Motion control is crucial for generating expressive and compelling video content; however, most existing video generation models rely mainly on text prompts for control, which struggle to capture the nuances of dynamic actions and temporal compositions. To this end, we train a video generation model conditioned on spatio-temporally sparse or dense motion trajectories. In contrast to prior motion conditioning work, this flexible representation can encode any number of trajectories, object-specific or global scene motion, and temporally sparse motion; due to its flexibility we refer to this conditioning as motion prompts. While users may directly specify sparse trajectories, we also show how to translate high-level user requests into detailed, semi-dense motion prompts, a process we term motion prompt expansion. We demonstrate the versatility of our approach through various applications, including camera and object motion control, "interacting" with an image, motion transfer, and image editing. Our results showcase emergent behaviors, such as realistic physics, suggesting the potential of motion prompts for probing video models and interacting with future generative world models. Finally, we evaluate quantitatively, conduct a human study, and demonstrate strong performance.
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Recently, 3D Gaussian Splatting (3DGS) has enabled photorealistic view synthesis at high inference speeds. However, its splatting-based rendering model makes several approximations to the rendering equation, reducing physical accuracy. We show that splatting and its approximations are unnecessary, even within a rasterizer; we instead volumetrically integrate 3D Gaussians directly to compute the transmittance across them analytically. We use this analytic transmittance to derive more physically accurate alpha values than 3DGS, which can directly be used within their framework. The result is a method that more closely follows the volume rendering equation (similar to ray tracing) while enjoying the speed benefits of rasterization. Our method represents opaque surfaces with higher accuracy and fewer points than 3DGS. This enables it to outperform 3DGS for view synthesis (measured in SSIM and LPIPS). Being volumetrically consistent also enables our method to work out of the box for tomography. We match the state-of-the-art 3DGS-based tomography method with fewer points. Our code is publicly available at: https://github.com/chinmay0301ucsd/Vol3DGS
Recent advancements in Diffusion Transformer (DiT) have demonstrated remarkable proficiency in producing high-quality video content. Nonetheless, the potential of transformer-based diffusion models for effectively generating videos with controllable motion remains an area of limited exploration. This paper introduces Tora, the first trajectory-oriented DiT framework that concurrently integrates textual, visual, and trajectory conditions, thereby enabling scalable video generation with effective motion guidance. Specifically, Tora consists of a Trajectory Extractor (TE), a Spatial-Temporal DiT, and a Motion-guidance Fuser (MGF). The TE encodes arbitrary trajectories into hierarchical spacetime motion patches with a 3D motion compression network. The MGF integrates the motion patches into the DiT blocks to generate consistent videos that accurately follow designated trajectories. Our design aligns seamlessly with DiT's scalability, allowing precise control of video content's dynamics with diverse durations, aspect ratios, and resolutions. Extensive experiments demonstrate that Tora excels in achieving high motion fidelity compared to the foundational DiT model, while also accurately simulating the complex movements of the physical world. Code is made available at https://github.com/alibaba/Tora .
Feedback is essential for learning a new skill or improving one's current skill-level. However, current methods for skill-assessment from video only provide scores or compare demonstrations, leaving the burden of knowing what to do differently on the user. We introduce a novel method to generate actionable feedback (AF) from video of a person doing a physical activity, such as basketball or soccer. Our method takes a video demonstration and its accompanying 3D body pose and generates (1) free-form expert commentary describing what the person is doing well and what they could improve, and (2) a visual expert demonstration that incorporates the required corrections. We show how to leverage Ego-Exo4D's videos of skilled activity and expert commentary together with a strong language model to create a weakly-supervised training dataset for this task, and we devise a multimodal video-language model to infer coaching feedback. Our method is able to reason across multi-modal input combinations to output full-spectrum, actionable coaching--expert commentary, expert video retrieval, and expert pose generation--outperforming strong vision-language models on both established metrics and human preference studies.
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.
