: Video Dynamic Fields Modeling and Predicting with Lie Algebra as Geometric Physics Principle

Modeling 4D scenes requires capturing both spatial structure and temporal motion, which is challenging due to the need for physically consistent representations of complex rigid and non-rigid motions. Existing approaches mainly rely on translational displacements, which struggle to represent rotations, articulated transformations, often leading to spatial inconsistency and physically implausible motion. LieFlow, a dynamic radiance representation framework that explicitly models motion within the SE(3) Lie group, enabling coherent learning of translation and rotation in a unified geometric space. The SE(3) transformation field enforces physically inspired constraints to maintain motion continuity and geometric consistency. The evaluation includes a synthetic dataset with rigid-body trajectories and two real-world datasets capturing complex motion under natural lighting and occlusions. Across all datasets, LieFlow consistently improves view-synthesis fidelity, temporal coherence, and physical realism over NeRF-based baselines. These results confirm that SE(3)-based motion modeling offers a robust and physically grounded framework for representing dynamic 4D scenes.
Feb 25, 2026

UniHand: A Unified Model for Diverse Controlled 4D Hand Motion Modeling

Hand motion plays a central role in human interaction, yet modeling realistic 4D hand motion (i.e., 3D hand pose sequences over time) remains challenging. Research in this area is typically divided into two tasks: (1) Estimation approaches reconstruct precise motion from visual observations, but often fail under hand occlusion or absence; (2) Generation approaches focus on synthesizing hand poses by exploiting generative priors under multi-modal structured inputs and infilling motion from incomplete sequences. However, this separation not only limits the effective use of heterogeneous condition signals that frequently arise in practice, but also prevents knowledge transfer between the two tasks. We present UniHand, a unified diffusion-based framework that formulates both estimation and generation as conditional motion synthesis. UniHand integrates heterogeneous inputs by embedding structured signals into a shared latent space through a joint variational autoencoder, which aligns conditions such as MANO parameters and 2D skeletons. Visual observations are encoded with a frozen vision backbone, while a dedicated hand perceptron extracts hand-specific cues directly from image features, removing the need for complex detection and cropping pipelines. A latent diffusion model then synthesizes consistent motion sequences from these diverse conditions. Extensive experiments across multiple benchmarks demonstrate that UniHand delivers robust and accurate hand motion modeling, maintaining performance under severe occlusions and temporally incomplete inputs.
Feb 22, 2026

MoBind: Motion Binding for Fine-Grained IMU-Video Pose Alignment

We aim to learn a joint representation between inertial measurement unit (IMU) signals and 2D pose sequences extracted from video, enabling accurate cross-modal retrieval, temporal synchronization, subject and body-part localization, and action recognition. To this end, we introduce MoBind, a hierarchical contrastive learning framework designed to address three challenges: (1) filtering out irrelevant visual background, (2) modeling structured multi-sensor IMU configurations, and (3) achieving fine-grained, sub-second temporal alignment. To isolate motion-relevant cues, MoBind aligns IMU signals with skeletal motion sequences rather than raw pixels. We further decompose full-body motion into local body-part trajectories, pairing each with its corresponding IMU to enable semantically grounded multi-sensor alignment. To capture detailed temporal correspondence, MoBind employs a hierarchical contrastive strategy that first aligns token-level temporal segments, then fuses local (body-part) alignment with global (body-wide) motion aggregation. Evaluated on mRi, TotalCapture, and EgoHumans, MoBind consistently outperforms strong baselines across all four tasks, demonstrating robust fine-grained temporal alignment while preserving coarse semantic consistency across modalities. Code is available at https://github.com/bbvisual/ MoBind.
Feb 19, 2026

CLUTCH: Contextualized Language model for Unlocking Text-Conditioned Hand motion modelling in the wild

Hands play a central role in daily life, yet modeling natural hand motions remains underexplored. Existing methods that tackle text-to-hand-motion generation or hand animation captioning rely on studio-captured datasets with limited actions and contexts, making them costly to scale to "in-the-wild" settings. Further, contemporary models and their training schemes struggle to capture animation fidelity with text-motion alignment. To address this, we (1) introduce '3D Hands in the Wild' (3D-HIW), a dataset of 32K 3D hand-motion sequences and aligned text, and (2) propose CLUTCH, an LLM-based hand animation system with two critical innovations: (a) SHIFT, a novel VQ-VAE architecture to tokenize hand motion, and (b) a geometric refinement stage to finetune the LLM. To build 3D-HIW, we propose a data annotation pipeline that combines vision-language models (VLMs) and state-of-the-art 3D hand trackers, and apply it to a large corpus of egocentric action videos covering a wide range of scenarios. To fully capture motion in-the-wild, CLUTCH employs SHIFT, a part-modality decomposed VQ-VAE, which improves generalization and reconstruction fidelity. Finally, to improve animation quality, we introduce a geometric refinement stage, where CLUTCH is co-supervised with a reconstruction loss applied directly to decoded hand motion parameters. Experiments demonstrate state-of-the-art performance on text-to-motion and motion-to-text tasks, establishing the first benchmark for scalable in-the-wild hand motion modelling. Code, data and models will be released.
Feb 18, 2026

ReMoRa: Multimodal Large Language Model based on Refined Motion Representation for Long-Video Understanding

