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SubscribeComposite Motion Learning with Task Control
We present a deep learning method for composite and task-driven motion control for physically simulated characters. In contrast to existing data-driven approaches using reinforcement learning that imitate full-body motions, we learn decoupled motions for specific body parts from multiple reference motions simultaneously and directly by leveraging the use of multiple discriminators in a GAN-like setup. In this process, there is no need of any manual work to produce composite reference motions for learning. Instead, the control policy explores by itself how the composite motions can be combined automatically. We further account for multiple task-specific rewards and train a single, multi-objective control policy. To this end, we propose a novel framework for multi-objective learning that adaptively balances the learning of disparate motions from multiple sources and multiple goal-directed control objectives. In addition, as composite motions are typically augmentations of simpler behaviors, we introduce a sample-efficient method for training composite control policies in an incremental manner, where we reuse a pre-trained policy as the meta policy and train a cooperative policy that adapts the meta one for new composite tasks. We show the applicability of our approach on a variety of challenging multi-objective tasks involving both composite motion imitation and multiple goal-directed control.
FLD: Fourier Latent Dynamics for Structured Motion Representation and Learning
Motion trajectories offer reliable references for physics-based motion learning but suffer from sparsity, particularly in regions that lack sufficient data coverage. To address this challenge, we introduce a self-supervised, structured representation and generation method that extracts spatial-temporal relationships in periodic or quasi-periodic motions. The motion dynamics in a continuously parameterized latent space enable our method to enhance the interpolation and generalization capabilities of motion learning algorithms. The motion learning controller, informed by the motion parameterization, operates online tracking of a wide range of motions, including targets unseen during training. With a fallback mechanism, the controller dynamically adapts its tracking strategy and automatically resorts to safe action execution when a potentially risky target is proposed. By leveraging the identified spatial-temporal structure, our work opens new possibilities for future advancements in general motion representation and learning algorithms.
Real-time Monocular Full-body Capture in World Space via Sequential Proxy-to-Motion Learning
Learning-based approaches to monocular motion capture have recently shown promising results by learning to regress in a data-driven manner. However, due to the challenges in data collection and network designs, it remains challenging for existing solutions to achieve real-time full-body capture while being accurate in world space. In this work, we contribute a sequential proxy-to-motion learning scheme together with a proxy dataset of 2D skeleton sequences and 3D rotational motions in world space. Such proxy data enables us to build a learning-based network with accurate full-body supervision while also mitigating the generalization issues. For more accurate and physically plausible predictions, a contact-aware neural motion descent module is proposed in our network so that it can be aware of foot-ground contact and motion misalignment with the proxy observations. Additionally, we share the body-hand context information in our network for more compatible wrist poses recovery with the full-body model. With the proposed learning-based solution, we demonstrate the first real-time monocular full-body capture system with plausible foot-ground contact in world space. More video results can be found at our project page: https://liuyebin.com/proxycap.
MotionTrans: Human VR Data Enable Motion-Level Learning for Robotic Manipulation Policies
Scaling real robot data is a key bottleneck in imitation learning, leading to the use of auxiliary data for policy training. While other aspects of robotic manipulation such as image or language understanding may be learned from internet-based datasets, acquiring motion knowledge remains challenging. Human data, with its rich diversity of manipulation behaviors, offers a valuable resource for this purpose. While previous works show that using human data can bring benefits, such as improving robustness and training efficiency, it remains unclear whether it can realize its greatest advantage: enabling robot policies to directly learn new motions for task completion. In this paper, we systematically explore this potential through multi-task human-robot cotraining. We introduce MotionTrans, a framework that includes a data collection system, a human data transformation pipeline, and a weighted cotraining strategy. By cotraining 30 human-robot tasks simultaneously, we direcly transfer motions of 13 tasks from human data to deployable end-to-end robot policies. Notably, 9 tasks achieve non-trivial success rates in zero-shot manner. MotionTrans also significantly enhances pretraining-finetuning performance (+40% success rate). Through ablation study, we also identify key factors for successful motion learning: cotraining with robot data and broad task-related motion coverage. These findings unlock the potential of motion-level learning from human data, offering insights into its effective use for training robotic manipulation policies. All data, code, and model weights are open-sourced https://motiontrans.github.io/.
DreamVideo: Composing Your Dream Videos with Customized Subject and Motion
Customized generation using diffusion models has made impressive progress in image generation, but remains unsatisfactory in the challenging video generation task, as it requires the controllability of both subjects and motions. To that end, we present DreamVideo, a novel approach to generating personalized videos from a few static images of the desired subject and a few videos of target motion. DreamVideo decouples this task into two stages, subject learning and motion learning, by leveraging a pre-trained video diffusion model. The subject learning aims to accurately capture the fine appearance of the subject from provided images, which is achieved by combining textual inversion and fine-tuning of our carefully designed identity adapter. In motion learning, we architect a motion adapter and fine-tune it on the given videos to effectively model the target motion pattern. Combining these two lightweight and efficient adapters allows for flexible customization of any subject with any motion. Extensive experimental results demonstrate the superior performance of our DreamVideo over the state-of-the-art methods for customized video generation. Our project page is at https://dreamvideo-t2v.github.io.
Learning to Animate Images from A Few Videos to Portray Delicate Human Actions
Despite recent progress, video generative models still struggle to animate static images into videos that portray delicate human actions, particularly when handling uncommon or novel actions whose training data are limited. In this paper, we explore the task of learning to animate images to portray delicate human actions using a small number of videos -- 16 or fewer -- which is highly valuable for real-world applications like video and movie production. Learning generalizable motion patterns that smoothly transition from user-provided reference images in a few-shot setting is highly challenging. We propose FLASH (Few-shot Learning to Animate and Steer Humans), which learns generalizable motion patterns by forcing the model to reconstruct a video using the motion features and cross-frame correspondences of another video with the same motion but different appearance. This encourages transferable motion learning and mitigates overfitting to limited training data. Additionally, FLASH extends the decoder with additional layers to propagate details from the reference image to generated frames, improving transition smoothness. Human judges overwhelmingly favor FLASH, with 65.78\% of 488 responses prefer FLASH over baselines. We strongly recommend watching the videos in the website: https://lihaoxin05.github.io/human_action_animation/, as motion artifacts are hard to notice from images.
SurMo: Surface-based 4D Motion Modeling for Dynamic Human Rendering
Dynamic human rendering from video sequences has achieved remarkable progress by formulating the rendering as a mapping from static poses to human images. However, existing methods focus on the human appearance reconstruction of every single frame while the temporal motion relations are not fully explored. In this paper, we propose a new 4D motion modeling paradigm, SurMo, that jointly models the temporal dynamics and human appearances in a unified framework with three key designs: 1) Surface-based motion encoding that models 4D human motions with an efficient compact surface-based triplane. It encodes both spatial and temporal motion relations on the dense surface manifold of a statistical body template, which inherits body topology priors for generalizable novel view synthesis with sparse training observations. 2) Physical motion decoding that is designed to encourage physical motion learning by decoding the motion triplane features at timestep t to predict both spatial derivatives and temporal derivatives at the next timestep t+1 in the training stage. 3) 4D appearance decoding that renders the motion triplanes into images by an efficient volumetric surface-conditioned renderer that focuses on the rendering of body surfaces with motion learning conditioning. Extensive experiments validate the state-of-the-art performance of our new paradigm and illustrate the expressiveness of surface-based motion triplanes for rendering high-fidelity view-consistent humans with fast motions and even motion-dependent shadows. Our project page is at: https://taohuumd.github.io/projects/SurMo/
MotionMatcher: Motion Customization of Text-to-Video Diffusion Models via Motion Feature Matching
Text-to-video (T2V) diffusion models have shown promising capabilities in synthesizing realistic videos from input text prompts. However, the input text description alone provides limited control over the precise objects movements and camera framing. In this work, we tackle the motion customization problem, where a reference video is provided as motion guidance. While most existing methods choose to fine-tune pre-trained diffusion models to reconstruct the frame differences of the reference video, we observe that such strategy suffer from content leakage from the reference video, and they cannot capture complex motion accurately. To address this issue, we propose MotionMatcher, a motion customization framework that fine-tunes the pre-trained T2V diffusion model at the feature level. Instead of using pixel-level objectives, MotionMatcher compares high-level, spatio-temporal motion features to fine-tune diffusion models, ensuring precise motion learning. For the sake of memory efficiency and accessibility, we utilize a pre-trained T2V diffusion model, which contains considerable prior knowledge about video motion, to compute these motion features. In our experiments, we demonstrate state-of-the-art motion customization performances, validating the design of our framework.
LAMP: Learn A Motion Pattern for Few-Shot-Based Video Generation
With the impressive progress in diffusion-based text-to-image generation, extending such powerful generative ability to text-to-video raises enormous attention. Existing methods either require large-scale text-video pairs and a large number of training resources or learn motions that are precisely aligned with template videos. It is non-trivial to balance a trade-off between the degree of generation freedom and the resource costs for video generation. In our study, we present a few-shot-based tuning framework, LAMP, which enables text-to-image diffusion model Learn A specific Motion Pattern with 8~16 videos on a single GPU. Specifically, we design a first-frame-conditioned pipeline that uses an off-the-shelf text-to-image model for content generation so that our tuned video diffusion model mainly focuses on motion learning. The well-developed text-to-image techniques can provide visually pleasing and diverse content as generation conditions, which highly improves video quality and generation freedom. To capture the features of temporal dimension, we expand the pretrained 2D convolution layers of the T2I model to our novel temporal-spatial motion learning layers and modify the attention blocks to the temporal level. Additionally, we develop an effective inference trick, shared-noise sampling, which can improve the stability of videos with computational costs. Our method can also be flexibly applied to other tasks, e.g. real-world image animation and video editing. Extensive experiments demonstrate that LAMP can effectively learn the motion pattern on limited data and generate high-quality videos. The code and models are available at https://rq-wu.github.io/projects/LAMP.
VideoMage: Multi-Subject and Motion Customization of Text-to-Video Diffusion Models
Customized text-to-video generation aims to produce high-quality videos that incorporate user-specified subject identities or motion patterns. However, existing methods mainly focus on personalizing a single concept, either subject identity or motion pattern, limiting their effectiveness for multiple subjects with the desired motion patterns. To tackle this challenge, we propose a unified framework VideoMage for video customization over both multiple subjects and their interactive motions. VideoMage employs subject and motion LoRAs to capture personalized content from user-provided images and videos, along with an appearance-agnostic motion learning approach to disentangle motion patterns from visual appearance. Furthermore, we develop a spatial-temporal composition scheme to guide interactions among subjects within the desired motion patterns. Extensive experiments demonstrate that VideoMage outperforms existing methods, generating coherent, user-controlled videos with consistent subject identities and interactions.
Customize-A-Video: One-Shot Motion Customization of Text-to-Video Diffusion Models
Image customization has been extensively studied in text-to-image (T2I) diffusion models, leading to impressive outcomes and applications. With the emergence of text-to-video (T2V) diffusion models, its temporal counterpart, motion customization, has not yet been well investigated. To address the challenge of one-shot motion customization, we propose Customize-A-Video that models the motion from a single reference video and adapting it to new subjects and scenes with both spatial and temporal varieties. It leverages low-rank adaptation (LoRA) on temporal attention layers to tailor the pre-trained T2V diffusion model for specific motion modeling from the reference videos. To disentangle the spatial and temporal information during the training pipeline, we introduce a novel concept of appearance absorbers that detach the original appearance from the single reference video prior to motion learning. Our proposed method can be easily extended to various downstream tasks, including custom video generation and editing, video appearance customization, and multiple motion combination, in a plug-and-play fashion. Our project page can be found at https://anonymous-314.github.io.
Reangle-A-Video: 4D Video Generation as Video-to-Video Translation
We introduce Reangle-A-Video, a unified framework for generating synchronized multi-view videos from a single input video. Unlike mainstream approaches that train multi-view video diffusion models on large-scale 4D datasets, our method reframes the multi-view video generation task as video-to-videos translation, leveraging publicly available image and video diffusion priors. In essence, Reangle-A-Video operates in two stages. (1) Multi-View Motion Learning: An image-to-video diffusion transformer is synchronously fine-tuned in a self-supervised manner to distill view-invariant motion from a set of warped videos. (2) Multi-View Consistent Image-to-Images Translation: The first frame of the input video is warped and inpainted into various camera perspectives under an inference-time cross-view consistency guidance using DUSt3R, generating multi-view consistent starting images. Extensive experiments on static view transport and dynamic camera control show that Reangle-A-Video surpasses existing methods, establishing a new solution for multi-view video generation. We will publicly release our code and data. Project page: https://hyeonho99.github.io/reangle-a-video/
EvTexture: Event-driven Texture Enhancement for Video Super-Resolution
Event-based vision has drawn increasing attention due to its unique characteristics, such as high temporal resolution and high dynamic range. It has been used in video super-resolution (VSR) recently to enhance the flow estimation and temporal alignment. Rather than for motion learning, we propose in this paper the first VSR method that utilizes event signals for texture enhancement. Our method, called EvTexture, leverages high-frequency details of events to better recover texture regions in VSR. In our EvTexture, a new texture enhancement branch is presented. We further introduce an iterative texture enhancement module to progressively explore the high-temporal-resolution event information for texture restoration. This allows for gradual refinement of texture regions across multiple iterations, leading to more accurate and rich high-resolution details. Experimental results show that our EvTexture achieves state-of-the-art performance on four datasets. For the Vid4 dataset with rich textures, our method can get up to 4.67dB gain compared with recent event-based methods. Code: https://github.com/DachunKai/EvTexture.
Joint Monocular 3D Vehicle Detection and Tracking
Vehicle 3D extents and trajectories are critical cues for predicting the future location of vehicles and planning future agent ego-motion based on those predictions. In this paper, we propose a novel online framework for 3D vehicle detection and tracking from monocular videos. The framework can not only associate detections of vehicles in motion over time, but also estimate their complete 3D bounding box information from a sequence of 2D images captured on a moving platform. Our method leverages 3D box depth-ordering matching for robust instance association and utilizes 3D trajectory prediction for re-identification of occluded vehicles. We also design a motion learning module based on an LSTM for more accurate long-term motion extrapolation. Our experiments on simulation, KITTI, and Argoverse datasets show that our 3D tracking pipeline offers robust data association and tracking. On Argoverse, our image-based method is significantly better for tracking 3D vehicles within 30 meters than the LiDAR-centric baseline methods.
A Unified Approach for Text- and Image-guided 4D Scene Generation
Large-scale diffusion generative models are greatly simplifying image, video and 3D asset creation from user-provided text prompts and images. However, the challenging problem of text-to-4D dynamic 3D scene generation with diffusion guidance remains largely unexplored. We propose Dream-in-4D, which features a novel two-stage approach for text-to-4D synthesis, leveraging (1) 3D and 2D diffusion guidance to effectively learn a high-quality static 3D asset in the first stage; (2) a deformable neural radiance field that explicitly disentangles the learned static asset from its deformation, preserving quality during motion learning; and (3) a multi-resolution feature grid for the deformation field with a displacement total variation loss to effectively learn motion with video diffusion guidance in the second stage. Through a user preference study, we demonstrate that our approach significantly advances image and motion quality, 3D consistency and text fidelity for text-to-4D generation compared to baseline approaches. Thanks to its motion-disentangled representation, Dream-in-4D can also be easily adapted for controllable generation where appearance is defined by one or multiple images, without the need to modify the motion learning stage. Thus, our method offers, for the first time, a unified approach for text-to-4D, image-to-4D and personalized 4D generation tasks.
PartRM: Modeling Part-Level Dynamics with Large Cross-State Reconstruction Model
As interest grows in world models that predict future states from current observations and actions, accurately modeling part-level dynamics has become increasingly relevant for various applications. Existing approaches, such as Puppet-Master, rely on fine-tuning large-scale pre-trained video diffusion models, which are impractical for real-world use due to the limitations of 2D video representation and slow processing times. To overcome these challenges, we present PartRM, a novel 4D reconstruction framework that simultaneously models appearance, geometry, and part-level motion from multi-view images of a static object. PartRM builds upon large 3D Gaussian reconstruction models, leveraging their extensive knowledge of appearance and geometry in static objects. To address data scarcity in 4D, we introduce the PartDrag-4D dataset, providing multi-view observations of part-level dynamics across over 20,000 states. We enhance the model's understanding of interaction conditions with a multi-scale drag embedding module that captures dynamics at varying granularities. To prevent catastrophic forgetting during fine-tuning, we implement a two-stage training process that focuses sequentially on motion and appearance learning. Experimental results show that PartRM establishes a new state-of-the-art in part-level motion learning and can be applied in manipulation tasks in robotics. Our code, data, and models are publicly available to facilitate future research.
X$^{2}$-Gaussian: 4D Radiative Gaussian Splatting for Continuous-time Tomographic Reconstruction
Four-dimensional computed tomography (4D CT) reconstruction is crucial for capturing dynamic anatomical changes but faces inherent limitations from conventional phase-binning workflows. Current methods discretize temporal resolution into fixed phases with respiratory gating devices, introducing motion misalignment and restricting clinical practicality. In this paper, We propose X^2-Gaussian, a novel framework that enables continuous-time 4D-CT reconstruction by integrating dynamic radiative Gaussian splatting with self-supervised respiratory motion learning. Our approach models anatomical dynamics through a spatiotemporal encoder-decoder architecture that predicts time-varying Gaussian deformations, eliminating phase discretization. To remove dependency on external gating devices, we introduce a physiology-driven periodic consistency loss that learns patient-specific breathing cycles directly from projections via differentiable optimization. Extensive experiments demonstrate state-of-the-art performance, achieving a 9.93 dB PSNR gain over traditional methods and 2.25 dB improvement against prior Gaussian splatting techniques. By unifying continuous motion modeling with hardware-free period learning, X^2-Gaussian advances high-fidelity 4D CT reconstruction for dynamic clinical imaging. Project website at: https://x2-gaussian.github.io/.
S3O: A Dual-Phase Approach for Reconstructing Dynamic Shape and Skeleton of Articulated Objects from Single Monocular Video
Reconstructing dynamic articulated objects from a singular monocular video is challenging, requiring joint estimation of shape, motion, and camera parameters from limited views. Current methods typically demand extensive computational resources and training time, and require additional human annotations such as predefined parametric models, camera poses, and key points, limiting their generalizability. We propose Synergistic Shape and Skeleton Optimization (S3O), a novel two-phase method that forgoes these prerequisites and efficiently learns parametric models including visible shapes and underlying skeletons. Conventional strategies typically learn all parameters simultaneously, leading to interdependencies where a single incorrect prediction can result in significant errors. In contrast, S3O adopts a phased approach: it first focuses on learning coarse parametric models, then progresses to motion learning and detail addition. This method substantially lowers computational complexity and enhances robustness in reconstruction from limited viewpoints, all without requiring additional annotations. To address the current inadequacies in 3D reconstruction from monocular video benchmarks, we collected the PlanetZoo dataset. Our experimental evaluations on standard benchmarks and the PlanetZoo dataset affirm that S3O provides more accurate 3D reconstruction, and plausible skeletons, and reduces the training time by approximately 60% compared to the state-of-the-art, thus advancing the state of the art in dynamic object reconstruction.
