In-The-Wild Monocular Videos

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

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Period ending 2026-09-14

1 new paper

A weekly snapshot of new work published in In-The-Wild Monocular Videos.

Period ending 2026-09-07

2 new papers

A weekly snapshot of new work published in In-The-Wild Monocular Videos.

33 papers

Latest in In-The-Wild Monocular Videos

Sep 3, 2026cs.CV

Counting Animals in Camera-Traps Image Sequences without Count Labels: Winning Solution to the iWildCam 2021 Challenge

Camera traps have become an essential tool for wildlife monitoring, motivating the development of computer vision methods for the automated extraction of information from these data. While most prior work has focused on species identification, many ecological applications also require estimating the number of unique individuals appearing across short image sequences. This task is particularly challenging because camera traps typically acquire bursts of images at approximately one frame per second, creating large temporal discontinuities that may make conventional multi-object tracking methods unreliable, and because manually collecting individual count annotations is prohibitively expensive. In this work, we describe the winning solution to the iWildCam 2021 Challenge, which introduced a benchmark for counting animals at the sequence level under realistic annotation constraints where count annotations are unavailable for training. Our approach, MaxBoxCount, combines a strong species classification pipeline with a simple yet effective counting heuristic based on MegaDetector detections to estimate the number of unique individuals without requiring count annotations. Code is available at https://github.com/alcunha/iwildcam2021ufam.
Fagner Cunha, Juan G. Colonna, Eulanda M. dos Santos
Sep 1, 2026cs.CV

Kirin: Animal Motion Generation from In-the-Wild Video

Understanding animal motion is fundamental to modeling animal behavior and biomechanics, yet progress in this area lags far behind human motion research due to the scarcity of high-quality motion data. While human motion can be captured in controlled environments, it is impractical for most animal species, resulting in small, domain-limited datasets that restrict downstream applications such as animation. To address this challenge, we introduce Kirin, a framework that reconstructs motion from video, learns motion priors at scale, and generates realistic motion that can be directly applied to animated assets. Using large collections of in-the-wild animal videos, we reconstruct 3D motion sequences and pair them with captions to create AiM3D, the first large-scale dataset offering aligned video-text-motion tuples for quadruped animals. Building on this dataset, we develop a visual-guided motion generation model that conditions on both text and image to guide the generation of realistic motion across diverse animal species. Finally, by leveraging an off-the-shelf image-to-3D model, we automatically rig and animate 3D meshes using generated motion, producing ready-to-render animated animals. Together, our dataset and framework establish a new foundation for large-scale, text and image conditioned animal motion generation and animation. Project page: https://kirin-ani.github.io/.
Brian Nlong Zhao, Zhuoyang Pan, James M. Rehg +2
Aug 21, 2026cs.CV

WildFin: An In-the-Wild Dataset for Fish Behavioral Recognition

Recent advances in field technology have led to a massive influx of in-the-wild video data for ecological science. The primary bottleneck in leveraging this data is the high cost of expert annotation. While computer vision offers a potential solution, current models frequently fail when deployed in complex marine environments. To characterize these failures, we introduce WildFin, a novel benchmark for fish behavior recognition collected and annotated by ecologists. WildFin spans two critical real-world paradigms: stationary cameras monitoring groups of fish and dynamic divers following individual subjects. The dataset represents a massive curation effort, involving 1,350 hours of fieldwork and 600 hours of expert annotation to produce 9 hours of behavioral data with over 2 million frame-by-frame labels. We benchmark modern vision foundation models and quantify tradeoffs between static and spatiotemporal architectures, revealing the substantial gap that remains between current model capabilities and the demands of real-world underwater behavioral analysis. Project website: https://team-wildfin.github.io/.
Abigail G. Grassick, Jerome Tze-Hou Hsu, Ethan Lin +10
Jul 14, 2026cs.CV

AffectFlow-DINO: Uncertainty-Aware Multi-Task Affect Estimation via Conditional Rectified Flow

We present \textbf{AffectFlow-DINO}, a multi-task learning system for the 11th ABAW challenge that extends a standard deterministic architecture with a conditional rectified-flow head to model the inherent ambiguity of in-the-wild facial behavior. Instead of predicting a single affect estimate, the model learns a conditional generative distribution, enabling uncertainty-aware one-to-many predictions through Monte Carlo sampling. The system jointly estimates continuous valence-arousal, classifies eight facial expressions, and detects twelve Action Units from static face images. Built on a frozen DINOv3 ViT-S/16 backbone, extensive ablation studies show that rectified-flow decoding consistently improves deterministic prediction, particularly for valence-arousal estimation (CCC-V +0.058+0.058). We further show that post-hoc threshold calibration effectively recovers performance on severely imbalanced rare classes (e.g., Fear: 3.8%33.1%3.8\% \rightarrow 33.1\%) without retraining. Combined with backbone fine-tuning and flow retuning, the final model achieves PMTL=1.177\mathbf{P_{MTL}=1.177}, substantially outperforming the official challenge baseline of PMTL=0.45P_{MTL}=0.45.
Salah Eddine Bekhouche, Abdellah Zakaria Sellam, Fadi Dornaika +1
Jul 7, 2026cs.CV