Sim-to-real gap has long posed a significant challenge for robot learning in simulation, preventing the deployment of learned models in the real world. Previous work has primarily focused on domain randomization and system identification to mitigate this gap. However, these methods are often limited by the realism of the simulation and graphics engines. In this work, we propose Vid2Sim, a novel framework that effectively bridges the sim2real gap through a scalable and cost-efficient real2sim pipeline for neural 3D scene reconstruction and simulation. Given a monocular video as input, Vid2Sim can generate photo-realistic and physically interactable 3D simulation environments to enable the reinforcement learning of visual navigation agents in complex urban environments. Extensive experiments demonstrate that Vid2Sim significantly improves the performance of urban navigation in the digital twins and real world by 31.2% and 68.3% in success rate compared with agents trained with prior simulation methods. Code and data will be made publicly available.
Grounding 3D Object Affordance with Language Instructions, Visual Observations and Interactions
PDF ↗Grounding 3D object affordance is a task that locates objects in 3D space where they can be manipulated, which links perception and action for embodied intelligence. For example, for an intelligent robot, it is necessary to accurately ground the affordance of an object and grasp it according to human instructions. In this paper, we introduce a novel task that grounds 3D object affordance based on language instructions, visual observations and interactions, which is inspired by cognitive science. We collect an Affordance Grounding dataset with Points, Images and Language instructions (AGPIL) to support the proposed task. In the 3D physical world, due to observation orientation, object rotation, or spatial occlusion, we can only get a partial observation of the object. So this dataset includes affordance estimations of objects from full-view, partial-view, and rotation-view perspectives. To accomplish this task, we propose LMAffordance3D, the first multi-modal, language-guided 3D affordance grounding network, which applies a vision-language model to fuse 2D and 3D spatial features with semantic features. Comprehensive experiments on AGPIL demonstrate the effectiveness and superiority of our method on this task, even in unseen experimental settings.
ReasonGrounder: LVLM-Guided Hierarchical Feature Splatting for Open-Vocabulary 3D Visual Grounding and Reasoning
PDF ↗Open-vocabulary 3D visual grounding and reasoning aim to localize objects in a scene based on implicit language descriptions, even when they are occluded. This ability is crucial for tasks such as vision-language navigation and autonomous robotics. However, current methods struggle because they rely heavily on fine-tuning with 3D annotations and mask proposals, which limits their ability to handle diverse semantics and common knowledge required for effective reasoning. To address this, we propose ReasonGrounder, an LVLM-guided framework that uses hierarchical 3D feature Gaussian fields for adaptive grouping based on physical scale, enabling open-vocabulary 3D grounding and reasoning. ReasonGrounder interprets implicit instructions using large vision-language models (LVLM) and localizes occluded objects through 3D Gaussian splatting. By incorporating 2D segmentation masks from the Segment Anything Model (SAM) and multi-view CLIP embeddings, ReasonGrounder selects Gaussian groups based on object scale, enabling accurate localization through both explicit and implicit language understanding, even in novel, occluded views. We also contribute ReasoningGD, a new dataset containing over 10K scenes and 2 million annotations for evaluating open-vocabulary 3D grounding and amodal perception under occlusion. Experiments show that ReasonGrounder significantly improves 3D grounding accuracy in real-world scenarios.
Synthesizing diverse and physically plausible Human-Scene Interactions (HSI) is pivotal for both computer animation and embodied AI. Despite encouraging progress, current methods mainly focus on developing separate controllers, each specialized for a specific interaction task. This significantly hinders the ability to tackle a wide variety of challenging HSI tasks that require the integration of multiple skills, e.g., sitting down while carrying an object (see Fig. 1). To address this issue, we present TokenHSI, a single, unified transformer-based policy capable of multi-skill unification and flexible adaptation. The key insight is to model the humanoid proprioception as a separate shared token and combine it with distinct task tokens via a masking mechanism. Such a unified policy enables effective knowledge sharing across skills, thereby facilitating the multi-task training. Moreover, our policy architecture supports variable length inputs, enabling flexible adaptation of learned skills to new scenarios. By training additional task tokenizers, we can not only modify the geometries of interaction targets but also coordinate multiple skills to address complex tasks. The experiments demonstrate that our approach can significantly improve versatility, adaptability, and extensibility in various HSI tasks.