Latent-Shift: Latent Diffusion with Temporal Shift for Efficient Text-to-Video Generation
We propose Latent-Shift -- an efficient text-to-video generation method based on a pretrained text-to-image generation model that consists of an autoencoder and a U-Net diffusion model. Learning a video diffusion model in the latent space is much more efficient than in the pixel space. The latter is often limited to first generating a low-resolution video followed by a sequence of frame interpolation and super-resolution models, which makes the entire pipeline very complex and computationally expensive. To extend a U-Net from image generation to video generation, prior work proposes to add additional modules like 1D temporal convolution and/or temporal attention layers. In contrast, we propose a parameter-free temporal shift module that can leverage the spatial U-Net as is for video generation. We achieve this by shifting two portions of the feature map channels forward and backward along the temporal dimension. The shifted features of the current frame thus receive the features from the previous and the subsequent frames, enabling motion learning without additional parameters. We show that Latent-Shift achieves comparable or better results while being significantly more efficient. Moreover, Latent-Shift can generate images despite being finetuned for T2V generation.
EchoWorld: Learning Motion-Aware World Models for Echocardiography Probe Guidance
Echocardiography is crucial for cardiovascular disease detection but relies heavily on experienced sonographers. Echocardiography probe guidance systems, which provide real-time movement instructions for acquiring standard plane images, offer a promising solution for AI-assisted or fully autonomous scanning. However, developing effective machine learning models for this task remains challenging, as they must grasp heart anatomy and the intricate interplay between probe motion and visual signals. To address this, we present EchoWorld, a motion-aware world modeling framework for probe guidance that encodes anatomical knowledge and motion-induced visual dynamics, while effectively leveraging past visual-motion sequences to enhance guidance precision. EchoWorld employs a pre-training strategy inspired by world modeling principles, where the model predicts masked anatomical regions and simulates the visual outcomes of probe adjustments. Built upon this pre-trained model, we introduce a motion-aware attention mechanism in the fine-tuning stage that effectively integrates historical visual-motion data, enabling precise and adaptive probe guidance. Trained on more than one million ultrasound images from over 200 routine scans, EchoWorld effectively captures key echocardiographic knowledge, as validated by qualitative analysis. Moreover, our method significantly reduces guidance errors compared to existing visual backbones and guidance frameworks, excelling in both single-frame and sequential evaluation protocols. Code is available at https://github.com/LeapLabTHU/EchoWorld.
Human Part-wise 3D Motion Context Learning for Sign Language Recognition
In this paper, we propose P3D, the human part-wise motion context learning framework for sign language recognition. Our main contributions lie in two dimensions: learning the part-wise motion context and employing the pose ensemble to utilize 2D and 3D pose jointly. First, our empirical observation implies that part-wise context encoding benefits the performance of sign language recognition. While previous methods of sign language recognition learned motion context from the sequence of the entire pose, we argue that such methods cannot exploit part-specific motion context. In order to utilize part-wise motion context, we propose the alternating combination of a part-wise encoding Transformer (PET) and a whole-body encoding Transformer (WET). PET encodes the motion contexts from a part sequence, while WET merges them into a unified context. By learning part-wise motion context, our P3D achieves superior performance on WLASL compared to previous state-of-the-art methods. Second, our framework is the first to ensemble 2D and 3D poses for sign language recognition. Since the 3D pose holds rich motion context and depth information to distinguish the words, our P3D outperformed the previous state-of-the-art methods employing a pose ensemble.
Sound Localization from Motion: Jointly Learning Sound Direction and Camera Rotation
The images and sounds that we perceive undergo subtle but geometrically consistent changes as we rotate our heads. In this paper, we use these cues to solve a problem we call Sound Localization from Motion (SLfM): jointly estimating camera rotation and localizing sound sources. We learn to solve these tasks solely through self-supervision. A visual model predicts camera rotation from a pair of images, while an audio model predicts the direction of sound sources from binaural sounds. We train these models to generate predictions that agree with one another. At test time, the models can be deployed independently. To obtain a feature representation that is well-suited to solving this challenging problem, we also propose a method for learning an audio-visual representation through cross-view binauralization: estimating binaural sound from one view, given images and sound from another. Our model can successfully estimate accurate rotations on both real and synthetic scenes, and localize sound sources with accuracy competitive with state-of-the-art self-supervised approaches. Project site: https://ificl.github.io/SLfM/
Dynamic Inertial Poser (DynaIP): Part-Based Motion Dynamics Learning for Enhanced Human Pose Estimation with Sparse Inertial Sensors
This paper introduces a novel human pose estimation approach using sparse inertial sensors, addressing the shortcomings of previous methods reliant on synthetic data. It leverages a diverse array of real inertial motion capture data from different skeleton formats to improve motion diversity and model generalization. This method features two innovative components: a pseudo-velocity regression model for dynamic motion capture with inertial sensors, and a part-based model dividing the body and sensor data into three regions, each focusing on their unique characteristics. The approach demonstrates superior performance over state-of-the-art models across five public datasets, notably reducing pose error by 19\% on the DIP-IMU dataset, thus representing a significant improvement in inertial sensor-based human pose estimation. Our codes are available at {https://github.com/dx118/dynaip}.
Uncertainty-Aware Guidance for Target Tracking subject to Intermittent Measurements using Motion Model Learning
This paper presents a novel guidance law for target tracking applications where the target motion model is unknown and sensor measurements are intermittent due to unknown environmental conditions and low measurement update rate. In this work, the target motion model is represented by a transformer neural network and trained by previous target position measurements. This transformer motion model serves as the prediction step in a particle filter for target state estimation and uncertainty quantification. The particle filter estimation uncertainty is utilized in the information-driven guidance law to compute a path for the mobile agent to travel to a position with maximum expected entropy reduction (EER). The computation of EER is performed in real-time by approximating the information gain from the predicted particle distributions relative to the current distribution. Simulation and hardware experiments are performed with a quadcopter agent and TurtleBot target to demonstrate that the presented guidance law outperforms two other baseline guidance methods.
MotionLab: Unified Human Motion Generation and Editing via the Motion-Condition-Motion Paradigm
Human motion generation and editing are key components of computer graphics and vision. However, current approaches in this field tend to offer isolated solutions tailored to specific tasks, which can be inefficient and impractical for real-world applications. While some efforts have aimed to unify motion-related tasks, these methods simply use different modalities as conditions to guide motion generation. Consequently, they lack editing capabilities, fine-grained control, and fail to facilitate knowledge sharing across tasks. To address these limitations and provide a versatile, unified framework capable of handling both human motion generation and editing, we introduce a novel paradigm: Motion-Condition-Motion, which enables the unified formulation of diverse tasks with three concepts: source motion, condition, and target motion. Based on this paradigm, we propose a unified framework, MotionLab, which incorporates rectified flows to learn the mapping from source motion to target motion, guided by the specified conditions. In MotionLab, we introduce the 1) MotionFlow Transformer to enhance conditional generation and editing without task-specific modules; 2) Aligned Rotational Position Encoding} to guarantee the time synchronization between source motion and target motion; 3) Task Specified Instruction Modulation; and 4) Motion Curriculum Learning for effective multi-task learning and knowledge sharing across tasks. Notably, our MotionLab demonstrates promising generalization capabilities and inference efficiency across multiple benchmarks for human motion. Our code and additional video results are available at: https://diouo.github.io/motionlab.github.io/.
Motion Matters: Motion-guided Modulation Network for Skeleton-based Micro-Action Recognition
Micro-Actions (MAs) are an important form of non-verbal communication in social interactions, with potential applications in human emotional analysis. However, existing methods in Micro-Action Recognition often overlook the inherent subtle changes in MAs, which limits the accuracy of distinguishing MAs with subtle changes. To address this issue, we present a novel Motion-guided Modulation Network (MMN) that implicitly captures and modulates subtle motion cues to enhance spatial-temporal representation learning. Specifically, we introduce a Motion-guided Skeletal Modulation module (MSM) to inject motion cues at the skeletal level, acting as a control signal to guide spatial representation modeling. In parallel, we design a Motion-guided Temporal Modulation module (MTM) to incorporate motion information at the frame level, facilitating the modeling of holistic motion patterns in micro-actions. Finally, we propose a motion consistency learning strategy to aggregate the motion cues from multi-scale features for micro-action classification. Experimental results on the Micro-Action 52 and iMiGUE datasets demonstrate that MMN achieves state-of-the-art performance in skeleton-based micro-action recognition, underscoring the importance of explicitly modeling subtle motion cues. The code will be available at https://github.com/momiji-bit/MMN.
Cinemo: Consistent and Controllable Image Animation with Motion Diffusion Models
Diffusion models have achieved great progress in image animation due to powerful generative capabilities. However, maintaining spatio-temporal consistency with detailed information from the input static image over time (e.g., style, background, and object of the input static image) and ensuring smoothness in animated video narratives guided by textual prompts still remains challenging. In this paper, we introduce Cinemo, a novel image animation approach towards achieving better motion controllability, as well as stronger temporal consistency and smoothness. In general, we propose three effective strategies at the training and inference stages of Cinemo to accomplish our goal. At the training stage, Cinemo focuses on learning the distribution of motion residuals, rather than directly predicting subsequent via a motion diffusion model. Additionally, a structural similarity index-based strategy is proposed to enable Cinemo to have better controllability of motion intensity. At the inference stage, a noise refinement technique based on discrete cosine transformation is introduced to mitigate sudden motion changes. Such three strategies enable Cinemo to produce highly consistent, smooth, and motion-controllable results. Compared to previous methods, Cinemo offers simpler and more precise user controllability. Extensive experiments against several state-of-the-art methods, including both commercial tools and research approaches, across multiple metrics, demonstrate the effectiveness and superiority of our proposed approach.
Motion Question Answering via Modular Motion Programs
In order to build artificial intelligence systems that can perceive and reason with human behavior in the real world, we must first design models that conduct complex spatio-temporal reasoning over motion sequences. Moving towards this goal, we propose the HumanMotionQA task to evaluate complex, multi-step reasoning abilities of models on long-form human motion sequences. We generate a dataset of question-answer pairs that require detecting motor cues in small portions of motion sequences, reasoning temporally about when events occur, and querying specific motion attributes. In addition, we propose NSPose, a neuro-symbolic method for this task that uses symbolic reasoning and a modular design to ground motion through learning motion concepts, attribute neural operators, and temporal relations. We demonstrate the suitability of NSPose for the HumanMotionQA task, outperforming all baseline methods.
X-UniMotion: Animating Human Images with Expressive, Unified and Identity-Agnostic Motion Latents
We present X-UniMotion, a unified and expressive implicit latent representation for whole-body human motion, encompassing facial expressions, body poses, and hand gestures. Unlike prior motion transfer methods that rely on explicit skeletal poses and heuristic cross-identity adjustments, our approach encodes multi-granular motion directly from a single image into a compact set of four disentangled latent tokens -- one for facial expression, one for body pose, and one for each hand. These motion latents are both highly expressive and identity-agnostic, enabling high-fidelity, detailed cross-identity motion transfer across subjects with diverse identities, poses, and spatial configurations. To achieve this, we introduce a self-supervised, end-to-end framework that jointly learns the motion encoder and latent representation alongside a DiT-based video generative model, trained on large-scale, diverse human motion datasets. Motion-identity disentanglement is enforced via 2D spatial and color augmentations, as well as synthetic 3D renderings of cross-identity subject pairs under shared poses. Furthermore, we guide motion token learning with auxiliary decoders that promote fine-grained, semantically aligned, and depth-aware motion embeddings. Extensive experiments show that X-UniMotion outperforms state-of-the-art methods, producing highly expressive animations with superior motion fidelity and identity preservation.
Moto: Latent Motion Token as the Bridging Language for Robot Manipulation
Recent developments in Large Language Models pre-trained on extensive corpora have shown significant success in various natural language processing tasks with minimal fine-tuning. This success offers new promise for robotics, which has long been constrained by the high cost of action-labeled data. We ask: given the abundant video data containing interaction-related knowledge available as a rich "corpus", can a similar generative pre-training approach be effectively applied to enhance robot learning? The key challenge is to identify an effective representation for autoregressive pre-training that benefits robot manipulation tasks. Inspired by the way humans learn new skills through observing dynamic environments, we propose that effective robotic learning should emphasize motion-related knowledge, which is closely tied to low-level actions and is hardware-agnostic, facilitating the transfer of learned motions to actual robot actions. To this end, we introduce Moto, which converts video content into latent Motion Token sequences by a Latent Motion Tokenizer, learning a bridging "language" of motion from videos in an unsupervised manner. We pre-train Moto-GPT through motion token autoregression, enabling it to capture diverse visual motion knowledge. After pre-training, Moto-GPT demonstrates the promising ability to produce semantically interpretable motion tokens, predict plausible motion trajectories, and assess trajectory rationality through output likelihood. To transfer learned motion priors to real robot actions, we implement a co-fine-tuning strategy that seamlessly bridges latent motion token prediction and real robot control. Extensive experiments show that the fine-tuned Moto-GPT exhibits superior robustness and efficiency on robot manipulation benchmarks, underscoring its effectiveness in transferring knowledge from video data to downstream visual manipulation tasks.
DynamoNet: Dynamic Action and Motion Network
In this paper, we are interested in self-supervised learning the motion cues in videos using dynamic motion filters for a better motion representation to finally boost human action recognition in particular. Thus far, the vision community has focused on spatio-temporal approaches using standard filters, rather we here propose dynamic filters that adaptively learn the video-specific internal motion representation by predicting the short-term future frames. We name this new motion representation, as dynamic motion representation (DMR) and is embedded inside of 3D convolutional network as a new layer, which captures the visual appearance and motion dynamics throughout entire video clip via end-to-end network learning. Simultaneously, we utilize these motion representation to enrich video classification. We have designed the frame prediction task as an auxiliary task to empower the classification problem. With these overall objectives, to this end, we introduce a novel unified spatio-temporal 3D-CNN architecture (DynamoNet) that jointly optimizes the video classification and learning motion representation by predicting future frames as a multi-task learning problem. We conduct experiments on challenging human action datasets: Kinetics 400, UCF101, HMDB51. The experiments using the proposed DynamoNet show promising results on all the datasets.
LaMP: Language-Motion Pretraining for Motion Generation, Retrieval, and Captioning
Language plays a vital role in the realm of human motion. Existing methods have largely depended on CLIP text embeddings for motion generation, yet they fall short in effectively aligning language and motion due to CLIP's pretraining on static image-text pairs. This work introduces LaMP, a novel Language-Motion Pretraining model, which transitions from a language-vision to a more suitable language-motion latent space. It addresses key limitations by generating motion-informative text embeddings, significantly enhancing the relevance and semantics of generated motion sequences. With LaMP, we advance three key tasks: text-to-motion generation, motion-text retrieval, and motion captioning through aligned language-motion representation learning. For generation, we utilize LaMP to provide the text condition instead of CLIP, and an autoregressive masked prediction is designed to achieve mask modeling without rank collapse in transformers. For retrieval, motion features from LaMP's motion transformer interact with query tokens to retrieve text features from the text transformer, and vice versa. For captioning, we finetune a large language model with the language-informative motion features to develop a strong motion captioning model. In addition, we introduce the LaMP-BertScore metric to assess the alignment of generated motions with textual descriptions. Extensive experimental results on multiple datasets demonstrate substantial improvements over previous methods across all three tasks. The code of our method will be made public.
Tubelet-Contrastive Self-Supervision for Video-Efficient Generalization
We propose a self-supervised method for learning motion-focused video representations. Existing approaches minimize distances between temporally augmented videos, which maintain high spatial similarity. We instead propose to learn similarities between videos with identical local motion dynamics but an otherwise different appearance. We do so by adding synthetic motion trajectories to videos which we refer to as tubelets. By simulating different tubelet motions and applying transformations, such as scaling and rotation, we introduce motion patterns beyond what is present in the pretraining data. This allows us to learn a video representation that is remarkably data-efficient: our approach maintains performance when using only 25% of the pretraining videos. Experiments on 10 diverse downstream settings demonstrate our competitive performance and generalizability to new domains and fine-grained actions.
DistillDrive: End-to-End Multi-Mode Autonomous Driving Distillation by Isomorphic Hetero-Source Planning Model
End-to-end autonomous driving has been recently seen rapid development, exerting a profound influence on both industry and academia. However, the existing work places excessive focus on ego-vehicle status as their sole learning objectives and lacks of planning-oriented understanding, which limits the robustness of the overall decision-making prcocess. In this work, we introduce DistillDrive, an end-to-end knowledge distillation-based autonomous driving model that leverages diversified instance imitation to enhance multi-mode motion feature learning. Specifically, we employ a planning model based on structured scene representations as the teacher model, leveraging its diversified planning instances as multi-objective learning targets for the end-to-end model. Moreover, we incorporate reinforcement learning to enhance the optimization of state-to-decision mappings, while utilizing generative modeling to construct planning-oriented instances, fostering intricate interactions within the latent space. We validate our model on the nuScenes and NAVSIM datasets, achieving a 50\% reduction in collision rate and a 3-point improvement in closed-loop performance compared to the baseline model. Code and model are publicly available at https://github.com/YuruiAI/DistillDrive
NewtonGen: Physics-Consistent and Controllable Text-to-Video Generation via Neural Newtonian Dynamics
A primary bottleneck in large-scale text-to-video generation today is physical consistency and controllability. Despite recent advances, state-of-the-art models often produce unrealistic motions, such as objects falling upward, or abrupt changes in velocity and direction. Moreover, these models lack precise parameter control, struggling to generate physically consistent dynamics under different initial conditions. We argue that this fundamental limitation stems from current models learning motion distributions solely from appearance, while lacking an understanding of the underlying dynamics. In this work, we propose NewtonGen, a framework that integrates data-driven synthesis with learnable physical principles. At its core lies trainable Neural Newtonian Dynamics (NND), which can model and predict a variety of Newtonian motions, thereby injecting latent dynamical constraints into the video generation process. By jointly leveraging data priors and dynamical guidance, NewtonGen enables physically consistent video synthesis with precise parameter control.
VideoCutLER: Surprisingly Simple Unsupervised Video Instance Segmentation
Existing approaches to unsupervised video instance segmentation typically rely on motion estimates and experience difficulties tracking small or divergent motions. We present VideoCutLER, a simple method for unsupervised multi-instance video segmentation without using motion-based learning signals like optical flow or training on natural videos. Our key insight is that using high-quality pseudo masks and a simple video synthesis method for model training is surprisingly sufficient to enable the resulting video model to effectively segment and track multiple instances across video frames. We show the first competitive unsupervised learning results on the challenging YouTubeVIS-2019 benchmark, achieving 50.7% APvideo^50 , surpassing the previous state-of-the-art by a large margin. VideoCutLER can also serve as a strong pretrained model for supervised video instance segmentation tasks, exceeding DINO by 15.9% on YouTubeVIS-2019 in terms of APvideo.