WildCity: A Real-World City-Scale Testbed for Rendering, Simulation, and Spatial Intelligence

Humans can navigate an unfamiliar city and gradually form a coherent spatial mental map spanning tens of square kilometers. Can AI build spatial representations at a comparable scale? Although recent foundation models have advanced scene reconstruction and embodied intelligence, scaling to entire cities remains an open challenge, primarily due to the lack of city-scale data. To bridge the gap, we introduce WildCity, a real-world multimodal dataset collected by autonomous fleets traversing complex urban environments. Our dataset includes 18 trajectories, each averaging 83.7 kilometers in length, and preserves the core challenges of in-the-wild perception, e.g., dynamic objects, lighting variations, and imperfect camera poses. We further establish an urban-tailored reconstruction baseline and convert the reconstructed environments into a closed-loop simulator. Beyond the dataset and baseline, we systematically analyze the key challenges on the path to simulation-ready urban digital twins: scalability, extrapolation, and uncertainty. Ultimately, WildCity aims to catalyze progress not only in city-scale rendering, but more broadly in the pursuit of AI that can perceive, remember, and reason across space at a scale comparable to human cognition. Project page: https://han-xiangyu.github.io/Wild-City/
Xiangyu Han, Mengyu Yang, Jiaqi Li +9
Jul 6, 2026cs.CV

Unsupervised Pixel-Level Semantic Left-Right Understanding of In-the-Wild Images

While various works address reflective symmetry understanding in 3D data and images, pixel-level semantic left-right prediction of in-the-wild images remains challenging, due to certain difficulties including the lack of 3D information, occlusion, object pose variation, partiality, etc. In this work, we propose an unsupervised learning framework to tackle this challenge. Leveraging recent advances in vertex-wise semantic left-right understanding of 3D data, our unsupervised learning method jointly utilises 3D shape and image datasets to infer pixel-wise semantic left-right predictions in single-view images. In particular, we show that a medium-scale 3D shape dataset comprising mainly of human- and quadruped animal-like shapes, combined with diverse in-the-wild image data, are sufficient to achieve high-quality semantic left-right prediction in images, even for entirely unseen 3D object categories, such as cars or trains. Overall, our approach achieves superior performance in dense pixel-wise semantic left-right predictions on both rendered and in-the-wild image datasets when compared to existing state-of-the-art methods.
Weikang Wang, Tobias Weißberg, Florian Bernard
Jul 6, 2026cs.CV

Video Generation Models Are Inherent Lighting Estimators

Recovering dynamic environment maps from a single in-the-wild video is crucial for photorealistic rendering, yet remains a challenge. Recent video generation models can produce photorealistic scenes with complex lighting, possessing an inherent understanding of lighting. In this paper, we introduce V-LITE (Video generation models are inherent lighting estimators), a framework that unlocks this internal knowledge by reframing lighting estimation as a guided video inpainting task. Inspired by VFX industry practices, we insert a synthetic chrome ball into the scene to compel the model to generate physically plausible reflections from the surrounding spatio-temporal context. To bridge the gap from LDR-native models to the HDR domain, we design an HDR-aware VAE and employ an efficient LoRA-based fine-tuning strategy. We then construct a mixed dataset comprising high-fidelity HDR images to provide realistic HDR priors, and in-the-wild HDR videos to provide dynamic spatio-temporal context. Extensive experiments demonstrate that V-LITE produces temporally coherent HDR environment maps, revealing that modern video diffusion models are not merely synthesizers but also powerful, inherently capable estimators of physical scene lighting.
Ziqi Cai, Shuchen Weng, Kaiqi Liu +5
Jul 5, 2026cs.CV

A non-invasive video-based method for individual identification of wildlife using gait dynamics

Gait is a distinctive behavioral characteristic that enables non-invasive individual identification without requiring physical interaction with an animal. While gait-based analysis has been extensively studied in humans, its application to wildlife remains limited due to environmental variability and the lack of scalable identification methods. This paper presents a fully automated, video-based pipeline for wildlife gait analysis and individual identification using deep spatiotemporal representation learning. The proposed pipeline uses the Segment Anything Model 3 (SAM3) to generate high-quality RGB and binary silhouette masks, robustly isolating animals from complex natural backgrounds. Segmented video sequences are processed using a convolutional neural network (ResNet18) for spatial feature extraction and a transformer-based video model (VideoPrism) for temporal motion modeling. Both models are fine-tuned using a classification objective and subsequently used as feature extractors to generate discriminative gait representations. Cosine similarity is then used to compare gait signatures, enabling similarity-based clustering of individuals without reliance on physical markings or invasive tagging. Experiments conducted on multi-source wildlife video data across multiple species demonstrate strong intra-individual consistency and clear inter-individual separation. Quantitative results using cosine similarity distributions and silhouette scores confirm the effectiveness of the proposed method. These findings demonstrate that gait dynamics provide a viable, non-invasive approach for individual identification in wildlife and highlight the potential of video-based deep learning pipelines for scalable ecological monitoring.
Muhammad Aamir, Matthew Wijers, Sangyun Shin +2
Jul 1, 2026cs.CV