We present **Material Anything**, a fully-automated, unified diffusion framework designed to generate physically-based materials for 3D objects. Unlike existing methods that rely on complex pipelines or case-specific optimizations, Material Anything offers a robust, end-to-end solution adaptable to objects under diverse lighting conditions. Our approach leverages a pre-trained image diffusion model, enhanced with a triple-head architecture and rendering loss to improve stability and material quality. Additionally, we introduce confidence masks as a dynamic switcher within the diffusion model, enabling it to effectively handle both textured and texture-less objects across varying lighting conditions. By employing a progressive material generation strategy guided by these confidence masks, along with a UV-space material refiner, our method ensures consistent, UV-ready material outputs. Extensive experiments demonstrate our approach outperforms existing methods across a wide range of object categories and lighting conditions.
Realistic hair motion is crucial for high-quality avatars, but it is often limited by the computational resources available for real-time applications. To address this challenge, we propose a novel neural approach to predict physically plausible hair deformations that generalizes to various body poses, shapes, and hair styles. Our model is trained using a self-supervised loss, eliminating the need for expensive data generation and storage. We demonstrate our method's effectiveness through numerous results across a wide range of pose and shape variations, showcasing its robust generalization capabilities and temporally smooth results. Our approach is highly suitable for real-time applications with an inference time of only a few milliseconds on consumer hardware and its ability to scale to predicting 1000 grooms in 0.3 seconds. Code will be released.
Accurate blur estimation is essential for high-performance imaging across various applications. Blur is typically represented by the point spread function (PSF). In this paper, we propose a physics-informed PSF learning framework for imaging systems, consisting of a simple calibration followed by a learning process. Our framework could achieve both high accuracy and universal applicability. Inspired by the Seidel PSF model for representing spatially varying PSF, we identify its limitations in optimization and introduce a novel wavefront-based PSF model accompanied by an optimization strategy, both reducing optimization complexity and improving estimation accuracy. Moreover, our wavefront-based PSF model is independent of lens parameters, eliminate the need for prior knowledge of the lens. To validate our approach, we compare it with recent PSF estimation methods (Degradation Transfer and Fast Two-step) through a deblurring task, where all the estimated PSFs are used to train state-of-the-art deblurring algorithms. Our approach demonstrates improvements in image quality in simulation and also showcases noticeable visual quality improvements on real captured images.
Patient-Level Anatomy Meets Scanning-Level Physics: Personalized Federated Low-Dose CT Denoising Empowered by Large Language Model
PDF ↗Reducing radiation doses benefits patients, but the resultant low-dose computed tomography (LDCT) images often suffer from clinically unacceptable noise and artifacts. While deep learning (DL) has shown promise in LDCT reconstruction, it requires large-scale data collection from multiple clients, raising privacy concerns. Federated learning (FL) has been introduced to mitigate these privacy concerns; however, current methods are typically tailored to specific scanning protocols, which limits their generalizability and makes them less effective for unseen protocols. To address these issues, we propose SCAN-PhysFed, a novel SCanning- and ANatomy-level personalized Physics-Driven Federated learning paradigm for LDCT reconstruction. Since the noise distribution in LDCT data is closely tied to scanning protocols and anatomical structures, we propose a dual-level physics-informed way to address these challenges. Specifically, we incorporate physical and anatomical prompts into our physics-informed hypernetworks to capture scanning- and anatomy-specific information, enabling dual-level physics-driven personalization of imaging features. These prompts are derived from the scanning protocol and the radiology report generated by a medical large language model (MLLM). Subsequently, client-specific decoders project these dual-level personalized imaging features back into the image domain. Besides, to tackle the challenge of unseen data, we introduce a novel protocol vector-quantization strategy (PVQS), which ensures consistent performance across new clients by quantifying unseen scanning codes to the closest match in the scanning codebook. Extensive experimental results demonstrate the superior performance of SCAN-PhysFed on public datasets.