FMA-Net: Flow-Guided Dynamic Filtering and Iterative Feature Refinement with Multi-Attention for Joint Video Super-Resolution and Deblurring
We present a joint learning scheme of video super-resolution and deblurring, called VSRDB, to restore clean high-resolution (HR) videos from blurry low-resolution (LR) ones. This joint restoration problem has drawn much less attention compared to single restoration problems. In this paper, we propose a novel flow-guided dynamic filtering (FGDF) and iterative feature refinement with multi-attention (FRMA), which constitutes our VSRDB framework, denoted as FMA-Net. Specifically, our proposed FGDF enables precise estimation of both spatio-temporally-variant degradation and restoration kernels that are aware of motion trajectories through sophisticated motion representation learning. Compared to conventional dynamic filtering, the FGDF enables the FMA-Net to effectively handle large motions into the VSRDB. Additionally, the stacked FRMA blocks trained with our novel temporal anchor (TA) loss, which temporally anchors and sharpens features, refine features in a course-to-fine manner through iterative updates. Extensive experiments demonstrate the superiority of the proposed FMA-Net over state-of-the-art methods in terms of both quantitative and qualitative quality. Codes and pre-trained models are available at: https://kaist-viclab.github.io/fmanet-site
Self-Supervised Learning of Motion Concepts by Optimizing Counterfactuals
Estimating motion in videos is an essential computer vision problem with many downstream applications, including controllable video generation and robotics. Current solutions are primarily trained using synthetic data or require tuning of situation-specific heuristics, which inherently limits these models' capabilities in real-world contexts. Despite recent developments in large-scale self-supervised learning from videos, leveraging such representations for motion estimation remains relatively underexplored. In this work, we develop Opt-CWM, a self-supervised technique for flow and occlusion estimation from a pre-trained next-frame prediction model. Opt-CWM works by learning to optimize counterfactual probes that extract motion information from a base video model, avoiding the need for fixed heuristics while training on unrestricted video inputs. We achieve state-of-the-art performance for motion estimation on real-world videos while requiring no labeled data.
Reinforcement learning-based motion imitation for physiologically plausible musculoskeletal motor control
How do humans move? The quest to understand human motion has broad applications in numerous fields, ranging from computer animation and motion synthesis to neuroscience, human prosthetics and rehabilitation. Although advances in reinforcement learning (RL) have produced impressive results in capturing human motion using simplified humanoids, controlling physiologically accurate models of the body remains an open challenge. In this work, we present a model-free motion imitation framework (KINESIS) to advance the understanding of muscle-based motor control. Using a musculoskeletal model of the lower body with 80 muscle actuators and 20 DoF, we demonstrate that KINESIS achieves strong imitation performance on 1.9 hours of motion capture data, is controllable by natural language through pre-trained text-to-motion generative models, and can be fine-tuned to carry out high-level tasks such as target goal reaching. Importantly, KINESIS generates muscle activity patterns that correlate well with human EMG activity. The physiological plausibility makes KINESIS a promising model for tackling challenging problems in human motor control theory, which we highlight by investigating Bernstein's redundancy problem in the context of locomotion. Code, videos and benchmarks will be available at https://github.com/amathislab/Kinesis.
MotionFlow:Learning Implicit Motion Flow for Complex Camera Trajectory Control in Video Generation
Generating videos guided by camera trajectories poses significant challenges in achieving consistency and generalizability, particularly when both camera and object motions are present. Existing approaches often attempt to learn these motions separately, which may lead to confusion regarding the relative motion between the camera and the objects. To address this challenge, we propose a novel approach that integrates both camera and object motions by converting them into the motion of corresponding pixels. Utilizing a stable diffusion network, we effectively learn reference motion maps in relation to the specified camera trajectory. These maps, along with an extracted semantic object prior, are then fed into an image-to-video network to generate the desired video that can accurately follow the designated camera trajectory while maintaining consistent object motions. Extensive experiments verify that our model outperforms SOTA methods by a large margin.
Multi-Modal Motion Retrieval by Learning a Fine-Grained Joint Embedding Space
Motion retrieval is crucial for motion acquisition, offering superior precision, realism, controllability, and editability compared to motion generation. Existing approaches leverage contrastive learning to construct a unified embedding space for motion retrieval from text or visual modality. However, these methods lack a more intuitive and user-friendly interaction mode and often overlook the sequential representation of most modalities for improved retrieval performance. To address these limitations, we propose a framework that aligns four modalities -- text, audio, video, and motion -- within a fine-grained joint embedding space, incorporating audio for the first time in motion retrieval to enhance user immersion and convenience. This fine-grained space is achieved through a sequence-level contrastive learning approach, which captures critical details across modalities for better alignment. To evaluate our framework, we augment existing text-motion datasets with synthetic but diverse audio recordings, creating two multi-modal motion retrieval datasets. Experimental results demonstrate superior performance over state-of-the-art methods across multiple sub-tasks, including an 10.16% improvement in R@10 for text-to-motion retrieval and a 25.43% improvement in R@1 for video-to-motion retrieval on the HumanML3D dataset. Furthermore, our results show that our 4-modal framework significantly outperforms its 3-modal counterpart, underscoring the potential of multi-modal motion retrieval for advancing motion acquisition.
SEPT: Towards Efficient Scene Representation Learning for Motion Prediction
Motion prediction is crucial for autonomous vehicles to operate safely in complex traffic environments. Extracting effective spatiotemporal relationships among traffic elements is key to accurate forecasting. Inspired by the successful practice of pretrained large language models, this paper presents SEPT, a modeling framework that leverages self-supervised learning to develop powerful spatiotemporal understanding for complex traffic scenes. Specifically, our approach involves three masking-reconstruction modeling tasks on scene inputs including agents' trajectories and road network, pretraining the scene encoder to capture kinematics within trajectory, spatial structure of road network, and interactions among roads and agents. The pretrained encoder is then finetuned on the downstream forecasting task. Extensive experiments demonstrate that SEPT, without elaborate architectural design or manual feature engineering, achieves state-of-the-art performance on the Argoverse 1 and Argoverse 2 motion forecasting benchmarks, outperforming previous methods on all main metrics by a large margin.
SadTalker: Learning Realistic 3D Motion Coefficients for Stylized Audio-Driven Single Image Talking Face Animation
Generating talking head videos through a face image and a piece of speech audio still contains many challenges. ie, unnatural head movement, distorted expression, and identity modification. We argue that these issues are mainly because of learning from the coupled 2D motion fields. On the other hand, explicitly using 3D information also suffers problems of stiff expression and incoherent video. We present SadTalker, which generates 3D motion coefficients (head pose, expression) of the 3DMM from audio and implicitly modulates a novel 3D-aware face render for talking head generation. To learn the realistic motion coefficients, we explicitly model the connections between audio and different types of motion coefficients individually. Precisely, we present ExpNet to learn the accurate facial expression from audio by distilling both coefficients and 3D-rendered faces. As for the head pose, we design PoseVAE via a conditional VAE to synthesize head motion in different styles. Finally, the generated 3D motion coefficients are mapped to the unsupervised 3D keypoints space of the proposed face render, and synthesize the final video. We conducted extensive experiments to demonstrate the superiority of our method in terms of motion and video quality.
Learning Human Motion Representations: A Unified Perspective
We present a unified perspective on tackling various human-centric video tasks by learning human motion representations from large-scale and heterogeneous data resources. Specifically, we propose a pretraining stage in which a motion encoder is trained to recover the underlying 3D motion from noisy partial 2D observations. The motion representations acquired in this way incorporate geometric, kinematic, and physical knowledge about human motion, which can be easily transferred to multiple downstream tasks. We implement the motion encoder with a Dual-stream Spatio-temporal Transformer (DSTformer) neural network. It could capture long-range spatio-temporal relationships among the skeletal joints comprehensively and adaptively, exemplified by the lowest 3D pose estimation error so far when trained from scratch. Furthermore, our proposed framework achieves state-of-the-art performance on all three downstream tasks by simply finetuning the pretrained motion encoder with a simple regression head (1-2 layers), which demonstrates the versatility of the learned motion representations.
Motion Planning by Learning the Solution Manifold in Trajectory Optimization
The objective function used in trajectory optimization is often non-convex and can have an infinite set of local optima. In such cases, there are diverse solutions to perform a given task. Although there are a few methods to find multiple solutions for motion planning, they are limited to generating a finite set of solutions. To address this issue, we presents an optimization method that learns an infinite set of solutions in trajectory optimization. In our framework, diverse solutions are obtained by learning latent representations of solutions. Our approach can be interpreted as training a deep generative model of collision-free trajectories for motion planning. The experimental results indicate that the trained model represents an infinite set of homotopic solutions for motion planning problems.
Self-supervised Learning of Motion Capture
Current state-of-the-art solutions for motion capture from a single camera are optimization driven: they optimize the parameters of a 3D human model so that its re-projection matches measurements in the video (e.g. person segmentation, optical flow, keypoint detections etc.). Optimization models are susceptible to local minima. This has been the bottleneck that forced using clean green-screen like backgrounds at capture time, manual initialization, or switching to multiple cameras as input resource. In this work, we propose a learning based motion capture model for single camera input. Instead of optimizing mesh and skeleton parameters directly, our model optimizes neural network weights that predict 3D shape and skeleton configurations given a monocular RGB video. Our model is trained using a combination of strong supervision from synthetic data, and self-supervision from differentiable rendering of (a) skeletal keypoints, (b) dense 3D mesh motion, and (c) human-background segmentation, in an end-to-end framework. Empirically we show our model combines the best of both worlds of supervised learning and test-time optimization: supervised learning initializes the model parameters in the right regime, ensuring good pose and surface initialization at test time, without manual effort. Self-supervision by back-propagating through differentiable rendering allows (unsupervised) adaptation of the model to the test data, and offers much tighter fit than a pretrained fixed model. We show that the proposed model improves with experience and converges to low-error solutions where previous optimization methods fail.
A Survey of Reinforcement Learning-Based Motion Planning for Autonomous Driving: Lessons Learned from a Driving Task Perspective
Reinforcement learning (RL), with its ability to explore and optimize policies in complex, dynamic decision-making tasks, has emerged as a promising approach to addressing motion planning (MoP) challenges in autonomous driving (AD). Despite rapid advancements in RL and AD, a systematic description and interpretation of the RL design process tailored to diverse driving tasks remains underdeveloped. This survey provides a comprehensive review of RL-based MoP for AD, focusing on lessons from task-specific perspectives. We first outline the fundamentals of RL methodologies, and then survey their applications in MoP, analyzing scenario-specific features and task requirements to shed light on their influence on RL design choices. Building on this analysis, we summarize key design experiences, extract insights from various driving task applications, and provide guidance for future implementations. Additionally, we examine the frontier challenges in RL-based MoP, review recent efforts to addresse these challenges, and propose strategies for overcoming unresolved issues.
Tri-Modal Motion Retrieval by Learning a Joint Embedding Space
Information retrieval is an ever-evolving and crucial research domain. The substantial demand for high-quality human motion data especially in online acquirement has led to a surge in human motion research works. Prior works have mainly concentrated on dual-modality learning, such as text and motion tasks, but three-modality learning has been rarely explored. Intuitively, an extra introduced modality can enrich a model's application scenario, and more importantly, an adequate choice of the extra modality can also act as an intermediary and enhance the alignment between the other two disparate modalities. In this work, we introduce LAVIMO (LAnguage-VIdeo-MOtion alignment), a novel framework for three-modality learning integrating human-centric videos as an additional modality, thereby effectively bridging the gap between text and motion. Moreover, our approach leverages a specially designed attention mechanism to foster enhanced alignment and synergistic effects among text, video, and motion modalities. Empirically, our results on the HumanML3D and KIT-ML datasets show that LAVIMO achieves state-of-the-art performance in various motion-related cross-modal retrieval tasks, including text-to-motion, motion-to-text, video-to-motion and motion-to-video.
Self-Supervised Learning via Conditional Motion Propagation
Intelligent agent naturally learns from motion. Various self-supervised algorithms have leveraged motion cues to learn effective visual representations. The hurdle here is that motion is both ambiguous and complex, rendering previous works either suffer from degraded learning efficacy, or resort to strong assumptions on object motions. In this work, we design a new learning-from-motion paradigm to bridge these gaps. Instead of explicitly modeling the motion probabilities, we design the pretext task as a conditional motion propagation problem. Given an input image and several sparse flow guidance vectors on it, our framework seeks to recover the full-image motion. Compared to other alternatives, our framework has several appealing properties: (1) Using sparse flow guidance during training resolves the inherent motion ambiguity, and thus easing feature learning. (2) Solving the pretext task of conditional motion propagation encourages the emergence of kinematically-sound representations that poss greater expressive power. Extensive experiments demonstrate that our framework learns structural and coherent features; and achieves state-of-the-art self-supervision performance on several downstream tasks including semantic segmentation, instance segmentation, and human parsing. Furthermore, our framework is successfully extended to several useful applications such as semi-automatic pixel-level annotation. Project page: "http://mmlab.ie.cuhk.edu.hk/projects/CMP/".
MC-JEPA: A Joint-Embedding Predictive Architecture for Self-Supervised Learning of Motion and Content Features
Self-supervised learning of visual representations has been focusing on learning content features, which do not capture object motion or location, and focus on identifying and differentiating objects in images and videos. On the other hand, optical flow estimation is a task that does not involve understanding the content of the images on which it is estimated. We unify the two approaches and introduce MC-JEPA, a joint-embedding predictive architecture and self-supervised learning approach to jointly learn optical flow and content features within a shared encoder, demonstrating that the two associated objectives; the optical flow estimation objective and the self-supervised learning objective; benefit from each other and thus learn content features that incorporate motion information. The proposed approach achieves performance on-par with existing unsupervised optical flow benchmarks, as well as with common self-supervised learning approaches on downstream tasks such as semantic segmentation of images and videos.
Motion Consistency Model: Accelerating Video Diffusion with Disentangled Motion-Appearance Distillation
Image diffusion distillation achieves high-fidelity generation with very few sampling steps. However, applying these techniques directly to video diffusion often results in unsatisfactory frame quality due to the limited visual quality in public video datasets. This affects the performance of both teacher and student video diffusion models. Our study aims to improve video diffusion distillation while improving frame appearance using abundant high-quality image data. We propose motion consistency model (MCM), a single-stage video diffusion distillation method that disentangles motion and appearance learning. Specifically, MCM includes a video consistency model that distills motion from the video teacher model, and an image discriminator that enhances frame appearance to match high-quality image data. This combination presents two challenges: (1) conflicting frame learning objectives, as video distillation learns from low-quality video frames while the image discriminator targets high-quality images; and (2) training-inference discrepancies due to the differing quality of video samples used during training and inference. To address these challenges, we introduce disentangled motion distillation and mixed trajectory distillation. The former applies the distillation objective solely to the motion representation, while the latter mitigates training-inference discrepancies by mixing distillation trajectories from both the low- and high-quality video domains. Extensive experiments show that our MCM achieves the state-of-the-art video diffusion distillation performance. Additionally, our method can enhance frame quality in video diffusion models, producing frames with high aesthetic scores or specific styles without corresponding video data.
AnyMoLe: Any Character Motion In-betweening Leveraging Video Diffusion Models
Despite recent advancements in learning-based motion in-betweening, a key limitation has been overlooked: the requirement for character-specific datasets. In this work, we introduce AnyMoLe, a novel method that addresses this limitation by leveraging video diffusion models to generate motion in-between frames for arbitrary characters without external data. Our approach employs a two-stage frame generation process to enhance contextual understanding. Furthermore, to bridge the domain gap between real-world and rendered character animations, we introduce ICAdapt, a fine-tuning technique for video diffusion models. Additionally, we propose a ``motion-video mimicking'' optimization technique, enabling seamless motion generation for characters with arbitrary joint structures using 2D and 3D-aware features. AnyMoLe significantly reduces data dependency while generating smooth and realistic transitions, making it applicable to a wide range of motion in-betweening tasks.
Progressive Disentangled Representation Learning for Fine-Grained Controllable Talking Head Synthesis
We present a novel one-shot talking head synthesis method that achieves disentangled and fine-grained control over lip motion, eye gaze&blink, head pose, and emotional expression. We represent different motions via disentangled latent representations and leverage an image generator to synthesize talking heads from them. To effectively disentangle each motion factor, we propose a progressive disentangled representation learning strategy by separating the factors in a coarse-to-fine manner, where we first extract unified motion feature from the driving signal, and then isolate each fine-grained motion from the unified feature. We introduce motion-specific contrastive learning and regressing for non-emotional motions, and feature-level decorrelation and self-reconstruction for emotional expression, to fully utilize the inherent properties of each motion factor in unstructured video data to achieve disentanglement. Experiments show that our method provides high quality speech&lip-motion synchronization along with precise and disentangled control over multiple extra facial motions, which can hardly be achieved by previous methods.
Video Representation Learning by Recognizing Temporal Transformations
We introduce a novel self-supervised learning approach to learn representations of videos that are responsive to changes in the motion dynamics. Our representations can be learned from data without human annotation and provide a substantial boost to the training of neural networks on small labeled data sets for tasks such as action recognition, which require to accurately distinguish the motion of objects. We promote an accurate learning of motion without human annotation by training a neural network to discriminate a video sequence from its temporally transformed versions. To learn to distinguish non-trivial motions, the design of the transformations is based on two principles: 1) To define clusters of motions based on time warps of different magnitude; 2) To ensure that the discrimination is feasible only by observing and analyzing as many image frames as possible. Thus, we introduce the following transformations: forward-backward playback, random frame skipping, and uniform frame skipping. Our experiments show that networks trained with the proposed method yield representations with improved transfer performance for action recognition on UCF101 and HMDB51.
Auxiliary Tasks Benefit 3D Skeleton-based Human Motion Prediction
Exploring spatial-temporal dependencies from observed motions is one of the core challenges of human motion prediction. Previous methods mainly focus on dedicated network structures to model the spatial and temporal dependencies. This paper considers a new direction by introducing a model learning framework with auxiliary tasks. In our auxiliary tasks, partial body joints' coordinates are corrupted by either masking or adding noise and the goal is to recover corrupted coordinates depending on the rest coordinates. To work with auxiliary tasks, we propose a novel auxiliary-adapted transformer, which can handle incomplete, corrupted motion data and achieve coordinate recovery via capturing spatial-temporal dependencies. Through auxiliary tasks, the auxiliary-adapted transformer is promoted to capture more comprehensive spatial-temporal dependencies among body joints' coordinates, leading to better feature learning. Extensive experimental results have shown that our method outperforms state-of-the-art methods by remarkable margins of 7.2%, 3.7%, and 9.4% in terms of 3D mean per joint position error (MPJPE) on the Human3.6M, CMU Mocap, and 3DPW datasets, respectively. We also demonstrate that our method is more robust under data missing cases and noisy data cases. Code is available at https://github.com/MediaBrain-SJTU/AuxFormer.