MindEdit-Bench: Benchmarking Object-Level Counterfactual Spatial Reasoning in VLMs from In-the-Wild Photos

Benchmarks for vision-language models (VLMs) mostly test observational spatial reasoning: models describe relations already visible in the input. Existing what-if tasks typically vary the observer while keeping the scene fixed. Can VLMs instead predict the consequences of hypothetically moving or rotating an object? We introduce MindEdit-Bench, a benchmark of six spatial reasoning tasks built from three-photo smartphone triplets of newly captured indoor scenes via an automatic in-the-wild 3D scene-graph extraction pipeline. Four tasks probe perception and perspective transformation over observed structure; two new tasks, L4 (spatial editing) and L5 (cross-view visibility editing), probe object-level counterfactual reasoning, where correct answers are absent from all input images. Each question provides 8-24 structured answer choices, enabling answer-letter-level diagnosis of spatial and fallback errors. The benchmark covers 120 private indoor scenes not drawn from public datasets, reducing public-data pretraining-overlap risk. Across 15 VLMs on 1,003 human-verified questions, task-wise mean VLM accuracy is only 8%-31%, versus 81%-97% human majority-vote accuracy. The pooled human--best-VLM gap is 53 pp, with at least 39 pp on every task. The structured answer space further reveals non-uniform failures, including weaker camera-depth-axis inference and fallback behavior on difficult visibility-editing cases.
Leyuan Yu, Xiao Tang, Minghao Liu +6
Jun 29, 2026cs.CV

Towards in-the-wild Egocentric 3D Hand-Object Pose Estimation

Estimating accurate 3D hand-object pose from in-the-wild egocentric RGB remains challenging due to severe occlusions and ambiguous contact. Existing learning-based methods often struggle to generalise to in-the-wild scenes and are limited by the scarcity of supervision. We address these issues with two contributions. First, we introduce EPIC-Contact, an in-the-wild egocentric dataset of 2.3K clips (62.3K frames) with dense, bijective 3D hand-object contact correspondences and posed meshes. Second, we propose HOPformer, an end-to-end transformer that jointly predicts bi-manual hand and object pose in a single forward pass. A cross-attention decoder conditions object features on hand priors, producing robust pose estimation. We test HOPformer on the in-lab 3D dataset, ARCTIC, as well as our newly introduced EPIC-Contact dataset. HOPformer reaches 82.4% success rate on ARCTIC (+6.2 pts over current SOTA). On EPIC-Contact, it nearly doubles the success rate while reducing contact deviation by 75%. EPIC-Contact, HOPformer code and checkpoints are released: https://sid2697.github.io/epic-contact.
Siddhant Bansal, Zhifan Zhu, Shashank Tripathi +3
Jun 29, 2026cs.CV

Emergence of a Shared Canonical Object Frame from In-the-Wild Videos

Comparing object orientations and positions across different instances requires their poses to be expressed in a shared canonical frame. Establishing such frames has traditionally required manual annotation, creating a scaling bottleneck that limits category and instance diversity. We show that a shared canonical frame can instead emerge from self-supervised training on object-centric videos captured in the wild, using only noisy camera poses from Structure-from-Motion. Our key idea is to route all training sequences through a shared geometric bottleneck: a coarse canonical mesh that carries no category-specific detail. By learning dense correspondences from image pixels to this mesh, and estimating per-sequence alignments from noisy SfM geometry, a common canonical frame emerges from multi-view consistency and the semantic priors of the feature extractor, without any canonical pose labels or category conditioning. Trained in a self-supervised manner on 160,000 in-the-wild object videos, our method achieves competitive accuracy on category-level pose estimation benchmarks compared to methods that rely on canonical pose supervision. The code and checkpoint is available on https://github.com/Fischer-Tom/Emergent-Canonical-Frame/.
Tom Fischer, Martin Sundermeyer, Adam Kortylewski +1
Jun 26, 2026cs.CV

HAT-4D: Lifting Monocular Video for 4D Multi-Object Interactions via Human-Agent Collaboration

Extracting dynamic 4D object interactions from massive, in-the-wild monocular videos offers a highly efficient data collection pathway for scaling Embodied AI and training VLAs. However, existing monocular 4D reconstruction methods primarily focus on isolated objects, often failing under the severe occlusions and complex dynamics inherent in multi-object interactions. To bridge this gap, we propose HAT-4D, the first agentic framework designed to reconstruct the 3D geometry, temporal dynamics, and physical interactions of multiple objects from a single video. By integrating VLMs with a multi-level human-in-the-loop feedback mechanism, HAT-4D efficiently resolves depth ambiguities and interaction-induced occlusions during 3D generation and 4D propagation, yielding physically plausible assets without relying on expensive multicamera rigs. As a scalable data engine, HAT-4D facilitates the creation of MVOIK-4D, an open-world benchmark for monocular 4D interaction reconstruction, accompanied by a novel multi-dimensional evaluation protocol focused on physical plausibility and temporal consistency. Extensive experiments demonstrate that HAT-4D achieves SOTA performance on most evaluation metrics, while maintaining competitive semantic alignment. Ablation studies show that introducing a small amount of human feedback improves interaction reconstruction. Moreover, the data produced by HAT-4D effectively improves baseline performance when used for fine-tuning. Our data and code are available at https://lijiaxin0111.github.io/HAT4D/
Jiaxin Li, Yuxiang Wu, Zhenkai Zhang +11
Jun 16, 2026cs.RO

