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SubscribeProgrammable Motion Generation for Open-Set Motion Control Tasks
Character animation in real-world scenarios necessitates a variety of constraints, such as trajectories, key-frames, interactions, etc. Existing methodologies typically treat single or a finite set of these constraint(s) as separate control tasks. They are often specialized, and the tasks they address are rarely extendable or customizable. We categorize these as solutions to the close-set motion control problem. In response to the complexity of practical motion control, we propose and attempt to solve the open-set motion control problem. This problem is characterized by an open and fully customizable set of motion control tasks. To address this, we introduce a new paradigm, programmable motion generation. In this paradigm, any given motion control task is broken down into a combination of atomic constraints. These constraints are then programmed into an error function that quantifies the degree to which a motion sequence adheres to them. We utilize a pre-trained motion generation model and optimize its latent code to minimize the error function of the generated motion. Consequently, the generated motion not only inherits the prior of the generative model but also satisfies the required constraints. Experiments show that we can generate high-quality motions when addressing a wide range of unseen tasks. These tasks encompass motion control by motion dynamics, geometric constraints, physical laws, interactions with scenes, objects or the character own body parts, etc. All of these are achieved in a unified approach, without the need for ad-hoc paired training data collection or specialized network designs. During the programming of novel tasks, we observed the emergence of new skills beyond those of the prior model. With the assistance of large language models, we also achieved automatic programming. We hope that this work will pave the way for the motion control of general AI agents.
Multi-Track Timeline Control for Text-Driven 3D Human Motion Generation
Recent advances in generative modeling have led to promising progress on synthesizing 3D human motion from text, with methods that can generate character animations from short prompts and specified durations. However, using a single text prompt as input lacks the fine-grained control needed by animators, such as composing multiple actions and defining precise durations for parts of the motion. To address this, we introduce the new problem of timeline control for text-driven motion synthesis, which provides an intuitive, yet fine-grained, input interface for users. Instead of a single prompt, users can specify a multi-track timeline of multiple prompts organized in temporal intervals that may overlap. This enables specifying the exact timings of each action and composing multiple actions in sequence or at overlapping intervals. To generate composite animations from a multi-track timeline, we propose a new test-time denoising method. This method can be integrated with any pre-trained motion diffusion model to synthesize realistic motions that accurately reflect the timeline. At every step of denoising, our method processes each timeline interval (text prompt) individually, subsequently aggregating the predictions with consideration for the specific body parts engaged in each action. Experimental comparisons and ablations validate that our method produces realistic motions that respect the semantics and timing of given text prompts. Our code and models are publicly available at https://mathis.petrovich.fr/stmc.
DAViD: Modeling Dynamic Affordance of 3D Objects using Pre-trained Video Diffusion Models
Understanding the ability of humans to use objects is crucial for AI to improve daily life. Existing studies for learning such ability focus on human-object patterns (e.g., contact, spatial relation, orientation) in static situations, and learning Human-Object Interaction (HOI) patterns over time (i.e., movement of human and object) is relatively less explored. In this paper, we introduce a novel type of affordance named Dynamic Affordance. For a given input 3D object mesh, we learn dynamic affordance which models the distribution of both (1) human motion and (2) human-guided object pose during interactions. As a core idea, we present a method to learn the 3D dynamic affordance from synthetically generated 2D videos, leveraging a pre-trained video diffusion model. Specifically, we propose a pipeline that first generates 2D HOI videos from the 3D object and then lifts them into 3D to generate 4D HOI samples. Once we generate diverse 4D HOI samples on various target objects, we train our DAViD, where we present a method based on the Low-Rank Adaptation (LoRA) module for pre-trained human motion diffusion model (MDM) and an object pose diffusion model with human pose guidance. Our motion diffusion model is extended for multi-object interactions, demonstrating the advantage of our pipeline with LoRA for combining the concepts of object usage. Through extensive experiments, we demonstrate our DAViD outperforms the baselines in generating human motion with HOIs.
SMooDi: Stylized Motion Diffusion Model
We introduce a novel Stylized Motion Diffusion model, dubbed SMooDi, to generate stylized motion driven by content texts and style motion sequences. Unlike existing methods that either generate motion of various content or transfer style from one sequence to another, SMooDi can rapidly generate motion across a broad range of content and diverse styles. To this end, we tailor a pre-trained text-to-motion model for stylization. Specifically, we propose style guidance to ensure that the generated motion closely matches the reference style, alongside a lightweight style adaptor that directs the motion towards the desired style while ensuring realism. Experiments across various applications demonstrate that our proposed framework outperforms existing methods in stylized motion generation.
HumanTOMATO: Text-aligned Whole-body Motion Generation
This work targets a novel text-driven whole-body motion generation task, which takes a given textual description as input and aims at generating high-quality, diverse, and coherent facial expressions, hand gestures, and body motions simultaneously. Previous works on text-driven motion generation tasks mainly have two limitations: they ignore the key role of fine-grained hand and face controlling in vivid whole-body motion generation, and lack a good alignment between text and motion. To address such limitations, we propose a Text-aligned whOle-body Motion generATiOn framework, named HumanTOMATO, which is the first attempt to our knowledge towards applicable holistic motion generation in this research area. To tackle this challenging task, our solution includes two key designs: (1) a Holistic Hierarchical VQ-VAE (aka H^2VQ) and a Hierarchical-GPT for fine-grained body and hand motion reconstruction and generation with two structured codebooks; and (2) a pre-trained text-motion-alignment model to help generated motion align with the input textual description explicitly. Comprehensive experiments verify that our model has significant advantages in both the quality of generated motions and their alignment with text.
InterDreamer: Zero-Shot Text to 3D Dynamic Human-Object Interaction
Text-conditioned human motion generation has experienced significant advancements with diffusion models trained on extensive motion capture data and corresponding textual annotations. However, extending such success to 3D dynamic human-object interaction (HOI) generation faces notable challenges, primarily due to the lack of large-scale interaction data and comprehensive descriptions that align with these interactions. This paper takes the initiative and showcases the potential of generating human-object interactions without direct training on text-interaction pair data. Our key insight in achieving this is that interaction semantics and dynamics can be decoupled. Being unable to learn interaction semantics through supervised training, we instead leverage pre-trained large models, synergizing knowledge from a large language model and a text-to-motion model. While such knowledge offers high-level control over interaction semantics, it cannot grasp the intricacies of low-level interaction dynamics. To overcome this issue, we further introduce a world model designed to comprehend simple physics, modeling how human actions influence object motion. By integrating these components, our novel framework, InterDreamer, is able to generate text-aligned 3D HOI sequences in a zero-shot manner. We apply InterDreamer to the BEHAVE and CHAIRS datasets, and our comprehensive experimental analysis demonstrates its capability to generate realistic and coherent interaction sequences that seamlessly align with the text directives.
Generalizable Implicit Motion Modeling for Video Frame Interpolation
Motion modeling is critical in flow-based Video Frame Interpolation (VFI). Existing paradigms either consider linear combinations of bidirectional flows or directly predict bilateral flows for given timestamps without exploring favorable motion priors, thus lacking the capability of effectively modeling spatiotemporal dynamics in real-world videos. To address this limitation, in this study, we introduce Generalizable Implicit Motion Modeling (GIMM), a novel and effective approach to motion modeling for VFI. Specifically, to enable GIMM as an effective motion modeling paradigm, we design a motion encoding pipeline to model spatiotemporal motion latent from bidirectional flows extracted from pre-trained flow estimators, effectively representing input-specific motion priors. Then, we implicitly predict arbitrary-timestep optical flows within two adjacent input frames via an adaptive coordinate-based neural network, with spatiotemporal coordinates and motion latent as inputs. Our GIMM can be smoothly integrated with existing flow-based VFI works without further modifications. We show that GIMM performs better than the current state of the art on the VFI benchmarks.
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.
MixerMDM: Learnable Composition of Human Motion Diffusion Models
Generating human motion guided by conditions such as textual descriptions is challenging due to the need for datasets with pairs of high-quality motion and their corresponding conditions. The difficulty increases when aiming for finer control in the generation. To that end, prior works have proposed to combine several motion diffusion models pre-trained on datasets with different types of conditions, thus allowing control with multiple conditions. However, the proposed merging strategies overlook that the optimal way to combine the generation processes might depend on the particularities of each pre-trained generative model and also the specific textual descriptions. In this context, we introduce MixerMDM, the first learnable model composition technique for combining pre-trained text-conditioned human motion diffusion models. Unlike previous approaches, MixerMDM provides a dynamic mixing strategy that is trained in an adversarial fashion to learn to combine the denoising process of each model depending on the set of conditions driving the generation. By using MixerMDM to combine single- and multi-person motion diffusion models, we achieve fine-grained control on the dynamics of every person individually, and also on the overall interaction. Furthermore, we propose a new evaluation technique that, for the first time in this task, measures the interaction and individual quality by computing the alignment between the mixed generated motions and their conditions as well as the capabilities of MixerMDM to adapt the mixing throughout the denoising process depending on the motions to mix.
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.
MotionGPT-2: A General-Purpose Motion-Language Model for Motion Generation and Understanding
Generating lifelike human motions from descriptive texts has experienced remarkable research focus in the recent years, propelled by the emerging requirements of digital humans.Despite impressive advances, existing approaches are often constrained by limited control modalities, task specificity, and focus solely on body motion representations.In this paper, we present MotionGPT-2, a unified Large Motion-Language Model (LMLM) that addresses these limitations. MotionGPT-2 accommodates multiple motion-relevant tasks and supporting multimodal control conditions through pre-trained Large Language Models (LLMs). It quantizes multimodal inputs-such as text and single-frame poses-into discrete, LLM-interpretable tokens, seamlessly integrating them into the LLM's vocabulary. These tokens are then organized into unified prompts, guiding the LLM to generate motion outputs through a pretraining-then-finetuning paradigm. We also show that the proposed MotionGPT-2 is highly adaptable to the challenging 3D holistic motion generation task, enabled by the innovative motion discretization framework, Part-Aware VQVAE, which ensures fine-grained representations of body and hand movements. Extensive experiments and visualizations validate the effectiveness of our method, demonstrating the adaptability of MotionGPT-2 across motion generation, motion captioning, and generalized motion completion tasks.
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.
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.
Physics-Driven Spatiotemporal Modeling for AI-Generated Video Detection
AI-generated videos have achieved near-perfect visual realism (e.g., Sora), urgently necessitating reliable detection mechanisms. However, detecting such videos faces significant challenges in modeling high-dimensional spatiotemporal dynamics and identifying subtle anomalies that violate physical laws. In this paper, we propose a physics-driven AI-generated video detection paradigm based on probability flow conservation principles. Specifically, we propose a statistic called Normalized Spatiotemporal Gradient (NSG), which quantifies the ratio of spatial probability gradients to temporal density changes, explicitly capturing deviations from natural video dynamics. Leveraging pre-trained diffusion models, we develop an NSG estimator through spatial gradients approximation and motion-aware temporal modeling without complex motion decomposition while preserving physical constraints. Building on this, we propose an NSG-based video detection method (NSG-VD) that computes the Maximum Mean Discrepancy (MMD) between NSG features of the test and real videos as a detection metric. Last, we derive an upper bound of NSG feature distances between real and generated videos, proving that generated videos exhibit amplified discrepancies due to distributional shifts. Extensive experiments confirm that NSG-VD outperforms state-of-the-art baselines by 16.00% in Recall and 10.75% in F1-Score, validating the superior performance of NSG-VD. The source code is available at https://github.com/ZSHsh98/NSG-VD.
Versatile Transition Generation with Image-to-Video Diffusion
Leveraging text, images, structure maps, or motion trajectories as conditional guidance, diffusion models have achieved great success in automated and high-quality video generation. However, generating smooth and rational transition videos given the first and last video frames as well as descriptive text prompts is far underexplored. We present VTG, a Versatile Transition video Generation framework that can generate smooth, high-fidelity, and semantically coherent video transitions. VTG introduces interpolation-based initialization that helps preserve object identity and handle abrupt content changes effectively. In addition, it incorporates dual-directional motion fine-tuning and representation alignment regularization to mitigate the limitations of pre-trained image-to-video diffusion models in motion smoothness and generation fidelity, respectively. To evaluate VTG and facilitate future studies on unified transition generation, we collected TransitBench, a comprehensive benchmark for transition generation covering two representative transition tasks: concept blending and scene transition. Extensive experiments show that VTG achieves superior transition performance consistently across all four tasks.
Face Adapter for Pre-Trained Diffusion Models with Fine-Grained ID and Attribute Control
Current face reenactment and swapping methods mainly rely on GAN frameworks, but recent focus has shifted to pre-trained diffusion models for their superior generation capabilities. However, training these models is resource-intensive, and the results have not yet achieved satisfactory performance levels. To address this issue, we introduce Face-Adapter, an efficient and effective adapter designed for high-precision and high-fidelity face editing for pre-trained diffusion models. We observe that both face reenactment/swapping tasks essentially involve combinations of target structure, ID and attribute. We aim to sufficiently decouple the control of these factors to achieve both tasks in one model. Specifically, our method contains: 1) A Spatial Condition Generator that provides precise landmarks and background; 2) A Plug-and-play Identity Encoder that transfers face embeddings to the text space by a transformer decoder. 3) An Attribute Controller that integrates spatial conditions and detailed attributes. Face-Adapter achieves comparable or even superior performance in terms of motion control precision, ID retention capability, and generation quality compared to fully fine-tuned face reenactment/swapping models. Additionally, Face-Adapter seamlessly integrates with various StableDiffusion models.
Repurposing Pre-trained Video Diffusion Models for Event-based Video Interpolation
Video Frame Interpolation aims to recover realistic missing frames between observed frames, generating a high-frame-rate video from a low-frame-rate video. However, without additional guidance, the large motion between frames makes this problem ill-posed. Event-based Video Frame Interpolation (EVFI) addresses this challenge by using sparse, high-temporal-resolution event measurements as motion guidance. This guidance allows EVFI methods to significantly outperform frame-only methods. However, to date, EVFI methods have relied on a limited set of paired event-frame training data, severely limiting their performance and generalization capabilities. In this work, we overcome the limited data challenge by adapting pre-trained video diffusion models trained on internet-scale datasets to EVFI. We experimentally validate our approach on real-world EVFI datasets, including a new one that we introduce. Our method outperforms existing methods and generalizes across cameras far better than existing approaches.
One-Step Diffusion Model for Image Motion-Deblurring
Currently, methods for single-image deblurring based on CNNs and transformers have demonstrated promising performance. However, these methods often suffer from perceptual limitations, poor generalization ability, and struggle with heavy or complex blur. While diffusion-based methods can partially address these shortcomings, their multi-step denoising process limits their practical usage. In this paper, we conduct an in-depth exploration of diffusion models in deblurring and propose a one-step diffusion model for deblurring (OSDD), a novel framework that reduces the denoising process to a single step, significantly improving inference efficiency while maintaining high fidelity. To tackle fidelity loss in diffusion models, we introduce an enhanced variational autoencoder (eVAE), which improves structural restoration. Additionally, we construct a high-quality synthetic deblurring dataset to mitigate perceptual collapse and design a dynamic dual-adapter (DDA) to enhance perceptual quality while preserving fidelity. Extensive experiments demonstrate that our method achieves strong performance on both full and no-reference metrics. Our code and pre-trained model will be publicly available at https://github.com/xyLiu339/OSDD.
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.
MotionShop: Zero-Shot Motion Transfer in Video Diffusion Models with Mixture of Score Guidance
In this work, we propose the first motion transfer approach in diffusion transformer through Mixture of Score Guidance (MSG), a theoretically-grounded framework for motion transfer in diffusion models. Our key theoretical contribution lies in reformulating conditional score to decompose motion score and content score in diffusion models. By formulating motion transfer as a mixture of potential energies, MSG naturally preserves scene composition and enables creative scene transformations while maintaining the integrity of transferred motion patterns. This novel sampling operates directly on pre-trained video diffusion models without additional training or fine-tuning. Through extensive experiments, MSG demonstrates successful handling of diverse scenarios including single object, multiple objects, and cross-object motion transfer as well as complex camera motion transfer. Additionally, we introduce MotionBench, the first motion transfer dataset consisting of 200 source videos and 1000 transferred motions, covering single/multi-object transfers, and complex camera motions.
Enhancing Motion Dynamics of Image-to-Video Models via Adaptive Low-Pass Guidance
Recent text-to-video (T2V) models have demonstrated strong capabilities in producing high-quality, dynamic videos. To improve the visual controllability, recent works have considered fine-tuning pre-trained T2V models to support image-to-video (I2V) generation. However, such adaptation frequently suppresses motion dynamics of generated outputs, resulting in more static videos compared to their T2V counterparts. In this work, we analyze this phenomenon and identify that it stems from the premature exposure to high-frequency details in the input image, which biases the sampling process toward a shortcut trajectory that overfits to the static appearance of the reference image. To address this, we propose adaptive low-pass guidance (ALG), a simple fix to the I2V model sampling procedure to generate more dynamic videos without compromising per-frame image quality. Specifically, ALG adaptively modulates the frequency content of the conditioning image by applying low-pass filtering at the early stage of denoising. Extensive experiments demonstrate that ALG significantly improves the temporal dynamics of generated videos, while preserving image fidelity and text alignment. Especially, under VBench-I2V test suite, ALG achieves an average improvement of 36% in dynamic degree without a significant drop in video quality or image fidelity.
VideoControlNet: A Motion-Guided Video-to-Video Translation Framework by Using Diffusion Model with ControlNet
Recently, diffusion models like StableDiffusion have achieved impressive image generation results. However, the generation process of such diffusion models is uncontrollable, which makes it hard to generate videos with continuous and consistent content. In this work, by using the diffusion model with ControlNet, we proposed a new motion-guided video-to-video translation framework called VideoControlNet to generate various videos based on the given prompts and the condition from the input video. Inspired by the video codecs that use motion information for reducing temporal redundancy, our framework uses motion information to prevent the regeneration of the redundant areas for content consistency. Specifically, we generate the first frame (i.e., the I-frame) by using the diffusion model with ControlNet. Then we generate other key frames (i.e., the P-frame) based on the previous I/P-frame by using our newly proposed motion-guided P-frame generation (MgPG) method, in which the P-frames are generated based on the motion information and the occlusion areas are inpainted by using the diffusion model. Finally, the rest frames (i.e., the B-frame) are generated by using our motion-guided B-frame interpolation (MgBI) module. Our experiments demonstrate that our proposed VideoControlNet inherits the generation capability of the pre-trained large diffusion model and extends the image diffusion model to the video diffusion model by using motion information. More results are provided at our project page.
MotionFlow: Attention-Driven Motion Transfer in Video Diffusion Models
Text-to-video models have demonstrated impressive capabilities in producing diverse and captivating video content, showcasing a notable advancement in generative AI. However, these models generally lack fine-grained control over motion patterns, limiting their practical applicability. We introduce MotionFlow, a novel framework designed for motion transfer in video diffusion models. Our method utilizes cross-attention maps to accurately capture and manipulate spatial and temporal dynamics, enabling seamless motion transfers across various contexts. Our approach does not require training and works on test-time by leveraging the inherent capabilities of pre-trained video diffusion models. In contrast to traditional approaches, which struggle with comprehensive scene changes while maintaining consistent motion, MotionFlow successfully handles such complex transformations through its attention-based mechanism. Our qualitative and quantitative experiments demonstrate that MotionFlow significantly outperforms existing models in both fidelity and versatility even during drastic scene alterations.
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.