AdvMT: Adversarial Motion Transformer for Long-term Human Motion Prediction
To achieve seamless collaboration between robots and humans in a shared environment, accurately predicting future human movements is essential. Human motion prediction has traditionally been approached as a sequence prediction problem, leveraging historical human motion data to estimate future poses. Beginning with vanilla recurrent networks, the research community has investigated a variety of methods for learning human motion dynamics, encompassing graph-based and generative approaches. Despite these efforts, achieving accurate long-term predictions continues to be a significant challenge. In this regard, we present the Adversarial Motion Transformer (AdvMT), a novel model that integrates a transformer-based motion encoder and a temporal continuity discriminator. This combination effectively captures spatial and temporal dependencies simultaneously within frames. With adversarial training, our method effectively reduces the unwanted artifacts in predictions, thereby ensuring the learning of more realistic and fluid human motions. The evaluation results indicate that AdvMT greatly enhances the accuracy of long-term predictions while also delivering robust short-term predictions
MarS3D: A Plug-and-Play Motion-Aware Model for Semantic Segmentation on Multi-Scan 3D Point Clouds
3D semantic segmentation on multi-scan large-scale point clouds plays an important role in autonomous systems. Unlike the single-scan-based semantic segmentation task, this task requires distinguishing the motion states of points in addition to their semantic categories. However, methods designed for single-scan-based segmentation tasks perform poorly on the multi-scan task due to the lacking of an effective way to integrate temporal information. We propose MarS3D, a plug-and-play motion-aware module for semantic segmentation on multi-scan 3D point clouds. This module can be flexibly combined with single-scan models to allow them to have multi-scan perception abilities. The model encompasses two key designs: the Cross-Frame Feature Embedding module for enriching representation learning and the Motion-Aware Feature Learning module for enhancing motion awareness. Extensive experiments show that MarS3D can improve the performance of the baseline model by a large margin. The code is available at https://github.com/CVMI-Lab/MarS3D.
KID-PPG: Knowledge Informed Deep Learning for Extracting Heart Rate from a Smartwatch
Accurate extraction of heart rate from photoplethysmography (PPG) signals remains challenging due to motion artifacts and signal degradation. Although deep learning methods trained as a data-driven inference problem offer promising solutions, they often underutilize existing knowledge from the medical and signal processing community. In this paper, we address three shortcomings of deep learning models: motion artifact removal, degradation assessment, and physiologically plausible analysis of the PPG signal. We propose KID-PPG, a knowledge-informed deep learning model that integrates expert knowledge through adaptive linear filtering, deep probabilistic inference, and data augmentation. We evaluate KID-PPG on the PPGDalia dataset, achieving an average mean absolute error of 2.85 beats per minute, surpassing existing reproducible methods. Our results demonstrate a significant performance improvement in heart rate tracking through the incorporation of prior knowledge into deep learning models. This approach shows promise in enhancing various biomedical applications by incorporating existing expert knowledge in deep learning models.
AttT2M: Text-Driven Human Motion Generation with Multi-Perspective Attention Mechanism
Generating 3D human motion based on textual descriptions has been a research focus in recent years. It requires the generated motion to be diverse, natural, and conform to the textual description. Due to the complex spatio-temporal nature of human motion and the difficulty in learning the cross-modal relationship between text and motion, text-driven motion generation is still a challenging problem. To address these issues, we propose AttT2M, a two-stage method with multi-perspective attention mechanism: body-part attention and global-local motion-text attention. The former focuses on the motion embedding perspective, which means introducing a body-part spatio-temporal encoder into VQ-VAE to learn a more expressive discrete latent space. The latter is from the cross-modal perspective, which is used to learn the sentence-level and word-level motion-text cross-modal relationship. The text-driven motion is finally generated with a generative transformer. Extensive experiments conducted on HumanML3D and KIT-ML demonstrate that our method outperforms the current state-of-the-art works in terms of qualitative and quantitative evaluation, and achieve fine-grained synthesis and action2motion. Our code is in https://github.com/ZcyMonkey/AttT2M
DreamVideo-2: Zero-Shot Subject-Driven Video Customization with Precise Motion Control
Recent advances in customized video generation have enabled users to create videos tailored to both specific subjects and motion trajectories. However, existing methods often require complicated test-time fine-tuning and struggle with balancing subject learning and motion control, limiting their real-world applications. In this paper, we present DreamVideo-2, a zero-shot video customization framework capable of generating videos with a specific subject and motion trajectory, guided by a single image and a bounding box sequence, respectively, and without the need for test-time fine-tuning. Specifically, we introduce reference attention, which leverages the model's inherent capabilities for subject learning, and devise a mask-guided motion module to achieve precise motion control by fully utilizing the robust motion signal of box masks derived from bounding boxes. While these two components achieve their intended functions, we empirically observe that motion control tends to dominate over subject learning. To address this, we propose two key designs: 1) the masked reference attention, which integrates a blended latent mask modeling scheme into reference attention to enhance subject representations at the desired positions, and 2) a reweighted diffusion loss, which differentiates the contributions of regions inside and outside the bounding boxes to ensure a balance between subject and motion control. Extensive experimental results on a newly curated dataset demonstrate that DreamVideo-2 outperforms state-of-the-art methods in both subject customization and motion control. The dataset, code, and models will be made publicly available.
CASIM: Composite Aware Semantic Injection for Text to Motion Generation
Recent advances in generative modeling and tokenization have driven significant progress in text-to-motion generation, leading to enhanced quality and realism in generated motions. However, effectively leveraging textual information for conditional motion generation remains an open challenge. We observe that current approaches, primarily relying on fixed-length text embeddings (e.g., CLIP) for global semantic injection, struggle to capture the composite nature of human motion, resulting in suboptimal motion quality and controllability. To address this limitation, we propose the Composite Aware Semantic Injection Mechanism (CASIM), comprising a composite-aware semantic encoder and a text-motion aligner that learns the dynamic correspondence between text and motion tokens. Notably, CASIM is model and representation-agnostic, readily integrating with both autoregressive and diffusion-based methods. Experiments on HumanML3D and KIT benchmarks demonstrate that CASIM consistently improves motion quality, text-motion alignment, and retrieval scores across state-of-the-art methods. Qualitative analyses further highlight the superiority of our composite-aware approach over fixed-length semantic injection, enabling precise motion control from text prompts and stronger generalization to unseen text inputs.
Human Motion Unlearning
We introduce the task of human motion unlearning to prevent the synthesis of toxic animations while preserving the general text-to-motion generative performance. Unlearning toxic motions is challenging as those can be generated from explicit text prompts and from implicit toxic combinations of safe motions (e.g., ``kicking" is ``loading and swinging a leg"). We propose the first motion unlearning benchmark by filtering toxic motions from the large and recent text-to-motion datasets of HumanML3D and Motion-X. We propose baselines, by adapting state-of-the-art image unlearning techniques to process spatio-temporal signals. Finally, we propose a novel motion unlearning model based on Latent Code Replacement, which we dub LCR. LCR is training-free and suitable to the discrete latent spaces of state-of-the-art text-to-motion diffusion models. LCR is simple and consistently outperforms baselines qualitatively and quantitatively. Project page: https://www.pinlab.org/hmu{https://www.pinlab.org/hmu}.
HumanMAC: Masked Motion Completion for Human Motion Prediction
Human motion prediction is a classical problem in computer vision and computer graphics, which has a wide range of practical applications. Previous effects achieve great empirical performance based on an encoding-decoding style. The methods of this style work by first encoding previous motions to latent representations and then decoding the latent representations into predicted motions. However, in practice, they are still unsatisfactory due to several issues, including complicated loss constraints, cumbersome training processes, and scarce switch of different categories of motions in prediction. In this paper, to address the above issues, we jump out of the foregoing style and propose a novel framework from a new perspective. Specifically, our framework works in a masked completion fashion. In the training stage, we learn a motion diffusion model that generates motions from random noise. In the inference stage, with a denoising procedure, we make motion prediction conditioning on observed motions to output more continuous and controllable predictions. The proposed framework enjoys promising algorithmic properties, which only needs one loss in optimization and is trained in an end-to-end manner. Additionally, it accomplishes the switch of different categories of motions effectively, which is significant in realistic tasks, e.g., the animation task. Comprehensive experiments on benchmarks confirm the superiority of the proposed framework. The project page is available at https://lhchen.top/Human-MAC.
MoRAG -- Multi-Fusion Retrieval Augmented Generation for Human Motion
We introduce MoRAG, a novel multi-part fusion based retrieval-augmented generation strategy for text-based human motion generation. The method enhances motion diffusion models by leveraging additional knowledge obtained through an improved motion retrieval process. By effectively prompting large language models (LLMs), we address spelling errors and rephrasing issues in motion retrieval. Our approach utilizes a multi-part retrieval strategy to improve the generalizability of motion retrieval across the language space. We create diverse samples through the spatial composition of the retrieved motions. Furthermore, by utilizing low-level, part-specific motion information, we can construct motion samples for unseen text descriptions. Our experiments demonstrate that our framework can serve as a plug-and-play module, improving the performance of motion diffusion models. Code, pretrained models and sample videos will be made available at: https://motion-rag.github.io/
Customizing Motion in Text-to-Video Diffusion Models
We introduce an approach for augmenting text-to-video generation models with customized motions, extending their capabilities beyond the motions depicted in the original training data. By leveraging a few video samples demonstrating specific movements as input, our method learns and generalizes the input motion patterns for diverse, text-specified scenarios. Our contributions are threefold. First, to achieve our results, we finetune an existing text-to-video model to learn a novel mapping between the depicted motion in the input examples to a new unique token. To avoid overfitting to the new custom motion, we introduce an approach for regularization over videos. Second, by leveraging the motion priors in a pretrained model, our method can produce novel videos featuring multiple people doing the custom motion, and can invoke the motion in combination with other motions. Furthermore, our approach extends to the multimodal customization of motion and appearance of individualized subjects, enabling the generation of videos featuring unique characters and distinct motions. Third, to validate our method, we introduce an approach for quantitatively evaluating the learned custom motion and perform a systematic ablation study. We show that our method significantly outperforms prior appearance-based customization approaches when extended to the motion customization task.
Unsupervised Learning of Long-Term Motion Dynamics for Videos
We present an unsupervised representation learning approach that compactly encodes the motion dependencies in videos. Given a pair of images from a video clip, our framework learns to predict the long-term 3D motions. To reduce the complexity of the learning framework, we propose to describe the motion as a sequence of atomic 3D flows computed with RGB-D modality. We use a Recurrent Neural Network based Encoder-Decoder framework to predict these sequences of flows. We argue that in order for the decoder to reconstruct these sequences, the encoder must learn a robust video representation that captures long-term motion dependencies and spatial-temporal relations. We demonstrate the effectiveness of our learned temporal representations on activity classification across multiple modalities and datasets such as NTU RGB+D and MSR Daily Activity 3D. Our framework is generic to any input modality, i.e., RGB, Depth, and RGB-D videos.
M^3GPT: An Advanced Multimodal, Multitask Framework for Motion Comprehension and Generation
This paper presents M^3GPT, an advanced Multimodal, Multitask framework for Motion comprehension and generation. M^3GPT operates on three fundamental principles. The first focuses on creating a unified representation space for various motion-relevant modalities. We employ discrete vector quantization for multimodal control and generation signals, such as text, music and motion/dance, enabling seamless integration into a large language model (LLM) with a single vocabulary. The second involves modeling model generation directly in the raw motion space. This strategy circumvents the information loss associated with discrete tokenizer, resulting in more detailed and comprehensive model generation. Third, M^3GPT learns to model the connections and synergies among various motion-relevant tasks. Text, the most familiar and well-understood modality for LLMs, is utilized as a bridge to establish connections between different motion tasks, facilitating mutual reinforcement. To our knowledge, M^3GPT is the first model capable of comprehending and generating motions based on multiple signals. Extensive experiments highlight M^3GPT's superior performance across various motion-relevant tasks and its powerful zero-shot generalization capabilities for extremely challenging tasks.
MotionLLM: Understanding Human Behaviors from Human Motions and Videos
This study delves into the realm of multi-modality (i.e., video and motion modalities) human behavior understanding by leveraging the powerful capabilities of Large Language Models (LLMs). Diverging from recent LLMs designed for video-only or motion-only understanding, we argue that understanding human behavior necessitates joint modeling from both videos and motion sequences (e.g., SMPL sequences) to capture nuanced body part dynamics and semantics effectively. In light of this, we present MotionLLM, a straightforward yet effective framework for human motion understanding, captioning, and reasoning. Specifically, MotionLLM adopts a unified video-motion training strategy that leverages the complementary advantages of existing coarse video-text data and fine-grained motion-text data to glean rich spatial-temporal insights. Furthermore, we collect a substantial dataset, MoVid, comprising diverse videos, motions, captions, and instructions. Additionally, we propose the MoVid-Bench, with carefully manual annotations, for better evaluation of human behavior understanding on video and motion. Extensive experiments show the superiority of MotionLLM in the caption, spatial-temporal comprehension, and reasoning ability.
Motion Prompting: Controlling Video Generation with Motion Trajectories
Motion control is crucial for generating expressive and compelling video content; however, most existing video generation models rely mainly on text prompts for control, which struggle to capture the nuances of dynamic actions and temporal compositions. To this end, we train a video generation model conditioned on spatio-temporally sparse or dense motion trajectories. In contrast to prior motion conditioning work, this flexible representation can encode any number of trajectories, object-specific or global scene motion, and temporally sparse motion; due to its flexibility we refer to this conditioning as motion prompts. While users may directly specify sparse trajectories, we also show how to translate high-level user requests into detailed, semi-dense motion prompts, a process we term motion prompt expansion. We demonstrate the versatility of our approach through various applications, including camera and object motion control, "interacting" with an image, motion transfer, and image editing. Our results showcase emergent behaviors, such as realistic physics, suggesting the potential of motion prompts for probing video models and interacting with future generative world models. Finally, we evaluate quantitatively, conduct a human study, and demonstrate strong performance. Video results are available on our webpage: https://motion-prompting.github.io/
Learning Video Representations without Natural Videos
In this paper, we show that useful video representations can be learned from synthetic videos and natural images, without incorporating natural videos in the training. We propose a progression of video datasets synthesized by simple generative processes, that model a growing set of natural video properties (e.g. motion, acceleration, and shape transformations). The downstream performance of video models pre-trained on these generated datasets gradually increases with the dataset progression. A VideoMAE model pre-trained on our synthetic videos closes 97.2% of the performance gap on UCF101 action classification between training from scratch and self-supervised pre-training from natural videos, and outperforms the pre-trained model on HMDB51. Introducing crops of static images to the pre-training stage results in similar performance to UCF101 pre-training and outperforms the UCF101 pre-trained model on 11 out of 14 out-of-distribution datasets of UCF101-P. Analyzing the low-level properties of the datasets, we identify correlations between frame diversity, frame similarity to natural data, and downstream performance. Our approach provides a more controllable and transparent alternative to video data curation processes for pre-training.
Universal Humanoid Motion Representations for Physics-Based Control
We present a universal motion representation that encompasses a comprehensive range of motor skills for physics-based humanoid control. Due to the high-dimensionality of humanoid control as well as the inherent difficulties in reinforcement learning, prior methods have focused on learning skill embeddings for a narrow range of movement styles (e.g. locomotion, game characters) from specialized motion datasets. This limited scope hampers its applicability in complex tasks. Our work closes this gap, significantly increasing the coverage of motion representation space. To achieve this, we first learn a motion imitator that can imitate all of human motion from a large, unstructured motion dataset. We then create our motion representation by distilling skills directly from the imitator. This is achieved using an encoder-decoder structure with a variational information bottleneck. Additionally, we jointly learn a prior conditioned on proprioception (humanoid's own pose and velocities) to improve model expressiveness and sampling efficiency for downstream tasks. Sampling from the prior, we can generate long, stable, and diverse human motions. Using this latent space for hierarchical RL, we show that our policies solve tasks using natural and realistic human behavior. We demonstrate the effectiveness of our motion representation by solving generative tasks (e.g. strike, terrain traversal) and motion tracking using VR controllers.
Enhancing Unsupervised Video Representation Learning by Decoupling the Scene and the Motion
One significant factor we expect the video representation learning to capture, especially in contrast with the image representation learning, is the object motion. However, we found that in the current mainstream video datasets, some action categories are highly related with the scene where the action happens, making the model tend to degrade to a solution where only the scene information is encoded. For example, a trained model may predict a video as playing football simply because it sees the field, neglecting that the subject is dancing as a cheerleader on the field. This is against our original intention towards the video representation learning and may bring scene bias on different dataset that can not be ignored. In order to tackle this problem, we propose to decouple the scene and the motion (DSM) with two simple operations, so that the model attention towards the motion information is better paid. Specifically, we construct a positive clip and a negative clip for each video. Compared to the original video, the positive/negative is motion-untouched/broken but scene-broken/untouched by Spatial Local Disturbance and Temporal Local Disturbance. Our objective is to pull the positive closer while pushing the negative farther to the original clip in the latent space. In this way, the impact of the scene is weakened while the temporal sensitivity of the network is further enhanced. We conduct experiments on two tasks with various backbones and different pre-training datasets, and find that our method surpass the SOTA methods with a remarkable 8.1% and 8.8% improvement towards action recognition task on the UCF101 and HMDB51 datasets respectively using the same backbone.
Generative Image Dynamics
We present an approach to modeling an image-space prior on scene dynamics. Our prior is learned from a collection of motion trajectories extracted from real video sequences containing natural, oscillating motion such as trees, flowers, candles, and clothes blowing in the wind. Given a single image, our trained model uses a frequency-coordinated diffusion sampling process to predict a per-pixel long-term motion representation in the Fourier domain, which we call a neural stochastic motion texture. This representation can be converted into dense motion trajectories that span an entire video. Along with an image-based rendering module, these trajectories can be used for a number of downstream applications, such as turning still images into seamlessly looping dynamic videos, or allowing users to realistically interact with objects in real pictures.
MotionMix: Weakly-Supervised Diffusion for Controllable Motion Generation
Controllable generation of 3D human motions becomes an important topic as the world embraces digital transformation. Existing works, though making promising progress with the advent of diffusion models, heavily rely on meticulously captured and annotated (e.g., text) high-quality motion corpus, a resource-intensive endeavor in the real world. This motivates our proposed MotionMix, a simple yet effective weakly-supervised diffusion model that leverages both noisy and unannotated motion sequences. Specifically, we separate the denoising objectives of a diffusion model into two stages: obtaining conditional rough motion approximations in the initial T-T^* steps by learning the noisy annotated motions, followed by the unconditional refinement of these preliminary motions during the last T^* steps using unannotated motions. Notably, though learning from two sources of imperfect data, our model does not compromise motion generation quality compared to fully supervised approaches that access gold data. Extensive experiments on several benchmarks demonstrate that our MotionMix, as a versatile framework, consistently achieves state-of-the-art performances on text-to-motion, action-to-motion, and music-to-dance tasks. Project page: https://nhathoang2002.github.io/MotionMix-page/
Language-guided Human Motion Synthesis with Atomic Actions
Language-guided human motion synthesis has been a challenging task due to the inherent complexity and diversity of human behaviors. Previous methods face limitations in generalization to novel actions, often resulting in unrealistic or incoherent motion sequences. In this paper, we propose ATOM (ATomic mOtion Modeling) to mitigate this problem, by decomposing actions into atomic actions, and employing a curriculum learning strategy to learn atomic action composition. First, we disentangle complex human motions into a set of atomic actions during learning, and then assemble novel actions using the learned atomic actions, which offers better adaptability to new actions. Moreover, we introduce a curriculum learning training strategy that leverages masked motion modeling with a gradual increase in the mask ratio, and thus facilitates atomic action assembly. This approach mitigates the overfitting problem commonly encountered in previous methods while enforcing the model to learn better motion representations. We demonstrate the effectiveness of ATOM through extensive experiments, including text-to-motion and action-to-motion synthesis tasks. We further illustrate its superiority in synthesizing plausible and coherent text-guided human motion sequences.