While multimodal large language models (MLLMs) have shown remarkable success across a wide range of tasks, long-form video understanding remains a significant challenge. In this study, we focus on video understanding by MLLMs. This task is challenging because processing a full stream of RGB frames is computationally intractable and highly redundant, as self-attention have quadratic complexity with sequence length. In this paper, we propose ReMoRa, a video MLLM that processes videos by operating directly on their compressed representations. A sparse set of RGB keyframes is retained for appearance, while temporal dynamics are encoded as a motion representation, removing the need for sequential RGB frames. These motion representations act as a compact proxy for optical flow, capturing temporal dynamics without full frame decoding. To refine the noise and low fidelity of block-based motions, we introduce a module to denoise and generate a fine-grained motion representation. Furthermore, our model compresses these features in a way that scales linearly with sequence length. We demonstrate the effectiveness of ReMoRa through extensive experiments across a comprehensive suite of long-video understanding benchmarks. ReMoRa outperformed baseline methods on multiple challenging benchmarks, including LongVideoBench, NExT-QA, and MLVU.
Feb 16, 2026

It's a Matter of Time: Three Lessons on Long-Term Motion for Perception

Temporal information has long been considered to be essential for perception. While there is extensive research on the role of image information for perceptual tasks, the role of the temporal dimension remains less well understood: What can we learn about the world from long-term motion information? What properties does long-term motion information have for visual learning? We leverage recent success in point-track estimation, which offers an excellent opportunity to learn temporal representations and experiment on a variety of perceptual tasks. We draw 3 clear lessons: 1) Long-term motion representations contain information to understand actions, but also objects, materials, and spatial information, often even better than images. 2) Long-term motion representations generalize far better than image representations in low-data settings and in zero-shot tasks. 3) The very low dimensionality of motion information makes motion representations a better trade-off between GFLOPs and accuracy than standard video representations, and used together they achieve higher performance than video representations alone. We hope these insights will pave the way for the design of future models that leverage the power of long-term motion information for perception.
Jan 16, 2026

Semantic-Geometric Task Representations for Bimanual Manipulation from Human Demonstrations to Robot Action Planning

Learning structured task representations from human demonstrations is essential for bimanual manipulation, where action ordering, object involvement, and interaction geometry vary significantly across executions. A key challenge lies in jointly capturing the discrete semantic task structure and the temporal evolution of object-centric geometric relations in a form that supports reasoning over task progression. We introduce a semantic-geometric graph-based task representation that jointly encodes object identities, inter-object semantic relations, and per-object motion histories, via a Message Passing Neural Network (MPNN) encoder and a Transformer-based decoder. The encoder operates solely on the temporal scene graph, producing structured representations decoupled from action labels. The decoder then conditions on action-context to forecast future actions, associated objects, and object motions. This decoupling learns task-agnostic representations, enabling encoder reuse across embodiments through decoder-only finetuning on a small robot dataset. Across eleven bimanual tasks from two datasets, we find that the benefit of structured semantic--geometric representations over simpler sequence-based models grows with task variability in action ordering and object involvement. At deployment, a planner couples the action and motion predictions with learned Probabilistic Movement Primitives, achieving full task success on two real-robot bimanual tasks and outperforming graph ablations, Transformer, decoder-only, and finetuned vision-language model baselines.
Jan 12, 2026

GeoMotionGPT: Geometry-Aligned Motion Understanding with Large Language Models

Discrete motion tokenization has recently enabled Large Language Models (LLMs) to serve as versatile backbones for motion understanding and motion-language reasoning. However, existing pipelines typically decouple motion quantization from semantic embedding learning, linking them solely via token IDs. This approach fails to effectively align the intrinsic geometry of the motion space with the embedding space, thereby hindering the LLM's capacity for nuanced motion reasoning. We argue that alignment is most effective when both modalities share a unified geometric basis. Therefore, instead of forcing the LLM to reconstruct the complex geometry among motion tokens from scratch, we present a novel framework that explicitly enforces orthogonality on both the motion codebook and the LLM embedding space, ensuring that their relational structures naturally mirror each other. Specifically, we employ a decoder-only quantizer with Gumbel-Softmax for differentiable training and balanced codebook usage. To bridge the modalities, we use a sparse projection that maps motion codes into the LLM embedding space while preserving orthogonality. Finally, a two-stage orthonormal regularization schedule enforces soft constraints during tokenizer training and LLM fine-tuning to maintain geometric alignment without hindering semantic adaptation. Extensive experiments show that our framework improves the aggregated Average by 22.4% over the strongest baseline on HumanML3D and by 14.4% on KIT-ML, while ablations confirm the effectiveness of the tokenizer, projection, and regularization designs.
Dec 10, 2025

FunPhase: A Periodic Functional Autoencoder for Motion Generation via Phase Manifolds

Learning natural body motion remains challenging due to the strong coupling between spatial geometry and temporal dynamics. Embedding motion in phase manifolds, latent spaces that capture local periodicity, has proven effective for motion prediction; however, existing approaches are tied to fixed skeletons and narrow motion distributions, limiting their applicability across diverse settings. We introduce FunPhase, a functional periodic autoencoder that learns a phase manifold for motion and replaces discrete temporal decoding with a function-space formulation, enabling smooth trajectories that can be sampled at arbitrary temporal resolutions. FunPhase unifies motion prediction and generation within a single interpretable phase manifold, enabling motion generation via latent diffusion, generalizes across skeletons and datasets, and supports downstream tasks such as motion super-resolution and partial-body completion. Our model achieves substantially lower reconstruction error than prior periodic autoencoder baselines, achieving uniform improvements of at least 45%45\% across all metrics, while enabling a broader range of applications and performing on par with state-of-the-art motion generation methods.