EGVD: Event-Guided Video Diffusion Model for Physically Realistic Large-Motion Frame Interpolation
Video frame interpolation (VFI) in scenarios with large motion remains challenging due to motion ambiguity between frames. While event cameras can capture high temporal resolution motion information, existing event-based VFI methods struggle with limited training data and complex motion patterns. In this paper, we introduce Event-Guided Video Diffusion Model (EGVD), a novel framework that leverages the powerful priors of pre-trained stable video diffusion models alongside the precise temporal information from event cameras. Our approach features a Multi-modal Motion Condition Generator (MMCG) that effectively integrates RGB frames and event signals to guide the diffusion process, producing physically realistic intermediate frames. We employ a selective fine-tuning strategy that preserves spatial modeling capabilities while efficiently incorporating event-guided temporal information. We incorporate input-output normalization techniques inspired by recent advances in diffusion modeling to enhance training stability across varying noise levels. To improve generalization, we construct a comprehensive dataset combining both real and simulated event data across diverse scenarios. Extensive experiments on both real and simulated datasets demonstrate that EGVD significantly outperforms existing methods in handling large motion and challenging lighting conditions, achieving substantial improvements in perceptual quality metrics (27.4% better LPIPS on Prophesee and 24.1% on BSRGB) while maintaining competitive fidelity measures. Code and datasets available at: https://github.com/OpenImagingLab/EGVD.
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.
WalkTheDog: Cross-Morphology Motion Alignment via Phase Manifolds
We present a new approach for understanding the periodicity structure and semantics of motion datasets, independently of the morphology and skeletal structure of characters. Unlike existing methods using an overly sparse high-dimensional latent, we propose a phase manifold consisting of multiple closed curves, each corresponding to a latent amplitude. With our proposed vector quantized periodic autoencoder, we learn a shared phase manifold for multiple characters, such as a human and a dog, without any supervision. This is achieved by exploiting the discrete structure and a shallow network as bottlenecks, such that semantically similar motions are clustered into the same curve of the manifold, and the motions within the same component are aligned temporally by the phase variable. In combination with an improved motion matching framework, we demonstrate the manifold's capability of timing and semantics alignment in several applications, including motion retrieval, transfer and stylization. Code and pre-trained models for this paper are available at https://peizhuoli.github.io/walkthedog.
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.
FILM: Frame Interpolation for Large Motion
We present a frame interpolation algorithm that synthesizes multiple intermediate frames from two input images with large in-between motion. Recent methods use multiple networks to estimate optical flow or depth and a separate network dedicated to frame synthesis. This is often complex and requires scarce optical flow or depth ground-truth. In this work, we present a single unified network, distinguished by a multi-scale feature extractor that shares weights at all scales, and is trainable from frames alone. To synthesize crisp and pleasing frames, we propose to optimize our network with the Gram matrix loss that measures the correlation difference between feature maps. Our approach outperforms state-of-the-art methods on the Xiph large motion benchmark. We also achieve higher scores on Vimeo-90K, Middlebury and UCF101, when comparing to methods that use perceptual losses. We study the effect of weight sharing and of training with datasets of increasing motion range. Finally, we demonstrate our model's effectiveness in synthesizing high quality and temporally coherent videos on a challenging near-duplicate photos dataset. Codes and pre-trained models are available at https://film-net.github.io.
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.
AnimateZero: Video Diffusion Models are Zero-Shot Image Animators
Large-scale text-to-video (T2V) diffusion models have great progress in recent years in terms of visual quality, motion and temporal consistency. However, the generation process is still a black box, where all attributes (e.g., appearance, motion) are learned and generated jointly without precise control ability other than rough text descriptions. Inspired by image animation which decouples the video as one specific appearance with the corresponding motion, we propose AnimateZero to unveil the pre-trained text-to-video diffusion model, i.e., AnimateDiff, and provide more precise appearance and motion control abilities for it. For appearance control, we borrow intermediate latents and their features from the text-to-image (T2I) generation for ensuring the generated first frame is equal to the given generated image. For temporal control, we replace the global temporal attention of the original T2V model with our proposed positional-corrected window attention to ensure other frames align with the first frame well. Empowered by the proposed methods, AnimateZero can successfully control the generating progress without further training. As a zero-shot image animator for given images, AnimateZero also enables multiple new applications, including interactive video generation and real image animation. The detailed experiments demonstrate the effectiveness of the proposed method in both T2V and related applications.
Motion-Zero: Zero-Shot Moving Object Control Framework for Diffusion-Based Video Generation
Recent large-scale pre-trained diffusion models have demonstrated a powerful generative ability to produce high-quality videos from detailed text descriptions. However, exerting control over the motion of objects in videos generated by any video diffusion model is a challenging problem. In this paper, we propose a novel zero-shot moving object trajectory control framework, Motion-Zero, to enable a bounding-box-trajectories-controlled text-to-video diffusion model. To this end, an initial noise prior module is designed to provide a position-based prior to improve the stability of the appearance of the moving object and the accuracy of position. In addition, based on the attention map of the U-net, spatial constraints are directly applied to the denoising process of diffusion models, which further ensures the positional and spatial consistency of moving objects during the inference. Furthermore, temporal consistency is guaranteed with a proposed shift temporal attention mechanism. Our method can be flexibly applied to various state-of-the-art video diffusion models without any training process. Extensive experiments demonstrate our proposed method can control the motion trajectories of objects and generate high-quality videos.
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.
Reenact Anything: Semantic Video Motion Transfer Using Motion-Textual Inversion
Recent years have seen a tremendous improvement in the quality of video generation and editing approaches. While several techniques focus on editing appearance, few address motion. Current approaches using text, trajectories, or bounding boxes are limited to simple motions, so we specify motions with a single motion reference video instead. We further propose to use a pre-trained image-to-video model rather than a text-to-video model. This approach allows us to preserve the exact appearance and position of a target object or scene and helps disentangle appearance from motion. Our method, called motion-textual inversion, leverages our observation that image-to-video models extract appearance mainly from the (latent) image input, while the text/image embedding injected via cross-attention predominantly controls motion. We thus represent motion using text/image embedding tokens. By operating on an inflated motion-text embedding containing multiple text/image embedding tokens per frame, we achieve a high temporal motion granularity. Once optimized on the motion reference video, this embedding can be applied to various target images to generate videos with semantically similar motions. Our approach does not require spatial alignment between the motion reference video and target image, generalizes across various domains, and can be applied to various tasks such as full-body and face reenactment, as well as controlling the motion of inanimate objects and the camera. We empirically demonstrate the effectiveness of our method in the semantic video motion transfer task, significantly outperforming existing methods in this context.
Puppet-Master: Scaling Interactive Video Generation as a Motion Prior for Part-Level Dynamics
We present Puppet-Master, an interactive video generative model that can serve as a motion prior for part-level dynamics. At test time, given a single image and a sparse set of motion trajectories (i.e., drags), Puppet-Master can synthesize a video depicting realistic part-level motion faithful to the given drag interactions. This is achieved by fine-tuning a large-scale pre-trained video diffusion model, for which we propose a new conditioning architecture to inject the dragging control effectively. More importantly, we introduce the all-to-first attention mechanism, a drop-in replacement for the widely adopted spatial attention modules, which significantly improves generation quality by addressing the appearance and background issues in existing models. Unlike other motion-conditioned video generators that are trained on in-the-wild videos and mostly move an entire object, Puppet-Master is learned from Objaverse-Animation-HQ, a new dataset of curated part-level motion clips. We propose a strategy to automatically filter out sub-optimal animations and augment the synthetic renderings with meaningful motion trajectories. Puppet-Master generalizes well to real images across various categories and outperforms existing methods in a zero-shot manner on a real-world benchmark. See our project page for more results: vgg-puppetmaster.github.io.
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.
MoTVLA: A Vision-Language-Action Model with Unified Fast-Slow Reasoning
Integrating visual-language instructions into visuomotor policies is gaining momentum in robot learning for enhancing open-world generalization. Despite promising advances, existing approaches face two challenges: limited language steerability when no generated reasoning is used as a condition, or significant inference latency when reasoning is incorporated. In this work, we introduce MoTVLA, a mixture-of-transformers (MoT)-based vision-language-action (VLA) model that integrates fast-slow unified reasoning with behavior policy learning. MoTVLA preserves the general intelligence of pre-trained VLMs (serving as the generalist) for tasks such as perception, scene understanding, and semantic planning, while incorporating a domain expert, a second transformer that shares knowledge with the pretrained VLM, to generate domain-specific fast reasoning (e.g., robot motion decomposition), thereby improving policy execution efficiency. By conditioning the action expert on decomposed motion instructions, MoTVLA can learn diverse behaviors and substantially improve language steerability. Extensive evaluations across natural language processing benchmarks, robotic simulation environments, and real-world experiments confirm the superiority of MoTVLA in both fast-slow reasoning and manipulation task performance.
What If : Understanding Motion Through Sparse Interactions
Understanding the dynamics of a physical scene involves reasoning about the diverse ways it can potentially change, especially as a result of local interactions. We present the Flow Poke Transformer (FPT), a novel framework for directly predicting the distribution of local motion, conditioned on sparse interactions termed "pokes". Unlike traditional methods that typically only enable dense sampling of a single realization of scene dynamics, FPT provides an interpretable directly accessible representation of multi-modal scene motion, its dependency on physical interactions and the inherent uncertainties of scene dynamics. We also evaluate our model on several downstream tasks to enable comparisons with prior methods and highlight the flexibility of our approach. On dense face motion generation, our generic pre-trained model surpasses specialized baselines. FPT can be fine-tuned in strongly out-of-distribution tasks such as synthetic datasets to enable significant improvements over in-domain methods in articulated object motion estimation. Additionally, predicting explicit motion distributions directly enables our method to achieve competitive performance on tasks like moving part segmentation from pokes which further demonstrates the versatility of our FPT. Code and models are publicly available at https://compvis.github.io/flow-poke-transformer.
Motion-Aware Generative Frame Interpolation
Generative frame interpolation, empowered by large-scale pre-trained video generation models, has demonstrated remarkable advantages in complex scenes. However, existing methods heavily rely on the generative model to independently infer the correspondences between input frames, an ability that is inadequately developed during pre-training. In this work, we propose a novel framework, termed Motion-aware Generative frame interpolation (MoG), to significantly enhance the model's motion awareness by integrating explicit motion guidance. Specifically we investigate two key questions: what can serve as an effective motion guidance, and how we can seamlessly embed this guidance into the generative model. For the first question, we reveal that the intermediate flow from flow-based interpolation models could efficiently provide task-oriented motion guidance. Regarding the second, we first obtain guidance-based representations of intermediate frames by warping input frames' representations using guidance, and then integrate them into the model at both latent and feature levels. To demonstrate the versatility of our method, we train MoG on both real-world and animation datasets. Comprehensive evaluations show that our MoG significantly outperforms the existing methods in both domains, achieving superior video quality and improved fidelity.
UniMuMo: Unified Text, Music and Motion Generation
We introduce UniMuMo, a unified multimodal model capable of taking arbitrary text, music, and motion data as input conditions to generate outputs across all three modalities. To address the lack of time-synchronized data, we align unpaired music and motion data based on rhythmic patterns to leverage existing large-scale music-only and motion-only datasets. By converting music, motion, and text into token-based representation, our model bridges these modalities through a unified encoder-decoder transformer architecture. To support multiple generation tasks within a single framework, we introduce several architectural improvements. We propose encoding motion with a music codebook, mapping motion into the same feature space as music. We introduce a music-motion parallel generation scheme that unifies all music and motion generation tasks into a single transformer decoder architecture with a single training task of music-motion joint generation. Moreover, the model is designed by fine-tuning existing pre-trained single-modality models, significantly reducing computational demands. Extensive experiments demonstrate that UniMuMo achieves competitive results on all unidirectional generation benchmarks across music, motion, and text modalities. Quantitative results are available in the https://hanyangclarence.github.io/unimumo_demo/{project page}.
FlowMo: Variance-Based Flow Guidance for Coherent Motion in Video Generation
Text-to-video diffusion models are notoriously limited in their ability to model temporal aspects such as motion, physics, and dynamic interactions. Existing approaches address this limitation by retraining the model or introducing external conditioning signals to enforce temporal consistency. In this work, we explore whether a meaningful temporal representation can be extracted directly from the predictions of a pre-trained model without any additional training or auxiliary inputs. We introduce FlowMo, a novel training-free guidance method that enhances motion coherence using only the model's own predictions in each diffusion step. FlowMo first derives an appearance-debiased temporal representation by measuring the distance between latents corresponding to consecutive frames. This highlights the implicit temporal structure predicted by the model. It then estimates motion coherence by measuring the patch-wise variance across the temporal dimension and guides the model to reduce this variance dynamically during sampling. Extensive experiments across multiple text-to-video models demonstrate that FlowMo significantly improves motion coherence without sacrificing visual quality or prompt alignment, offering an effective plug-and-play solution for enhancing the temporal fidelity of pre-trained video diffusion models.
SATO: Stable Text-to-Motion Framework
Is the Text to Motion model robust? Recent advancements in Text to Motion models primarily stem from more accurate predictions of specific actions. However, the text modality typically relies solely on pre-trained Contrastive Language-Image Pretraining (CLIP) models. Our research has uncovered a significant issue with the text-to-motion model: its predictions often exhibit inconsistent outputs, resulting in vastly different or even incorrect poses when presented with semantically similar or identical text inputs. In this paper, we undertake an analysis to elucidate the underlying causes of this instability, establishing a clear link between the unpredictability of model outputs and the erratic attention patterns of the text encoder module. Consequently, we introduce a formal framework aimed at addressing this issue, which we term the Stable Text-to-Motion Framework (SATO). SATO consists of three modules, each dedicated to stable attention, stable prediction, and maintaining a balance between accuracy and robustness trade-off. We present a methodology for constructing an SATO that satisfies the stability of attention and prediction. To verify the stability of the model, we introduced a new textual synonym perturbation dataset based on HumanML3D and KIT-ML. Results show that SATO is significantly more stable against synonyms and other slight perturbations while keeping its high accuracy performance.
Articulate That Object Part (ATOP): 3D Part Articulation via Text and Motion Personalization
We present ATOP (Articulate That Object Part), a novel few-shot method based on motion personalization to articulate a static 3D object with respect to a part and its motion as prescribed in a text prompt. Given the scarcity of available datasets with motion attribute annotations, existing methods struggle to generalize well in this task. In our work, the text input allows us to tap into the power of modern-day diffusion models to generate plausible motion samples for the right object category and part. In turn, the input 3D object provides image prompting to personalize the generated video to that very object we wish to articulate. Our method starts with a few-shot finetuning for category-specific motion generation, a key first step to compensate for the lack of articulation awareness by current diffusion models. For this, we finetune a pre-trained multi-view image generation model for controllable multi-view video generation, using a small collection of video samples obtained for the target object category. This is followed by motion video personalization that is realized by multi-view rendered images of the target 3D object. At last, we transfer the personalized video motion to the target 3D object via differentiable rendering to optimize part motion parameters by a score distillation sampling loss. Experimental results on PartNet-Sapien and ACD datasets show that our method is capable of generating realistic motion videos and predicting 3D motion parameters in a more accurate and generalizable way, compared to prior works in the few-shot setting.
I2VControl: Disentangled and Unified Video Motion Synthesis Control
Video synthesis techniques are undergoing rapid progress, with controllability being a significant aspect of practical usability for end-users. Although text condition is an effective way to guide video synthesis, capturing the correct joint distribution between text descriptions and video motion remains a substantial challenge. In this paper, we present a disentangled and unified framework, namely I2VControl, that unifies multiple motion control tasks in image-to-video synthesis. Our approach partitions the video into individual motion units and represents each unit with disentangled control signals, which allows for various control types to be flexibly combined within our single system. Furthermore, our methodology seamlessly integrates as a plug-in for pre-trained models and remains agnostic to specific model architectures. We conduct extensive experiments, achieving excellent performance on various control tasks, and our method further facilitates user-driven creative combinations, enhancing innovation and creativity. The project page is: https://wanquanf.github.io/I2VControl .
Boost Video Frame Interpolation via Motion Adaptation
Video frame interpolation (VFI) is a challenging task that aims to generate intermediate frames between two consecutive frames in a video. Existing learning-based VFI methods have achieved great success, but they still suffer from limited generalization ability due to the limited motion distribution of training datasets. In this paper, we propose a novel optimization-based VFI method that can adapt to unseen motions at test time. Our method is based on a cycle-consistency adaptation strategy that leverages the motion characteristics among video frames. We also introduce a lightweight adapter that can be inserted into the motion estimation module of existing pre-trained VFI models to improve the efficiency of adaptation. Extensive experiments on various benchmarks demonstrate that our method can boost the performance of two-frame VFI models, outperforming the existing state-of-the-art methods, even those that use extra input.
EMMA: End-to-End Multimodal Model for Autonomous Driving
We introduce EMMA, an End-to-end Multimodal Model for Autonomous driving. Built on a multi-modal large language model foundation, EMMA directly maps raw camera sensor data into various driving-specific outputs, including planner trajectories, perception objects, and road graph elements. EMMA maximizes the utility of world knowledge from the pre-trained large language models, by representing all non-sensor inputs (e.g. navigation instructions and ego vehicle status) and outputs (e.g. trajectories and 3D locations) as natural language text. This approach allows EMMA to jointly process various driving tasks in a unified language space, and generate the outputs for each task using task-specific prompts. Empirically, we demonstrate EMMA's effectiveness by achieving state-of-the-art performance in motion planning on nuScenes as well as competitive results on the Waymo Open Motion Dataset (WOMD). EMMA also yields competitive results for camera-primary 3D object detection on the Waymo Open Dataset (WOD). We show that co-training EMMA with planner trajectories, object detection, and road graph tasks yields improvements across all three domains, highlighting EMMA's potential as a generalist model for autonomous driving applications. However, EMMA also exhibits certain limitations: it can process only a small amount of image frames, does not incorporate accurate 3D sensing modalities like LiDAR or radar and is computationally expensive. We hope that our results will inspire further research to mitigate these issues and to further evolve the state of the art in autonomous driving model architectures.
X-Portrait: Expressive Portrait Animation with Hierarchical Motion Attention
We propose X-Portrait, an innovative conditional diffusion model tailored for generating expressive and temporally coherent portrait animation. Specifically, given a single portrait as appearance reference, we aim to animate it with motion derived from a driving video, capturing both highly dynamic and subtle facial expressions along with wide-range head movements. As its core, we leverage the generative prior of a pre-trained diffusion model as the rendering backbone, while achieve fine-grained head pose and expression control with novel controlling signals within the framework of ControlNet. In contrast to conventional coarse explicit controls such as facial landmarks, our motion control module is learned to interpret the dynamics directly from the original driving RGB inputs. The motion accuracy is further enhanced with a patch-based local control module that effectively enhance the motion attention to small-scale nuances like eyeball positions. Notably, to mitigate the identity leakage from the driving signals, we train our motion control modules with scaling-augmented cross-identity images, ensuring maximized disentanglement from the appearance reference modules. Experimental results demonstrate the universal effectiveness of X-Portrait across a diverse range of facial portraits and expressive driving sequences, and showcase its proficiency in generating captivating portrait animations with consistently maintained identity characteristics.
A Unified Framework for Multimodal, Multi-Part Human Motion Synthesis
The field has made significant progress in synthesizing realistic human motion driven by various modalities. Yet, the need for different methods to animate various body parts according to different control signals limits the scalability of these techniques in practical scenarios. In this paper, we introduce a cohesive and scalable approach that consolidates multimodal (text, music, speech) and multi-part (hand, torso) human motion generation. Our methodology unfolds in several steps: We begin by quantizing the motions of diverse body parts into separate codebooks tailored to their respective domains. Next, we harness the robust capabilities of pre-trained models to transcode multimodal signals into a shared latent space. We then translate these signals into discrete motion tokens by iteratively predicting subsequent tokens to form a complete sequence. Finally, we reconstruct the continuous actual motion from this tokenized sequence. Our method frames the multimodal motion generation challenge as a token prediction task, drawing from specialized codebooks based on the modality of the control signal. This approach is inherently scalable, allowing for the easy integration of new modalities. Extensive experiments demonstrated the effectiveness of our design, emphasizing its potential for broad application.