MG-MotionLLM: A Unified Framework for Motion Comprehension and Generation across Multiple Granularities
Recent motion-aware large language models have demonstrated promising potential in unifying motion comprehension and generation. However, existing approaches primarily focus on coarse-grained motion-text modeling, where text describes the overall semantics of an entire motion sequence in just a few words. This limits their ability to handle fine-grained motion-relevant tasks, such as understanding and controlling the movements of specific body parts. To overcome this limitation, we pioneer MG-MotionLLM, a unified motion-language model for multi-granular motion comprehension and generation. We further introduce a comprehensive multi-granularity training scheme by incorporating a set of novel auxiliary tasks, such as localizing temporal boundaries of motion segments via detailed text as well as motion detailed captioning, to facilitate mutual reinforcement for motion-text modeling across various levels of granularity. Extensive experiments show that our MG-MotionLLM achieves superior performance on classical text-to-motion and motion-to-text tasks, and exhibits potential in novel fine-grained motion comprehension and editing tasks. Project page: CVI-SZU/MG-MotionLLM
DartControl: A Diffusion-Based Autoregressive Motion Model for Real-Time Text-Driven Motion Control
Text-conditioned human motion generation, which allows for user interaction through natural language, has become increasingly popular. Existing methods typically generate short, isolated motions based on a single input sentence. However, human motions are continuous and can extend over long periods, carrying rich semantics. Creating long, complex motions that precisely respond to streams of text descriptions, particularly in an online and real-time setting, remains a significant challenge. Furthermore, incorporating spatial constraints into text-conditioned motion generation presents additional challenges, as it requires aligning the motion semantics specified by text descriptions with geometric information, such as goal locations and 3D scene geometry. To address these limitations, we propose DartControl, in short DART, a Diffusion-based Autoregressive motion primitive model for Real-time Text-driven motion control. Our model effectively learns a compact motion primitive space jointly conditioned on motion history and text inputs using latent diffusion models. By autoregressively generating motion primitives based on the preceding history and current text input, DART enables real-time, sequential motion generation driven by natural language descriptions. Additionally, the learned motion primitive space allows for precise spatial motion control, which we formulate either as a latent noise optimization problem or as a Markov decision process addressed through reinforcement learning. We present effective algorithms for both approaches, demonstrating our model's versatility and superior performance in various motion synthesis tasks. Experiments show our method outperforms existing baselines in motion realism, efficiency, and controllability. Video results are available on the project page: https://zkf1997.github.io/DART/.
RSPNet: Relative Speed Perception for Unsupervised Video Representation Learning
We study unsupervised video representation learning that seeks to learn both motion and appearance features from unlabeled video only, which can be reused for downstream tasks such as action recognition. This task, however, is extremely challenging due to 1) the highly complex spatial-temporal information in videos; and 2) the lack of labeled data for training. Unlike the representation learning for static images, it is difficult to construct a suitable self-supervised task to well model both motion and appearance features. More recently, several attempts have been made to learn video representation through video playback speed prediction. However, it is non-trivial to obtain precise speed labels for the videos. More critically, the learnt models may tend to focus on motion pattern and thus may not learn appearance features well. In this paper, we observe that the relative playback speed is more consistent with motion pattern, and thus provide more effective and stable supervision for representation learning. Therefore, we propose a new way to perceive the playback speed and exploit the relative speed between two video clips as labels. In this way, we are able to well perceive speed and learn better motion features. Moreover, to ensure the learning of appearance features, we further propose an appearance-focused task, where we enforce the model to perceive the appearance difference between two video clips. We show that optimizing the two tasks jointly consistently improves the performance on two downstream tasks, namely action recognition and video retrieval. Remarkably, for action recognition on UCF101 dataset, we achieve 93.7% accuracy without the use of labeled data for pre-training, which outperforms the ImageNet supervised pre-trained model. Code and pre-trained models can be found at https://github.com/PeihaoChen/RSPNet.
MotionSight: Boosting Fine-Grained Motion Understanding in Multimodal LLMs
Despite advancements in Multimodal Large Language Models (MLLMs), their proficiency in fine-grained video motion understanding remains critically limited. They often lack inter-frame differencing and tend to average or ignore subtle visual cues. Furthermore, while visual prompting has shown potential in static images, its application to video's temporal complexities, particularly for fine-grained motion understanding, remains largely unexplored. We investigate whether inherent capability can be unlocked and boost MLLMs' motion perception and enable distinct visual signatures tailored to decouple object and camera motion cues. In this study, we introduce MotionSight, a novel zero-shot method pioneering object-centric visual spotlight and motion blur as visual prompts to effectively improve fine-grained motion understanding without training. To convert this into valuable data assets, we curated MotionVid-QA, the first large-scale dataset for fine-grained video motion understanding, with hierarchical annotations including SFT and preference data, {\Theta}(40K) video clips and {\Theta}(87K) QAs. Experiments show MotionSight achieves state-of-the-art open-source performance and competitiveness with commercial models. In particular, for fine-grained motion understanding we present a novel zero-shot technique and a large-scale, high-quality dataset. All the code and annotations will be publicly available.
Social NCE: Contrastive Learning of Socially-aware Motion Representations
Learning socially-aware motion representations is at the core of recent advances in multi-agent problems, such as human motion forecasting and robot navigation in crowds. Despite promising progress, existing representations learned with neural networks still struggle to generalize in closed-loop predictions (e.g., output colliding trajectories). This issue largely arises from the non-i.i.d. nature of sequential prediction in conjunction with ill-distributed training data. Intuitively, if the training data only comes from human behaviors in safe spaces, i.e., from "positive" examples, it is difficult for learning algorithms to capture the notion of "negative" examples like collisions. In this work, we aim to address this issue by explicitly modeling negative examples through self-supervision: (i) we introduce a social contrastive loss that regularizes the extracted motion representation by discerning the ground-truth positive events from synthetic negative ones; (ii) we construct informative negative samples based on our prior knowledge of rare but dangerous circumstances. Our method substantially reduces the collision rates of recent trajectory forecasting, behavioral cloning and reinforcement learning algorithms, outperforming state-of-the-art methods on several benchmarks. Our code is available at https://github.com/vita-epfl/social-nce.
Masked Motion Encoding for Self-Supervised Video Representation Learning
How to learn discriminative video representation from unlabeled videos is challenging but crucial for video analysis. The latest attempts seek to learn a representation model by predicting the appearance contents in the masked regions. However, simply masking and recovering appearance contents may not be sufficient to model temporal clues as the appearance contents can be easily reconstructed from a single frame. To overcome this limitation, we present Masked Motion Encoding (MME), a new pre-training paradigm that reconstructs both appearance and motion information to explore temporal clues. In MME, we focus on addressing two critical challenges to improve the representation performance: 1) how to well represent the possible long-term motion across multiple frames; and 2) how to obtain fine-grained temporal clues from sparsely sampled videos. Motivated by the fact that human is able to recognize an action by tracking objects' position changes and shape changes, we propose to reconstruct a motion trajectory that represents these two kinds of change in the masked regions. Besides, given the sparse video input, we enforce the model to reconstruct dense motion trajectories in both spatial and temporal dimensions. Pre-trained with our MME paradigm, the model is able to anticipate long-term and fine-grained motion details. Code is available at https://github.com/XinyuSun/MME.
Towards Principled Representation Learning from Videos for Reinforcement Learning
We study pre-training representations for decision-making using video data, which is abundantly available for tasks such as game agents and software testing. Even though significant empirical advances have been made on this problem, a theoretical understanding remains absent. We initiate the theoretical investigation into principled approaches for representation learning and focus on learning the latent state representations of the underlying MDP using video data. We study two types of settings: one where there is iid noise in the observation, and a more challenging setting where there is also the presence of exogenous noise, which is non-iid noise that is temporally correlated, such as the motion of people or cars in the background. We study three commonly used approaches: autoencoding, temporal contrastive learning, and forward modeling. We prove upper bounds for temporal contrastive learning and forward modeling in the presence of only iid noise. We show that these approaches can learn the latent state and use it to do efficient downstream RL with polynomial sample complexity. When exogenous noise is also present, we establish a lower bound result showing that the sample complexity of learning from video data can be exponentially worse than learning from action-labeled trajectory data. This partially explains why reinforcement learning with video pre-training is hard. We evaluate these representational learning methods in two visual domains, yielding results that are consistent with our theoretical findings.
MotionRAG: Motion Retrieval-Augmented Image-to-Video Generation
Image-to-video generation has made remarkable progress with the advancements in diffusion models, yet generating videos with realistic motion remains highly challenging. This difficulty arises from the complexity of accurately modeling motion, which involves capturing physical constraints, object interactions, and domain-specific dynamics that are not easily generalized across diverse scenarios. To address this, we propose MotionRAG, a retrieval-augmented framework that enhances motion realism by adapting motion priors from relevant reference videos through Context-Aware Motion Adaptation (CAMA). The key technical innovations include: (i) a retrieval-based pipeline extracting high-level motion features using video encoder and specialized resamplers to distill semantic motion representations; (ii) an in-context learning approach for motion adaptation implemented through a causal transformer architecture; (iii) an attention-based motion injection adapter that seamlessly integrates transferred motion features into pretrained video diffusion models. Extensive experiments demonstrate that our method achieves significant improvements across multiple domains and various base models, all with negligible computational overhead during inference. Furthermore, our modular design enables zero-shot generalization to new domains by simply updating the retrieval database without retraining any components. This research enhances the core capability of video generation systems by enabling the effective retrieval and transfer of motion priors, facilitating the synthesis of realistic motion dynamics.
No MoCap Needed: Post-Training Motion Diffusion Models with Reinforcement Learning using Only Textual Prompts
Diffusion models have recently advanced human motion generation, producing realistic and diverse animations from textual prompts. However, adapting these models to unseen actions or styles typically requires additional motion capture data and full retraining, which is costly and difficult to scale. We propose a post-training framework based on Reinforcement Learning that fine-tunes pretrained motion diffusion models using only textual prompts, without requiring any motion ground truth. Our approach employs a pretrained text-motion retrieval network as a reward signal and optimizes the diffusion policy with Denoising Diffusion Policy Optimization, effectively shifting the model's generative distribution toward the target domain without relying on paired motion data. We evaluate our method on cross-dataset adaptation and leave-one-out motion experiments using the HumanML3D and KIT-ML datasets across both latent- and joint-space diffusion architectures. Results from quantitative metrics and user studies show that our approach consistently improves the quality and diversity of generated motions, while preserving performance on the original distribution. Our approach is a flexible, data-efficient, and privacy-preserving solution for motion adaptation.
Motion-2-to-3: Leveraging 2D Motion Data to Boost 3D Motion Generation
Text-driven human motion synthesis is capturing significant attention for its ability to effortlessly generate intricate movements from abstract text cues, showcasing its potential for revolutionizing motion design not only in film narratives but also in virtual reality experiences and computer game development. Existing methods often rely on 3D motion capture data, which require special setups resulting in higher costs for data acquisition, ultimately limiting the diversity and scope of human motion. In contrast, 2D human videos offer a vast and accessible source of motion data, covering a wider range of styles and activities. In this paper, we explore leveraging 2D human motion extracted from videos as an alternative data source to improve text-driven 3D motion generation. Our approach introduces a novel framework that disentangles local joint motion from global movements, enabling efficient learning of local motion priors from 2D data. We first train a single-view 2D local motion generator on a large dataset of text-motion pairs. To enhance this model to synthesize 3D motion, we fine-tune the generator with 3D data, transforming it into a multi-view generator that predicts view-consistent local joint motion and root dynamics. Experiments on the HumanML3D dataset and novel text prompts demonstrate that our method efficiently utilizes 2D data, supporting realistic 3D human motion generation and broadening the range of motion types it supports. Our code will be made publicly available at https://zju3dv.github.io/Motion-2-to-3/.
Visual Representation Learning with Stochastic Frame Prediction
Self-supervised learning of image representations by predicting future frames is a promising direction but still remains a challenge. This is because of the under-determined nature of frame prediction; multiple potential futures can arise from a single current frame. To tackle this challenge, in this paper, we revisit the idea of stochastic video generation that learns to capture uncertainty in frame prediction and explore its effectiveness for representation learning. Specifically, we design a framework that trains a stochastic frame prediction model to learn temporal information between frames. Moreover, to learn dense information within each frame, we introduce an auxiliary masked image modeling objective along with a shared decoder architecture. We find this architecture allows for combining both objectives in a synergistic and compute-efficient manner. We demonstrate the effectiveness of our framework on a variety of tasks from video label propagation and vision-based robot learning domains, such as video segmentation, pose tracking, vision-based robotic locomotion, and manipulation tasks. Code is available on the project webpage: https://sites.google.com/view/2024rsp.
Training-Free Motion-Guided Video Generation with Enhanced Temporal Consistency Using Motion Consistency Loss
In this paper, we address the challenge of generating temporally consistent videos with motion guidance. While many existing methods depend on additional control modules or inference-time fine-tuning, recent studies suggest that effective motion guidance is achievable without altering the model architecture or requiring extra training. Such approaches offer promising compatibility with various video generation foundation models. However, existing training-free methods often struggle to maintain consistent temporal coherence across frames or to follow guided motion accurately. In this work, we propose a simple yet effective solution that combines an initial-noise-based approach with a novel motion consistency loss, the latter being our key innovation. Specifically, we capture the inter-frame feature correlation patterns of intermediate features from a video diffusion model to represent the motion pattern of the reference video. We then design a motion consistency loss to maintain similar feature correlation patterns in the generated video, using the gradient of this loss in the latent space to guide the generation process for precise motion control. This approach improves temporal consistency across various motion control tasks while preserving the benefits of a training-free setup. Extensive experiments show that our method sets a new standard for efficient, temporally coherent video generation.
AnimateAnywhere: Rouse the Background in Human Image Animation
Human image animation aims to generate human videos of given characters and backgrounds that adhere to the desired pose sequence. However, existing methods focus more on human actions while neglecting the generation of background, which typically leads to static results or inharmonious movements. The community has explored camera pose-guided animation tasks, yet preparing the camera trajectory is impractical for most entertainment applications and ordinary users. As a remedy, we present an AnimateAnywhere framework, rousing the background in human image animation without requirements on camera trajectories. In particular, based on our key insight that the movement of the human body often reflects the motion of the background, we introduce a background motion learner (BML) to learn background motions from human pose sequences. To encourage the model to learn more accurate cross-frame correspondences, we further deploy an epipolar constraint on the 3D attention map. Specifically, the mask used to suppress geometrically unreasonable attention is carefully constructed by combining an epipolar mask and the current 3D attention map. Extensive experiments demonstrate that our AnimateAnywhere effectively learns the background motion from human pose sequences, achieving state-of-the-art performance in generating human animation results with vivid and realistic backgrounds. The source code and model will be available at https://github.com/liuxiaoyu1104/AnimateAnywhere.
VideoJAM: Joint Appearance-Motion Representations for Enhanced Motion Generation in Video Models
Despite tremendous recent progress, generative video models still struggle to capture real-world motion, dynamics, and physics. We show that this limitation arises from the conventional pixel reconstruction objective, which biases models toward appearance fidelity at the expense of motion coherence. To address this, we introduce VideoJAM, a novel framework that instills an effective motion prior to video generators, by encouraging the model to learn a joint appearance-motion representation. VideoJAM is composed of two complementary units. During training, we extend the objective to predict both the generated pixels and their corresponding motion from a single learned representation. During inference, we introduce Inner-Guidance, a mechanism that steers the generation toward coherent motion by leveraging the model's own evolving motion prediction as a dynamic guidance signal. Notably, our framework can be applied to any video model with minimal adaptations, requiring no modifications to the training data or scaling of the model. VideoJAM achieves state-of-the-art performance in motion coherence, surpassing highly competitive proprietary models while also enhancing the perceived visual quality of the generations. These findings emphasize that appearance and motion can be complementary and, when effectively integrated, enhance both the visual quality and the coherence of video generation. Project website: https://hila-chefer.github.io/videojam-paper.github.io/
MotionGlot: A Multi-Embodied Motion Generation Model
This paper introduces MotionGlot, a model that can generate motion across multiple embodiments with different action dimensions, such as quadruped robots and human bodies. By leveraging the well-established training procedures commonly used in large language models (LLMs), we introduce an instruction-tuning template specifically designed for motion-related tasks. Our approach demonstrates that the principles underlying LLM training can be successfully adapted to learn a wide range of motion generation tasks across multiple embodiments with different action dimensions. We demonstrate the various abilities of MotionGlot on a set of 6 tasks and report an average improvement of 35.3% across tasks. Additionally, we contribute two new datasets: (1) a dataset of expert-controlled quadruped locomotion with approximately 48,000 trajectories paired with direction-based text annotations, and (2) a dataset of over 23,000 situational text prompts for human motion generation tasks. Finally, we conduct hardware experiments to validate the capabilities of our system in real-world applications.
Space-Time Diffusion Features for Zero-Shot Text-Driven Motion Transfer
We present a new method for text-driven motion transfer - synthesizing a video that complies with an input text prompt describing the target objects and scene while maintaining an input video's motion and scene layout. Prior methods are confined to transferring motion across two subjects within the same or closely related object categories and are applicable for limited domains (e.g., humans). In this work, we consider a significantly more challenging setting in which the target and source objects differ drastically in shape and fine-grained motion characteristics (e.g., translating a jumping dog into a dolphin). To this end, we leverage a pre-trained and fixed text-to-video diffusion model, which provides us with generative and motion priors. The pillar of our method is a new space-time feature loss derived directly from the model. This loss guides the generation process to preserve the overall motion of the input video while complying with the target object in terms of shape and fine-grained motion traits.
What Happens Next? Anticipating Future Motion by Generating Point Trajectories
We consider the problem of forecasting motion from a single image, i.e., predicting how objects in the world are likely to move, without the ability to observe other parameters such as the object velocities or the forces applied to them. We formulate this task as conditional generation of dense trajectory grids with a model that closely follows the architecture of modern video generators but outputs motion trajectories instead of pixels. This approach captures scene-wide dynamics and uncertainty, yielding more accurate and diverse predictions than prior regressors and generators. We extensively evaluate our method on simulated data, demonstrate its effectiveness on downstream applications such as robotics, and show promising accuracy on real-world intuitive physics datasets. Although recent state-of-the-art video generators are often regarded as world models, we show that they struggle with forecasting motion from a single image, even in simple physical scenarios such as falling blocks or mechanical object interactions, despite fine-tuning on such data. We show that this limitation arises from the overhead of generating pixels rather than directly modeling motion.