VEGA: Learning Navigation VLAs from In-the-Wild Egocentric Video with Geometric Trajectory Supervision

We introduce VEGA, an approach for training navigation VisionLanguage-Action (VLA) models from unlabeled egocentric navigation videos. Internet-scale egocentric videos provide a scalable source of navigation-relevant visual observations, capturing cluttered scenes, close-range obstacles, and natural human motion through real-world spaces. However, these videos are not directly usable for policy learning because they do not provide obstacle-aware trajectories conditioned on explicit navigation goals in the robot's coordinate frame. VEGA addresses this gap by reconstructing local scene geometry from monocular video, sampling navigation goals (represented as text, image, or spatial waypoints) and generating obstacle-aware trajectories using the constructed geometry. The resulting trajectory distribution is then used to train a flow-matching VLA navigation policy. By using geometry exclusively during training, VEGA distills obstacle-aware planning directly into a vision-based policy. Furthermore, we introduce VEGA-Bench, a benchmark containing 250k scenes and approximately 5 million navigation goals paired with scene geometry, designed to evaluate goal progress, collision avoidance, and obstacle clearance of VLAs. Our evaluation shows that VEGA achieves competitive goal progress while reducing collisions by 33.0% and improving obstacle clearance by 17.9% over the strongest baseline on VEGABench, while improving success by at least 150.0%, reducing collisions by at least 66.7%, and improving obstacle clearance by at least 60.0% in real-world trials. Ultimately, we demonstrate that video-derived geometric supervision provides a scalable and effective signal for training obstacle-aware navigation VLAs. The code and benchmark will be released at the time of publication.
Gershom Seneviratne, Yohan Abeysinghe, Jianyu An +2
Jun 16, 2026cs.RO

EgoInfinity: A Web-Scale 4D Hand-Object Interaction Data Engine for Any-View Robot Retargeting and Video-to-Action Robot Learning

Internet videos constitute the largest reservoir of embodied human manipulation knowledge, yet converting arbitrary RGB footage into actionable robot training data remains a major bottleneck. Existing lab- or factory-collected datasets are narrow in scale and diversity, limiting open-world robot learning. Instead of proposing a static dataset, we introduce EgoInfinity, a universal 4D hand-object interaction data engine that enables web-scale data generation for robot retargeting and learning. EgoInfinity is a modular engine integrating perception, segmentation, reconstruction, interaction-aware refinement, and retargeting to automate this traditionally unscalable video-to-action problem without human-in-the-loop annotation. Its modular design lets the engine continuously benefit from advances in any incorporated component. With EgoInfinity, in-the-wild human manipulation videos are lifted into agent-agnostic, metric 4D hand-object representations, including hand trajectories, 6-DoF object poses, and contact-relevant states. Rather than naively connecting standalone components, EgoInfinity combines cross-module metric calibration with interaction-aware refinement to improve physical reliability, reducing drift and contact inconsistencies common in pure visual reconstruction. We further propose a novel motion retargeter that compiles the recovered 3D hand motions into executable joint trajectories for diverse robot morphologies, enabling video-to-action retargeting on any robot from arbitrary viewpoints and shot sizes (e.g., the human body is only partially visible). We validate EgoInfinity across perception fidelity, kinematic feasibility, contact consistency, cross-embodiment generalization, and real-robot skill acquisition (e.g., grasping, cutting, wiping, and pouring), demonstrating a scalable bridge from internet videos to executable robot behavior for open-world robot learning.
Gaotian Wang, Kejia Ren, Andrew Morgan +4
Jun 12, 2026cs.CV

ReGenHuman: Re-Generating Human Appearances for Realistic Full-Body Video Anonymization

Anonymizing human-centric video data is an understudied problem. Prior anonymization techniques either blur or redact pixels at the cost of realism and downstream utility, or generate frame-by-frame at the cost of temporal coherence. We introduce ReGenHuman, the first full-body video anonymization pipeline that is simultaneously realistic, temporally consistent, and anonymous by construction. Contrary to past approaches which redact or edit the inputs directly, we propose a regenerate, don't edit paradigm. Our approach composites 2D pose, segmentation, and monocular depth into two complementary conditioning streams - StructAll and StructHuman, which are used to fine-tune a video-to-video diffusion backbone on in-the-wild human videos, synthesizing the human regions entirely from identity-free structural cues. We evaluate our model on privacy, quality, and utility, and show that our ReGenHuman achieves the best tradeoff across all three axes against current baselines. We further show that our anonymized videos remain effective for downstream tasks, including video question answering.
Adam Sun, Eshaan Barkataki, Arnold Milstein +2
Jun 5, 2026cs.CV