Motion-Guided Latent Diffusion for Temporally Consistent Real-world Video Super-resolution
Real-world low-resolution (LR) videos have diverse and complex degradations, imposing great challenges on video super-resolution (VSR) algorithms to reproduce their high-resolution (HR) counterparts with high quality. Recently, the diffusion models have shown compelling performance in generating realistic details for image restoration tasks. However, the diffusion process has randomness, making it hard to control the contents of restored images. This issue becomes more serious when applying diffusion models to VSR tasks because temporal consistency is crucial to the perceptual quality of videos. In this paper, we propose an effective real-world VSR algorithm by leveraging the strength of pre-trained latent diffusion models. To ensure the content consistency among adjacent frames, we exploit the temporal dynamics in LR videos to guide the diffusion process by optimizing the latent sampling path with a motion-guided loss, ensuring that the generated HR video maintains a coherent and continuous visual flow. To further mitigate the discontinuity of generated details, we insert temporal module to the decoder and fine-tune it with an innovative sequence-oriented loss. The proposed motion-guided latent diffusion (MGLD) based VSR algorithm achieves significantly better perceptual quality than state-of-the-arts on real-world VSR benchmark datasets, validating the effectiveness of the proposed model design and training strategies.
Detecting Line Segments in Motion-blurred Images with Events
Making line segment detectors more reliable under motion blurs is one of the most important challenges for practical applications, such as visual SLAM and 3D reconstruction. Existing line segment detection methods face severe performance degradation for accurately detecting and locating line segments when motion blur occurs. While event data shows strong complementary characteristics to images for minimal blur and edge awareness at high-temporal resolution, potentially beneficial for reliable line segment recognition. To robustly detect line segments over motion blurs, we propose to leverage the complementary information of images and events. To achieve this, we first design a general frame-event feature fusion network to extract and fuse the detailed image textures and low-latency event edges, which consists of a channel-attention-based shallow fusion module and a self-attention-based dual hourglass module. We then utilize two state-of-the-art wireframe parsing networks to detect line segments on the fused feature map. Besides, we contribute a synthetic and a realistic dataset for line segment detection, i.e., FE-Wireframe and FE-Blurframe, with pairwise motion-blurred images and events. Extensive experiments on both datasets demonstrate the effectiveness of the proposed method. When tested on the real dataset, our method achieves 63.3% mean structural average precision (msAP) with the model pre-trained on the FE-Wireframe and fine-tuned on the FE-Blurframe, improved by 32.6 and 11.3 points compared with models trained on synthetic only and real only, respectively. The codes, datasets, and trained models are released at: https://levenberg.github.io/FE-LSD
Self-Supervised Learning of Depth and Camera Motion from 360° Videos
As 360{\deg} cameras become prevalent in many autonomous systems (e.g., self-driving cars and drones), efficient 360{\deg} perception becomes more and more important. We propose a novel self-supervised learning approach for predicting the omnidirectional depth and camera motion from a 360{\deg} video. In particular, starting from the SfMLearner, which is designed for cameras with normal field-of-view, we introduce three key features to process 360{\deg} images efficiently. Firstly, we convert each image from equirectangular projection to cubic projection in order to avoid image distortion. In each network layer, we use Cube Padding (CP), which pads intermediate features from adjacent faces, to avoid image boundaries. Secondly, we propose a novel "spherical" photometric consistency constraint on the whole viewing sphere. In this way, no pixel will be projected outside the image boundary which typically happens in images with normal field-of-view. Finally, rather than naively estimating six independent camera motions (i.e., naively applying SfM-Learner to each face on a cube), we propose a novel camera pose consistency loss to ensure the estimated camera motions reaching consensus. To train and evaluate our approach, we collect a new PanoSUNCG dataset containing a large amount of 360{\deg} videos with groundtruth depth and camera motion. Our approach achieves state-of-the-art depth prediction and camera motion estimation on PanoSUNCG with faster inference speed comparing to equirectangular. In real-world indoor videos, our approach can also achieve qualitatively reasonable depth prediction by acquiring model pre-trained on PanoSUNCG.
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.
FramePrompt: In-context Controllable Animation with Zero Structural Changes
Generating controllable character animation from a reference image and motion guidance remains a challenging task due to the inherent difficulty of injecting appearance and motion cues into video diffusion models. Prior works often rely on complex architectures, explicit guider modules, or multi-stage processing pipelines, which increase structural overhead and hinder deployment. Inspired by the strong visual context modeling capacity of pre-trained video diffusion transformers, we propose FramePrompt, a minimalist yet powerful framework that treats reference images, skeleton-guided motion, and target video clips as a unified visual sequence. By reformulating animation as a conditional future prediction task, we bypass the need for guider networks and structural modifications. Experiments demonstrate that our method significantly outperforms representative baselines across various evaluation metrics while also simplifying training. Our findings highlight the effectiveness of sequence-level visual conditioning and demonstrate the potential of pre-trained models for controllable animation without architectural changes.
AvatarGO: Zero-shot 4D Human-Object Interaction Generation and Animation
Recent advancements in diffusion models have led to significant improvements in the generation and animation of 4D full-body human-object interactions (HOI). Nevertheless, existing methods primarily focus on SMPL-based motion generation, which is limited by the scarcity of realistic large-scale interaction data. This constraint affects their ability to create everyday HOI scenes. This paper addresses this challenge using a zero-shot approach with a pre-trained diffusion model. Despite this potential, achieving our goals is difficult due to the diffusion model's lack of understanding of ''where'' and ''how'' objects interact with the human body. To tackle these issues, we introduce AvatarGO, a novel framework designed to generate animatable 4D HOI scenes directly from textual inputs. Specifically, 1) for the ''where'' challenge, we propose LLM-guided contact retargeting, which employs Lang-SAM to identify the contact body part from text prompts, ensuring precise representation of human-object spatial relations. 2) For the ''how'' challenge, we introduce correspondence-aware motion optimization that constructs motion fields for both human and object models using the linear blend skinning function from SMPL-X. Our framework not only generates coherent compositional motions, but also exhibits greater robustness in handling penetration issues. Extensive experiments with existing methods validate AvatarGO's superior generation and animation capabilities on a variety of human-object pairs and diverse poses. As the first attempt to synthesize 4D avatars with object interactions, we hope AvatarGO could open new doors for human-centric 4D content creation.
Searching Priors Makes Text-to-Video Synthesis Better
Significant advancements in video diffusion models have brought substantial progress to the field of text-to-video (T2V) synthesis. However, existing T2V synthesis model struggle to accurately generate complex motion dynamics, leading to a reduction in video realism. One possible solution is to collect massive data and train the model on it, but this would be extremely expensive. To alleviate this problem, in this paper, we reformulate the typical T2V generation process as a search-based generation pipeline. Instead of scaling up the model training, we employ existing videos as the motion prior database. Specifically, we divide T2V generation process into two steps: (i) For a given prompt input, we search existing text-video datasets to find videos with text labels that closely match the prompt motions. We propose a tailored search algorithm that emphasizes object motion features. (ii) Retrieved videos are processed and distilled into motion priors to fine-tune a pre-trained base T2V model, followed by generating desired videos using input prompt. By utilizing the priors gleaned from the searched videos, we enhance the realism of the generated videos' motion. All operations can be finished on a single NVIDIA RTX 4090 GPU. We validate our method against state-of-the-art T2V models across diverse prompt inputs. The code will be public.
Fake it to make it: Using synthetic data to remedy the data shortage in joint multimodal speech-and-gesture synthesis
Although humans engaged in face-to-face conversation simultaneously communicate both verbally and non-verbally, methods for joint and unified synthesis of speech audio and co-speech 3D gesture motion from text are a new and emerging field. These technologies hold great promise for more human-like, efficient, expressive, and robust synthetic communication, but are currently held back by the lack of suitably large datasets, as existing methods are trained on parallel data from all constituent modalities. Inspired by student-teacher methods, we propose a straightforward solution to the data shortage, by simply synthesising additional training material. Specifically, we use unimodal synthesis models trained on large datasets to create multimodal (but synthetic) parallel training data, and then pre-train a joint synthesis model on that material. In addition, we propose a new synthesis architecture that adds better and more controllable prosody modelling to the state-of-the-art method in the field. Our results confirm that pre-training on large amounts of synthetic data improves the quality of both the speech and the motion synthesised by the multimodal model, with the proposed architecture yielding further benefits when pre-trained on the synthetic data. See https://shivammehta25.github.io/MAGI/ for example output.
ATI: Any Trajectory Instruction for Controllable Video Generation
We propose a unified framework for motion control in video generation that seamlessly integrates camera movement, object-level translation, and fine-grained local motion using trajectory-based inputs. In contrast to prior methods that address these motion types through separate modules or task-specific designs, our approach offers a cohesive solution by projecting user-defined trajectories into the latent space of pre-trained image-to-video generation models via a lightweight motion injector. Users can specify keypoints and their motion paths to control localized deformations, entire object motion, virtual camera dynamics, or combinations of these. The injected trajectory signals guide the generative process to produce temporally consistent and semantically aligned motion sequences. Our framework demonstrates superior performance across multiple video motion control tasks, including stylized motion effects (e.g., motion brushes), dynamic viewpoint changes, and precise local motion manipulation. Experiments show that our method provides significantly better controllability and visual quality compared to prior approaches and commercial solutions, while remaining broadly compatible with various state-of-the-art video generation backbones. Project page: https://anytraj.github.io/.
Zero-shot 3D-Aware Trajectory-Guided image-to-video generation via Test-Time Training
Trajectory-Guided image-to-video (I2V) generation aims to synthesize videos that adhere to user-specified motion instructions. Existing methods typically rely on computationally expensive fine-tuning on scarce annotated datasets. Although some zero-shot methods attempt to trajectory control in the latent space, they may yield unrealistic motion by neglecting 3D perspective and creating a misalignment between the manipulated latents and the network's noise predictions. To address these challenges, we introduce Zo3T, a novel zero-shot test-time-training framework for trajectory-guided generation with three core innovations: First, we incorporate a 3D-Aware Kinematic Projection, leveraging inferring scene depth to derive perspective-correct affine transformations for target regions. Second, we introduce Trajectory-Guided Test-Time LoRA, a mechanism that dynamically injects and optimizes ephemeral LoRA adapters into the denoising network alongside the latent state. Driven by a regional feature consistency loss, this co-adaptation effectively enforces motion constraints while allowing the pre-trained model to locally adapt its internal representations to the manipulated latent, thereby ensuring generative fidelity and on-manifold adherence. Finally, we develop Guidance Field Rectification, which refines the denoising evolutionary path by optimizing the conditional guidance field through a one-step lookahead strategy, ensuring efficient generative progression towards the target trajectory. Zo3T significantly enhances 3D realism and motion accuracy in trajectory-controlled I2V generation, demonstrating superior performance over existing training-based and zero-shot approaches.
ChatAnything: Facetime Chat with LLM-Enhanced Personas
In this technical report, we target generating anthropomorphized personas for LLM-based characters in an online manner, including visual appearance, personality and tones, with only text descriptions. To achieve this, we first leverage the in-context learning capability of LLMs for personality generation by carefully designing a set of system prompts. We then propose two novel concepts: the mixture of voices (MoV) and the mixture of diffusers (MoD) for diverse voice and appearance generation. For MoV, we utilize the text-to-speech (TTS) algorithms with a variety of pre-defined tones and select the most matching one based on the user-provided text description automatically. For MoD, we combine the recent popular text-to-image generation techniques and talking head algorithms to streamline the process of generating talking objects. We termed the whole framework as ChatAnything. With it, users could be able to animate anything with any personas that are anthropomorphic using just a few text inputs. However, we have observed that the anthropomorphic objects produced by current generative models are often undetectable by pre-trained face landmark detectors, leading to failure of the face motion generation, even if these faces possess human-like appearances because those images are nearly seen during the training (e.g., OOD samples). To address this issue, we incorporate pixel-level guidance to infuse human face landmarks during the image generation phase. To benchmark these metrics, we have built an evaluation dataset. Based on it, we verify that the detection rate of the face landmark is significantly increased from 57.0% to 92.5% thus allowing automatic face animation based on generated speech content. The code and more results can be found at https://chatanything.github.io/.
in2IN: Leveraging individual Information to Generate Human INteractions
Generating human-human motion interactions conditioned on textual descriptions is a very useful application in many areas such as robotics, gaming, animation, and the metaverse. Alongside this utility also comes a great difficulty in modeling the highly dimensional inter-personal dynamics. In addition, properly capturing the intra-personal diversity of interactions has a lot of challenges. Current methods generate interactions with limited diversity of intra-person dynamics due to the limitations of the available datasets and conditioning strategies. For this, we introduce in2IN, a novel diffusion model for human-human motion generation which is conditioned not only on the textual description of the overall interaction but also on the individual descriptions of the actions performed by each person involved in the interaction. To train this model, we use a large language model to extend the InterHuman dataset with individual descriptions. As a result, in2IN achieves state-of-the-art performance in the InterHuman dataset. Furthermore, in order to increase the intra-personal diversity on the existing interaction datasets, we propose DualMDM, a model composition technique that combines the motions generated with in2IN and the motions generated by a single-person motion prior pre-trained on HumanML3D. As a result, DualMDM generates motions with higher individual diversity and improves control over the intra-person dynamics while maintaining inter-personal coherence.
Comp4D: LLM-Guided Compositional 4D Scene Generation
Recent advancements in diffusion models for 2D and 3D content creation have sparked a surge of interest in generating 4D content. However, the scarcity of 3D scene datasets constrains current methodologies to primarily object-centric generation. To overcome this limitation, we present Comp4D, a novel framework for Compositional 4D Generation. Unlike conventional methods that generate a singular 4D representation of the entire scene, Comp4D innovatively constructs each 4D object within the scene separately. Utilizing Large Language Models (LLMs), the framework begins by decomposing an input text prompt into distinct entities and maps out their trajectories. It then constructs the compositional 4D scene by accurately positioning these objects along their designated paths. To refine the scene, our method employs a compositional score distillation technique guided by the pre-defined trajectories, utilizing pre-trained diffusion models across text-to-image, text-to-video, and text-to-3D domains. Extensive experiments demonstrate our outstanding 4D content creation capability compared to prior arts, showcasing superior visual quality, motion fidelity, and enhanced object interactions.
PVT++: A Simple End-to-End Latency-Aware Visual Tracking Framework
Visual object tracking is essential to intelligent robots. Most existing approaches have ignored the online latency that can cause severe performance degradation during real-world processing. Especially for unmanned aerial vehicles (UAVs), where robust tracking is more challenging and onboard computation is limited, the latency issue can be fatal. In this work, we present a simple framework for end-to-end latency-aware tracking, i.e., end-to-end predictive visual tracking (PVT++). Unlike existing solutions that naively append Kalman Filters after trackers, PVT++ can be jointly optimized, so that it takes not only motion information but can also leverage the rich visual knowledge in most pre-trained tracker models for robust prediction. Besides, to bridge the training-evaluation domain gap, we propose a relative motion factor, empowering PVT++ to generalize to the challenging and complex UAV tracking scenes. These careful designs have made the small-capacity lightweight PVT++ a widely effective solution. Additionally, this work presents an extended latency-aware evaluation benchmark for assessing an any-speed tracker in the online setting. Empirical results on a robotic platform from the aerial perspective show that PVT++ can achieve significant performance gain on various trackers and exhibit higher accuracy than prior solutions, largely mitigating the degradation brought by latency.
Articulated Kinematics Distillation from Video Diffusion Models
We present Articulated Kinematics Distillation (AKD), a framework for generating high-fidelity character animations by merging the strengths of skeleton-based animation and modern generative models. AKD uses a skeleton-based representation for rigged 3D assets, drastically reducing the Degrees of Freedom (DoFs) by focusing on joint-level control, which allows for efficient, consistent motion synthesis. Through Score Distillation Sampling (SDS) with pre-trained video diffusion models, AKD distills complex, articulated motions while maintaining structural integrity, overcoming challenges faced by 4D neural deformation fields in preserving shape consistency. This approach is naturally compatible with physics-based simulation, ensuring physically plausible interactions. Experiments show that AKD achieves superior 3D consistency and motion quality compared with existing works on text-to-4D generation. Project page: https://research.nvidia.com/labs/dir/akd/
Mobius: Text to Seamless Looping Video Generation via Latent Shift
We present Mobius, a novel method to generate seamlessly looping videos from text descriptions directly without any user annotations, thereby creating new visual materials for the multi-media presentation. Our method repurposes the pre-trained video latent diffusion model for generating looping videos from text prompts without any training. During inference, we first construct a latent cycle by connecting the starting and ending noise of the videos. Given that the temporal consistency can be maintained by the context of the video diffusion model, we perform multi-frame latent denoising by gradually shifting the first-frame latent to the end in each step. As a result, the denoising context varies in each step while maintaining consistency throughout the inference process. Moreover, the latent cycle in our method can be of any length. This extends our latent-shifting approach to generate seamless looping videos beyond the scope of the video diffusion model's context. Unlike previous cinemagraphs, the proposed method does not require an image as appearance, which will restrict the motions of the generated results. Instead, our method can produce more dynamic motion and better visual quality. We conduct multiple experiments and comparisons to verify the effectiveness of the proposed method, demonstrating its efficacy in different scenarios. All the code will be made available.
ASAP: Aligning Simulation and Real-World Physics for Learning Agile Humanoid Whole-Body Skills
Humanoid robots hold the potential for unparalleled versatility in performing human-like, whole-body skills. However, achieving agile and coordinated whole-body motions remains a significant challenge due to the dynamics mismatch between simulation and the real world. Existing approaches, such as system identification (SysID) and domain randomization (DR) methods, often rely on labor-intensive parameter tuning or result in overly conservative policies that sacrifice agility. In this paper, we present ASAP (Aligning Simulation and Real-World Physics), a two-stage framework designed to tackle the dynamics mismatch and enable agile humanoid whole-body skills. In the first stage, we pre-train motion tracking policies in simulation using retargeted human motion data. In the second stage, we deploy the policies in the real world and collect real-world data to train a delta (residual) action model that compensates for the dynamics mismatch. Then, ASAP fine-tunes pre-trained policies with the delta action model integrated into the simulator to align effectively with real-world dynamics. We evaluate ASAP across three transfer scenarios: IsaacGym to IsaacSim, IsaacGym to Genesis, and IsaacGym to the real-world Unitree G1 humanoid robot. Our approach significantly improves agility and whole-body coordination across various dynamic motions, reducing tracking error compared to SysID, DR, and delta dynamics learning baselines. ASAP enables highly agile motions that were previously difficult to achieve, demonstrating the potential of delta action learning in bridging simulation and real-world dynamics. These results suggest a promising sim-to-real direction for developing more expressive and agile humanoids.
Compositional 3D-aware Video Generation with LLM Director
Significant progress has been made in text-to-video generation through the use of powerful generative models and large-scale internet data. However, substantial challenges remain in precisely controlling individual concepts within the generated video, such as the motion and appearance of specific characters and the movement of viewpoints. In this work, we propose a novel paradigm that generates each concept in 3D representation separately and then composes them with priors from Large Language Models (LLM) and 2D diffusion models. Specifically, given an input textual prompt, our scheme consists of three stages: 1) We leverage LLM as the director to first decompose the complex query into several sub-prompts that indicate individual concepts within the video~(e.g., scene, objects, motions), then we let LLM to invoke pre-trained expert models to obtain corresponding 3D representations of concepts. 2) To compose these representations, we prompt multi-modal LLM to produce coarse guidance on the scales and coordinates of trajectories for the objects. 3) To make the generated frames adhere to natural image distribution, we further leverage 2D diffusion priors and use Score Distillation Sampling to refine the composition. Extensive experiments demonstrate that our method can generate high-fidelity videos from text with diverse motion and flexible control over each concept. Project page: https://aka.ms/c3v.
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.
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.
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/".
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.
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.
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.
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.
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.
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.
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.
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.
OmniMotionGPT: Animal Motion Generation with Limited Data
Our paper aims to generate diverse and realistic animal motion sequences from textual descriptions, without a large-scale animal text-motion dataset. While the task of text-driven human motion synthesis is already extensively studied and benchmarked, it remains challenging to transfer this success to other skeleton structures with limited data. In this work, we design a model architecture that imitates Generative Pretraining Transformer (GPT), utilizing prior knowledge learned from human data to the animal domain. We jointly train motion autoencoders for both animal and human motions and at the same time optimize through the similarity scores among human motion encoding, animal motion encoding, and text CLIP embedding. Presenting the first solution to this problem, we are able to generate animal motions with high diversity and fidelity, quantitatively and qualitatively outperforming the results of training human motion generation baselines on animal data. Additionally, we introduce AnimalML3D, the first text-animal motion dataset with 1240 animation sequences spanning 36 different animal identities. We hope this dataset would mediate the data scarcity problem in text-driven animal motion generation, providing a new playground for the research community.
