Video SGG
SGG: Scene Graph Generation
Latest papers
11 papers0 papers in the last four weeks, with none the four weeks before. 0.0% of all new papers.
Video scene graph generation (VidSGG) aims to capture objects and their evolving relationships in videos. This requires accounting for both the persistence of object identities and abrupt changes in relationships. Existing methods aggregate information across frames to exploit temporal context, but an emphasis on consistency can obscure these changes. As a result, a model may retain its previous prediction even after the underlying relation has changed. We refer to this failure mode as relational semantic inertia. To address this issue, we propose Relation-Transition-Aware Transformer (RTAformer), a one-stage framework that separately models entity persistence and relation changes. It injects calibrated differences between adjacent-frame relation queries to guide predicate updates, while cross-frame instance alignment during training helps reduce cross-frame representational drift. Experiments on Action Genome show improvements in recall and mean recall over existing methods, with ablation studies supporting the contributions of the proposed components and comparisons using matched backbones showing larger gains on relation-transition frames than on non-transition frames.
OvDSGG: End-to-End Open-Vocabulary Dynamic Scene Graph Generation
Dynamic scene graphs (DSGs) capture spatio-temporal interactions across videos as subject, predicate, object triplets, and underpin downstream tasks such as video captioning, video question answering, and action analysis. However, end-to-end dynamic scene graph generation (DSGG) methods are closed-set: they recognize only objects and predicates from a fixed training vocabulary and struggle with the long-tailed distribution of rare concepts, severely limiting their real-world applicability. Existing open-vocabulary models typically inherit pretrained large language models, resulting in multi-stage training and inference with substantial cost. We introduce OvDSGG, the first end-to-end framework for open-vocabulary DSGG. OvDSGG builds on top of an open-vocabulary Spatial Backbone and a Temporal Backbone; we further propose a Triplet Feature Extraction Module that bridges them, and a Visual-Language Alignment Module that preserves open-vocabulary recognition by learning an adaptive decision boundary in the joint visual-language feature space, without expensive knowledge distillation in existing methods. We further introduce a rigorous open-vocabulary DSGG benchmark adapted from Action Genome, with disjoint Base/Novel splits for both objects and predicates. OvDSGG significantly outperforms open-vocabulary baselines across all metrics, with zero-shot Recall@ scores 10.0--20.4 percentage point higher than the next-best baseline, while on closed-set DSGG remaining competitive with state-of-the-art models. Code and benchmark are publicly available at https://github.com/jhelsby/OvDSGG/.
Graph it first! Enabling Reasoning on Long-form Egocentric Videos through Scene Graphs
Existing multi-modal large language models (MLLMs) face significant challenges in processing long video sequences due to strict input token limitations. As a result, current video understanding approaches, especially in egocentric settings characterized by complex dynamics, frequent state changes, and moving cameras, are forced to massively subsample frames. This leads to severe loss of temporal and contextual information, constraining their ability to perform fine-grained video reasoning. In this work, we introduce a framework for egocentric video question answering (VQA) that overcomes these input constraints through Egocentric Scene Graphs (EgoSGs), i.e., temporally grounded, structured representations that capture objects, attributes, spatial relations, and interactions over time. By representing videos as compact, text-based scene graphs, our method preserves the essential visual and temporal information of the original video in a symbolic form that drastically reduces input length while maintaining semantic richness. Crucially, this enables MLLMs to reason efficiently over entire video sequences within their token budget. On HD-EPIC VQA, our method achieves state-of-the-art results, outperforming strong video-based baselines on multiple models and suggesting that structured, temporally grounded representations like EgoSGs can bridge long-form egocentric video understanding and the context limitations of today's MLLMs.
SceneGraphVLM: Dynamic Scene Graph Generation from Video with Vision-Language Models
Scene graph generation provides a compact structured representation for visual perception, but accurate and fast graph prediction from images and videos remains challenging. Recent VLM-based methods can generate scene graphs end-to-end as structured text, yet often produce long outputs with irrelevant objects and relations. We present SceneGraphVLM, a compact method for image and video scene graph generation with small visual language models. SceneGraphVLM serializes graphs in a token-efficient TOON format and trains the model in two stages: supervised fine-tuning followed by reinforcement learning with hallucination-aware rewards that balance relation coverage and precision while penalizing unsupported objects and relations. For videos, the model can optionally condition each frame on the previously generated graph, providing lightweight short-term context without tracking or post-processing. We evaluate SceneGraphVLM on PSG, PVSG, and Action Genome. With compact VLMs and vLLM-accelerated decoding, SceneGraphVLM achieves a strong quality-speed trade-off, improves precision-oriented SGG metrics while preserving reasonable recall, and generates complete scene graphs with approximately one-second latency. Code and implementation details are available at: https://github.com/markus0440/SceneGraphVLM.git.