Large Motion Model for Unified Multi-Modal Motion Generation
Human motion generation, a cornerstone technique in animation and video production, has widespread applications in various tasks like text-to-motion and music-to-dance. Previous works focus on developing specialist models tailored for each task without scalability. In this work, we present Large Motion Model (LMM), a motion-centric, multi-modal framework that unifies mainstream motion generation tasks into a generalist model. A unified motion model is appealing since it can leverage a wide range of motion data to achieve broad generalization beyond a single task. However, it is also challenging due to the heterogeneous nature of substantially different motion data and tasks. LMM tackles these challenges from three principled aspects: 1) Data: We consolidate datasets with different modalities, formats and tasks into a comprehensive yet unified motion generation dataset, MotionVerse, comprising 10 tasks, 16 datasets, a total of 320k sequences, and 100 million frames. 2) Architecture: We design an articulated attention mechanism ArtAttention that incorporates body part-aware modeling into Diffusion Transformer backbone. 3) Pre-Training: We propose a novel pre-training strategy for LMM, which employs variable frame rates and masking forms, to better exploit knowledge from diverse training data. Extensive experiments demonstrate that our generalist LMM achieves competitive performance across various standard motion generation tasks over state-of-the-art specialist models. Notably, LMM exhibits strong generalization capabilities and emerging properties across many unseen tasks. Additionally, our ablation studies reveal valuable insights about training and scaling up large motion models for future research.
Toward Rich Video Human-Motion2D Generation
Generating realistic and controllable human motions, particularly those involving rich multi-character interactions, remains a significant challenge due to data scarcity and the complexities of modeling inter-personal dynamics. To address these limitations, we first introduce a new large-scale rich video human motion 2D dataset (Motion2D-Video-150K) comprising 150,000 video sequences. Motion2D-Video-150K features a balanced distribution of diverse single-character and, crucially, double-character interactive actions, each paired with detailed textual descriptions. Building upon this dataset, we propose a novel diffusion-based rich video human motion2D generation (RVHM2D) model. RVHM2D incorporates an enhanced textual conditioning mechanism utilizing either dual text encoders (CLIP-L/B) or T5-XXL with both global and local features. We devise a two-stage training strategy: the model is first trained with a standard diffusion objective, and then fine-tuned using reinforcement learning with an FID-based reward to further enhance motion realism and text alignment. Extensive experiments demonstrate that RVHM2D achieves leading performance on the Motion2D-Video-150K benchmark in generating both single and interactive double-character scenarios.
AToM: Aligning Text-to-Motion Model at Event-Level with GPT-4Vision Reward
Recently, text-to-motion models have opened new possibilities for creating realistic human motion with greater efficiency and flexibility. However, aligning motion generation with event-level textual descriptions presents unique challenges due to the complex relationship between textual prompts and desired motion outcomes. To address this, we introduce AToM, a framework that enhances the alignment between generated motion and text prompts by leveraging reward from GPT-4Vision. AToM comprises three main stages: Firstly, we construct a dataset MotionPrefer that pairs three types of event-level textual prompts with generated motions, which cover the integrity, temporal relationship and frequency of motion. Secondly, we design a paradigm that utilizes GPT-4Vision for detailed motion annotation, including visual data formatting, task-specific instructions and scoring rules for each sub-task. Finally, we fine-tune an existing text-to-motion model using reinforcement learning guided by this paradigm. Experimental results demonstrate that AToM significantly improves the event-level alignment quality of text-to-motion generation.
MotionBank: A Large-scale Video Motion Benchmark with Disentangled Rule-based Annotations
In this paper, we tackle the problem of how to build and benchmark a large motion model (LMM). The ultimate goal of LMM is to serve as a foundation model for versatile motion-related tasks, e.g., human motion generation, with interpretability and generalizability. Though advanced, recent LMM-related works are still limited by small-scale motion data and costly text descriptions. Besides, previous motion benchmarks primarily focus on pure body movements, neglecting the ubiquitous motions in context, i.e., humans interacting with humans, objects, and scenes. To address these limitations, we consolidate large-scale video action datasets as knowledge banks to build MotionBank, which comprises 13 video action datasets, 1.24M motion sequences, and 132.9M frames of natural and diverse human motions. Different from laboratory-captured motions, in-the-wild human-centric videos contain abundant motions in context. To facilitate better motion text alignment, we also meticulously devise a motion caption generation algorithm to automatically produce rule-based, unbiased, and disentangled text descriptions via the kinematic characteristics for each motion. Extensive experiments show that our MotionBank is beneficial for general motion-related tasks of human motion generation, motion in-context generation, and motion understanding. Video motions together with the rule-based text annotations could serve as an efficient alternative for larger LMMs. Our dataset, codes, and benchmark will be publicly available at https://github.com/liangxuy/MotionBank.
MotionGPT: Human Motion as a Foreign Language
Though the advancement of pre-trained large language models unfolds, the exploration of building a unified model for language and other multi-modal data, such as motion, remains challenging and untouched so far. Fortunately, human motion displays a semantic coupling akin to human language, often perceived as a form of body language. By fusing language data with large-scale motion models, motion-language pre-training that can enhance the performance of motion-related tasks becomes feasible. Driven by this insight, we propose MotionGPT, a unified, versatile, and user-friendly motion-language model to handle multiple motion-relevant tasks. Specifically, we employ the discrete vector quantization for human motion and transfer 3D motion into motion tokens, similar to the generation process of word tokens. Building upon this "motion vocabulary", we perform language modeling on both motion and text in a unified manner, treating human motion as a specific language. Moreover, inspired by prompt learning, we pre-train MotionGPT with a mixture of motion-language data and fine-tune it on prompt-based question-and-answer tasks. Extensive experiments demonstrate that MotionGPT achieves state-of-the-art performances on multiple motion tasks including text-driven motion generation, motion captioning, motion prediction, and motion in-between.
Learned Inertial Odometry for Autonomous Drone Racing
Inertial odometry is an attractive solution to the problem of state estimation for agile quadrotor flight. It is inexpensive, lightweight, and it is not affected by perceptual degradation. However, only relying on the integration of the inertial measurements for state estimation is infeasible. The errors and time-varying biases present in such measurements cause the accumulation of large drift in the pose estimates. Recently, inertial odometry has made significant progress in estimating the motion of pedestrians. State-of-the-art algorithms rely on learning a motion prior that is typical of humans but cannot be transferred to drones. In this work, we propose a learning-based odometry algorithm that uses an inertial measurement unit (IMU) as the only sensor modality for autonomous drone racing tasks. The core idea of our system is to couple a model-based filter, driven by the inertial measurements, with a learning-based module that has access to the thrust measurements. We show that our inertial odometry algorithm is superior to the state-of-the-art filter-based and optimization-based visual-inertial odometry as well as the state-of-the-art learned-inertial odometry in estimating the pose of an autonomous racing drone. Additionally, we show that our system is comparable to a visual-inertial odometry solution that uses a camera and exploits the known gate location and appearance. We believe that the application in autonomous drone racing paves the way for novel research in inertial odometry for agile quadrotor flight.
DMotion: Robotic Visuomotor Control with Unsupervised Forward Model Learned from Videos
Learning an accurate model of the environment is essential for model-based control tasks. Existing methods in robotic visuomotor control usually learn from data with heavily labelled actions, object entities or locations, which can be demanding in many cases. To cope with this limitation, we propose a method, dubbed DMotion, that trains a forward model from video data only, via disentangling the motion of controllable agent to model the transition dynamics. An object extractor and an interaction learner are trained in an end-to-end manner without supervision. The agent's motions are explicitly represented using spatial transformation matrices containing physical meanings. In the experiments, DMotion achieves superior performance on learning an accurate forward model in a Grid World environment, as well as a more realistic robot control environment in simulation. With the accurate learned forward models, we further demonstrate their usage in model predictive control as an effective approach for robotic manipulations.
MotionLCM: Real-time Controllable Motion Generation via Latent Consistency Model
This work introduces MotionLCM, extending controllable motion generation to a real-time level. Existing methods for spatial control in text-conditioned motion generation suffer from significant runtime inefficiency. To address this issue, we first propose the motion latent consistency model (MotionLCM) for motion generation, building upon the latent diffusion model (MLD). By employing one-step (or few-step) inference, we further improve the runtime efficiency of the motion latent diffusion model for motion generation. To ensure effective controllability, we incorporate a motion ControlNet within the latent space of MotionLCM and enable explicit control signals (e.g., pelvis trajectory) in the vanilla motion space to control the generation process directly, similar to controlling other latent-free diffusion models for motion generation. By employing these techniques, our approach can generate human motions with text and control signals in real-time. Experimental results demonstrate the remarkable generation and controlling capabilities of MotionLCM while maintaining real-time runtime efficiency.
ReinDiffuse: Crafting Physically Plausible Motions with Reinforced Diffusion Model
Generating human motion from textual descriptions is a challenging task. Existing methods either struggle with physical credibility or are limited by the complexities of physics simulations. In this paper, we present ReinDiffuse that combines reinforcement learning with motion diffusion model to generate physically credible human motions that align with textual descriptions. Our method adapts Motion Diffusion Model to output a parameterized distribution of actions, making them compatible with reinforcement learning paradigms. We employ reinforcement learning with the objective of maximizing physically plausible rewards to optimize motion generation for physical fidelity. Our approach outperforms existing state-of-the-art models on two major datasets, HumanML3D and KIT-ML, achieving significant improvements in physical plausibility and motion quality. Project: https://reindiffuse.github.io/
CoachMe: Decoding Sport Elements with a Reference-Based Coaching Instruction Generation Model
Motion instruction is a crucial task that helps athletes refine their technique by analyzing movements and providing corrective guidance. Although recent advances in multimodal models have improved motion understanding, generating precise and sport-specific instruction remains challenging due to the highly domain-specific nature of sports and the need for informative guidance. We propose CoachMe, a reference-based model that analyzes the differences between a learner's motion and a reference under temporal and physical aspects. This approach enables both domain-knowledge learning and the acquisition of a coach-like thinking process that identifies movement errors effectively and provides feedback to explain how to improve. In this paper, we illustrate how CoachMe adapts well to specific sports such as skating and boxing by learning from general movements and then leveraging limited data. Experiments show that CoachMe provides high-quality instructions instead of directions merely in the tone of a coach but without critical information. CoachMe outperforms GPT-4o by 31.6% in G-Eval on figure skating and by 58.3% on boxing. Analysis further confirms that it elaborates on errors and their corresponding improvement methods in the generated instructions. You can find CoachMe here: https://motionxperts.github.io/
Muscles in Action
Human motion is created by, and constrained by, our muscles. We take a first step at building computer vision methods that represent the internal muscle activity that causes motion. We present a new dataset, Muscles in Action (MIA), to learn to incorporate muscle activity into human motion representations. The dataset consists of 12.5 hours of synchronized video and surface electromyography (sEMG) data of 10 subjects performing various exercises. Using this dataset, we learn a bidirectional representation that predicts muscle activation from video, and conversely, reconstructs motion from muscle activation. We evaluate our model on in-distribution subjects and exercises, as well as on out-of-distribution subjects and exercises. We demonstrate how advances in modeling both modalities jointly can serve as conditioning for muscularly consistent motion generation. Putting muscles into computer vision systems will enable richer models of virtual humans, with applications in sports, fitness, and AR/VR.
ETAP: Event-based Tracking of Any Point
Tracking any point (TAP) recently shifted the motion estimation paradigm from focusing on individual salient points with local templates to tracking arbitrary points with global image contexts. However, while research has mostly focused on driving the accuracy of models in nominal settings, addressing scenarios with difficult lighting conditions and high-speed motions remains out of reach due to the limitations of the sensor. This work addresses this challenge with the first event camera-based TAP method. It leverages the high temporal resolution and high dynamic range of event cameras for robust high-speed tracking, and the global contexts in TAP methods to handle asynchronous and sparse event measurements. We further extend the TAP framework to handle event feature variations induced by motion -- thereby addressing an open challenge in purely event-based tracking -- with a novel feature-alignment loss which ensures the learning of motion-robust features. Our method is trained with data from a new data generation pipeline and systematically ablated across all design decisions. Our method shows strong cross-dataset generalization and performs 136% better on the average Jaccard metric than the baselines. Moreover, on an established feature tracking benchmark, it achieves a 20% improvement over the previous best event-only method and even surpasses the previous best events-and-frames method by 4.1%. Our code is available at https://github.com/tub-rip/ETAP
MambaTrack: A Simple Baseline for Multiple Object Tracking with State Space Model
Tracking by detection has been the prevailing paradigm in the field of Multi-object Tracking (MOT). These methods typically rely on the Kalman Filter to estimate the future locations of objects, assuming linear object motion. However, they fall short when tracking objects exhibiting nonlinear and diverse motion in scenarios like dancing and sports. In addition, there has been limited focus on utilizing learning-based motion predictors in MOT. To address these challenges, we resort to exploring data-driven motion prediction methods. Inspired by the great expectation of state space models (SSMs), such as Mamba, in long-term sequence modeling with near-linear complexity, we introduce a Mamba-based motion model named Mamba moTion Predictor (MTP). MTP is designed to model the complex motion patterns of objects like dancers and athletes. Specifically, MTP takes the spatial-temporal location dynamics of objects as input, captures the motion pattern using a bi-Mamba encoding layer, and predicts the next motion. In real-world scenarios, objects may be missed due to occlusion or motion blur, leading to premature termination of their trajectories. To tackle this challenge, we further expand the application of MTP. We employ it in an autoregressive way to compensate for missing observations by utilizing its own predictions as inputs, thereby contributing to more consistent trajectories. Our proposed tracker, MambaTrack, demonstrates advanced performance on benchmarks such as Dancetrack and SportsMOT, which are characterized by complex motion and severe occlusion.
Mitigating and Evaluating Static Bias of Action Representations in the Background and the Foreground
In video action recognition, shortcut static features can interfere with the learning of motion features, resulting in poor out-of-distribution (OOD) generalization. The video background is clearly a source of static bias, but the video foreground, such as the clothing of the actor, can also provide static bias. In this paper, we empirically verify the existence of foreground static bias by creating test videos with conflicting signals from the static and moving portions of the video. To tackle this issue, we propose a simple yet effective technique, StillMix, to learn robust action representations. Specifically, StillMix identifies bias-inducing video frames using a 2D reference network and mixes them with videos for training, serving as effective bias suppression even when we cannot explicitly extract the source of bias within each video frame or enumerate types of bias. Finally, to precisely evaluate static bias, we synthesize two new benchmarks, SCUBA for static cues in the background, and SCUFO for static cues in the foreground. With extensive experiments, we demonstrate that StillMix mitigates both types of static bias and improves video representations for downstream applications.
SDD-4DGS: Static-Dynamic Aware Decoupling in Gaussian Splatting for 4D Scene Reconstruction
Dynamic and static components in scenes often exhibit distinct properties, yet most 4D reconstruction methods treat them indiscriminately, leading to suboptimal performance in both cases. This work introduces SDD-4DGS, the first framework for static-dynamic decoupled 4D scene reconstruction based on Gaussian Splatting. Our approach is built upon a novel probabilistic dynamic perception coefficient that is naturally integrated into the Gaussian reconstruction pipeline, enabling adaptive separation of static and dynamic components. With carefully designed implementation strategies to realize this theoretical framework, our method effectively facilitates explicit learning of motion patterns for dynamic elements while maintaining geometric stability for static structures. Extensive experiments on five benchmark datasets demonstrate that SDD-4DGS consistently outperforms state-of-the-art methods in reconstruction fidelity, with enhanced detail restoration for static structures and precise modeling of dynamic motions. The code will be released.
Towards High-fidelity 3D Talking Avatar with Personalized Dynamic Texture
Significant progress has been made for speech-driven 3D face animation, but most works focus on learning the motion of mesh/geometry, ignoring the impact of dynamic texture. In this work, we reveal that dynamic texture plays a key role in rendering high-fidelity talking avatars, and introduce a high-resolution 4D dataset TexTalk4D, consisting of 100 minutes of audio-synced scan-level meshes with detailed 8K dynamic textures from 100 subjects. Based on the dataset, we explore the inherent correlation between motion and texture, and propose a diffusion-based framework TexTalker to simultaneously generate facial motions and dynamic textures from speech. Furthermore, we propose a novel pivot-based style injection strategy to capture the complicity of different texture and motion styles, which allows disentangled control. TexTalker, as the first method to generate audio-synced facial motion with dynamic texture, not only outperforms the prior arts in synthesising facial motions, but also produces realistic textures that are consistent with the underlying facial movements. Project page: https://xuanchenli.github.io/TexTalk/.
SkyReels-V2: Infinite-length Film Generative Model
Recent advances in video generation have been driven by diffusion models and autoregressive frameworks, yet critical challenges persist in harmonizing prompt adherence, visual quality, motion dynamics, and duration: compromises in motion dynamics to enhance temporal visual quality, constrained video duration (5-10 seconds) to prioritize resolution, and inadequate shot-aware generation stemming from general-purpose MLLMs' inability to interpret cinematic grammar, such as shot composition, actor expressions, and camera motions. These intertwined limitations hinder realistic long-form synthesis and professional film-style generation. To address these limitations, we propose SkyReels-V2, an Infinite-length Film Generative Model, that synergizes Multi-modal Large Language Model (MLLM), Multi-stage Pretraining, Reinforcement Learning, and Diffusion Forcing Framework. Firstly, we design a comprehensive structural representation of video that combines the general descriptions by the Multi-modal LLM and the detailed shot language by sub-expert models. Aided with human annotation, we then train a unified Video Captioner, named SkyCaptioner-V1, to efficiently label the video data. Secondly, we establish progressive-resolution pretraining for the fundamental video generation, followed by a four-stage post-training enhancement: Initial concept-balanced Supervised Fine-Tuning (SFT) improves baseline quality; Motion-specific Reinforcement Learning (RL) training with human-annotated and synthetic distortion data addresses dynamic artifacts; Our diffusion forcing framework with non-decreasing noise schedules enables long-video synthesis in an efficient search space; Final high-quality SFT refines visual fidelity. All the code and models are available at https://github.com/SkyworkAI/SkyReels-V2.
MicroCinema: A Divide-and-Conquer Approach for Text-to-Video Generation
We present MicroCinema, a straightforward yet effective framework for high-quality and coherent text-to-video generation. Unlike existing approaches that align text prompts with video directly, MicroCinema introduces a Divide-and-Conquer strategy which divides the text-to-video into a two-stage process: text-to-image generation and image\&text-to-video generation. This strategy offers two significant advantages. a) It allows us to take full advantage of the recent advances in text-to-image models, such as Stable Diffusion, Midjourney, and DALLE, to generate photorealistic and highly detailed images. b) Leveraging the generated image, the model can allocate less focus to fine-grained appearance details, prioritizing the efficient learning of motion dynamics. To implement this strategy effectively, we introduce two core designs. First, we propose the Appearance Injection Network, enhancing the preservation of the appearance of the given image. Second, we introduce the Appearance Noise Prior, a novel mechanism aimed at maintaining the capabilities of pre-trained 2D diffusion models. These design elements empower MicroCinema to generate high-quality videos with precise motion, guided by the provided text prompts. Extensive experiments demonstrate the superiority of the proposed framework. Concretely, MicroCinema achieves SOTA zero-shot FVD of 342.86 on UCF-101 and 377.40 on MSR-VTT. See https://wangyanhui666.github.io/MicroCinema.github.io/ for video samples.