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%.
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/
Robot Learning with Sensorimotor Pre-training
We present a self-supervised sensorimotor pre-training approach for robotics. Our model, called RPT, is a Transformer that operates on sequences of sensorimotor tokens. Given a sequence of camera images, proprioceptive robot states, and past actions, we encode the interleaved sequence into tokens, mask out a random subset, and train a model to predict the masked-out content. We hypothesize that if the robot can predict the missing content it has acquired a good model of the physical world that can enable it to act. RPT is designed to operate on latent visual representations which makes prediction tractable, enables scaling to 10x larger models, and 10 Hz inference on a real robot. To evaluate our approach, we collect a dataset of 20,000 real-world trajectories over 9 months using a combination of motion planning and model-based grasping algorithms. We find that pre-training on this data consistently outperforms training from scratch, leads to 2x improvements in the block stacking task, and has favorable scaling properties.
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
Temporal Residual Jacobians For Rig-free Motion Transfer
We introduce Temporal Residual Jacobians as a novel representation to enable data-driven motion transfer. Our approach does not assume access to any rigging or intermediate shape keyframes, produces geometrically and temporally consistent motions, and can be used to transfer long motion sequences. Central to our approach are two coupled neural networks that individually predict local geometric and temporal changes that are subsequently integrated, spatially and temporally, to produce the final animated meshes. The two networks are jointly trained, complement each other in producing spatial and temporal signals, and are supervised directly with 3D positional information. During inference, in the absence of keyframes, our method essentially solves a motion extrapolation problem. We test our setup on diverse meshes (synthetic and scanned shapes) to demonstrate its superiority in generating realistic and natural-looking animations on unseen body shapes against SoTA alternatives. Supplemental video and code are available at https://temporaljacobians.github.io/ .
MoGlow: Probabilistic and controllable motion synthesis using normalising flows
Data-driven modelling and synthesis of motion is an active research area with applications that include animation, games, and social robotics. This paper introduces a new class of probabilistic, generative, and controllable motion-data models based on normalising flows. Models of this kind can describe highly complex distributions, yet can be trained efficiently using exact maximum likelihood, unlike GANs or VAEs. Our proposed model is autoregressive and uses LSTMs to enable arbitrarily long time-dependencies. Importantly, is is also causal, meaning that each pose in the output sequence is generated without access to poses or control inputs from future time steps; this absence of algorithmic latency is important for interactive applications with real-time motion control. The approach can in principle be applied to any type of motion since it does not make restrictive, task-specific assumptions regarding the motion or the character morphology. We evaluate the models on motion-capture datasets of human and quadruped locomotion. Objective and subjective results show that randomly-sampled motion from the proposed method outperforms task-agnostic baselines and attains a motion quality close to recorded motion capture.
Unlocking Pretrained LLMs for Motion-Related Multimodal Generation: A Fine-Tuning Approach to Unify Diffusion and Next-Token Prediction
In this paper, we propose a unified framework that leverages a single pretrained LLM for Motion-related Multimodal Generation, referred to as MoMug. MoMug integrates diffusion-based continuous motion generation with the model's inherent autoregressive discrete text prediction capabilities by fine-tuning a pretrained LLM. This enables seamless switching between continuous motion output and discrete text token prediction within a single model architecture, effectively combining the strengths of both diffusion- and LLM-based approaches. Experimental results show that, compared to the most recent LLM-based baseline, MoMug improves FID by 38% and mean accuracy across seven metrics by 16.61% on the text-to-motion task. Additionally, it improves mean accuracy across eight metrics by 8.44% on the text-to-motion task. To the best of our knowledge, this is the first approach to integrate diffusion- and LLM-based generation within a single model for motion-related multimodal tasks while maintaining low training costs. This establishes a foundation for future advancements in motion-related generation, paving the way for high-quality yet cost-efficient motion synthesis.
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.
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/
Pre-training Auto-regressive Robotic Models with 4D Representations
Foundation models pre-trained on massive unlabeled datasets have revolutionized natural language and computer vision, exhibiting remarkable generalization capabilities, thus highlighting the importance of pre-training. Yet, efforts in robotics have struggled to achieve similar success, limited by either the need for costly robotic annotations or the lack of representations that effectively model the physical world. In this paper, we introduce ARM4R, an Auto-regressive Robotic Model that leverages low-level 4D Representations learned from human video data to yield a better pre-trained robotic model. Specifically, we focus on utilizing 3D point tracking representations from videos derived by lifting 2D representations into 3D space via monocular depth estimation across time. These 4D representations maintain a shared geometric structure between the points and robot state representations up to a linear transformation, enabling efficient transfer learning from human video data to low-level robotic control. Our experiments show that ARM4R can transfer efficiently from human video data to robotics and consistently improves performance on tasks across various robot environments and configurations.
Example-based Motion Synthesis via Generative Motion Matching
We present GenMM, a generative model that "mines" as many diverse motions as possible from a single or few example sequences. In stark contrast to existing data-driven methods, which typically require long offline training time, are prone to visual artifacts, and tend to fail on large and complex skeletons, GenMM inherits the training-free nature and the superior quality of the well-known Motion Matching method. GenMM can synthesize a high-quality motion within a fraction of a second, even with highly complex and large skeletal structures. At the heart of our generative framework lies the generative motion matching module, which utilizes the bidirectional visual similarity as a generative cost function to motion matching, and operates in a multi-stage framework to progressively refine a random guess using exemplar motion matches. In addition to diverse motion generation, we show the versatility of our generative framework by extending it to a number of scenarios that are not possible with motion matching alone, including motion completion, key frame-guided generation, infinite looping, and motion reassembly. Code and data for this paper are at https://wyysf-98.github.io/GenMM/
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.
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.
Towards Robust and Adaptive Motion Forecasting: A Causal Representation Perspective
Learning behavioral patterns from observational data has been a de-facto approach to motion forecasting. Yet, the current paradigm suffers from two shortcomings: brittle under distribution shifts and inefficient for knowledge transfer. In this work, we propose to address these challenges from a causal representation perspective. We first introduce a causal formalism of motion forecasting, which casts the problem as a dynamic process with three groups of latent variables, namely invariant variables, style confounders, and spurious features. We then introduce a learning framework that treats each group separately: (i) unlike the common practice mixing datasets collected from different locations, we exploit their subtle distinctions by means of an invariance loss encouraging the model to suppress spurious correlations; (ii) we devise a modular architecture that factorizes the representations of invariant mechanisms and style confounders to approximate a sparse causal graph; (iii) we introduce a style contrastive loss that not only enforces the structure of style representations but also serves as a self-supervisory signal for test-time refinement on the fly. Experiments on synthetic and real datasets show that our proposed method improves the robustness and reusability of learned motion representations, significantly outperforming prior state-of-the-art motion forecasting models for out-of-distribution generalization and low-shot transfer.
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.
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.
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.
4D-VLA: Spatiotemporal Vision-Language-Action Pretraining with Cross-Scene Calibration
Leveraging diverse robotic data for pretraining remains a critical challenge. Existing methods typically model the dataset's action distribution using simple observations as inputs. However, these inputs are often incomplete, resulting in a dispersed conditional action distribution-an issue we refer to as coordinate system chaos and state chaos. This inconsistency significantly hampers pretraining efficiency. To address this, we propose 4D-VLA, a novel approach that effectively integrates 4D information into the input to mitigate these sources of chaos. Our model introduces depth and temporal information into visual features with sequential RGB-D inputs, aligning the coordinate systems of the robot and the scene. This alignment endows the model with strong spatiotemporal reasoning capabilities while minimizing training overhead. Additionally, we introduce memory bank sampling, a frame sampling strategy designed to extract informative frames from historical images, further improving effectiveness and efficiency. Experimental results demonstrate that our pretraining method and architectural components substantially enhance model performance. In both simulated and real-world experiments, our model achieves a significant increase in success rate over OpenVLA. To further assess spatial perception and generalization to novel views, we introduce MV-Bench, a multi-view simulation benchmark. Our model consistently outperforms existing methods, demonstrating stronger spatial understanding and adaptability.
Masked Motion Predictors are Strong 3D Action Representation Learners
In 3D human action recognition, limited supervised data makes it challenging to fully tap into the modeling potential of powerful networks such as transformers. As a result, researchers have been actively investigating effective self-supervised pre-training strategies. In this work, we show that instead of following the prevalent pretext task to perform masked self-component reconstruction in human joints, explicit contextual motion modeling is key to the success of learning effective feature representation for 3D action recognition. Formally, we propose the Masked Motion Prediction (MAMP) framework. To be specific, the proposed MAMP takes as input the masked spatio-temporal skeleton sequence and predicts the corresponding temporal motion of the masked human joints. Considering the high temporal redundancy of the skeleton sequence, in our MAMP, the motion information also acts as an empirical semantic richness prior that guide the masking process, promoting better attention to semantically rich temporal regions. Extensive experiments on NTU-60, NTU-120, and PKU-MMD datasets show that the proposed MAMP pre-training substantially improves the performance of the adopted vanilla transformer, achieving state-of-the-art results without bells and whistles. The source code of our MAMP is available at https://github.com/maoyunyao/MAMP.
Spatial-Temporal Multi-Scale Quantization for Flexible Motion Generation
Despite significant advancements in human motion generation, current motion representations, typically formulated as discrete frame sequences, still face two critical limitations: (i) they fail to capture motion from a multi-scale perspective, limiting the capability in complex patterns modeling; (ii) they lack compositional flexibility, which is crucial for model's generalization in diverse generation tasks. To address these challenges, we introduce MSQ, a novel quantization method that compresses the motion sequence into multi-scale discrete tokens across spatial and temporal dimensions. MSQ employs distinct encoders to capture body parts at varying spatial granularities and temporally interpolates the encoded features into multiple scales before quantizing them into discrete tokens. Building on this representation, we establish a generative mask modeling model to effectively support motion editing, motion control, and conditional motion generation. Through quantitative and qualitative analysis, we show that our quantization method enables the seamless composition of motion tokens without requiring specialized design or re-training. Furthermore, extensive evaluations demonstrate that our approach outperforms existing baseline methods on various benchmarks.
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/ .
BeLFusion: Latent Diffusion for Behavior-Driven Human Motion Prediction
Stochastic human motion prediction (HMP) has generally been tackled with generative adversarial networks and variational autoencoders. Most prior works aim at predicting highly diverse movements in terms of the skeleton joints' dispersion. This has led to methods predicting fast and motion-divergent movements, which are often unrealistic and incoherent with past motion. Such methods also neglect contexts that need to anticipate diverse low-range behaviors, or actions, with subtle joint displacements. To address these issues, we present BeLFusion, a model that, for the first time, leverages latent diffusion models in HMP to sample from a latent space where behavior is disentangled from pose and motion. As a result, diversity is encouraged from a behavioral perspective. Thanks to our behavior coupler's ability to transfer sampled behavior to ongoing motion, BeLFusion's predictions display a variety of behaviors that are significantly more realistic than the state of the art. To support it, we introduce two metrics, the Area of the Cumulative Motion Distribution, and the Average Pairwise Distance Error, which are correlated to our definition of realism according to a qualitative study with 126 participants. Finally, we prove BeLFusion's generalization power in a new cross-dataset scenario for stochastic HMP.
Physical Autoregressive Model for Robotic Manipulation without Action Pretraining
The scarcity of manipulation data has motivated the use of pretrained large models from other modalities in robotics. In this work, we build upon autoregressive video generation models to propose a Physical Autoregressive Model (PAR), where physical tokens combine frames and actions to represent the joint evolution of the robot and its environment. PAR leverages the world knowledge embedded in video pretraining to understand physical dynamics without requiring action pretraining, enabling accurate video prediction and consistent action trajectories. It also adopts a DiT-based de-tokenizer to model frames and actions as continuous tokens, mitigating quantization errors and facilitating mutual enhancement. Furthermore, we incorporate a causal mask with inverse kinematics, parallel training, and the KV-cache mechanism to further improve performance and efficiency. Experiments on the ManiSkill benchmark show that PAR achieves a 100\% success rate on the PushCube task, matches the performance of action-pretrained baselines on other tasks, and accurately predicts future videos with tightly aligned action trajectories. These findings underscore a promising direction for robotic manipulation by transferring world knowledge from autoregressive video pretraining. The project page is here: https://hcplab-sysu.github.io/PhysicalAutoregressiveModel/
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.
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.
RynnVLA-001: Using Human Demonstrations to Improve Robot Manipulation
This paper presents RynnVLA-001, a vision-language-action(VLA) model built upon large-scale video generative pretraining from human demonstrations. We propose a novel two-stage pretraining methodology. The first stage, Ego-Centric Video Generative Pretraining, trains an Image-to-Video model on 12M ego-centric manipulation videos to predict future frames conditioned on an initial frame and a language instruction. The second stage, Human-Centric Trajectory-Aware Modeling, extends this by jointly predicting future keypoint trajectories, thereby effectively bridging visual frame prediction with action prediction. Furthermore, to enhance action representation, we propose ActionVAE, a variational autoencoder that compresses sequences of actions into compact latent embeddings, reducing the complexity of the VLA output space. When finetuned on the same downstream robotics datasets, RynnVLA-001 achieves superior performance over state-of-the-art baselines, demonstrating that the proposed pretraining strategy provides a more effective initialization for VLA models.
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.
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/
HVM-1: Large-scale video models pretrained with nearly 5000 hours of human-like video data
We introduce Human-like Video Models (HVM-1), large-scale video models pretrained with nearly 5000 hours of curated human-like video data (mostly egocentric, temporally extended, continuous video recordings), using the spatiotemporal masked autoencoder (ST-MAE) algorithm. We release two 633M parameter models trained at spatial resolutions of 224x224 and 448x448 pixels. We evaluate the performance of these models in downstream few-shot video and image recognition tasks and compare them against a model pretrained with 1330 hours of short action-oriented video clips from YouTube (Kinetics-700). HVM-1 models perform competitively against the Kinetics-700 pretrained model in downstream evaluations despite substantial qualitative differences between the spatiotemporal characteristics of the corresponding pretraining datasets. HVM-1 models also learn more accurate and more robust object representations compared to models pretrained with the image-based MAE algorithm on the same data, demonstrating the potential benefits of learning to predict temporal regularities in natural videos for learning better object representations.
Efficient Video Diffusion Models via Content-Frame Motion-Latent Decomposition
Video diffusion models have recently made great progress in generation quality, but are still limited by the high memory and computational requirements. This is because current video diffusion models often attempt to process high-dimensional videos directly. To tackle this issue, we propose content-motion latent diffusion model (CMD), a novel efficient extension of pretrained image diffusion models for video generation. Specifically, we propose an autoencoder that succinctly encodes a video as a combination of a content frame (like an image) and a low-dimensional motion latent representation. The former represents the common content, and the latter represents the underlying motion in the video, respectively. We generate the content frame by fine-tuning a pretrained image diffusion model, and we generate the motion latent representation by training a new lightweight diffusion model. A key innovation here is the design of a compact latent space that can directly utilizes a pretrained image diffusion model, which has not been done in previous latent video diffusion models. This leads to considerably better quality generation and reduced computational costs. For instance, CMD can sample a video 7.7times faster than prior approaches by generating a video of 512times1024 resolution and length 16 in 3.1 seconds. Moreover, CMD achieves an FVD score of 212.7 on WebVid-10M, 27.3% better than the previous state-of-the-art of 292.4.
Realistic Human Motion Generation with Cross-Diffusion Models
We introduce the Cross Human Motion Diffusion Model (CrossDiff), a novel approach for generating high-quality human motion based on textual descriptions. Our method integrates 3D and 2D information using a shared transformer network within the training of the diffusion model, unifying motion noise into a single feature space. This enables cross-decoding of features into both 3D and 2D motion representations, regardless of their original dimension. The primary advantage of CrossDiff is its cross-diffusion mechanism, which allows the model to reverse either 2D or 3D noise into clean motion during training. This capability leverages the complementary information in both motion representations, capturing intricate human movement details often missed by models relying solely on 3D information. Consequently, CrossDiff effectively combines the strengths of both representations to generate more realistic motion sequences. In our experiments, our model demonstrates competitive state-of-the-art performance on text-to-motion benchmarks. Moreover, our method consistently provides enhanced motion generation quality, capturing complex full-body movement intricacies. Additionally, with a pretrained model,our approach accommodates using in the wild 2D motion data without 3D motion ground truth during training to generate 3D motion, highlighting its potential for broader applications and efficient use of available data resources. Project page: https://wonderno.github.io/CrossDiff-webpage/.
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.
BAMM: Bidirectional Autoregressive Motion Model
Generating human motion from text has been dominated by denoising motion models either through diffusion or generative masking process. However, these models face great limitations in usability by requiring prior knowledge of the motion length. Conversely, autoregressive motion models address this limitation by adaptively predicting motion endpoints, at the cost of degraded generation quality and editing capabilities. To address these challenges, we propose Bidirectional Autoregressive Motion Model (BAMM), a novel text-to-motion generation framework. BAMM consists of two key components: (1) a motion tokenizer that transforms 3D human motion into discrete tokens in latent space, and (2) a masked self-attention transformer that autoregressively predicts randomly masked tokens via a hybrid attention masking strategy. By unifying generative masked modeling and autoregressive modeling, BAMM captures rich and bidirectional dependencies among motion tokens, while learning the probabilistic mapping from textual inputs to motion outputs with dynamically-adjusted motion sequence length. This feature enables BAMM to simultaneously achieving high-quality motion generation with enhanced usability and built-in motion editability. Extensive experiments on HumanML3D and KIT-ML datasets demonstrate that BAMM surpasses current state-of-the-art methods in both qualitative and quantitative measures. Our project page is available at https://exitudio.github.io/BAMM-page
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.
SMF: Template-free and Rig-free Animation Transfer using Kinetic Codes
Animation retargetting applies sparse motion description (e.g., keypoint sequences) to a character mesh to produce a semantically plausible and temporally coherent full-body mesh sequence. Existing approaches come with restrictions -- they require access to template-based shape priors or artist-designed deformation rigs, suffer from limited generalization to unseen motion and/or shapes, or exhibit motion jitter. We propose Self-supervised Motion Fields (SMF), a self-supervised framework that is trained with only sparse motion representations, without requiring dataset-specific annotations, templates, or rigs. At the heart of our method are Kinetic Codes, a novel autoencoder-based sparse motion encoding, that exposes a semantically rich latent space, simplifying large-scale training. Our architecture comprises dedicated spatial and temporal gradient predictors, which are jointly trained in an end-to-end fashion. The combined network, regularized by the Kinetic Codes' latent space, has good generalization across both unseen shapes and new motions. We evaluated our method on unseen motion sampled from AMASS, D4D, Mixamo, and raw monocular video for animation transfer on various characters with varying shapes and topology. We report a new SoTA on the AMASS dataset in the context of generalization to unseen motion. Code, weights, and supplementary are available on the project webpage at https://motionfields.github.io/
StableMotion: Repurposing Diffusion-Based Image Priors for Motion Estimation
We present StableMotion, a novel framework leverages knowledge (geometry and content priors) from pretrained large-scale image diffusion models to perform motion estimation, solving single-image-based image rectification tasks such as Stitched Image Rectangling (SIR) and Rolling Shutter Correction (RSC). Specifically, StableMotion framework takes text-to-image Stable Diffusion (SD) models as backbone and repurposes it into an image-to-motion estimator. To mitigate inconsistent output produced by diffusion models, we propose Adaptive Ensemble Strategy (AES) that consolidates multiple outputs into a cohesive, high-fidelity result. Additionally, we present the concept of Sampling Steps Disaster (SSD), the counterintuitive scenario where increasing the number of sampling steps can lead to poorer outcomes, which enables our framework to achieve one-step inference. StableMotion is verified on two image rectification tasks and delivers state-of-the-art performance in both, as well as showing strong generalizability. Supported by SSD, StableMotion offers a speedup of 200 times compared to previous diffusion model-based methods.