Frequency-guided Multi-level Reasoning for Scene Graph Generation in Video
Video Scene Graph Generation aims to obtain structured semantic representations of objects and their relationships in videos for high-level understanding. However, existing methods still have limitations in handling long-tail distributions. This paper proposes the Frequency-guided Relational Multi-level Reasoning (FReMuRe) model, which enhances the modeling ability of long-tail relationships from a mechanism perspective. We introduce relation-specific branches to deal gradient conflicts, yielding more balanced and tail-aware learning. And we design a frequency-aware dual-branch predicate embedding network to model high-frequency and low-frequency relationships separately and improve the recall rate of tail classes through gated fusion. Meanwhile, we propose two types of interchangeable relation classification heads: Bayesian Head for uncertainty estimation and new Gaussian Mixture Model Head to enhance intra-class diversity. Experimental results show that FReMuRe significantly improves the recall rate of long-tail relationships and overall reasoning robustness on the Action Genome dataset.
Revisiting Weakly-Supervised Video Scene Graph Generation via Pair Affinity Learning
Weakly-supervised video scene graph generation (WS-VSGG) aims to parse video content into structured relational triplets without bounding box annotations and with only sparse temporal labeling, significantly reducing annotation costs. Without ground-truth bounding boxes, these methods rely on off-the-shelf detectors to generate object proposals, yet largely overlook a fundamental discrepancy from fullysupervised pipelines. Fully-supervised detectors implicitly filter out noninteractive objects, while off-the-shelf detectors indiscriminately detect all visible objects, overwhelming relation models with noisy pairs.We address this by introducing a learnable pair affinity that estimates the likelihood of interaction between subject-object pairs. Through Pair Affinity Learning and Scoring (PALS), pair affinity is incorporated into inferencetime ranking and further integrated into contextual reasoning through Pair Affinity Modulation (PAM), enabling the model to suppress noninteractive pairs and focus on relationally meaningful ones. To provide cleaner supervision for pair affinity learning, we further propose Relation- Aware Matching (RAM), which leverages vision-language grounding to resolve class-level ambiguity in pseudo-label generation. Extensive experiments on Action Genome demonstrate that our approach consistently yields substantial improvements across different baselines and backbones, achieving state-of-the-art WS-VSGG performance.
Towards Spatio-Temporal World Scene Graph Generation from Monocular Videos
Spatio-temporal scene graphs provide a principled representation for modeling evolving object interactions, yet existing methods remain fundamentally frame-centric: they reason only about currently visible objects, discard entities upon occlusion, and operate in 2D. To address this, we first introduce ActionGenome4D, a dataset that upgrades Action Genome videos into 4D scenes via feed-forward 3D reconstruction, world-frame oriented bounding boxes for every object involved in actions, and dense relationship annotations including for objects that are temporarily unobserved due to occlusion or camera motion. Building on this data, we formalize World Scene Graph Generation (WSGG), the task of constructing a world scene graph at each timestamp that encompasses all interacting objects in the scene, both observed and unobserved. We then propose three complementary methods, each exploring a different inductive bias for reasoning about unobserved objects: PWG (Persistent World Graph), which implements object permanence via a zero-order feature buffer; MWAE (Masked World Auto-Encoder), which reframes unobserved-object reasoning as masked completion with cross-view associative retrieval; and 4DST (4D Scene Transformer), which replaces the static buffer with differentiable per-object temporal attention enriched by 3D motion and camera-pose features. We further design and evaluate the performance of strong open-source Vision-Language Models on the WSGG task via a suite of Graph RAG-based approaches, establishing baselines for unlocalized relationship prediction. WSGG thus advances video scene understanding toward world-centric, temporally persistent, and interpretable scene reasoning.
Synthetic Visual Genome 2: Extracting Large-scale Spatio-Temporal Scene Graphs from Videos
We introduce Synthetic Visual Genome 2 (SVG2), a large-scale panoptic video scene graph dataset. SVG2 contains over 636K videos with 6.6M objects, 52.0M attributes, and 6.7M relations, providing an order-of-magnitude increase in scale and diversity over prior spatio-temporal scene graph datasets. To create SVG2, we design a fully automated pipeline that combines multi-scale panoptic segmentation, online-offline trajectory tracking with automatic new-object discovery, per-trajectory semantic parsing, and GPT-5-based spatio-temporal relation inference. Human verification of SVG2 annotation accuracy confirms its reliability (objects: 93.8%, attributes: 88.3%, relations: 85.4%). Building on this resource, we train TRaSER, a video scene graph generation model. TRaSER augments VLMs with a trajectory-aligned token arrangement mechanism and new modules: an object-trajectory resampler and a temporal-window resampler to convert raw videos and panoptic trajectories into compact spatio-temporal scene graphs in a single forward pass. The temporal-window resampler binds visual tokens to short trajectory segments to preserve local motion and temporal semantics, while the object-trajectory resampler aggregates entire trajectories to maintain global context for objects. On the PVSG, VIPSeg, VidOR and SVG2 test datasets, TRaSER improves relation detection by +15 to 20%, object prediction by +30 to 40% over the strongest open-source baselines and by +13% over GPT-5, and attribute prediction by +15%. When TRaSER's generated scene graphs are sent to a VLM for video question answering, it delivers a +1.5 to 4.6% absolute accuracy gain over using video only or video augmented with Qwen2.5-VL's generated scene graphs, demonstrating the utility of explicit spatio-temporal scene graphs as an intermediate representation.