Dash2Sim: Closed-Loop Driving Simulation from in-the-wild Dashcam Videos

Self-driving simulations typically rely on data collected in a small number of cities or on hand-authored synthetic scenarios. Dashcam videos cover a far broader range of locations and situations, including rare or long-tailed scenarios. They are considered less usable for simulation because it is difficult to recover accurate 4D scenes from monocular in-the-wild videos. Work zones are one such class of long-tailed situations that dashcams capture. We present Dash2Sim, a framework that turns in-the-wild monocular dashcam videos into metric, geo-referenced 4D driving logs compatible with existing simulators, and verifies eachone against an independently maintained map without annotations. We apply Dash2Sim to a large video corpus to create the ROADWork4D benchmark dataset, which spans 4,244 scenes with 2.7M 3D objects across 17 cities. On a verified subset ROADWork4D-CL (2,201 scenes), we study privileged closed-loop planners and find that work zone scenarios are difficult: while rule-based and hybrid planners generalize better than learning-based ones, all fall short, failing to make the lane changes that temporary work zone channels require. Beyond planning, dense depth recovered by Dash2Sim improves novel-view synthesis quality by up to 19% on perceptual metrics, suggesting its potential to provide rich conditioning for closed-loop sensor simulation from monocular videos.
Anurag Ghosh, Francesco Pittaluga, Khiem Vuong +4
Jun 1, 2026cs.CL

MMG2Skill: Can Agents Distill In-the-Wild Guides into Self-Evolving Skills?

Abundant procedural knowledge on the Web holds great potential for helping agents solve long-horizon tasks. However, such knowledge is often multimodal, heterogeneous, noisy, and implicitly assumes human executors, making it difficult to use directly as the skills required by agents. To bridge the gap between human-oriented guides and agent-executable skills, we formalize this problem as guide-to-skill learning: converting in-the-wild guides into executable skills and continuously improving them from trajectories observable to the agent. To evaluate the capability of existing agents on this task, we introduce MMG2Skill-Bench, the first benchmark designed for this problem. We further propose MMG2Skill, a closed-loop framework that compiles guides into editable skills, conditions a fixed vision-language model (VLM) agent on these skills during execution, and revises the skills from trajectory-level root-cause feedback without using benchmark scores. Across GUI control, open-ended gameplay, and strategic card play with six VLM backbones, MMG2Skill consistently outperforms vanilla baseline agents in every model-domain setting, achieving macro-average gains of +12.8 to +25.3 percentage points across backbones. Ablation studies show that directly prompting agents with raw guides can degrade performance, while both structured skill construction and trajectory-driven revision are necessary for the observed improvements. On success-inferable tasks, analyzer-based early stopping further prevents late-stage performance regressions and saves 25%-53% of attempts when the success signal is properly calibrated.
Xinyu Che, Junqi Xiong, Yunfei Ge +10
May 27, 2026cs.CV

SEMAGIC: Learning Semantically Consistent Deformable 3D Representations from In-the-Wild Images

Learning deformable 3D object models from single-view in-the-wild images has enabled impressive 3D shape reconstruction without supervision. However, it remains unclear whether these models capture the semantic structure required for downstream tasks. We find that existing deformable reconstruction approaches, despite producing visually plausible geometry, yield unstable correspondences across instances and perform poorly on semantic correspondence benchmarks. We introduce SEMAGIC, a framework for learning semantically consistent deformable 3D representations from single-view in-the-wild images. Rather than treating reconstruction as the end goal, SEMAGIC uses deformable modeling as a mechanism to discover category-level correspondences. Each category is represented by a canonical template mesh and a learned deformation field, functioning similarly to an autoencoder that reconstructs instance geometry from image features, enabling vertices to maintain consistent semantic meaning across instances. Semantic consistency is enforced during training through (i) a feature-level consistency loss aligning semantic features between canonical and deformed meshes, and (ii) vertex-index-conditioned deformation that preserves semantic correspondence across instances. By explicitly coupling geometric deformation with semantic alignment, SEMAGIC produces representations that maintain stable part correspondences across intra-category variation. Experiments demonstrate that SEMAGIC improves semantic correspondence of deformable models by +14.7 PCK@0.1 on SPair-71k, establishing deformable models as effective semantic 3D representations.
Sky Cen, Wufei Ma, Guofeng Zhang +2
May 21, 2026cs.CV