Robots Pre-train Robots: Manipulation-Centric Robotic Representation from Large-Scale Robot Dataset
The pre-training of visual representations has enhanced the efficiency of robot learning. Due to the lack of large-scale in-domain robotic datasets, prior works utilize in-the-wild human videos to pre-train robotic visual representation. Despite their promising results, representations from human videos are inevitably subject to distribution shifts and lack the dynamics information crucial for task completion. We first evaluate various pre-trained representations in terms of their correlation to the downstream robotic manipulation tasks (i.e., manipulation centricity). Interestingly, we find that the "manipulation centricity" is a strong indicator of success rates when applied to downstream tasks. Drawing from these findings, we propose Manipulation Centric Representation (MCR), a foundation representation learning framework capturing both visual features and the dynamics information such as actions and proprioceptions of manipulation tasks to improve manipulation centricity. Specifically, we pre-train a visual encoder on the DROID robotic dataset and leverage motion-relevant data such as robot proprioceptive states and actions. We introduce a novel contrastive loss that aligns visual observations with the robot's proprioceptive state-action dynamics, combined with a behavior cloning (BC)-like actor loss to predict actions during pre-training, along with a time contrastive loss. Empirical results across 4 simulation domains with 20 tasks verify that MCR outperforms the strongest baseline method by 14.8%. Moreover, MCR boosts the performance of data-efficient learning with a UR5e arm on 3 real-world tasks by 76.9%. Project website: https://robots-pretrain-robots.github.io/.
SelFlow: Self-Supervised Learning of Optical Flow
We present a self-supervised learning approach for optical flow. Our method distills reliable flow estimations from non-occluded pixels, and uses these predictions as ground truth to learn optical flow for hallucinated occlusions. We further design a simple CNN to utilize temporal information from multiple frames for better flow estimation. These two principles lead to an approach that yields the best performance for unsupervised optical flow learning on the challenging benchmarks including MPI Sintel, KITTI 2012 and 2015. More notably, our self-supervised pre-trained model provides an excellent initialization for supervised fine-tuning. Our fine-tuned models achieve state-of-the-art results on all three datasets. At the time of writing, we achieve EPE=4.26 on the Sintel benchmark, outperforming all submitted methods.
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.
KTPFormer: Kinematics and Trajectory Prior Knowledge-Enhanced Transformer for 3D Human Pose Estimation
This paper presents a novel Kinematics and Trajectory Prior Knowledge-Enhanced Transformer (KTPFormer), which overcomes the weakness in existing transformer-based methods for 3D human pose estimation that the derivation of Q, K, V vectors in their self-attention mechanisms are all based on simple linear mapping. We propose two prior attention modules, namely Kinematics Prior Attention (KPA) and Trajectory Prior Attention (TPA) to take advantage of the known anatomical structure of the human body and motion trajectory information, to facilitate effective learning of global dependencies and features in the multi-head self-attention. KPA models kinematic relationships in the human body by constructing a topology of kinematics, while TPA builds a trajectory topology to learn the information of joint motion trajectory across frames. Yielding Q, K, V vectors with prior knowledge, the two modules enable KTPFormer to model both spatial and temporal correlations simultaneously. Extensive experiments on three benchmarks (Human3.6M, MPI-INF-3DHP and HumanEva) show that KTPFormer achieves superior performance in comparison to state-of-the-art methods. More importantly, our KPA and TPA modules have lightweight plug-and-play designs and can be integrated into various transformer-based networks (i.e., diffusion-based) to improve the performance with only a very small increase in the computational overhead. The code is available at: https://github.com/JihuaPeng/KTPFormer.
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.
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.
TEMOS: Generating diverse human motions from textual descriptions
We address the problem of generating diverse 3D human motions from textual descriptions. This challenging task requires joint modeling of both modalities: understanding and extracting useful human-centric information from the text, and then generating plausible and realistic sequences of human poses. In contrast to most previous work which focuses on generating a single, deterministic, motion from a textual description, we design a variational approach that can produce multiple diverse human motions. We propose TEMOS, a text-conditioned generative model leveraging variational autoencoder (VAE) training with human motion data, in combination with a text encoder that produces distribution parameters compatible with the VAE latent space. We show the TEMOS framework can produce both skeleton-based animations as in prior work, as well more expressive SMPL body motions. We evaluate our approach on the KIT Motion-Language benchmark and, despite being relatively straightforward, demonstrate significant improvements over the state of the art. Code and models are available on our webpage.
UnLoc: A Unified Framework for Video Localization Tasks
While large-scale image-text pretrained models such as CLIP have been used for multiple video-level tasks on trimmed videos, their use for temporal localization in untrimmed videos is still a relatively unexplored task. We design a new approach for this called UnLoc, which uses pretrained image and text towers, and feeds tokens to a video-text fusion model. The output of the fusion module are then used to construct a feature pyramid in which each level connects to a head to predict a per-frame relevancy score and start/end time displacements. Unlike previous works, our architecture enables Moment Retrieval, Temporal Localization, and Action Segmentation with a single stage model, without the need for action proposals, motion based pretrained features or representation masking. Unlike specialized models, we achieve state of the art results on all three different localization tasks with a unified approach. Code will be available at: https://github.com/google-research/scenic.
A Data-Centric Revisit of Pre-Trained Vision Models for Robot Learning
Pre-trained vision models (PVMs) are fundamental to modern robotics, yet their optimal configuration remains unclear. Through systematic evaluation, we find that while DINO and iBOT outperform MAE across visuomotor control and perception tasks, they struggle when trained on non-(single-)object-centric (NOC) data--a limitation strongly correlated with their diminished ability to learn object-centric representations. This investigation indicates that the ability to form object-centric representations from the non-object-centric robotics dataset is the key to success for PVMs. Motivated by this discovery, we designed SlotMIM, a method that induces object-centric representations by introducing a semantic bottleneck to reduce the number of prototypes to encourage the emergence of objectness as well as cross-view consistency regularization for encouraging multiview invariance. Our experiments encompass pre-training on object-centric, scene-centric, web-crawled, and ego-centric data. Across all settings, our approach learns transferrable representations and achieves significant improvements over prior work in image recognition, scene understanding, and robot learning evaluations. When scaled up with million-scale datasets, our method also demonstrates superior data efficiency and scalability. Our code and models are publicly available at https://github.com/CVMI-Lab/SlotMIM.
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.
STARS: Self-supervised Tuning for 3D Action Recognition in Skeleton Sequences
Self-supervised pretraining methods with masked prediction demonstrate remarkable within-dataset performance in skeleton-based action recognition. However, we show that, unlike contrastive learning approaches, they do not produce well-separated clusters. Additionally, these methods struggle with generalization in few-shot settings. To address these issues, we propose Self-supervised Tuning for 3D Action Recognition in Skeleton sequences (STARS). Specifically, STARS first uses a masked prediction stage using an encoder-decoder architecture. It then employs nearest-neighbor contrastive learning to partially tune the weights of the encoder, enhancing the formation of semantic clusters for different actions. By tuning the encoder for a few epochs, and without using hand-crafted data augmentations, STARS achieves state-of-the-art self-supervised results in various benchmarks, including NTU-60, NTU-120, and PKU-MMD. In addition, STARS exhibits significantly better results than masked prediction models in few-shot settings, where the model has not seen the actions throughout pretraining. Project page: https://soroushmehraban.github.io/stars/
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}.
SG-I2V: Self-Guided Trajectory Control in Image-to-Video Generation
Methods for image-to-video generation have achieved impressive, photo-realistic quality. However, adjusting specific elements in generated videos, such as object motion or camera movement, is often a tedious process of trial and error, e.g., involving re-generating videos with different random seeds. Recent techniques address this issue by fine-tuning a pre-trained model to follow conditioning signals, such as bounding boxes or point trajectories. Yet, this fine-tuning procedure can be computationally expensive, and it requires datasets with annotated object motion, which can be difficult to procure. In this work, we introduce SG-I2V, a framework for controllable image-to-video generation that is self-guidedx2013offering zero-shot control by relying solely on the knowledge present in a pre-trained image-to-video diffusion model without the need for fine-tuning or external knowledge. Our zero-shot method outperforms unsupervised baselines while being competitive with supervised models in terms of visual quality and motion fidelity.
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.
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.
Dynamic Appearance Modeling of Clothed 3D Human Avatars using a Single Camera
The appearance of a human in clothing is driven not only by the pose but also by its temporal context, i.e., motion. However, such context has been largely neglected by existing monocular human modeling methods whose neural networks often struggle to learn a video of a person with large dynamics due to the motion ambiguity, i.e., there exist numerous geometric configurations of clothes that are dependent on the context of motion even for the same pose. In this paper, we introduce a method for high-quality modeling of clothed 3D human avatars using a video of a person with dynamic movements. The main challenge comes from the lack of 3D ground truth data of geometry and its temporal correspondences. We address this challenge by introducing a novel compositional human modeling framework that takes advantage of both explicit and implicit human modeling. For explicit modeling, a neural network learns to generate point-wise shape residuals and appearance features of a 3D body model by comparing its 2D rendering results and the original images. This explicit model allows for the reconstruction of discriminative 3D motion features from UV space by encoding their temporal correspondences. For implicit modeling, an implicit network combines the appearance and 3D motion features to decode high-fidelity clothed 3D human avatars with motion-dependent geometry and texture. The experiments show that our method can generate a large variation of secondary motion in a physically plausible way.
DragAPart: Learning a Part-Level Motion Prior for Articulated Objects
We introduce DragAPart, a method that, given an image and a set of drags as input, can generate a new image of the same object in a new state, compatible with the action of the drags. Differently from prior works that focused on repositioning objects, DragAPart predicts part-level interactions, such as opening and closing a drawer. We study this problem as a proxy for learning a generalist motion model, not restricted to a specific kinematic structure or object category. To this end, we start from a pre-trained image generator and fine-tune it on a new synthetic dataset, Drag-a-Move, which we introduce. Combined with a new encoding for the drags and dataset randomization, the new model generalizes well to real images and different categories. Compared to prior motion-controlled generators, we demonstrate much better part-level motion understanding.
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/.
PIG-Nav: Key Insights for Pretrained Image Goal Navigation Models
Recent studies have explored pretrained (foundation) models for vision-based robotic navigation, aiming to achieve generalizable navigation and positive transfer across diverse environments while enhancing zero-shot performance in unseen settings. In this work, we introduce PIG-Nav (Pretrained Image-Goal Navigation), a new approach that further investigates pretraining strategies for vision-based navigation models and contributes in two key areas. Model-wise, we identify two critical design choices that consistently improve the performance of pretrained navigation models: (1) integrating an early-fusion network structure to combine visual observations and goal images via appropriately pretrained Vision Transformer (ViT) image encoder, and (2) introducing suitable auxiliary tasks to enhance global navigation representation learning, thus further improving navigation performance. Dataset-wise, we propose a novel data preprocessing pipeline for efficiently labeling large-scale game video datasets for navigation model training. We demonstrate that augmenting existing open navigation datasets with diverse gameplay videos improves model performance. Our model achieves an average improvement of 22.6% in zero-shot settings and a 37.5% improvement in fine-tuning settings over existing visual navigation foundation models in two complex simulated environments and one real-world environment. These results advance the state-of-the-art in pretrained image-goal navigation models. Notably, our model maintains competitive performance while requiring significantly less fine-tuning data, highlighting its potential for real-world deployment with minimal labeled supervision.
X-MoGen: Unified Motion Generation across Humans and Animals
Text-driven motion generation has attracted increasing attention due to its broad applications in virtual reality, animation, and robotics. While existing methods typically model human and animal motion separately, a joint cross-species approach offers key advantages, such as a unified representation and improved generalization. However, morphological differences across species remain a key challenge, often compromising motion plausibility. To address this, we propose X-MoGen, the first unified framework for cross-species text-driven motion generation covering both humans and animals. X-MoGen adopts a two-stage architecture. First, a conditional graph variational autoencoder learns canonical T-pose priors, while an autoencoder encodes motion into a shared latent space regularized by morphological loss. In the second stage, we perform masked motion modeling to generate motion embeddings conditioned on textual descriptions. During training, a morphological consistency module is employed to promote skeletal plausibility across species. To support unified modeling, we construct UniMo4D, a large-scale dataset of 115 species and 119k motion sequences, which integrates human and animal motions under a shared skeletal topology for joint training. Extensive experiments on UniMo4D demonstrate that X-MoGen outperforms state-of-the-art methods on both seen and unseen species.
GENMO: A GENeralist Model for Human MOtion
Human motion modeling traditionally separates motion generation and estimation into distinct tasks with specialized models. Motion generation models focus on creating diverse, realistic motions from inputs like text, audio, or keyframes, while motion estimation models aim to reconstruct accurate motion trajectories from observations like videos. Despite sharing underlying representations of temporal dynamics and kinematics, this separation limits knowledge transfer between tasks and requires maintaining separate models. We present GENMO, a unified Generalist Model for Human Motion that bridges motion estimation and generation in a single framework. Our key insight is to reformulate motion estimation as constrained motion generation, where the output motion must precisely satisfy observed conditioning signals. Leveraging the synergy between regression and diffusion, GENMO achieves accurate global motion estimation while enabling diverse motion generation. We also introduce an estimation-guided training objective that exploits in-the-wild videos with 2D annotations and text descriptions to enhance generative diversity. Furthermore, our novel architecture handles variable-length motions and mixed multimodal conditions (text, audio, video) at different time intervals, offering flexible control. This unified approach creates synergistic benefits: generative priors improve estimated motions under challenging conditions like occlusions, while diverse video data enhances generation capabilities. Extensive experiments demonstrate GENMO's effectiveness as a generalist framework that successfully handles multiple human motion tasks within a single model.
Animating the Uncaptured: Humanoid Mesh Animation with Video Diffusion Models
Animation of humanoid characters is essential in various graphics applications, but requires significant time and cost to create realistic animations. We propose an approach to synthesize 4D animated sequences of input static 3D humanoid meshes, leveraging strong generalized motion priors from generative video models -- as such video models contain powerful motion information covering a wide variety of human motions. From an input static 3D humanoid mesh and a text prompt describing the desired animation, we synthesize a corresponding video conditioned on a rendered image of the 3D mesh. We then employ an underlying SMPL representation to animate the corresponding 3D mesh according to the video-generated motion, based on our motion optimization. This enables a cost-effective and accessible solution to enable the synthesis of diverse and realistic 4D animations.
T2M-GPT: Generating Human Motion from Textual Descriptions with Discrete Representations
In this work, we investigate a simple and must-known conditional generative framework based on Vector Quantised-Variational AutoEncoder (VQ-VAE) and Generative Pre-trained Transformer (GPT) for human motion generation from textural descriptions. We show that a simple CNN-based VQ-VAE with commonly used training recipes (EMA and Code Reset) allows us to obtain high-quality discrete representations. For GPT, we incorporate a simple corruption strategy during the training to alleviate training-testing discrepancy. Despite its simplicity, our T2M-GPT shows better performance than competitive approaches, including recent diffusion-based approaches. For example, on HumanML3D, which is currently the largest dataset, we achieve comparable performance on the consistency between text and generated motion (R-Precision), but with FID 0.116 largely outperforming MotionDiffuse of 0.630. Additionally, we conduct analyses on HumanML3D and observe that the dataset size is a limitation of our approach. Our work suggests that VQ-VAE still remains a competitive approach for human motion generation.
The effectiveness of MAE pre-pretraining for billion-scale pretraining
This paper revisits the standard pretrain-then-finetune paradigm used in computer vision for visual recognition tasks. Typically, state-of-the-art foundation models are pretrained using large scale (weakly) supervised datasets with billions of images. We introduce an additional pre-pretraining stage that is simple and uses the self-supervised MAE technique to initialize the model. While MAE has only been shown to scale with the size of models, we find that it scales with the size of the training dataset as well. Thus, our MAE-based pre-pretraining scales with both model and data size making it applicable for training foundation models. Pre-pretraining consistently improves both the model convergence and the downstream transfer performance across a range of model scales (millions to billions of parameters), and dataset sizes (millions to billions of images). We measure the effectiveness of pre-pretraining on 10 different visual recognition tasks spanning image classification, video recognition, object detection, low-shot classification and zero-shot recognition. Our largest model achieves new state-of-the-art results on iNaturalist-18 (91.3%), 1-shot ImageNet-1k (62.1%), and zero-shot transfer on Food-101 (96.0%). Our study reveals that model initialization plays a significant role, even for web-scale pretraining with billions of images.
Video Prediction with Appearance and Motion Conditions
Video prediction aims to generate realistic future frames by learning dynamic visual patterns. One fundamental challenge is to deal with future uncertainty: How should a model behave when there are multiple correct, equally probable future? We propose an Appearance-Motion Conditional GAN to address this challenge. We provide appearance and motion information as conditions that specify how the future may look like, reducing the level of uncertainty. Our model consists of a generator, two discriminators taking charge of appearance and motion pathways, and a perceptual ranking module that encourages videos of similar conditions to look similar. To train our model, we develop a novel conditioning scheme that consists of different combinations of appearance and motion conditions. We evaluate our model using facial expression and human action datasets and report favorable results compared to existing methods.
Generative Human Motion Stylization in Latent Space
Human motion stylization aims to revise the style of an input motion while keeping its content unaltered. Unlike existing works that operate directly in pose space, we leverage the latent space of pretrained autoencoders as a more expressive and robust representation for motion extraction and infusion. Building upon this, we present a novel generative model that produces diverse stylization results of a single motion (latent) code. During training, a motion code is decomposed into two coding components: a deterministic content code, and a probabilistic style code adhering to a prior distribution; then a generator massages the random combination of content and style codes to reconstruct the corresponding motion codes. Our approach is versatile, allowing the learning of probabilistic style space from either style labeled or unlabeled motions, providing notable flexibility in stylization as well. In inference, users can opt to stylize a motion using style cues from a reference motion or a label. Even in the absence of explicit style input, our model facilitates novel re-stylization by sampling from the unconditional style prior distribution. Experimental results show that our proposed stylization models, despite their lightweight design, outperform the state-of-the-art in style reenactment, content preservation, and generalization across various applications and settings. Project Page: https://murrol.github.io/GenMoStyle
Pre-training on Synthetic Driving Data for Trajectory Prediction
Accumulating substantial volumes of real-world driving data proves pivotal in the realm of trajectory forecasting for autonomous driving. Given the heavy reliance of current trajectory forecasting models on data-driven methodologies, we aim to tackle the challenge of learning general trajectory forecasting representations under limited data availability. We propose a pipeline-level solution to mitigate the issue of data scarcity in trajectory forecasting. The solution is composed of two parts: firstly, we adopt HD map augmentation and trajectory synthesis for generating driving data, and then we learn representations by pre-training on them. Specifically, we apply vector transformations to reshape the maps, and then employ a rule-based model to generate trajectories on both original and augmented scenes; thus enlarging the driving data without collecting additional real ones. To foster the learning of general representations within this augmented dataset, we comprehensively explore the different pre-training strategies, including extending the concept of a Masked AutoEncoder (MAE) for trajectory forecasting. Without bells and whistles, our proposed pipeline-level solution is general, simple, yet effective: we conduct extensive experiments to demonstrate the effectiveness of our data expansion and pre-training strategies, which outperform the baseline prediction model by large margins, e.g. 5.04%, 3.84% and 8.30% in terms of MR_6, minADE_6 and minFDE_6. The pre-training dataset and the codes for pre-training and fine-tuning are released at https://github.com/yhli123/Pretraining_on_Synthetic_Driving_Data_for_Trajectory_Prediction.