Deep Spatial Autoencoders for Visuomotor Learning
Reinforcement learning provides a powerful and flexible framework for automated acquisition of robotic motion skills. However, applying reinforcement learning requires a sufficiently detailed representation of the state, including the configuration of task-relevant objects. We present an approach that automates state-space construction by learning a state representation directly from camera images. Our method uses a deep spatial autoencoder to acquire a set of feature points that describe the environment for the current task, such as the positions of objects, and then learns a motion skill with these feature points using an efficient reinforcement learning method based on local linear models. The resulting controller reacts continuously to the learned feature points, allowing the robot to dynamically manipulate objects in the world with closed-loop control. We demonstrate our method with a PR2 robot on tasks that include pushing a free-standing toy block, picking up a bag of rice using a spatula, and hanging a loop of rope on a hook at various positions. In each task, our method automatically learns to track task-relevant objects and manipulate their configuration with the robot's arm.
MotionGPT3: Human Motion as a Second Modality
Though recent advances in multimodal models have demonstrated strong capabilities and opportunities in unified understanding and generation, the development of unified motion-language models remains underexplored. To enable such models with high-fidelity human motion, two core challenges must be addressed. The first is the reconstruction gap between the continuous motion modality and discrete representation in an autoregressive manner, and the second is the degradation of language intelligence during unified training. Inspired by the mixture of experts, we propose MotionGPT3, a bimodal motion-language model that treats human motion as a second modality, decoupling motion modeling via separate model parameters and enabling both effective cross-modal interaction and efficient multimodal scaling training. To preserve language intelligence, the text branch retains the original structure and parameters of the pretrained language model, while a new motion branch is integrated via a shared attention mechanism, enabling bidirectional information flow between two modalities. We first employ a motion Variational Autoencoder (VAE) to encode raw human motion into latent representations. Based on this continuous latent space, the motion branch predicts motion latents directly from intermediate hidden states using a diffusion head, bypassing discrete tokenization. Extensive experiments show that our approach achieves competitive performance on both motion understanding and generation tasks while preserving strong language capabilities, establishing a unified bimodal motion diffusion framework within an autoregressive manner.
Text-to-Motion Retrieval: Towards Joint Understanding of Human Motion Data and Natural Language
Due to recent advances in pose-estimation methods, human motion can be extracted from a common video in the form of 3D skeleton sequences. Despite wonderful application opportunities, effective and efficient content-based access to large volumes of such spatio-temporal skeleton data still remains a challenging problem. In this paper, we propose a novel content-based text-to-motion retrieval task, which aims at retrieving relevant motions based on a specified natural-language textual description. To define baselines for this uncharted task, we employ the BERT and CLIP language representations to encode the text modality and successful spatio-temporal models to encode the motion modality. We additionally introduce our transformer-based approach, called Motion Transformer (MoT), which employs divided space-time attention to effectively aggregate the different skeleton joints in space and time. Inspired by the recent progress in text-to-image/video matching, we experiment with two widely-adopted metric-learning loss functions. Finally, we set up a common evaluation protocol by defining qualitative metrics for assessing the quality of the retrieved motions, targeting the two recently-introduced KIT Motion-Language and HumanML3D datasets. The code for reproducing our results is available at https://github.com/mesnico/text-to-motion-retrieval.
Learning segmentation from point trajectories
We consider the problem of segmenting objects in videos based on their motion and no other forms of supervision. Prior work has often approached this problem by using the principle of common fate, namely the fact that the motion of points that belong to the same object is strongly correlated. However, most authors have only considered instantaneous motion from optical flow. In this work, we present a way to train a segmentation network using long-term point trajectories as a supervisory signal to complement optical flow. The key difficulty is that long-term motion, unlike instantaneous motion, is difficult to model -- any parametric approximation is unlikely to capture complex motion patterns over long periods of time. We instead draw inspiration from subspace clustering approaches, proposing a loss function that seeks to group the trajectories into low-rank matrices where the motion of object points can be approximately explained as a linear combination of other point tracks. Our method outperforms the prior art on motion-based segmentation, which shows the utility of long-term motion and the effectiveness of our formulation.
Autonomous Character-Scene Interaction Synthesis from Text Instruction
Synthesizing human motions in 3D environments, particularly those with complex activities such as locomotion, hand-reaching, and human-object interaction, presents substantial demands for user-defined waypoints and stage transitions. These requirements pose challenges for current models, leading to a notable gap in automating the animation of characters from simple human inputs. This paper addresses this challenge by introducing a comprehensive framework for synthesizing multi-stage scene-aware interaction motions directly from a single text instruction and goal location. Our approach employs an auto-regressive diffusion model to synthesize the next motion segment, along with an autonomous scheduler predicting the transition for each action stage. To ensure that the synthesized motions are seamlessly integrated within the environment, we propose a scene representation that considers the local perception both at the start and the goal location. We further enhance the coherence of the generated motion by integrating frame embeddings with language input. Additionally, to support model training, we present a comprehensive motion-captured dataset comprising 16 hours of motion sequences in 120 indoor scenes covering 40 types of motions, each annotated with precise language descriptions. Experimental results demonstrate the efficacy of our method in generating high-quality, multi-stage motions closely aligned with environmental and textual conditions.
SimMotionEdit: Text-Based Human Motion Editing with Motion Similarity Prediction
Text-based 3D human motion editing is a critical yet challenging task in computer vision and graphics. While training-free approaches have been explored, the recent release of the MotionFix dataset, which includes source-text-motion triplets, has opened new avenues for training, yielding promising results. However, existing methods struggle with precise control, often leading to misalignment between motion semantics and language instructions. In this paper, we introduce a related task, motion similarity prediction, and propose a multi-task training paradigm, where we train the model jointly on motion editing and motion similarity prediction to foster the learning of semantically meaningful representations. To complement this task, we design an advanced Diffusion-Transformer-based architecture that separately handles motion similarity prediction and motion editing. Extensive experiments demonstrate the state-of-the-art performance of our approach in both editing alignment and fidelity.
Learning Actionable Representations from Visual Observations
In this work we explore a new approach for robots to teach themselves about the world simply by observing it. In particular we investigate the effectiveness of learning task-agnostic representations for continuous control tasks. We extend Time-Contrastive Networks (TCN) that learn from visual observations by embedding multiple frames jointly in the embedding space as opposed to a single frame. We show that by doing so, we are now able to encode both position and velocity attributes significantly more accurately. We test the usefulness of this self-supervised approach in a reinforcement learning setting. We show that the representations learned by agents observing themselves take random actions, or other agents perform tasks successfully, can enable the learning of continuous control policies using algorithms like Proximal Policy Optimization (PPO) using only the learned embeddings as input. We also demonstrate significant improvements on the real-world Pouring dataset with a relative error reduction of 39.4% for motion attributes and 11.1% for static attributes compared to the single-frame baseline. Video results are available at https://sites.google.com/view/actionablerepresentations .
Human Motion Diffusion Model
Natural and expressive human motion generation is the holy grail of computer animation. It is a challenging task, due to the diversity of possible motion, human perceptual sensitivity to it, and the difficulty of accurately describing it. Therefore, current generative solutions are either low-quality or limited in expressiveness. Diffusion models, which have already shown remarkable generative capabilities in other domains, are promising candidates for human motion due to their many-to-many nature, but they tend to be resource hungry and hard to control. In this paper, we introduce Motion Diffusion Model (MDM), a carefully adapted classifier-free diffusion-based generative model for the human motion domain. MDM is transformer-based, combining insights from motion generation literature. A notable design-choice is the prediction of the sample, rather than the noise, in each diffusion step. This facilitates the use of established geometric losses on the locations and velocities of the motion, such as the foot contact loss. As we demonstrate, MDM is a generic approach, enabling different modes of conditioning, and different generation tasks. We show that our model is trained with lightweight resources and yet achieves state-of-the-art results on leading benchmarks for text-to-motion and action-to-motion. https://guytevet.github.io/mdm-page/ .
CrossLoco: Human Motion Driven Control of Legged Robots via Guided Unsupervised Reinforcement Learning
Human motion driven control (HMDC) is an effective approach for generating natural and compelling robot motions while preserving high-level semantics. However, establishing the correspondence between humans and robots with different body structures is not straightforward due to the mismatches in kinematics and dynamics properties, which causes intrinsic ambiguity to the problem. Many previous algorithms approach this motion retargeting problem with unsupervised learning, which requires the prerequisite skill sets. However, it will be extremely costly to learn all the skills without understanding the given human motions, particularly for high-dimensional robots. In this work, we introduce CrossLoco, a guided unsupervised reinforcement learning framework that simultaneously learns robot skills and their correspondence to human motions. Our key innovation is to introduce a cycle-consistency-based reward term designed to maximize the mutual information between human motions and robot states. We demonstrate that the proposed framework can generate compelling robot motions by translating diverse human motions, such as running, hopping, and dancing. We quantitatively compare our CrossLoco against the manually engineered and unsupervised baseline algorithms along with the ablated versions of our framework and demonstrate that our method translates human motions with better accuracy, diversity, and user preference. We also showcase its utility in other applications, such as synthesizing robot movements from language input and enabling interactive robot control.
Ponymation: Learning Articulated 3D Animal Motions from Unlabeled Online Videos
We introduce a new method for learning a generative model of articulated 3D animal motions from raw, unlabeled online videos. Unlike existing approaches for 3D motion synthesis, our model requires no pose annotations or parametric shape models for training; it learns purely from a collection of unlabeled web video clips, leveraging semantic correspondences distilled from self-supervised image features. At the core of our method is a video Photo-Geometric Auto-Encoding framework that decomposes each training video clip into a set of explicit geometric and photometric representations, including a rest-pose 3D shape, an articulated pose sequence, and texture, with the objective of re-rendering the input video via a differentiable renderer. This decomposition allows us to learn a generative model over the underlying articulated pose sequences akin to a Variational Auto-Encoding (VAE) formulation, but without requiring any external pose annotations. At inference time, we can generate new motion sequences by sampling from the learned motion VAE, and create plausible 4D animations of an animal automatically within seconds given a single input image.
Textual Decomposition Then Sub-motion-space Scattering for Open-Vocabulary Motion Generation
Text-to-motion generation is a crucial task in computer vision, which generates the target 3D motion by the given text. The existing annotated datasets are limited in scale, resulting in most existing methods overfitting to the small datasets and unable to generalize to the motions of the open domain. Some methods attempt to solve the open-vocabulary motion generation problem by aligning to the CLIP space or using the Pretrain-then-Finetuning paradigm. However, the current annotated dataset's limited scale only allows them to achieve mapping from sub-text-space to sub-motion-space, instead of mapping between full-text-space and full-motion-space (full mapping), which is the key to attaining open-vocabulary motion generation. To this end, this paper proposes to leverage the atomic motion (simple body part motions over a short time period) as an intermediate representation, and leverage two orderly coupled steps, i.e., Textual Decomposition and Sub-motion-space Scattering, to address the full mapping problem. For Textual Decomposition, we design a fine-grained description conversion algorithm, and combine it with the generalization ability of a large language model to convert any given motion text into atomic texts. Sub-motion-space Scattering learns the compositional process from atomic motions to the target motions, to make the learned sub-motion-space scattered to form the full-motion-space. For a given motion of the open domain, it transforms the extrapolation into interpolation and thereby significantly improves generalization. Our network, DSO-Net, combines textual decomposition and sub-motion-space scattering to solve the open-vocabulary motion generation. Extensive experiments demonstrate that our DSO-Net achieves significant improvements over the state-of-the-art methods on open-vocabulary motion generation. Code is available at https://vankouf.github.io/DSONet/.
AirLetters: An Open Video Dataset of Characters Drawn in the Air
We introduce AirLetters, a new video dataset consisting of real-world videos of human-generated, articulated motions. Specifically, our dataset requires a vision model to predict letters that humans draw in the air. Unlike existing video datasets, accurate classification predictions for AirLetters rely critically on discerning motion patterns and on integrating long-range information in the video over time. An extensive evaluation of state-of-the-art image and video understanding models on AirLetters shows that these methods perform poorly and fall far behind a human baseline. Our work shows that, despite recent progress in end-to-end video understanding, accurate representations of complex articulated motions -- a task that is trivial for humans -- remains an open problem for end-to-end learning.
Motion Tracks: A Unified Representation for Human-Robot Transfer in Few-Shot Imitation Learning
Teaching robots to autonomously complete everyday tasks remains a challenge. Imitation Learning (IL) is a powerful approach that imbues robots with skills via demonstrations, but is limited by the labor-intensive process of collecting teleoperated robot data. Human videos offer a scalable alternative, but it remains difficult to directly train IL policies from them due to the lack of robot action labels. To address this, we propose to represent actions as short-horizon 2D trajectories on an image. These actions, or motion tracks, capture the predicted direction of motion for either human hands or robot end-effectors. We instantiate an IL policy called Motion Track Policy (MT-pi) which receives image observations and outputs motion tracks as actions. By leveraging this unified, cross-embodiment action space, MT-pi completes tasks with high success given just minutes of human video and limited additional robot demonstrations. At test time, we predict motion tracks from two camera views, recovering 6DoF trajectories via multi-view synthesis. MT-pi achieves an average success rate of 86.5% across 4 real-world tasks, outperforming state-of-the-art IL baselines which do not leverage human data or our action space by 40%, and generalizes to scenarios seen only in human videos. Code and videos are available on our website https://portal-cornell.github.io/motion_track_policy/.
Move-in-2D: 2D-Conditioned Human Motion Generation
Generating realistic human videos remains a challenging task, with the most effective methods currently relying on a human motion sequence as a control signal. Existing approaches often use existing motion extracted from other videos, which restricts applications to specific motion types and global scene matching. We propose Move-in-2D, a novel approach to generate human motion sequences conditioned on a scene image, allowing for diverse motion that adapts to different scenes. Our approach utilizes a diffusion model that accepts both a scene image and text prompt as inputs, producing a motion sequence tailored to the scene. To train this model, we collect a large-scale video dataset featuring single-human activities, annotating each video with the corresponding human motion as the target output. Experiments demonstrate that our method effectively predicts human motion that aligns with the scene image after projection. Furthermore, we show that the generated motion sequence improves human motion quality in video synthesis tasks.
Towards Understanding Camera Motions in Any Video
We introduce CameraBench, a large-scale dataset and benchmark designed to assess and improve camera motion understanding. CameraBench consists of ~3,000 diverse internet videos, annotated by experts through a rigorous multi-stage quality control process. One of our contributions is a taxonomy of camera motion primitives, designed in collaboration with cinematographers. We find, for example, that some motions like "follow" (or tracking) require understanding scene content like moving subjects. We conduct a large-scale human study to quantify human annotation performance, revealing that domain expertise and tutorial-based training can significantly enhance accuracy. For example, a novice may confuse zoom-in (a change of intrinsics) with translating forward (a change of extrinsics), but can be trained to differentiate the two. Using CameraBench, we evaluate Structure-from-Motion (SfM) and Video-Language Models (VLMs), finding that SfM models struggle to capture semantic primitives that depend on scene content, while VLMs struggle to capture geometric primitives that require precise estimation of trajectories. We then fine-tune a generative VLM on CameraBench to achieve the best of both worlds and showcase its applications, including motion-augmented captioning, video question answering, and video-text retrieval. We hope our taxonomy, benchmark, and tutorials will drive future efforts towards the ultimate goal of understanding camera motions in any video.
Masked Visual Pre-training for Motor Control
This paper shows that self-supervised visual pre-training from real-world images is effective for learning motor control tasks from pixels. We first train the visual representations by masked modeling of natural images. We then freeze the visual encoder and train neural network controllers on top with reinforcement learning. We do not perform any task-specific fine-tuning of the encoder; the same visual representations are used for all motor control tasks. To the best of our knowledge, this is the first self-supervised model to exploit real-world images at scale for motor control. To accelerate progress in learning from pixels, we contribute a benchmark suite of hand-designed tasks varying in movements, scenes, and robots. Without relying on labels, state-estimation, or expert demonstrations, we consistently outperform supervised encoders by up to 80% absolute success rate, sometimes even matching the oracle state performance. We also find that in-the-wild images, e.g., from YouTube or Egocentric videos, lead to better visual representations for various manipulation tasks than ImageNet images.
MotionDirector: Motion Customization of Text-to-Video Diffusion Models
Large-scale pre-trained diffusion models have exhibited remarkable capabilities in diverse video generations. Given a set of video clips of the same motion concept, the task of Motion Customization is to adapt existing text-to-video diffusion models to generate videos with this motion. For example, generating a video with a car moving in a prescribed manner under specific camera movements to make a movie, or a video illustrating how a bear would lift weights to inspire creators. Adaptation methods have been developed for customizing appearance like subject or style, yet unexplored for motion. It is straightforward to extend mainstream adaption methods for motion customization, including full model tuning, parameter-efficient tuning of additional layers, and Low-Rank Adaptions (LoRAs). However, the motion concept learned by these methods is often coupled with the limited appearances in the training videos, making it difficult to generalize the customized motion to other appearances. To overcome this challenge, we propose MotionDirector, with a dual-path LoRAs architecture to decouple the learning of appearance and motion. Further, we design a novel appearance-debiased temporal loss to mitigate the influence of appearance on the temporal training objective. Experimental results show the proposed method can generate videos of diverse appearances for the customized motions. Our method also supports various downstream applications, such as the mixing of different videos with their appearance and motion respectively, and animating a single image with customized motions. Our code and model weights will be released.
Latent Action Priors From a Single Gait Cycle Demonstration for Online Imitation Learning
Deep Reinforcement Learning (DRL) in simulation often results in brittle and unrealistic learning outcomes. To push the agent towards more desirable solutions, prior information can be injected in the learning process through, for instance, reward shaping, expert data, or motion primitives. We propose an additional inductive bias for robot learning: latent actions learned from expert demonstration as priors in the action space. We show that these action priors can be learned from only a single open-loop gait cycle using a simple autoencoder. Using these latent action priors combined with established style rewards for imitation in DRL achieves above expert demonstration level of performance and leads to more desirable gaits. Further, action priors substantially improve the performance on transfer tasks, even leading to gait transitions for higher target speeds. Videos and code are available at https://sites.google.com/view/latent-action-priors.
Self-supervised visual learning from interactions with objects
Self-supervised learning (SSL) has revolutionized visual representation learning, but has not achieved the robustness of human vision. A reason for this could be that SSL does not leverage all the data available to humans during learning. When learning about an object, humans often purposefully turn or move around objects and research suggests that these interactions can substantially enhance their learning. Here we explore whether such object-related actions can boost SSL. For this, we extract the actions performed to change from one ego-centric view of an object to another in four video datasets. We then introduce a new loss function to learn visual and action embeddings by aligning the performed action with the representations of two images extracted from the same clip. This permits the performed actions to structure the latent visual representation. Our experiments show that our method consistently outperforms previous methods on downstream category recognition. In our analysis, we find that the observed improvement is associated with a better viewpoint-wise alignment of different objects from the same category. Overall, our work demonstrates that embodied interactions with objects can improve SSL of object categories.