Sensor2Sensor: Cross-Embodiment Sensor Conversion for Autonomous Driving

Robust training and validation of Autonomous Driving Systems (ADS) require massive, diverse datasets. Proprietary data collected by Autonomous Vehicle (AV) fleets, while high-fidelity, are limited in scale, diversity of sensor configurations, as well as geographic and long-tail-behavioral coverage. In contrast, in-the-wild data from sources like dashcams offers immense scale and diversity, capturing critical long-tail scenarios and novel environments. However, this unstructured, in-the-wild video data is incompatible with ADS expecting structured, multi-modal sensor inputs for validation and training. To bridge this data gap, we propose Sensor2Sensor, a novel generative modeling paradigm that translates in-the-wild monocular dashcam videos into a high-fidelity, multi-modal sensor suite (AV logs) comprising multi-view camera images and LiDAR point clouds. A core challenge is the lack of paired training data. We address this by converting real AV logs into dashcam-style videos via 4D Gaussian Splatting (4DGS) reconstruction and novel-view rendering. Sensor2Sensor then utilizes a diffusion architecture to perform the generative conversion. We perform comprehensive quantitative evaluations on the fidelity and realism of the generated sensor data. We demonstrate Sensor2Sensor's practical utility by converting challenging in-the-wild internet and dashcam footage into realistic, multi-modal data formats, further unlocking vast external data sources for AV development.
Jiahao Wang, Bo Sun, Yijing Bai +12
May 21, 2026cs.CV

Two-Stage Multimodal Framework for Emotion Mimicry Intensity Prediction

We present our submission to the Hume-ABAW10 Emotional Mimicry Intensity (EMI) Challenge, which aims to predict six continuous emotion intensity dimensions: Admiration, Amusement, Determination, Empathic Pain, Excitement, and Joy, from in-the-wild multimodal video clips. We propose a staged multimodal framework that combines textual, acoustic, and visual representations, with an optional motion branch. Our approach first trains modality-specific encoders independently and then fuses their learned representations through a lightweight regressor with modality dropout and controlled encoder adaptation. Across our submitted systems, the best validation performance is obtained by the text--audio--vision--motion fusion model under the expanded 4:1 split, achieving an average Pearson correlation of 0.4722. Although the motion branch yields only very slight gains, its behavior can be interesting to study. Our team was placed third in the EMI challenge, achieving an average Pearson correlation of 0.57 for the test set. Overall, we provide a practical and reproducible baseline for EMI prediction.
Dinithi Dissanayake, Shaveen Silva, Ovindu Atukorala +2
May 20, 2026cs.CV

Flat-Pack Bench: Evaluating Spatio-Temporal Understanding in Large Vision-Language Models through Furniture Assembly

The emergence of Large Vision-Language Models (LVLMs) has significantly advanced video understanding capabilities. However, existing benchmarks focus predominantly on coarse-grained tasks such as action segmentation, classification, captioning, and retrieval. Furthermore, these benchmarks often rely on entities that can be easily identified verbally, like household objects, animals, human subjects, etc., limiting their applicability to complex, in-the-wild video scenarios. But, many applications such as furniture assembly, cooking, etc., require step-by-step fine-grained spatio-temporal understanding of the video, which is not sufficiently evaluated in current benchmarks. To address this gap, we introduce Flat-Pack Bench, a novel benchmark centered on furniture assembly tasks. Our benchmark evaluates LVLMs on nuanced tasks, including temporal ordering of assembly actions, temporal localization of assembly state, understanding part mating, and tracking, using multiple-choice questions paired with visual prompts highlighting relevant parts as references for fine-grained questions. Our experiments reveal that state-of-the-art LVLMs struggle significantly with fine-grained spatio-temporal reasoning, highlighting their limitations in effectively leveraging temporal information from videos, limited tracking ability, and understanding of spatial interactions like physical contact.
Aditya Chetan, Eric Cai, Peeyush Kushwaha +5
May 14, 2026cs.CV

Real2Sim in HOI: Toward Physically Plausible HOI Reconstruction from Monocular Videos

Recovering 4D human-object interaction (HOI) from monocular video is a key step toward scalable 3D content creation, embodied AI, and simulation-based learning. Recent methods can reconstruct temporally coherent human and object trajectories, but these trajectories often remain visual artifacts while failing to preserve stable contact, functional manipulation, or physical plausibility when used as reference motions for humanoid-object simulation. This reveals a fundamental interaction gap: HOI reconstruction should not stop at tracking a human and an object, but should recover the relation that makes their motion a coherent interaction. We introduce HA-HOI\textbf{HA-HOI}, a framework for reconstructing physically plausible 4D HOI animation from in-the-wild monocular videos. Instead of treating the human and object as independent entities in an ambiguous monocular 3D space, we propose a human-first, object-follow\textit{human-first, object-follow} formulation. The human motion is recovered as the interaction anchor, and the object is reconstructed, aligned, and refined relative to the human action. The resulting kinematic trajectory is then projected into a physics-based humanoid-object simulation, where it acts as a teacher trajectory for stable physical rollout. Across benchmark and in-the-wild videos, HA-HOI\textbf{HA-HOI} improves human-object alignment, contact consistency, temporal stability, and simulation readiness over prior monocular HOI reconstruction methods. By moving beyond visually plausible trajectory recovery toward physically grounded interaction animation, our work takes a step toward turning general monocular HOI videos into scalable demonstrations for humanoid-object behavior. Project page: https://knoxzhao.github.io/real2sim_in_HOI/
Yubo Zhao, Yujin Chai, Yunao Dong +4
May 4, 2026cs.CV