Deep Stochastic Kinematic Models for Probabilistic Motion Forecasting in Traffic
In trajectory forecasting tasks for traffic, future output trajectories can be computed by advancing the ego vehicle's state with predicted actions according to a kinematics model. By unrolling predicted trajectories via time integration and models of kinematic dynamics, predicted trajectories should not only be kinematically feasible but also relate uncertainty from one timestep to the next. While current works in probabilistic prediction do incorporate kinematic priors for mean trajectory prediction, variance is often left as a learnable parameter, despite uncertainty in one time step being inextricably tied to uncertainty in the previous time step. In this paper, we show simple and differentiable analytical approximations describing the relationship between variance at one timestep and that at the next with the kinematic bicycle model. These approximations can be easily incorporated with negligible additional overhead into any existing trajectory forecasting framework utilizing probabilistic predictions, whether it is autoregressive or one-shot prediction. In our results, we find that encoding the relationship between variance across timesteps works especially well in unoptimal settings, such as with small or noisy datasets. We observe up to a 50% performance boost in partial dataset settings and up to an 8% performance boost in large-scale learning compared to previous kinematic prediction methods on SOTA trajectory forecasting architectures out-of-the-box, with no fine-tuning. In this paper, we show four analytical formulations of probabilistic kinematic priors which can be used for any Gaussian Mixture Model (GMM)-based deep learning models, quantify the error bound on linear approximations applied during trajectory unrolling, and show results to evaluate each formulation in trajectory forecasting.
ViPRA: Video Prediction for Robot Actions
Can we turn a video prediction model into a robot policy? Videos, including those of humans or teleoperated robots, capture rich physical interactions. However, most of them lack labeled actions, which limits their use in robot learning. We present Video Prediction for Robot Actions (ViPRA), a simple pretraining-finetuning framework that learns continuous robot control from these actionless videos. Instead of directly predicting actions, we train a video-language model to predict both future visual observations and motion-centric latent actions, which serve as intermediate representations of scene dynamics. We train these latent actions using perceptual losses and optical flow consistency to ensure they reflect physically grounded behavior. For downstream control, we introduce a chunked flow matching decoder that maps latent actions to robot-specific continuous action sequences, using only 100 to 200 teleoperated demonstrations. This approach avoids expensive action annotation, supports generalization across embodiments, and enables smooth, high-frequency continuous control upto 22 Hz via chunked action decoding. Unlike prior latent action works that treat pretraining as autoregressive policy learning, explicitly models both what changes and how. Our method outperforms strong baselines, with a 16% gain on the SIMPLER benchmark and a 13% improvement across real world manipulation tasks. We will release models and code at https://vipra-project.github.io
FitCLIP: Refining Large-Scale Pretrained Image-Text Models for Zero-Shot Video Understanding Tasks
Large-scale pretrained image-text models have shown incredible zero-shot performance in a handful of tasks, including video ones such as action recognition and text-to-video retrieval. However, these models have not been adapted to video, mainly because they do not account for the time dimension but also because video frames are different from the typical images (e.g., containing motion blur, and less sharpness). In this paper, we present a fine-tuning strategy to refine these large-scale pretrained image-text models for zero-shot video understanding tasks. We show that by carefully adapting these models we obtain considerable improvements on two zero-shot Action Recognition tasks and three zero-shot Text-to-video Retrieval tasks. The code is available at https://github.com/bryant1410/fitclip
MotionPCM: Real-Time Motion Synthesis with Phased Consistency Model
Diffusion models have become a popular choice for human motion synthesis due to their powerful generative capabilities. However, their high computational complexity and large sampling steps pose challenges for real-time applications. Fortunately, the Consistency Model (CM) provides a solution to greatly reduce the number of sampling steps from hundreds to a few, typically fewer than four, significantly accelerating the synthesis of diffusion models. However, applying CM to text-conditioned human motion synthesis in latent space yields unsatisfactory generation results. In this paper, we introduce MotionPCM, a phased consistency model-based approach designed to improve the quality and efficiency for real-time motion synthesis in latent space. Experimental results on the HumanML3D dataset show that our model achieves real-time inference at over 30 frames per second in a single sampling step while outperforming the previous state-of-the-art with a 38.9\% improvement in FID. The code will be available for reproduction.
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
DIMO: Diverse 3D Motion Generation for Arbitrary Objects
We present DIMO, a generative approach capable of generating diverse 3D motions for arbitrary objects from a single image. The core idea of our work is to leverage the rich priors in well-trained video models to extract the common motion patterns and then embed them into a shared low-dimensional latent space. Specifically, we first generate multiple videos of the same object with diverse motions. We then embed each motion into a latent vector and train a shared motion decoder to learn the distribution of motions represented by a structured and compact motion representation, i.e., neural key point trajectories. The canonical 3D Gaussians are then driven by these key points and fused to model the geometry and appearance. During inference time with learned latent space, we can instantly sample diverse 3D motions in a single-forward pass and support several interesting applications including 3D motion interpolation and language-guided motion generation. Our project page is available at https://linzhanm.github.io/dimo.
MoMask: Generative Masked Modeling of 3D Human Motions
We introduce MoMask, a novel masked modeling framework for text-driven 3D human motion generation. In MoMask, a hierarchical quantization scheme is employed to represent human motion as multi-layer discrete motion tokens with high-fidelity details. Starting at the base layer, with a sequence of motion tokens obtained by vector quantization, the residual tokens of increasing orders are derived and stored at the subsequent layers of the hierarchy. This is consequently followed by two distinct bidirectional transformers. For the base-layer motion tokens, a Masked Transformer is designated to predict randomly masked motion tokens conditioned on text input at training stage. During generation (i.e. inference) stage, starting from an empty sequence, our Masked Transformer iteratively fills up the missing tokens; Subsequently, a Residual Transformer learns to progressively predict the next-layer tokens based on the results from current layer. Extensive experiments demonstrate that MoMask outperforms the state-of-art methods on the text-to-motion generation task, with an FID of 0.045 (vs e.g. 0.141 of T2M-GPT) on the HumanML3D dataset, and 0.228 (vs 0.514) on KIT-ML, respectively. MoMask can also be seamlessly applied in related tasks without further model fine-tuning, such as text-guided temporal inpainting.
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/.
TrackSSM: A General Motion Predictor by State-Space Model
Temporal motion modeling has always been a key component in multiple object tracking (MOT) which can ensure smooth trajectory movement and provide accurate positional information to enhance association precision. However, current motion models struggle to be both efficient and effective across different application scenarios. To this end, we propose TrackSSM inspired by the recently popular state space models (SSM), a unified encoder-decoder motion framework that uses data-dependent state space model to perform temporal motion of trajectories. Specifically, we propose Flow-SSM, a module that utilizes the position and motion information from historical trajectories to guide the temporal state transition of object bounding boxes. Based on Flow-SSM, we design a flow decoder. It is composed of a cascaded motion decoding module employing Flow-SSM, which can use the encoded flow information to complete the temporal position prediction of trajectories. Additionally, we propose a Step-by-Step Linear (S^2L) training strategy. By performing linear interpolation between the positions of the object in the previous frame and the current frame, we construct the pseudo labels of step-by-step linear training, ensuring that the trajectory flow information can better guide the object bounding box in completing temporal transitions. TrackSSM utilizes a simple Mamba-Block to build a motion encoder for historical trajectories, forming a temporal motion model with an encoder-decoder structure in conjunction with the flow decoder. TrackSSM is applicable to various tracking scenarios and achieves excellent tracking performance across multiple benchmarks, further extending the potential of SSM-like temporal motion models in multi-object tracking tasks. Code and models are publicly available at https://github.com/Xavier-Lin/TrackSSM.
SMILE: Infusing Spatial and Motion Semantics in Masked Video Learning
Masked video modeling, such as VideoMAE, is an effective paradigm for video self-supervised learning (SSL). However, they are primarily based on reconstructing pixel-level details on natural videos which have substantial temporal redundancy, limiting their capability for semantic representation and sufficient encoding of motion dynamics. To address these issues, this paper introduces a novel SSL approach for video representation learning, dubbed as SMILE, by infusing both spatial and motion semantics. In SMILE, we leverage image-language pretrained models, such as CLIP, to guide the learning process with their high-level spatial semantics. We enhance the representation of motion by introducing synthetic motion patterns in the training data, allowing the model to capture more complex and dynamic content. Furthermore, using SMILE, we establish a new self-supervised video learning paradigm capable of learning strong video representations without requiring any natural video data. We have carried out extensive experiments on 7 datasets with various downstream scenarios. SMILE surpasses current state-of-the-art SSL methods, showcasing its effectiveness in learning more discriminative and generalizable video representations. Code is available: https://github.com/fmthoker/SMILE
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.
Neural Scene Flow Prior
Before the deep learning revolution, many perception algorithms were based on runtime optimization in conjunction with a strong prior/regularization penalty. A prime example of this in computer vision is optical and scene flow. Supervised learning has largely displaced the need for explicit regularization. Instead, they rely on large amounts of labeled data to capture prior statistics, which are not always readily available for many problems. Although optimization is employed to learn the neural network, the weights of this network are frozen at runtime. As a result, these learning solutions are domain-specific and do not generalize well to other statistically different scenarios. This paper revisits the scene flow problem that relies predominantly on runtime optimization and strong regularization. A central innovation here is the inclusion of a neural scene flow prior, which uses the architecture of neural networks as a new type of implicit regularizer. Unlike learning-based scene flow methods, optimization occurs at runtime, and our approach needs no offline datasets -- making it ideal for deployment in new environments such as autonomous driving. We show that an architecture based exclusively on multilayer perceptrons (MLPs) can be used as a scene flow prior. Our method attains competitive -- if not better -- results on scene flow benchmarks. Also, our neural prior's implicit and continuous scene flow representation allows us to estimate dense long-term correspondences across a sequence of point clouds. The dense motion information is represented by scene flow fields where points can be propagated through time by integrating motion vectors. We demonstrate such a capability by accumulating a sequence of lidar point clouds.
EfficientMT: Efficient Temporal Adaptation for Motion Transfer in Text-to-Video Diffusion Models
The progress on generative models has led to significant advances on text-to-video (T2V) generation, yet the motion controllability of generated videos remains limited. Existing motion transfer methods explored the motion representations of reference videos to guide generation. Nevertheless, these methods typically rely on sample-specific optimization strategy, resulting in high computational burdens. In this paper, we propose EfficientMT, a novel and efficient end-to-end framework for video motion transfer. By leveraging a small set of synthetic paired motion transfer samples, EfficientMT effectively adapts a pretrained T2V model into a general motion transfer framework that can accurately capture and reproduce diverse motion patterns. Specifically, we repurpose the backbone of the T2V model to extract temporal information from reference videos, and further propose a scaler module to distill motion-related information. Subsequently, we introduce a temporal integration mechanism that seamlessly incorporates reference motion features into the video generation process. After training on our self-collected synthetic paired samples, EfficientMT enables general video motion transfer without requiring test-time optimization. Extensive experiments demonstrate that our EfficientMT outperforms existing methods in efficiency while maintaining flexible motion controllability. Our code will be available https://github.com/PrototypeNx/EfficientMT.
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.
ReVision: High-Quality, Low-Cost Video Generation with Explicit 3D Physics Modeling for Complex Motion and Interaction
In recent years, video generation has seen significant advancements. However, challenges still persist in generating complex motions and interactions. To address these challenges, we introduce ReVision, a plug-and-play framework that explicitly integrates parameterized 3D physical knowledge into a pretrained conditional video generation model, significantly enhancing its ability to generate high-quality videos with complex motion and interactions. Specifically, ReVision consists of three stages. First, a video diffusion model is used to generate a coarse video. Next, we extract a set of 2D and 3D features from the coarse video to construct a 3D object-centric representation, which is then refined by our proposed parameterized physical prior model to produce an accurate 3D motion sequence. Finally, this refined motion sequence is fed back into the same video diffusion model as additional conditioning, enabling the generation of motion-consistent videos, even in scenarios involving complex actions and interactions. We validate the effectiveness of our approach on Stable Video Diffusion, where ReVision significantly improves motion fidelity and coherence. Remarkably, with only 1.5B parameters, it even outperforms a state-of-the-art video generation model with over 13B parameters on complex video generation by a substantial margin. Our results suggest that, by incorporating 3D physical knowledge, even a relatively small video diffusion model can generate complex motions and interactions with greater realism and controllability, offering a promising solution for physically plausible video generation.
Inverse Dynamics Pretraining Learns Good Representations for Multitask Imitation
In recent years, domains such as natural language processing and image recognition have popularized the paradigm of using large datasets to pretrain representations that can be effectively transferred to downstream tasks. In this work we evaluate how such a paradigm should be done in imitation learning, where both pretraining and finetuning data are trajectories collected by experts interacting with an unknown environment. Namely, we consider a setting where the pretraining corpus consists of multitask demonstrations and the task for each demonstration is set by an unobserved latent context variable. The goal is to use the pretraining corpus to learn a low dimensional representation of the high dimensional (e.g., visual) observation space which can be transferred to a novel context for finetuning on a limited dataset of demonstrations. Among a variety of possible pretraining objectives, we argue that inverse dynamics modeling -- i.e., predicting an action given the observations appearing before and after it in the demonstration -- is well-suited to this setting. We provide empirical evidence of this claim through evaluations on a variety of simulated visuomotor manipulation problems. While previous work has attempted various theoretical explanations regarding the benefit of inverse dynamics modeling, we find that these arguments are insufficient to explain the empirical advantages often observed in our settings, and so we derive a novel analysis using a simple but general environment model.
Exploring Model Transferability through the Lens of Potential Energy
Transfer learning has become crucial in computer vision tasks due to the vast availability of pre-trained deep learning models. However, selecting the optimal pre-trained model from a diverse pool for a specific downstream task remains a challenge. Existing methods for measuring the transferability of pre-trained models rely on statistical correlations between encoded static features and task labels, but they overlook the impact of underlying representation dynamics during fine-tuning, leading to unreliable results, especially for self-supervised models. In this paper, we present an insightful physics-inspired approach named PED to address these challenges. We reframe the challenge of model selection through the lens of potential energy and directly model the interaction forces that influence fine-tuning dynamics. By capturing the motion of dynamic representations to decline the potential energy within a force-driven physical model, we can acquire an enhanced and more stable observation for estimating transferability. The experimental results on 10 downstream tasks and 12 self-supervised models demonstrate that our approach can seamlessly integrate into existing ranking techniques and enhance their performances, revealing its effectiveness for the model selection task and its potential for understanding the mechanism in transfer learning. Code will be available at https://github.com/lixiaotong97/PED.
Motion Inversion for Video Customization
In this research, we present a novel approach to motion customization in video generation, addressing the widespread gap in the thorough exploration of motion representation within video generative models. Recognizing the unique challenges posed by video's spatiotemporal nature, our method introduces Motion Embeddings, a set of explicit, temporally coherent one-dimensional embeddings derived from a given video. These embeddings are designed to integrate seamlessly with the temporal transformer modules of video diffusion models, modulating self-attention computations across frames without compromising spatial integrity. Our approach offers a compact and efficient solution to motion representation and enables complex manipulations of motion characteristics through vector arithmetic in the embedding space. Furthermore, we identify the Temporal Discrepancy in video generative models, which refers to variations in how different motion modules process temporal relationships between frames. We leverage this understanding to optimize the integration of our motion embeddings. Our contributions include the introduction of a tailored motion embedding for customization tasks, insights into the temporal processing differences in video models, and a demonstration of the practical advantages and effectiveness of our method through extensive experiments.
Humanoid Locomotion as Next Token Prediction
We cast real-world humanoid control as a next token prediction problem, akin to predicting the next word in language. Our model is a causal transformer trained via autoregressive prediction of sensorimotor trajectories. To account for the multi-modal nature of the data, we perform prediction in a modality-aligned way, and for each input token predict the next token from the same modality. This general formulation enables us to leverage data with missing modalities, like video trajectories without actions. We train our model on a collection of simulated trajectories coming from prior neural network policies, model-based controllers, motion capture data, and YouTube videos of humans. We show that our model enables a full-sized humanoid to walk in San Francisco zero-shot. Our model can transfer to the real world even when trained on only 27 hours of walking data, and can generalize to commands not seen during training like walking backward. These findings suggest a promising path toward learning challenging real-world control tasks by generative modeling of sensorimotor trajectories.
Diverse Human Motion Prediction Guided by Multi-Level Spatial-Temporal Anchors
Predicting diverse human motions given a sequence of historical poses has received increasing attention. Despite rapid progress, existing work captures the multi-modal nature of human motions primarily through likelihood-based sampling, where the mode collapse has been widely observed. In this paper, we propose a simple yet effective approach that disentangles randomly sampled codes with a deterministic learnable component named anchors to promote sample precision and diversity. Anchors are further factorized into spatial anchors and temporal anchors, which provide attractively interpretable control over spatial-temporal disparity. In principle, our spatial-temporal anchor-based sampling (STARS) can be applied to different motion predictors. Here we propose an interaction-enhanced spatial-temporal graph convolutional network (IE-STGCN) that encodes prior knowledge of human motions (e.g., spatial locality), and incorporate the anchors into it. Extensive experiments demonstrate that our approach outperforms state of the art in both stochastic and deterministic prediction, suggesting it as a unified framework for modeling human motions. Our code and pretrained models are available at https://github.com/Sirui-Xu/STARS.
MotionFlux: Efficient Text-Guided Motion Generation through Rectified Flow Matching and Preference Alignment
Motion generation is essential for animating virtual characters and embodied agents. While recent text-driven methods have made significant strides, they often struggle with achieving precise alignment between linguistic descriptions and motion semantics, as well as with the inefficiencies of slow, multi-step inference. To address these issues, we introduce TMR++ Aligned Preference Optimization (TAPO), an innovative framework that aligns subtle motion variations with textual modifiers and incorporates iterative adjustments to reinforce semantic grounding. To further enable real-time synthesis, we propose MotionFLUX, a high-speed generation framework based on deterministic rectified flow matching. Unlike traditional diffusion models, which require hundreds of denoising steps, MotionFLUX constructs optimal transport paths between noise distributions and motion spaces, facilitating real-time synthesis. The linearized probability paths reduce the need for multi-step sampling typical of sequential methods, significantly accelerating inference time without sacrificing motion quality. Experimental results demonstrate that, together, TAPO and MotionFLUX form a unified system that outperforms state-of-the-art approaches in both semantic consistency and motion quality, while also accelerating generation speed. The code and pretrained models will be released.
TANGO: Co-Speech Gesture Video Reenactment with Hierarchical Audio Motion Embedding and Diffusion Interpolation
We present TANGO, a framework for generating co-speech body-gesture videos. Given a few-minute, single-speaker reference video and target speech audio, TANGO produces high-fidelity videos with synchronized body gestures. TANGO builds on Gesture Video Reenactment (GVR), which splits and retrieves video clips using a directed graph structure - representing video frames as nodes and valid transitions as edges. We address two key limitations of GVR: audio-motion misalignment and visual artifacts in GAN-generated transition frames. In particular, (i) we propose retrieving gestures using latent feature distance to improve cross-modal alignment. To ensure the latent features could effectively model the relationship between speech audio and gesture motion, we implement a hierarchical joint embedding space (AuMoCLIP); (ii) we introduce the diffusion-based model to generate high-quality transition frames. Our diffusion model, Appearance Consistent Interpolation (ACInterp), is built upon AnimateAnyone and includes a reference motion module and homography background flow to preserve appearance consistency between generated and reference videos. By integrating these components into the graph-based retrieval framework, TANGO reliably produces realistic, audio-synchronized videos and outperforms all existing generative and retrieval methods. Our codes and pretrained models are available: https://pantomatrix.github.io/TANGO/
FantasyTalking: Realistic Talking Portrait Generation via Coherent Motion Synthesis
Creating a realistic animatable avatar from a single static portrait remains challenging. Existing approaches often struggle to capture subtle facial expressions, the associated global body movements, and the dynamic background. To address these limitations, we propose a novel framework that leverages a pretrained video diffusion transformer model to generate high-fidelity, coherent talking portraits with controllable motion dynamics. At the core of our work is a dual-stage audio-visual alignment strategy. In the first stage, we employ a clip-level training scheme to establish coherent global motion by aligning audio-driven dynamics across the entire scene, including the reference portrait, contextual objects, and background. In the second stage, we refine lip movements at the frame level using a lip-tracing mask, ensuring precise synchronization with audio signals. To preserve identity without compromising motion flexibility, we replace the commonly used reference network with a facial-focused cross-attention module that effectively maintains facial consistency throughout the video. Furthermore, we integrate a motion intensity modulation module that explicitly controls expression and body motion intensity, enabling controllable manipulation of portrait movements beyond mere lip motion. Extensive experimental results show that our proposed approach achieves higher quality with better realism, coherence, motion intensity, and identity preservation. Ours project page: https://fantasy-amap.github.io/fantasy-talking/.