GraphThinker: Reinforcing Temporally Grounded Video Reasoning with Event Graph Thinking
Video reasoning requires a fine-grained understanding of the temporal dependencies and event-level relations between objects and events in videos. Current Multimodal Large Language Models (MLLMs) are prone to severe temporal hallucinations in video reasoning. An underlying cause of these hallucinations is weak visual-temporal grounding and the lack of explicit structure for modelling event relations. Models often rely on auxiliary text, such as dense captions, rather than explicitly anchoring their reasoning in actual visual evidence. However, these textual representations are inherently unstructured and fail to provide explicit causal constraints needed to guide the model's reasoning. In this work, we propose GraphThinker, a reinforcement finetuning method that constructs a structured event representation of a video and enforces visual grounding to jointly reduce reasoning hallucinations. Specifically, we employ an MLLM to construct an Event-based Video Scene Graph (EVSG) that captures both intra- and inter-event relations, guiding a structured video reasoning process. Moreover, we address the weak grounding issue by introducing a novel visual attention reward during reinforcement finetuning that encourages the model to actively attend to reliable visual cues. On the RexTime dataset, GraphThinker achieves an over 4% improvement in IoU=0.3 for moment localisation. On the VidHalluc dataset, GraphThinker achieves a 9.8% improvement in reducing temporal sequence hallucination and a 7.6% gain in Binary QA in reducing action hallucination, compared to the state-of-the-art methods.
THYME: Temporal Hierarchical-Cyclic Interactivity Modeling for Video Scene Graphs in Aerial Footage
The rapid proliferation of video in applications such as autonomous driving, surveillance, and sports analytics necessitates robust methods for dynamic scene understanding. Despite advances in static scene graph generation and early attempts at video scene graph generation, previous methods often suffer from fragmented representations, failing to capture fine-grained spatial details and long-range temporal dependencies simultaneously. To address these limitations, we introduce the Temporal Hierarchical Cyclic Scene Graph (THYME) approach, which synergistically integrates hierarchical feature aggregation with cyclic temporal refinement to address these limitations. In particular, THYME effectively models multi-scale spatial context and enforces temporal consistency across frames, yielding more accurate and coherent scene graphs. In addition, we present AeroEye-v1.0, a novel aerial video dataset enriched with five types of interactivity that overcome the constraints of existing datasets and provide a comprehensive benchmark for dynamic scene graph generation. Empirically, extensive experiments on ASPIRe and AeroEye-v1.0 demonstrate that the proposed THYME approach outperforms state-of-the-art methods, offering improved scene understanding in ground-view and aerial scenarios.
A Closer Look at Dynamic Scene Graph Generation In the Era of Multimodal Large Language Models
Dynamic Scene Graph Generation (DSGG) aims to capture objects and their evolving relations in videos. Despite recent progress, the practicality and quality of generated scene graphs remain limited compared to the rapid advances in Multimodal Large Language Models (MLLMs). In this work, we revisit DSGG from two fundamental perspectives: task setup and model design. From the task setup perspective, we identify two key limitations of the current recall-oriented evaluation protocol: (i) a severe precision-recall trade-off, and (ii) uninformative and redundant relation generation. To better assess practical usefulness, we introduce five additional metrics that provide a more comprehensive evaluation of the quality of generated dynamic scene graphs. From the model design perspective, we explore directly using MLLMs for scene graph generation and establish a strong MLLM-based DSGG baseline through three design changes. First, we replace the conventional bottom-up pipeline with a top-down reason-then-locate strategy. Second, we reformulate frame-wise dynamic graphs as Temporal Relation Set (TRS) prediction, improving both efficiency and performance. Third, we introduce Importance-Aware Finetuning (IAF) to encourage more relevant and diverse relation generation. Extensive experiments on Action Genome, VidVRD, and PVSG show that our approach consistently achieves state-of-the-art performance.