Automated In-the-Wild Data Collection for Continual AI Generated Image Detection

The rapid advancement of generative Artificial Intelligence (AI) has introduced significant challenges for reliable AI-generated image detection. Existing detectors often suffer from performance degradation under distribution shifts and when encountering newly emerging generative models. In this work, we propose a data-centric continual adaptation framework for updating detectors in evolving environments. We show that both in-the-wild data and generator-driven data are essential for adapting detectors. We introduce an automated, weakly supervised pipeline for constructing in-the-wild datasets through fact-check article retrieval. Additionally, we demonstrate that incorporating even a small amount of generator-driven data during training enables effective adaptation to newly emerging models, while combining it with in-the-wild data within a continual learning framework enables robust adaptation and mitigates catastrophic forgetting. Extensive experiments on two state-of-the-art detectors show significant improvements of +9.14% and +8% in average accuracy, respectively.
Thanasis Pantsios, Dimitrios Karageorgiou, Christos Koutlis +3
May 1, 2026cs.CV

WildTableBench: Benchmarking Multimodal Foundation Models on Table Understanding In the Wild

Using multimodal foundation models to analyze table images is a high-value yet challenging application in consumer and enterprise scenarios. Despite its importance, current evaluations rely largely on structured-text tables or clean rendered images, leaving the visual complexity of in-the-wild table images underexplored. Such images feature varied layouts and diverse domains that demand sophisticated structural perception and numerical reasoning. To bridge this gap, we introduce WildTableBench, the first question-answering benchmark for naturally occurring table images from real-world settings. WildTableBench comprises 402 high-information-density table images collected from online forums and websites across diverse domains, together with 928 manually annotated and verified questions spanning 17 subtypes across five categories. We evaluate 21 frontier proprietary and open-source multimodal foundation models on this benchmark. Only one model exceeds 50% accuracy, while all remaining models range from 4.1% to 49.9%. We further conduct diagnostic analyses to characterize model failures and reveal persistent weaknesses in structural perception and reasoning. These results and analyses provide useful insights into current model capabilities and establish WildTableBench as a valuable diagnostic benchmark for table image understanding. Dataset: https://huggingface.co/datasets/jzhuang/WildTableBench Code: https://github.com/hjzhe/WildTableBench Leaderboard: https://hjzhe.github.io/WildTableBench
Junzhe Huang, Xiaoxiao Sun, Yan Yang +6
Apr 24, 2026cs.CV

GenAssets: Generating in-the-wild 3D Assets in Latent Space

High-quality 3D assets for traffic participants are critical for multi-sensor simulation, which is essential for the safe end-to-end development of autonomy. Building assets from in-the-wild data is key for diversity and realism, but existing neural-rendering based reconstruction methods are slow and generate assets that render well only from viewpoints close to the original observations, limiting their usefulness in simulation. Recent diffusion-based generative models build complete and diverse assets, but perform poorly on in-the-wild driving scenes, where observed actors are captured under sparse and limited fields of view, and are partially occluded. In this work, we propose a 3D latent diffusion model that learns on in-the-wild LiDAR and camera data captured by a sensor platform and generates high-quality 3D assets with complete geometry and appearance. Key to our method is a "reconstruct-then-generate" approach that first leverages occlusion-aware neural rendering trained over multiple scenes to build a high-quality latent space for objects, and then trains a diffusion model that operates on the latent space. We show our method outperforms existing reconstruction and generation based methods, unlocking diverse and scalable content creation for simulation.
Ze Yang, Jingkang Wang, Haowei Zhang +3
Apr 23, 2026cs.CV

Reshoot-Anything: A Self-Supervised Model for In-the-Wild Video Reshooting

Precise camera control for reshooting dynamic videos is bottlenecked by the severe scarcity of paired multi-view data for non-rigid scenes. We overcome this limitation with a highly scalable self-supervised framework capable of leveraging internet-scale monocular videos. Our core contribution is the generation of pseudo multi-view training triplets, consisting of a source video, a geometric anchor, and a target video. We achieve this by extracting distinct smooth random-walk crop trajectories from a single input video to serve as the source and target views. The anchor is synthetically generated by forward-warping the first frame of the source with a dense tracking field, which effectively simulates the distorted point-cloud inputs expected at inference. Because our independent cropping strategy introduces spatial misalignment and artificial occlusions, the model cannot simply copy information from the current source frame. Instead, it is forced to implicitly learn 4D spatiotemporal structures by actively routing and re-projecting missing high-fidelity textures across distinct times and viewpoints from the source video to reconstruct the target. At inference, our minimally adapted diffusion transformer utilizes a 4D point-cloud derived anchor to achieve state-of-the-art temporal consistency, robust camera control, and high-fidelity novel view synthesis on complex dynamic scenes.
Avinash Paliwal, Adithya Iyer, Shivin Yadav +2
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 17, 2026cs.CR