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.
Compositional Prompt Tuning with Motion Cues for Open-vocabulary Video Relation Detection
Prompt tuning with large-scale pretrained vision-language models empowers open-vocabulary predictions trained on limited base categories, e.g., object classification and detection. In this paper, we propose compositional prompt tuning with motion cues: an extended prompt tuning paradigm for compositional predictions of video data. In particular, we present Relation Prompt (RePro) for Open-vocabulary Video Visual Relation Detection (Open-VidVRD), where conventional prompt tuning is easily biased to certain subject-object combinations and motion patterns. To this end, RePro addresses the two technical challenges of Open-VidVRD: 1) the prompt tokens should respect the two different semantic roles of subject and object, and 2) the tuning should account for the diverse spatio-temporal motion patterns of the subject-object compositions. Without bells and whistles, our RePro achieves a new state-of-the-art performance on two VidVRD benchmarks of not only the base training object and predicate categories, but also the unseen ones. Extensive ablations also demonstrate the effectiveness of the proposed compositional and multi-mode design of prompts. Code is available at https://github.com/Dawn-LX/OpenVoc-VidVRD.
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.
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.
Platypose: Calibrated Zero-Shot Multi-Hypothesis 3D Human Motion Estimation
Single camera 3D pose estimation is an ill-defined problem due to inherent ambiguities from depth, occlusion or keypoint noise. Multi-hypothesis pose estimation accounts for this uncertainty by providing multiple 3D poses consistent with the 2D measurements. Current research has predominantly concentrated on generating multiple hypotheses for single frame static pose estimation. In this study we focus on the new task of multi-hypothesis motion estimation. Motion estimation is not simply pose estimation applied to multiple frames, which would ignore temporal correlation across frames. Instead, it requires distributions which are capable of generating temporally consistent samples, which is significantly more challenging. To this end, we introduce Platypose, a framework that uses a diffusion model pretrained on 3D human motion sequences for zero-shot 3D pose sequence estimation. Platypose outperforms baseline methods on multiple hypotheses for motion estimation. Additionally, Platypose also achieves state-of-the-art calibration and competitive joint error when tested on static poses from Human3.6M, MPI-INF-3DHP and 3DPW. Finally, because it is zero-shot, our method generalizes flexibly to different settings such as multi-camera inference.
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.
RAGME: Retrieval Augmented Video Generation for Enhanced Motion Realism
Video generation is experiencing rapid growth, driven by advances in diffusion models and the development of better and larger datasets. However, producing high-quality videos remains challenging due to the high-dimensional data and the complexity of the task. Recent efforts have primarily focused on enhancing visual quality and addressing temporal inconsistencies, such as flickering. Despite progress in these areas, the generated videos often fall short in terms of motion complexity and physical plausibility, with many outputs either appearing static or exhibiting unrealistic motion. In this work, we propose a framework to improve the realism of motion in generated videos, exploring a complementary direction to much of the existing literature. Specifically, we advocate for the incorporation of a retrieval mechanism during the generation phase. The retrieved videos act as grounding signals, providing the model with demonstrations of how the objects move. Our pipeline is designed to apply to any text-to-video diffusion model, conditioning a pretrained model on the retrieved samples with minimal fine-tuning. We demonstrate the superiority of our approach through established metrics, recently proposed benchmarks, and qualitative results, and we highlight additional applications of the framework.
Tune-A-Video: One-Shot Tuning of Image Diffusion Models for Text-to-Video Generation
To reproduce the success of text-to-image (T2I) generation, recent works in text-to-video (T2V) generation employ large-scale text-video dataset for fine-tuning. However, such paradigm is computationally expensive. Humans have the amazing ability to learn new visual concepts from just one single exemplar. We hereby study a new T2V generation problemx2014One-Shot Video Generation, where only a single text-video pair is presented for training an open-domain T2V generator. Intuitively, we propose to adapt the T2I diffusion model pretrained on massive image data for T2V generation. We make two key observations: 1) T2I models are able to generate images that align well with the verb terms; 2) extending T2I models to generate multiple images concurrently exhibits surprisingly good content consistency. To further learn continuous motion, we propose Tune-A-Video with a tailored Sparse-Causal Attention, which generates videos from text prompts via an efficient one-shot tuning of pretrained T2I diffusion models. Tune-A-Video is capable of producing temporally-coherent videos over various applications such as change of subject or background, attribute editing, style transfer, demonstrating the versatility and effectiveness of our method.
Force Prompting: Video Generation Models Can Learn and Generalize Physics-based Control Signals
Recent advances in video generation models have sparked interest in world models capable of simulating realistic environments. While navigation has been well-explored, physically meaningful interactions that mimic real-world forces remain largely understudied. In this work, we investigate using physical forces as a control signal for video generation and propose force prompts which enable users to interact with images through both localized point forces, such as poking a plant, and global wind force fields, such as wind blowing on fabric. We demonstrate that these force prompts can enable videos to respond realistically to physical control signals by leveraging the visual and motion prior in the original pretrained model, without using any 3D asset or physics simulator at inference. The primary challenge of force prompting is the difficulty in obtaining high quality paired force-video training data, both in the real world due to the difficulty of obtaining force signals, and in synthetic data due to limitations in the visual quality and domain diversity of physics simulators. Our key finding is that video generation models can generalize remarkably well when adapted to follow physical force conditioning from videos synthesized by Blender, even with limited demonstrations of few objects. Our method can generate videos which simulate forces across diverse geometries, settings, and materials. We also try to understand the source of this generalization and perform ablations that reveal two key elements: visual diversity and the use of specific text keywords during training. Our approach is trained on only around 15k training examples for a single day on four A100 GPUs, and outperforms existing methods on force adherence and physics realism, bringing world models closer to real-world physics interactions. We release all datasets, code, weights, and interactive video demos at our project page.
Target-Aware Video Diffusion Models
We present a target-aware video diffusion model that generates videos from an input image in which an actor interacts with a specified target while performing a desired action. The target is defined by a segmentation mask and the desired action is described via a text prompt. Unlike existing controllable image-to-video diffusion models that often rely on dense structural or motion cues to guide the actor's movements toward the target, our target-aware model requires only a simple mask to indicate the target, leveraging the generalization capabilities of pretrained models to produce plausible actions. This makes our method particularly effective for human-object interaction (HOI) scenarios, where providing precise action guidance is challenging, and further enables the use of video diffusion models for high-level action planning in applications such as robotics. We build our target-aware model by extending a baseline model to incorporate the target mask as an additional input. To enforce target awareness, we introduce a special token that encodes the target's spatial information within the text prompt. We then fine-tune the model with our curated dataset using a novel cross-attention loss that aligns the cross-attention maps associated with this token with the input target mask. To further improve performance, we selectively apply this loss to the most semantically relevant transformer blocks and attention regions. Experimental results show that our target-aware model outperforms existing solutions in generating videos where actors interact accurately with the specified targets. We further demonstrate its efficacy in two downstream applications: video content creation and zero-shot 3D HOI motion synthesis.
Self-supervised Video Representation Learning by Uncovering Spatio-temporal Statistics
This paper proposes a novel pretext task to address the self-supervised video representation learning problem. Specifically, given an unlabeled video clip, we compute a series of spatio-temporal statistical summaries, such as the spatial location and dominant direction of the largest motion, the spatial location and dominant color of the largest color diversity along the temporal axis, etc. Then a neural network is built and trained to yield the statistical summaries given the video frames as inputs. In order to alleviate the learning difficulty, we employ several spatial partitioning patterns to encode rough spatial locations instead of exact spatial Cartesian coordinates. Our approach is inspired by the observation that human visual system is sensitive to rapidly changing contents in the visual field, and only needs impressions about rough spatial locations to understand the visual contents. To validate the effectiveness of the proposed approach, we conduct extensive experiments with four 3D backbone networks, i.e., C3D, 3D-ResNet, R(2+1)D and S3D-G. The results show that our approach outperforms the existing approaches across these backbone networks on four downstream video analysis tasks including action recognition, video retrieval, dynamic scene recognition, and action similarity labeling. The source code is publicly available at: https://github.com/laura-wang/video_repres_sts.
Leaping Into Memories: Space-Time Deep Feature Synthesis
The success of deep learning models has led to their adaptation and adoption by prominent video understanding methods. The majority of these approaches encode features in a joint space-time modality for which the inner workings and learned representations are difficult to visually interpret. We propose LEArned Preconscious Synthesis (LEAPS), an architecture-independent method for synthesizing videos from the internal spatiotemporal representations of models. Using a stimulus video and a target class, we prime a fixed space-time model and iteratively optimize a video initialized with random noise. Additional regularizers are used to improve the feature diversity of the synthesized videos alongside the cross-frame temporal coherence of motions. We quantitatively and qualitatively evaluate the applicability of LEAPS by inverting a range of spatiotemporal convolutional and attention-based architectures trained on Kinetics-400, which to the best of our knowledge has not been previously accomplished.
R-Pred: Two-Stage Motion Prediction Via Tube-Query Attention-Based Trajectory Refinement
Predicting the future motion of dynamic agents is of paramount importance to ensuring safety and assessing risks in motion planning for autonomous robots. In this study, we propose a two-stage motion prediction method, called R-Pred, designed to effectively utilize both scene and interaction context using a cascade of the initial trajectory proposal and trajectory refinement networks. The initial trajectory proposal network produces M trajectory proposals corresponding to the M modes of the future trajectory distribution. The trajectory refinement network enhances each of the M proposals using 1) tube-query scene attention (TQSA) and 2) proposal-level interaction attention (PIA) mechanisms. TQSA uses tube-queries to aggregate local scene context features pooled from proximity around trajectory proposals of interest. PIA further enhances the trajectory proposals by modeling inter-agent interactions using a group of trajectory proposals selected by their distances from neighboring agents. Our experiments conducted on Argoverse and nuScenes datasets demonstrate that the proposed refinement network provides significant performance improvements compared to the single-stage baseline and that R-Pred achieves state-of-the-art performance in some categories of the benchmarks.
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.
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.
RoHM: Robust Human Motion Reconstruction via Diffusion
We propose RoHM, an approach for robust 3D human motion reconstruction from monocular RGB(-D) videos in the presence of noise and occlusions. Most previous approaches either train neural networks to directly regress motion in 3D or learn data-driven motion priors and combine them with optimization at test time. The former do not recover globally coherent motion and fail under occlusions; the latter are time-consuming, prone to local minima, and require manual tuning. To overcome these shortcomings, we exploit the iterative, denoising nature of diffusion models. RoHM is a novel diffusion-based motion model that, conditioned on noisy and occluded input data, reconstructs complete, plausible motions in consistent global coordinates. Given the complexity of the problem -- requiring one to address different tasks (denoising and infilling) in different solution spaces (local and global motion) -- we decompose it into two sub-tasks and learn two models, one for global trajectory and one for local motion. To capture the correlations between the two, we then introduce a novel conditioning module, combining it with an iterative inference scheme. We apply RoHM to a variety of tasks -- from motion reconstruction and denoising to spatial and temporal infilling. Extensive experiments on three popular datasets show that our method outperforms state-of-the-art approaches qualitatively and quantitatively, while being faster at test time. The code will be available at https://sanweiliti.github.io/ROHM/ROHM.html.
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.
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
ETTrack: Enhanced Temporal Motion Predictor for Multi-Object Tracking
Many Multi-Object Tracking (MOT) approaches exploit motion information to associate all the detected objects across frames. However, many methods that rely on filtering-based algorithms, such as the Kalman Filter, often work well in linear motion scenarios but struggle to accurately predict the locations of objects undergoing complex and non-linear movements. To tackle these scenarios, we propose a motion-based MOT approach with an enhanced temporal motion predictor, ETTrack. Specifically, the motion predictor integrates a transformer model and a Temporal Convolutional Network (TCN) to capture short-term and long-term motion patterns, and it predicts the future motion of individual objects based on the historical motion information. Additionally, we propose a novel Momentum Correction Loss function that provides additional information regarding the motion direction of objects during training. This allows the motion predictor rapidly adapt to motion variations and more accurately predict future motion. Our experimental results demonstrate that ETTrack achieves a competitive performance compared with state-of-the-art trackers on DanceTrack and SportsMOT, scoring 56.4% and 74.4% in HOTA metrics, respectively.
CLIP-RT: Learning Language-Conditioned Robotic Policies from Natural Language Supervision
Teaching robots desired skills in real-world environments remains challenging, especially for non-experts. A key bottleneck is that collecting robotic data often requires expertise or specialized hardware, limiting accessibility and scalability. We posit that natural language offers an intuitive and accessible interface for robot learning. To this end, we study two aspects: (1) enabling non-experts to collect robotic data through natural language supervision (e.g., "move the arm to the right") and (2) training robot policies directly from this supervision. Specifically, we introduce a data collection framework that collects robot demonstrations based on natural language supervision and further augments these demonstrations. We then present CLIP-RT, a new vision-language-action (VLA) model that learns language-conditioned visuomotor policies from this supervision. CLIP-RT adapts the pretrained CLIP model and learns to predict language-based motion primitives via contrastive imitation learning. We train CLIP-RT on the Open X-Embodiment dataset and finetune it on in-domain data collected by our framework. In real-world evaluations, CLIP-RT demonstrates strong capabilities in learning novel manipulation skills, outperforming OpenVLA (7B parameters) by 24% in average success rates, while using 7x fewer parameters (1B). We further assess CLIP-RT's capabilities in few-shot generalization and collaborative scenarios involving large pretrained models or humans. In simulated environments, CLIP-RT also yields strong performance, achieving a 93.1% average success rate on the LIBERO benchmark with an inference throughput of 163 Hz.
Multi-Shot Character Consistency for Text-to-Video Generation
Text-to-video models have made significant strides in generating short video clips from textual descriptions. Yet, a significant challenge remains: generating several video shots of the same characters, preserving their identity without hurting video quality, dynamics, and responsiveness to text prompts. We present Video Storyboarding, a training-free method to enable pretrained text-to-video models to generate multiple shots with consistent characters, by sharing features between them. Our key insight is that self-attention query features (Q) encode both motion and identity. This creates a hard-to-avoid trade-off between preserving character identity and making videos dynamic, when features are shared. To address this issue, we introduce a novel query injection strategy that balances identity preservation and natural motion retention. This approach improves upon naive consistency techniques applied to videos, which often struggle to maintain this delicate equilibrium. Our experiments demonstrate significant improvements in character consistency across scenes while maintaining high-quality motion and text alignment. These results offer insights into critical stages of video generation and the interplay of structure and motion in video diffusion models.
DLFR-VAE: Dynamic Latent Frame Rate VAE for Video Generation
In this paper, we propose the Dynamic Latent Frame Rate VAE (DLFR-VAE), a training-free paradigm that can make use of adaptive temporal compression in latent space. While existing video generative models apply fixed compression rates via pretrained VAE, we observe that real-world video content exhibits substantial temporal non-uniformity, with high-motion segments containing more information than static scenes. Based on this insight, DLFR-VAE dynamically adjusts the latent frame rate according to the content complexity. Specifically, DLFR-VAE comprises two core innovations: (1) A Dynamic Latent Frame Rate Scheduler that partitions videos into temporal chunks and adaptively determines optimal frame rates based on information-theoretic content complexity, and (2) A training-free adaptation mechanism that transforms pretrained VAE architectures into a dynamic VAE that can process features with variable frame rates. Our simple but effective DLFR-VAE can function as a plug-and-play module, seamlessly integrating with existing video generation models and accelerating the video generation process.
PanoLora: Bridging Perspective and Panoramic Video Generation with LoRA Adaptation
Generating high-quality 360{\deg} panoramic videos remains a significant challenge due to the fundamental differences between panoramic and traditional perspective-view projections. While perspective videos rely on a single viewpoint with a limited field of view, panoramic content requires rendering the full surrounding environment, making it difficult for standard video generation models to adapt. Existing solutions often introduce complex architectures or large-scale training, leading to inefficiency and suboptimal results. Motivated by the success of Low-Rank Adaptation (LoRA) in style transfer tasks, we propose treating panoramic video generation as an adaptation problem from perspective views. Through theoretical analysis, we demonstrate that LoRA can effectively model the transformation between these projections when its rank exceeds the degrees of freedom in the task. Our approach efficiently fine-tunes a pretrained video diffusion model using only approximately 1,000 videos while achieving high-quality panoramic generation. Experimental results demonstrate that our method maintains proper projection geometry and surpasses previous state-of-the-art approaches in visual quality, left-right consistency, and motion diversity.
Blended Latent Diffusion under Attention Control for Real-World Video Editing
Due to lack of fully publicly available text-to-video models, current video editing methods tend to build on pre-trained text-to-image generation models, however, they still face grand challenges in dealing with the local editing of video with temporal information. First, although existing methods attempt to focus on local area editing by a pre-defined mask, the preservation of the outside-area background is non-ideal due to the spatially entire generation of each frame. In addition, specially providing a mask by user is an additional costly undertaking, so an autonomous masking strategy integrated into the editing process is desirable. Last but not least, image-level pretrained model hasn't learned temporal information across frames of a video which is vital for expressing the motion and dynamics. In this paper, we propose to adapt a image-level blended latent diffusion model to perform local video editing tasks. Specifically, we leverage DDIM inversion to acquire the latents as background latents instead of the randomly noised ones to better preserve the background information of the input video. We further introduce an autonomous mask manufacture mechanism derived from cross-attention maps in diffusion steps. Finally, we enhance the temporal consistency across video frames by transforming the self-attention blocks of U-Net into temporal-spatial blocks. Through extensive experiments, our proposed approach demonstrates effectiveness in different real-world video editing tasks.
AniClipart: Clipart Animation with Text-to-Video Priors
Clipart, a pre-made graphic art form, offers a convenient and efficient way of illustrating visual content. Traditional workflows to convert static clipart images into motion sequences are laborious and time-consuming, involving numerous intricate steps like rigging, key animation and in-betweening. Recent advancements in text-to-video generation hold great potential in resolving this problem. Nevertheless, direct application of text-to-video generation models often struggles to retain the visual identity of clipart images or generate cartoon-style motions, resulting in unsatisfactory animation outcomes. In this paper, we introduce AniClipart, a system that transforms static clipart images into high-quality motion sequences guided by text-to-video priors. To generate cartoon-style and smooth motion, we first define B\'{e}zier curves over keypoints of the clipart image as a form of motion regularization. We then align the motion trajectories of the keypoints with the provided text prompt by optimizing the Video Score Distillation Sampling (VSDS) loss, which encodes adequate knowledge of natural motion within a pretrained text-to-video diffusion model. With a differentiable As-Rigid-As-Possible shape deformation algorithm, our method can be end-to-end optimized while maintaining deformation rigidity. Experimental results show that the proposed AniClipart consistently outperforms existing image-to-video generation models, in terms of text-video alignment, visual identity preservation, and motion consistency. Furthermore, we showcase the versatility of AniClipart by adapting it to generate a broader array of animation formats, such as layered animation, which allows topological changes.