KinMo: Kinematic-aware Human Motion Understanding and Generation
Controlling human motion based on text presents an important challenge in computer vision. Traditional approaches often rely on holistic action descriptions for motion synthesis, which struggle to capture subtle movements of local body parts. This limitation restricts the ability to isolate and manipulate specific movements. To address this, we propose a novel motion representation that decomposes motion into distinct body joint group movements and interactions from a kinematic perspective. We design an automatic dataset collection pipeline that enhances the existing text-motion benchmark by incorporating fine-grained local joint-group motion and interaction descriptions. To bridge the gap between text and motion domains, we introduce a hierarchical motion semantics approach that progressively fuses joint-level interaction information into the global action-level semantics for modality alignment. With this hierarchy, we introduce a coarse-to-fine motion synthesis procedure for various generation and editing downstream applications. Our quantitative and qualitative experiments demonstrate that the proposed formulation enhances text-motion retrieval by improving joint-spatial understanding, and enables more precise joint-motion generation and control. Project Page: {\smallhttps://andypinxinliu.github.io/KinMo/}
Any-point Trajectory Modeling for Policy Learning
Learning from demonstration is a powerful method for teaching robots new skills, and having more demonstration data often improves policy learning. However, the high cost of collecting demonstration data is a significant bottleneck. Videos, as a rich data source, contain knowledge of behaviors, physics, and semantics, but extracting control-specific information from them is challenging due to the lack of action labels. In this work, we introduce a novel framework, Any-point Trajectory Modeling (ATM), that utilizes video demonstrations by pre-training a trajectory model to predict future trajectories of arbitrary points within a video frame. Once trained, these trajectories provide detailed control guidance, enabling the learning of robust visuomotor policies with minimal action-labeled data. Across over 130 language-conditioned tasks we evaluated in both simulation and the real world, ATM outperforms strong video pre-training baselines by 80% on average. Furthermore, we show effective transfer learning of manipulation skills from human videos and videos from a different robot morphology. Visualizations and code are available at: https://xingyu-lin.github.io/atm.
Make-An-Animation: Large-Scale Text-conditional 3D Human Motion Generation
Text-guided human motion generation has drawn significant interest because of its impactful applications spanning animation and robotics. Recently, application of diffusion models for motion generation has enabled improvements in the quality of generated motions. However, existing approaches are limited by their reliance on relatively small-scale motion capture data, leading to poor performance on more diverse, in-the-wild prompts. In this paper, we introduce Make-An-Animation, a text-conditioned human motion generation model which learns more diverse poses and prompts from large-scale image-text datasets, enabling significant improvement in performance over prior works. Make-An-Animation is trained in two stages. First, we train on a curated large-scale dataset of (text, static pseudo-pose) pairs extracted from image-text datasets. Second, we fine-tune on motion capture data, adding additional layers to model the temporal dimension. Unlike prior diffusion models for motion generation, Make-An-Animation uses a U-Net architecture similar to recent text-to-video generation models. Human evaluation of motion realism and alignment with input text shows that our model reaches state-of-the-art performance on text-to-motion generation.
Robotic Offline RL from Internet Videos via Value-Function Pre-Training
Pre-training on Internet data has proven to be a key ingredient for broad generalization in many modern ML systems. What would it take to enable such capabilities in robotic reinforcement learning (RL)? Offline RL methods, which learn from datasets of robot experience, offer one way to leverage prior data into the robotic learning pipeline. However, these methods have a "type mismatch" with video data (such as Ego4D), the largest prior datasets available for robotics, since video offers observation-only experience without the action or reward annotations needed for RL methods. In this paper, we develop a system for leveraging large-scale human video datasets in robotic offline RL, based entirely on learning value functions via temporal-difference learning. We show that value learning on video datasets learns representations that are more conducive to downstream robotic offline RL than other approaches for learning from video data. Our system, called V-PTR, combines the benefits of pre-training on video data with robotic offline RL approaches that train on diverse robot data, resulting in value functions and policies for manipulation tasks that perform better, act robustly, and generalize broadly. On several manipulation tasks on a real WidowX robot, our framework produces policies that greatly improve over prior methods. Our video and additional details can be found at https://dibyaghosh.com/vptr/
Moving Object Segmentation: All You Need Is SAM (and Flow)
The objective of this paper is motion segmentation -- discovering and segmenting the moving objects in a video. This is a much studied area with numerous careful,and sometimes complex, approaches and training schemes including: self-supervised learning, learning from synthetic datasets, object-centric representations, amodal representations, and many more. Our interest in this paper is to determine if the Segment Anything model (SAM) can contribute to this task. We investigate two models for combining SAM with optical flow that harness the segmentation power of SAM with the ability of flow to discover and group moving objects. In the first model, we adapt SAM to take optical flow, rather than RGB, as an input. In the second, SAM takes RGB as an input, and flow is used as a segmentation prompt. These surprisingly simple methods, without any further modifications, outperform all previous approaches by a considerable margin in both single and multi-object benchmarks. We also extend these frame-level segmentations to sequence-level segmentations that maintain object identity. Again, this simple model outperforms previous methods on multiple video object segmentation benchmarks.
MotionBooth: Motion-Aware Customized Text-to-Video Generation
In this work, we present MotionBooth, an innovative framework designed for animating customized subjects with precise control over both object and camera movements. By leveraging a few images of a specific object, we efficiently fine-tune a text-to-video model to capture the object's shape and attributes accurately. Our approach presents subject region loss and video preservation loss to enhance the subject's learning performance, along with a subject token cross-attention loss to integrate the customized subject with motion control signals. Additionally, we propose training-free techniques for managing subject and camera motions during inference. In particular, we utilize cross-attention map manipulation to govern subject motion and introduce a novel latent shift module for camera movement control as well. MotionBooth excels in preserving the appearance of subjects while simultaneously controlling the motions in generated videos. Extensive quantitative and qualitative evaluations demonstrate the superiority and effectiveness of our method. Our project page is at https://jianzongwu.github.io/projects/motionbooth
CronusVLA: Transferring Latent Motion Across Time for Multi-Frame Prediction in Manipulation
Recent vision-language-action (VLA) models built on pretrained vision-language models (VLMs) have demonstrated strong generalization across manipulation tasks. However, they remain constrained by a single-frame observation paradigm and cannot fully benefit from the motion information offered by aggregated multi-frame historical observations, as the large vision-language backbone introduces substantial computational cost and inference latency. We propose CronusVLA, a unified framework that extends single-frame VLA models to the multi-frame paradigm through an efficient post-training stage. CronusVLA comprises three key components: (1) single-frame pretraining on large-scale embodied datasets with autoregressive action tokens prediction, which establishes an embodied vision-language foundation; (2) multi-frame encoding, adapting the prediction of vision-language backbones from discrete action tokens to motion features during post-training, and aggregating motion features from historical frames into a feature chunking; (3) cross-frame decoding, which maps the feature chunking to accurate actions via a shared decoder with cross-attention. By reducing redundant token computation and caching past motion features, CronusVLA achieves efficient inference. As an application of motion features, we further propose an action adaptation mechanism based on feature-action retrieval to improve model performance during finetuning. CronusVLA achieves state-of-the-art performance on SimplerEnv with 70.9% success rate, and 12.7% improvement over OpenVLA on LIBERO. Real-world Franka experiments also show the strong performance and robustness.
WorldForge: Unlocking Emergent 3D/4D Generation in Video Diffusion Model via Training-Free Guidance
Recent video diffusion models demonstrate strong potential in spatial intelligence tasks due to their rich latent world priors. However, this potential is hindered by their limited controllability and geometric inconsistency, creating a gap between their strong priors and their practical use in 3D/4D tasks. As a result, current approaches often rely on retraining or fine-tuning, which risks degrading pretrained knowledge and incurs high computational costs. To address this, we propose WorldForge, a training-free, inference-time framework composed of three tightly coupled modules. Intra-Step Recursive Refinement introduces a recursive refinement mechanism during inference, which repeatedly optimizes network predictions within each denoising step to enable precise trajectory injection. Flow-Gated Latent Fusion leverages optical flow similarity to decouple motion from appearance in the latent space and selectively inject trajectory guidance into motion-related channels. Dual-Path Self-Corrective Guidance compares guided and unguided denoising paths to adaptively correct trajectory drift caused by noisy or misaligned structural signals. Together, these components inject fine-grained, trajectory-aligned guidance without training, achieving both accurate motion control and photorealistic content generation. Extensive experiments across diverse benchmarks validate our method's superiority in realism, trajectory consistency, and visual fidelity. This work introduces a novel plug-and-play paradigm for controllable video synthesis, offering a new perspective on leveraging generative priors for spatial intelligence.
MotionHint: Self-Supervised Monocular Visual Odometry with Motion Constraints
We present a novel self-supervised algorithm named MotionHint for monocular visual odometry (VO) that takes motion constraints into account. A key aspect of our approach is to use an appropriate motion model that can help existing self-supervised monocular VO (SSM-VO) algorithms to overcome issues related to the local minima within their self-supervised loss functions. The motion model is expressed with a neural network named PPnet. It is trained to coarsely predict the next pose of the camera and the uncertainty of this prediction. Our self-supervised approach combines the original loss and the motion loss, which is the weighted difference between the prediction and the generated ego-motion. Taking two existing SSM-VO systems as our baseline, we evaluate our MotionHint algorithm on the standard KITTI benchmark. Experimental results show that our MotionHint algorithm can be easily applied to existing open-sourced state-of-the-art SSM-VO systems to greatly improve the performance by reducing the resulting ATE by up to 28.73%.
Prompt Learning for Action Recognition
We present a new general learning approach for action recognition, Prompt Learning for Action Recognition (PLAR), which leverages the strengths of prompt learning to guide the learning process. Our approach is designed to predict the action label by helping the models focus on the descriptions or instructions associated with actions in the input videos. Our formulation uses various prompts, including optical flow, large vision models, and learnable prompts to improve the recognition performance. Moreover, we propose a learnable prompt method that learns to dynamically generate prompts from a pool of prompt experts under different inputs. By sharing the same objective, our proposed PLAR can optimize prompts that guide the model's predictions while explicitly learning input-invariant (prompt experts pool) and input-specific (data-dependent) prompt knowledge. We evaluate our approach on datasets consisting of both ground camera videos and aerial videos, and scenes with single-agent and multi-agent actions. In practice, we observe a 3.17-10.2% accuracy improvement on the aerial multi-agent dataset, Okutamam and 0.8-2.6% improvement on the ground camera single-agent dataset, Something Something V2. We plan to release our code on the WWW.
MotionBench: Benchmarking and Improving Fine-grained Video Motion Understanding for Vision Language Models
In recent years, vision language models (VLMs) have made significant advancements in video understanding. However, a crucial capability - fine-grained motion comprehension - remains under-explored in current benchmarks. To address this gap, we propose MotionBench, a comprehensive evaluation benchmark designed to assess the fine-grained motion comprehension of video understanding models. MotionBench evaluates models' motion-level perception through six primary categories of motion-oriented question types and includes data collected from diverse sources, ensuring a broad representation of real-world video content. Experimental results reveal that existing VLMs perform poorly in understanding fine-grained motions. To enhance VLM's ability to perceive fine-grained motion within a limited sequence length of LLM, we conduct extensive experiments reviewing VLM architectures optimized for video feature compression and propose a novel and efficient Through-Encoder (TE) Fusion method. Experiments show that higher frame rate inputs and TE Fusion yield improvements in motion understanding, yet there is still substantial room for enhancement. Our benchmark aims to guide and motivate the development of more capable video understanding models, emphasizing the importance of fine-grained motion comprehension. Project page: https://motion-bench.github.io .
UniMTS: Unified Pre-training for Motion Time Series
Motion time series collected from mobile and wearable devices such as smartphones and smartwatches offer significant insights into human behavioral patterns, with wide applications in healthcare, automation, IoT, and AR/XR due to their low-power, always-on nature. However, given security and privacy concerns, building large-scale motion time series datasets remains difficult, preventing the development of pre-trained models for human activity analysis. Typically, existing models are trained and tested on the same dataset, leading to poor generalizability across variations in device location, device mounting orientation and human activity type. In this paper, we introduce UniMTS, the first unified pre-training procedure for motion time series that generalizes across diverse device latent factors and activities. Specifically, we employ a contrastive learning framework that aligns motion time series with text descriptions enriched by large language models. This helps the model learn the semantics of time series to generalize across activities. Given the absence of large-scale motion time series data, we derive and synthesize time series from existing motion skeleton data with all-joint coverage. Spatio-temporal graph networks are utilized to capture the relationships across joints for generalization across different device locations. We further design rotation-invariant augmentation to make the model agnostic to changes in device mounting orientations. Our model shows exceptional generalizability across 18 motion time series classification benchmark datasets, outperforming the best baselines by 340% in the zero-shot setting, 16.3% in the few-shot setting, and 9.2% in the full-shot setting.
Single Motion Diffusion
Synthesizing realistic animations of humans, animals, and even imaginary creatures, has long been a goal for artists and computer graphics professionals. Compared to the imaging domain, which is rich with large available datasets, the number of data instances for the motion domain is limited, particularly for the animation of animals and exotic creatures (e.g., dragons), which have unique skeletons and motion patterns. In this work, we present a Single Motion Diffusion Model, dubbed SinMDM, a model designed to learn the internal motifs of a single motion sequence with arbitrary topology and synthesize motions of arbitrary length that are faithful to them. We harness the power of diffusion models and present a denoising network explicitly designed for the task of learning from a single input motion. SinMDM is designed to be a lightweight architecture, which avoids overfitting by using a shallow network with local attention layers that narrow the receptive field and encourage motion diversity. SinMDM can be applied in various contexts, including spatial and temporal in-betweening, motion expansion, style transfer, and crowd animation. Our results show that SinMDM outperforms existing methods both in quality and time-space efficiency. Moreover, while current approaches require additional training for different applications, our work facilitates these applications at inference time. Our code and trained models are available at https://sinmdm.github.io/SinMDM-page.
ENTL: Embodied Navigation Trajectory Learner
We propose Embodied Navigation Trajectory Learner (ENTL), a method for extracting long sequence representations for embodied navigation. Our approach unifies world modeling, localization and imitation learning into a single sequence prediction task. We train our model using vector-quantized predictions of future states conditioned on current states and actions. ENTL's generic architecture enables sharing of the spatio-temporal sequence encoder for multiple challenging embodied tasks. We achieve competitive performance on navigation tasks using significantly less data than strong baselines while performing auxiliary tasks such as localization and future frame prediction (a proxy for world modeling). A key property of our approach is that the model is pre-trained without any explicit reward signal, which makes the resulting model generalizable to multiple tasks and environments.
TMR: Text-to-Motion Retrieval Using Contrastive 3D Human Motion Synthesis
In this paper, we present TMR, a simple yet effective approach for text to 3D human motion retrieval. While previous work has only treated retrieval as a proxy evaluation metric, we tackle it as a standalone task. Our method extends the state-of-the-art text-to-motion synthesis model TEMOS, and incorporates a contrastive loss to better structure the cross-modal latent space. We show that maintaining the motion generation loss, along with the contrastive training, is crucial to obtain good performance. We introduce a benchmark for evaluation and provide an in-depth analysis by reporting results on several protocols. Our extensive experiments on the KIT-ML and HumanML3D datasets show that TMR outperforms the prior work by a significant margin, for example reducing the median rank from 54 to 19. Finally, we showcase the potential of our approach on moment retrieval. Our code and models are publicly available at https://mathis.petrovich.fr/tmr.
How to Move Your Dragon: Text-to-Motion Synthesis for Large-Vocabulary Objects
Motion synthesis for diverse object categories holds great potential for 3D content creation but remains underexplored due to two key challenges: (1) the lack of comprehensive motion datasets that include a wide range of high-quality motions and annotations, and (2) the absence of methods capable of handling heterogeneous skeletal templates from diverse objects. To address these challenges, we contribute the following: First, we augment the Truebones Zoo dataset, a high-quality animal motion dataset covering over 70 species, by annotating it with detailed text descriptions, making it suitable for text-based motion synthesis. Second, we introduce rig augmentation techniques that generate diverse motion data while preserving consistent dynamics, enabling models to adapt to various skeletal configurations. Finally, we redesign existing motion diffusion models to dynamically adapt to arbitrary skeletal templates, enabling motion synthesis for a diverse range of objects with varying structures. Experiments show that our method learns to generate high-fidelity motions from textual descriptions for diverse and even unseen objects, setting a strong foundation for motion synthesis across diverse object categories and skeletal templates. Qualitative results are available on this link: t2m4lvo.github.io
You Only Teach Once: Learn One-Shot Bimanual Robotic Manipulation from Video Demonstrations
Bimanual robotic manipulation is a long-standing challenge of embodied intelligence due to its characteristics of dual-arm spatial-temporal coordination and high-dimensional action spaces. Previous studies rely on pre-defined action taxonomies or direct teleoperation to alleviate or circumvent these issues, often making them lack simplicity, versatility and scalability. Differently, we believe that the most effective and efficient way for teaching bimanual manipulation is learning from human demonstrated videos, where rich features such as spatial-temporal positions, dynamic postures, interaction states and dexterous transitions are available almost for free. In this work, we propose the YOTO (You Only Teach Once), which can extract and then inject patterns of bimanual actions from as few as a single binocular observation of hand movements, and teach dual robot arms various complex tasks. Furthermore, based on keyframes-based motion trajectories, we devise a subtle solution for rapidly generating training demonstrations with diverse variations of manipulated objects and their locations. These data can then be used to learn a customized bimanual diffusion policy (BiDP) across diverse scenes. In experiments, YOTO achieves impressive performance in mimicking 5 intricate long-horizon bimanual tasks, possesses strong generalization under different visual and spatial conditions, and outperforms existing visuomotor imitation learning methods in accuracy and efficiency. Our project link is https://hnuzhy.github.io/projects/YOTO.
KMM: Key Frame Mask Mamba for Extended Motion Generation
Human motion generation is a cut-edge area of research in generative computer vision, with promising applications in video creation, game development, and robotic manipulation. The recent Mamba architecture shows promising results in efficiently modeling long and complex sequences, yet two significant challenges remain: Firstly, directly applying Mamba to extended motion generation is ineffective, as the limited capacity of the implicit memory leads to memory decay. Secondly, Mamba struggles with multimodal fusion compared to Transformers, and lack alignment with textual queries, often confusing directions (left or right) or omitting parts of longer text queries. To address these challenges, our paper presents three key contributions: Firstly, we introduce KMM, a novel architecture featuring Key frame Masking Modeling, designed to enhance Mamba's focus on key actions in motion segments. This approach addresses the memory decay problem and represents a pioneering method in customizing strategic frame-level masking in SSMs. Additionally, we designed a contrastive learning paradigm for addressing the multimodal fusion problem in Mamba and improving the motion-text alignment. Finally, we conducted extensive experiments on the go-to dataset, BABEL, achieving state-of-the-art performance with a reduction of more than 57% in FID and 70% parameters compared to previous state-of-the-art methods. See project website: https://steve-zeyu-zhang.github.io/KMM