TWGuard: A Case Study of LLM Safety Guardrails for Localized Linguistic Contexts

Safety guardrails have become an active area of research in AI safety, aimed at ensuring the appropriate behavior of large language models (LLMs). However, existing research lacks consideration of nuances across linguistic and cultural contexts, resulting in a gap between reported performance and in-the-wild effectiveness. To address this issue, this paper proposes an approach to optimize guardrail models for a designated linguistic context by leveraging a curated dataset tailored to local linguistic characteristics, targeting the Taiwan linguistic context as a representative example of localized deployment challenges. The proposed approach yields TWGuard, a linguistic context-optimized guardrail model that achieves a huge gain (+0.289 in F1) compared to the foundation model and significantly outperforms the strongest baseline in practical use (-0.037 in false positive rate, a 94.9% reduction). Together, this work lays a foundation for regional communities to establish AI safety standards grounded in their own linguistic contexts, rather than accepting boundaries imposed by dominant languages. The inadequacy of the latter is reconfirmed by our findings.
Hua-Rong Chu, Kuan-Chun Wang, Yao-Te Huang
Apr 10, 2026cs.SD

DialogueSidon: Recovering Full-Duplex Dialogue Tracks from In-the-Wild Dialogue Audio

Full-duplex dialogue audio, in which each speaker is recorded on a separate track, is an important resource for spoken dialogue research, but is difficult to collect at scale. Most in-the-wild two-speaker dialogue is available only as degraded monaural mixtures, making it unsuitable for systems requiring clean speaker-wise signals. We propose DialogueSidon, a model for joint restoration and separation of degraded monaural two-speaker dialogue audio. DialogueSidon combines a variational autoencoder (VAE) operates on the speech self-supervised learning (SSL) model feature, which compresses SSL model features into a compact latent space, with a diffusion-based latent predictor that recovers speaker-wise latent representations from the degraded mixture. Experiments on English, multilingual, and in-the-wild dialogue datasets show that DialogueSidon substantially improves intelligibility and separation quality over a baseline, while also achieving much faster inference.
Wataru Nakata, Yuki Saito, Kazuki Yamauchi +2
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
Dec 13, 2025cs.CV

Audio-Visual Camera Pose Estimation with Passive Scene Sounds and In-the-Wild Video

Understanding camera motion is a fundamental problem in embodied perception and 3D scene understanding. While visual methods have advanced rapidly, they often struggle under visually degraded conditions such as motion blur or occlusions. In this work, we show that passive scene sounds provide cues complementary to vision for relative camera pose estimation for in-the-wild videos. We introduce a simple but effective audio-visual framework that integrates direction-of-arrival (DOA) spectra and binauralized embeddings into a state-of-the-art vision-only pose estimation model. Our results on two large datasets show consistent gains over strong visual baselines, plus robustness when the visual information is corrupted. To our knowledge, this represents the first work to successfully leverage audio for relative camera pose estimation in real-world videos, and it establishes incidental, everyday audio as an unexpected but promising signal for a classic spatial challenge. Project: http://vision.cs.utexas.edu/projects/av_camera_pose.
Daniel Adebi, Sagnik Majumder, Kristen Grauman
Aug 8, 2025cs.CL

Post-training for Efficient Communication via Convention Formation

Humans communicate with increasing efficiency in multi-turn interactions, by adapting their language and forming ad-hoc conventions. In contrast, prior work shows that LLMs do not naturally show this behavior. We develop a post-training process to develop this ability through targeted fine-tuning on heuristically identified demonstrations of convention formation. We evaluate with two new benchmarks focused on this capability. First, we design a focused, cognitively-motivated interaction benchmark that consistently elicits strong convention formation trends in humans. Second, we create a new document-grounded reference completion task that reflects in-the-wild convention formation behavior. Our studies show significantly improved convention formation abilities in post-trained LLMs across the two evaluation methods.
Yilun Hua, Evan Wang, Yoav Artzi
May 26, 2025cs.CV

OmniFall: From Staged Through Synthetic to Wild, A Unified Multi-Domain Dataset for Robust Fall Detection

Visual fall detection models are usually trained on small, staged datasets. Their real-world utility remains unclear; such data lacks diversity and evaluation protocols differ from paper to paper. We propose OmniFall, a unified benchmark of 15k videos (80 hours) with frame-level annotations in a single 16-class taxonomy. It spans three domains: OF-Staged unifies eight staged datasets with cross-subject and cross-view splits; OF-Synthetic adds 12k videos (17 h) with controlled demographic and environmental diversity; and OF-In-the-Wild provides a test-only set of genuine accident videos. We evaluate fine-tuned models as well as much larger zero-shot multimodal LLMs. On in-the-wild fall events, both do comparably well. The clinically critical fallen state is where they part: zero-shot models keep confusing fallen with lying, whereas models fine-tuned on synthetic data with explicit fallen-state scenes do substantially better. We release the unified annotations, the synthetic data, and the in-the-wild test set to foster the development of fall and fallen-state detectors for uncontrolled environments. Dataset: https://hf.co/datasets/simplexsigil2/omnifall
David Schneider, Zdravko Marinov, Moritz Mistol +6