DreamVVT: Mastering Realistic Video Virtual Try-On in the Wild via a Stage-Wise Diffusion Transformer Framework
Video virtual try-on (VVT) technology has garnered considerable academic interest owing to its promising applications in e-commerce advertising and entertainment. However, most existing end-to-end methods rely heavily on scarce paired garment-centric datasets and fail to effectively leverage priors of advanced visual models and test-time inputs, making it challenging to accurately preserve fine-grained garment details and maintain temporal consistency in unconstrained scenarios. To address these challenges, we propose DreamVVT, a carefully designed two-stage framework built upon Diffusion Transformers (DiTs), which is inherently capable of leveraging diverse unpaired human-centric data to enhance adaptability in real-world scenarios. To further leverage prior knowledge from pretrained models and test-time inputs, in the first stage, we sample representative frames from the input video and utilize a multi-frame try-on model integrated with a vision-language model (VLM), to synthesize high-fidelity and semantically consistent keyframe try-on images. These images serve as complementary appearance guidance for subsequent video generation. In the second stage, skeleton maps together with fine-grained motion and appearance descriptions are extracted from the input content, and these along with the keyframe try-on images are then fed into a pretrained video generation model enhanced with LoRA adapters. This ensures long-term temporal coherence for unseen regions and enables highly plausible dynamic motions. Extensive quantitative and qualitative experiments demonstrate that DreamVVT surpasses existing methods in preserving detailed garment content and temporal stability in real-world scenarios. Our project page https://virtu-lab.github.io/
ChronoEdit: Towards Temporal Reasoning for Image Editing and World Simulation
Recent advances in large generative models have significantly advanced image editing and in-context image generation, yet a critical gap remains in ensuring physical consistency, where edited objects must remain coherent. This capability is especially vital for world simulation related tasks. In this paper, we present ChronoEdit, a framework that reframes image editing as a video generation problem. First, ChronoEdit treats the input and edited images as the first and last frames of a video, allowing it to leverage large pretrained video generative models that capture not only object appearance but also the implicit physics of motion and interaction through learned temporal consistency. Second, ChronoEdit introduces a temporal reasoning stage that explicitly performs editing at inference time. Under this setting, the target frame is jointly denoised with reasoning tokens to imagine a plausible editing trajectory that constrains the solution space to physically viable transformations. The reasoning tokens are then dropped after a few steps to avoid the high computational cost of rendering a full video. To validate ChronoEdit, we introduce PBench-Edit, a new benchmark of image-prompt pairs for contexts that require physical consistency, and demonstrate that ChronoEdit surpasses state-of-the-art baselines in both visual fidelity and physical plausibility. Code and models for both the 14B and 2B variants of ChronoEdit will be released on the project page: https://research.nvidia.com/labs/toronto-ai/chronoedit
Controllable Video Generation: A Survey
With the rapid development of AI-generated content (AIGC), video generation has emerged as one of its most dynamic and impactful subfields. In particular, the advancement of video generation foundation models has led to growing demand for controllable video generation methods that can more accurately reflect user intent. Most existing foundation models are designed for text-to-video generation, where text prompts alone are often insufficient to express complex, multi-modal, and fine-grained user requirements. This limitation makes it challenging for users to generate videos with precise control using current models. To address this issue, recent research has explored the integration of additional non-textual conditions, such as camera motion, depth maps, and human pose, to extend pretrained video generation models and enable more controllable video synthesis. These approaches aim to enhance the flexibility and practical applicability of AIGC-driven video generation systems. In this survey, we provide a systematic review of controllable video generation, covering both theoretical foundations and recent advances in the field. We begin by introducing the key concepts and commonly used open-source video generation models. We then focus on control mechanisms in video diffusion models, analyzing how different types of conditions can be incorporated into the denoising process to guide generation. Finally, we categorize existing methods based on the types of control signals they leverage, including single-condition generation, multi-condition generation, and universal controllable generation. For a complete list of the literature on controllable video generation reviewed, please visit our curated repository at https://github.com/mayuelala/Awesome-Controllable-Video-Generation.
End-to-end Learning of Driving Models from Large-scale Video Datasets
Robust perception-action models should be learned from training data with diverse visual appearances and realistic behaviors, yet current approaches to deep visuomotor policy learning have been generally limited to in-situ models learned from a single vehicle or a simulation environment. We advocate learning a generic vehicle motion model from large scale crowd-sourced video data, and develop an end-to-end trainable architecture for learning to predict a distribution over future vehicle egomotion from instantaneous monocular camera observations and previous vehicle state. Our model incorporates a novel FCN-LSTM architecture, which can be learned from large-scale crowd-sourced vehicle action data, and leverages available scene segmentation side tasks to improve performance under a privileged learning paradigm.
Is ImageNet worth 1 video? Learning strong image encoders from 1 long unlabelled video
Self-supervised learning has unlocked the potential of scaling up pretraining to billions of images, since annotation is unnecessary. But are we making the best use of data? How more economical can we be? In this work, we attempt to answer this question by making two contributions. First, we investigate first-person videos and introduce a "Walking Tours" dataset. These videos are high-resolution, hours-long, captured in a single uninterrupted take, depicting a large number of objects and actions with natural scene transitions. They are unlabeled and uncurated, thus realistic for self-supervision and comparable with human learning. Second, we introduce a novel self-supervised image pretraining method tailored for learning from continuous videos. Existing methods typically adapt image-based pretraining approaches to incorporate more frames. Instead, we advocate a "tracking to learn to recognize" approach. Our method called DoRA, leads to attention maps that Discover and tRAck objects over time in an end-to-end manner, using transformer cross-attention. We derive multiple views from the tracks and use them in a classical self-supervised distillation loss. Using our novel approach, a single Walking Tours video remarkably becomes a strong competitor to ImageNet for several image and video downstream tasks.
Towards Robust and Controllable Text-to-Motion via Masked Autoregressive Diffusion
Generating 3D human motion from text descriptions remains challenging due to the diverse and complex nature of human motion. While existing methods excel within the training distribution, they often struggle with out-of-distribution motions, limiting their applicability in real-world scenarios. Existing VQVAE-based methods often fail to represent novel motions faithfully using discrete tokens, which hampers their ability to generalize beyond seen data. Meanwhile, diffusion-based methods operating on continuous representations often lack fine-grained control over individual frames. To address these challenges, we propose a robust motion generation framework MoMADiff, which combines masked modeling with diffusion processes to generate motion using frame-level continuous representations. Our model supports flexible user-provided keyframe specification, enabling precise control over both spatial and temporal aspects of motion synthesis. MoMADiff demonstrates strong generalization capability on novel text-to-motion datasets with sparse keyframes as motion prompts. Extensive experiments on two held-out datasets and two standard benchmarks show that our method consistently outperforms state-of-the-art models in motion quality, instruction fidelity, and keyframe adherence. The code is available at: https://github.com/zzysteve/MoMADiff
ClusterFit: Improving Generalization of Visual Representations
Pre-training convolutional neural networks with weakly-supervised and self-supervised strategies is becoming increasingly popular for several computer vision tasks. However, due to the lack of strong discriminative signals, these learned representations may overfit to the pre-training objective (e.g., hashtag prediction) and not generalize well to downstream tasks. In this work, we present a simple strategy - ClusterFit (CF) to improve the robustness of the visual representations learned during pre-training. Given a dataset, we (a) cluster its features extracted from a pre-trained network using k-means and (b) re-train a new network from scratch on this dataset using cluster assignments as pseudo-labels. We empirically show that clustering helps reduce the pre-training task-specific information from the extracted features thereby minimizing overfitting to the same. Our approach is extensible to different pre-training frameworks -- weak- and self-supervised, modalities -- images and videos, and pre-training tasks -- object and action classification. Through extensive transfer learning experiments on 11 different target datasets of varied vocabularies and granularities, we show that ClusterFit significantly improves the representation quality compared to the state-of-the-art large-scale (millions / billions) weakly-supervised image and video models and self-supervised image models.
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.
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.
MotionAug: Augmentation with Physical Correction for Human Motion Prediction
This paper presents a motion data augmentation scheme incorporating motion synthesis encouraging diversity and motion correction imposing physical plausibility. This motion synthesis consists of our modified Variational AutoEncoder (VAE) and Inverse Kinematics (IK). In this VAE, our proposed sampling-near-samples method generates various valid motions even with insufficient training motion data. Our IK-based motion synthesis method allows us to generate a variety of motions semi-automatically. Since these two schemes generate unrealistic artifacts in the synthesized motions, our motion correction rectifies them. This motion correction scheme consists of imitation learning with physics simulation and subsequent motion debiasing. For this imitation learning, we propose the PD-residual force that significantly accelerates the training process. Furthermore, our motion debiasing successfully offsets the motion bias induced by imitation learning to maximize the effect of augmentation. As a result, our method outperforms previous noise-based motion augmentation methods by a large margin on both Recurrent Neural Network-based and Graph Convolutional Network-based human motion prediction models. The code is available at https://github.com/meaten/MotionAug.
First Order Motion Model for Image Animation
Image animation consists of generating a video sequence so that an object in a source image is animated according to the motion of a driving video. Our framework addresses this problem without using any annotation or prior information about the specific object to animate. Once trained on a set of videos depicting objects of the same category (e.g. faces, human bodies), our method can be applied to any object of this class. To achieve this, we decouple appearance and motion information using a self-supervised formulation. To support complex motions, we use a representation consisting of a set of learned keypoints along with their local affine transformations. A generator network models occlusions arising during target motions and combines the appearance extracted from the source image and the motion derived from the driving video. Our framework scores best on diverse benchmarks and on a variety of object categories. Our source code is publicly available.
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/.
Still-Moving: Customized Video Generation without Customized Video Data
Customizing text-to-image (T2I) models has seen tremendous progress recently, particularly in areas such as personalization, stylization, and conditional generation. However, expanding this progress to video generation is still in its infancy, primarily due to the lack of customized video data. In this work, we introduce Still-Moving, a novel generic framework for customizing a text-to-video (T2V) model, without requiring any customized video data. The framework applies to the prominent T2V design where the video model is built over a text-to-image (T2I) model (e.g., via inflation). We assume access to a customized version of the T2I model, trained only on still image data (e.g., using DreamBooth or StyleDrop). Naively plugging in the weights of the customized T2I model into the T2V model often leads to significant artifacts or insufficient adherence to the customization data. To overcome this issue, we train lightweight Spatial Adapters that adjust the features produced by the injected T2I layers. Importantly, our adapters are trained on "frozen videos" (i.e., repeated images), constructed from image samples generated by the customized T2I model. This training is facilitated by a novel Motion Adapter module, which allows us to train on such static videos while preserving the motion prior of the video model. At test time, we remove the Motion Adapter modules and leave in only the trained Spatial Adapters. This restores the motion prior of the T2V model while adhering to the spatial prior of the customized T2I model. We demonstrate the effectiveness of our approach on diverse tasks including personalized, stylized, and conditional generation. In all evaluated scenarios, our method seamlessly integrates the spatial prior of the customized T2I model with a motion prior supplied by the T2V model.
Video-LaVIT: Unified Video-Language Pre-training with Decoupled Visual-Motional Tokenization
In light of recent advances in multimodal Large Language Models (LLMs), there is increasing attention to scaling them from image-text data to more informative real-world videos. Compared to static images, video poses unique challenges for effective large-scale pre-training due to the modeling of its spatiotemporal dynamics. In this paper, we address such limitations in video-language pre-training with an efficient video decomposition that represents each video as keyframes and temporal motions. These are then adapted to an LLM using well-designed tokenizers that discretize visual and temporal information as a few tokens, thus enabling unified generative pre-training of videos, images, and text. At inference, the generated tokens from the LLM are carefully recovered to the original continuous pixel space to create various video content. Our proposed framework is both capable of comprehending and generating image and video content, as demonstrated by its competitive performance across 13 multimodal benchmarks in image and video understanding and generation. Our code and models will be available at https://video-lavit.github.io.
HAP: Structure-Aware Masked Image Modeling for Human-Centric Perception
Model pre-training is essential in human-centric perception. In this paper, we first introduce masked image modeling (MIM) as a pre-training approach for this task. Upon revisiting the MIM training strategy, we reveal that human structure priors offer significant potential. Motivated by this insight, we further incorporate an intuitive human structure prior - human parts - into pre-training. Specifically, we employ this prior to guide the mask sampling process. Image patches, corresponding to human part regions, have high priority to be masked out. This encourages the model to concentrate more on body structure information during pre-training, yielding substantial benefits across a range of human-centric perception tasks. To further capture human characteristics, we propose a structure-invariant alignment loss that enforces different masked views, guided by the human part prior, to be closely aligned for the same image. We term the entire method as HAP. HAP simply uses a plain ViT as the encoder yet establishes new state-of-the-art performance on 11 human-centric benchmarks, and on-par result on one dataset. For example, HAP achieves 78.1% mAP on MSMT17 for person re-identification, 86.54% mA on PA-100K for pedestrian attribute recognition, 78.2% AP on MS COCO for 2D pose estimation, and 56.0 PA-MPJPE on 3DPW for 3D pose and shape estimation.
Learning Camera Movement Control from Real-World Drone Videos
This study seeks to automate camera movement control for filming existing subjects into attractive videos, contrasting with the creation of non-existent content by directly generating the pixels. We select drone videos as our test case due to their rich and challenging motion patterns, distinctive viewing angles, and precise controls. Existing AI videography methods struggle with limited appearance diversity in simulation training, high costs of recording expert operations, and difficulties in designing heuristic-based goals to cover all scenarios. To avoid these issues, we propose a scalable method that involves collecting real-world training data to improve diversity, extracting camera trajectories automatically to minimize annotation costs, and training an effective architecture that does not rely on heuristics. Specifically, we collect 99k high-quality trajectories by running 3D reconstruction on online videos, connecting camera poses from consecutive frames to formulate 3D camera paths, and using Kalman filter to identify and remove low-quality data. Moreover, we introduce DVGFormer, an auto-regressive transformer that leverages the camera path and images from all past frames to predict camera movement in the next frame. We evaluate our system across 38 synthetic natural scenes and 7 real city 3D scans. We show that our system effectively learns to perform challenging camera movements such as navigating through obstacles, maintaining low altitude to increase perceived speed, and orbiting towers and buildings, which are very useful for recording high-quality videos. Data and code are available at dvgformer.github.io.
Video Prediction Models as General Visual Encoders
This study explores the potential of open-source video conditional generation models as encoders for downstream tasks, focusing on instance segmentation using the BAIR Robot Pushing Dataset. The researchers propose using video prediction models as general visual encoders, leveraging their ability to capture critical spatial and temporal information which is essential for tasks such as instance segmentation. Inspired by human vision studies, particularly Gestalts principle of common fate, the approach aims to develop a latent space representative of motion from images to effectively discern foreground from background information. The researchers utilize a 3D Vector-Quantized Variational Autoencoder 3D VQVAE video generative encoder model conditioned on an input frame, coupled with downstream segmentation tasks. Experiments involve adapting pre-trained video generative models, analyzing their latent spaces, and training custom decoders for foreground-background segmentation. The findings demonstrate promising results in leveraging generative pretext learning for downstream tasks, working towards enhanced scene analysis and segmentation in computer vision applications.
Towards Category Unification of 3D Single Object Tracking on Point Clouds
Category-specific models are provenly valuable methods in 3D single object tracking (SOT) regardless of Siamese or motion-centric paradigms. However, such over-specialized model designs incur redundant parameters, thus limiting the broader applicability of 3D SOT task. This paper first introduces unified models that can simultaneously track objects across all categories using a single network with shared model parameters. Specifically, we propose to explicitly encode distinct attributes associated to different object categories, enabling the model to adapt to cross-category data. We find that the attribute variances of point cloud objects primarily occur from the varying size and shape (e.g., large and square vehicles v.s. small and slender humans). Based on this observation, we design a novel point set representation learning network inheriting transformer architecture, termed AdaFormer, which adaptively encodes the dynamically varying shape and size information from cross-category data in a unified manner. We further incorporate the size and shape prior derived from the known template targets into the model's inputs and learning objective, facilitating the learning of unified representation. Equipped with such designs, we construct two category-unified models SiamCUT and MoCUT.Extensive experiments demonstrate that SiamCUT and MoCUT exhibit strong generalization and training stability. Furthermore, our category-unified models outperform the category-specific counterparts by a significant margin (e.g., on KITTI dataset, 12% and 3% performance gains on the Siamese and motion paradigms). Our code will be available.
VisorGPT: Learning Visual Prior via Generative Pre-Training
Various stuff and things in visual data possess specific traits, which can be learned by deep neural networks and are implicitly represented as the visual prior, e.g., object location and shape, in the model. Such prior potentially impacts many vision tasks. For example, in conditional image synthesis, spatial conditions failing to adhere to the prior can result in visually inaccurate synthetic results. This work aims to explicitly learn the visual prior and enable the customization of sampling. Inspired by advances in language modeling, we propose to learn Visual prior via Generative Pre-Training, dubbed VisorGPT. By discretizing visual locations of objects, e.g., bounding boxes, human pose, and instance masks, into sequences, \our~can model visual prior through likelihood maximization. Besides, prompt engineering is investigated to unify various visual locations and enable customized sampling of sequential outputs from the learned prior. Experimental results demonstrate that \our~can effectively model the visual prior, which can be employed for many vision tasks, such as customizing accurate human pose for conditional image synthesis models like ControlNet. Code will be released at https://github.com/Sierkinhane/VisorGPT.
MotionStreamer: Streaming Motion Generation via Diffusion-based Autoregressive Model in Causal Latent Space
This paper addresses the challenge of text-conditioned streaming motion generation, which requires us to predict the next-step human pose based on variable-length historical motions and incoming texts. Existing methods struggle to achieve streaming motion generation, e.g., diffusion models are constrained by pre-defined motion lengths, while GPT-based methods suffer from delayed response and error accumulation problem due to discretized non-causal tokenization. To solve these problems, we propose MotionStreamer, a novel framework that incorporates a continuous causal latent space into a probabilistic autoregressive model. The continuous latents mitigate information loss caused by discretization and effectively reduce error accumulation during long-term autoregressive generation. In addition, by establishing temporal causal dependencies between current and historical motion latents, our model fully utilizes the available information to achieve accurate online motion decoding. Experiments show that our method outperforms existing approaches while offering more applications, including multi-round generation, long-term generation, and dynamic motion composition. Project Page: https://zju3dv.github.io/MotionStreamer/
Can World Models Benefit VLMs for World Dynamics?
Trained on internet-scale video data, generative world models are increasingly recognized as powerful world simulators that can generate consistent and plausible dynamics over structure, motion, and physics. This raises a natural question: with the advent of strong video foundational models, might they supplant conventional vision encoder paradigms for general-purpose multimodal understanding? While recent studies have begun to explore the potential of world models on common vision tasks, these explorations typically lack a systematic investigation of generic, multimodal tasks. In this work, we strive to investigate the capabilities when world model priors are transferred into Vision-Language Models: we re-purpose a video diffusion model as a generative encoder to perform a single denoising step and treat the resulting latents as a set of visual embedding. We empirically investigate this class of models, which we refer to as World-Language Models (WorldLMs), and we find that generative encoders can capture latents useful for downstream understanding that show distinctions from conventional encoders. Naming our best-performing variant Dynamic Vision Aligner (DyVA), we further discover that this method significantly enhances spatial reasoning abilities and enables single-image models to perform multi-frame reasoning. Through the curation of a suite of visual reasoning tasks, we find DyVA to surpass both open-source and proprietary baselines, achieving state-of-the-art or comparable performance. We attribute these gains to WorldLM's inherited motion-consistency internalization from video pre-training. Finally, we systematically explore extensive model designs to highlight promising directions for future work. We hope our study can pave the way for a new family of VLMs that leverage priors from world models and are on a promising path towards generalist vision learners.
Learning to Generate Object Interactions with Physics-Guided Video Diffusion
Recent models for video generation have achieved remarkable progress and are now deployed in film, social media production, and advertising. Beyond their creative potential, such models also hold promise as world simulators for robotics and embodied decision making. Despite strong advances, however, current approaches still struggle to generate physically plausible object interactions and lack physics-grounded control mechanisms. To address this limitation, we introduce KineMask, an approach for physics-guided video generation that enables realistic rigid body control, interactions, and effects. Given a single image and a specified object velocity, our method generates videos with inferred motions and future object interactions. We propose a two-stage training strategy that gradually removes future motion supervision via object masks. Using this strategy we train video diffusion models (VDMs) on synthetic scenes of simple interactions and demonstrate significant improvements of object interactions in real scenes. Furthermore, KineMask integrates low-level motion control with high-level textual conditioning via predictive scene descriptions, leading to effective support for synthesis of complex dynamical phenomena. Extensive experiments show that KineMask achieves strong improvements over recent models of comparable size. Ablation studies further highlight the complementary roles of low- and high-level conditioning in VDMs. Our code, model, and data will be made publicly available.