Dexterous manipulation with contact-rich interactions is crucial for advanced robotics. While recent diffusion-based planning approaches show promise for simple manipulation tasks, they often produce unrealistic ghost states (e.g., the object automatically moves without hand contact) or lack adaptability when handling complex sequential interactions. In this work, we introduce DexHandDiff, an interaction-aware diffusion planning framework for adaptive dexterous manipulation. DexHandDiff models joint state-action dynamics through a dual-phase diffusion process which consists of pre-interaction contact alignment and post-contact goal-directed control, enabling goal-adaptive generalizable dexterous manipulation. Additionally, we incorporate dynamics model-based dual guidance and leverage large language models for automated guidance function generation, enhancing generalizability for physical interactions and facilitating diverse goal adaptation through language cues. Experiments on physical interaction tasks such as door opening, pen and block re-orientation, object relocation, and hammer striking demonstrate DexHandDiff's effectiveness on goals outside training distributions, achieving over twice the average success rate (59.2% vs. 29.5%) compared to existing methods. Our framework achieves an average of 70.7% success rate on goal adaptive dexterous tasks, highlighting its robustness and flexibility in contact-rich manipulation.
Thin-Shell-SfT: Fine-Grained Monocular Non-rigid 3D Surface Tracking with Neural Deformation Fields
PDF ↗3D reconstruction of highly deformable surfaces (e.g. cloths) from monocular RGB videos is a challenging problem, and no solution provides a consistent and accurate recovery of fine-grained surface details. To account for the ill-posed nature of the setting, existing methods use deformation models with statistical, neural, or physical priors. They also predominantly rely on nonadaptive discrete surface representations (e.g. polygonal meshes), perform frame-by-frame optimisation leading to error propagation, and suffer from poor gradients of the mesh-based differentiable renderers. Consequently, fine surface details such as cloth wrinkles are often not recovered with the desired accuracy. In response to these limitations, we propose Thin-Shell-SfT, a new method for non-rigid 3D tracking that represents a surface as an implicit and continuous spatiotemporal neural field. We incorporate continuous thin shell physics prior based on the Kirchhoff-Love model for spatial regularisation, which starkly contrasts the discretised alternatives of earlier works. Lastly, we leverage 3D Gaussian splatting to differentiably render the surface into image space and optimise the deformations based on analysis-by-synthesis principles. Our Thin-Shell-SfT outperforms prior works qualitatively and quantitatively thanks to our continuous surface formulation in conjunction with a specially tailored simulation prior and surface-induced 3D Gaussians. See our project page at https://4dqv.mpi-inf.mpg.de/ThinShellSfT.
We introduce a simple framework for predicting the behavior of an agent in multi-agent settings. In contrast to autoregressive (AR) tasks, such as language processing, our focus is on scenarios with multiple agents whose interactions are shaped by physical constraints and internal motivations. To this end, we propose Poly-Autoregressive (PAR) modeling, which forecasts an ego agent's future behavior by reasoning about the ego agent's state history and the past and current states of other interacting agents. At its core, PAR represents the behavior of all agents as a sequence of tokens, each representing an agent's state at a specific timestep. With minimal data pre-processing changes, we show that PAR can be applied to three different problems: human action forecasting in social situations, trajectory prediction for autonomous vehicles, and object pose forecasting during hand-object interaction. Using a small proof-of-concept transformer backbone, PAR outperforms AR across these three scenarios.
Due to visual ambiguities and inter-person occlusions, existing human pose estimation methods cannot recover plausible close interactions from in-the-wild videos. Even state-of-the-art large foundation models (e.g., SAM) cannot accurately distinguish human semantics in such challenging scenarios. In this work, we find that human appearance can provide a straightforward cue to address these obstacles. Based on this observation, we propose a dual-branch optimization framework to reconstruct accurate interactive motions with plausible body contacts constrained by human appearances, social proxemics, and physical laws. Specifically, we first train a diffusion model to learn the human proxemic behavior and pose prior knowledge. The trained network and two optimizable tensors are then incorporated into a dual-branch optimization framework to reconstruct human motions and appearances. Several constraints based on 3D Gaussians, 2D keypoints, and mesh penetrations are also designed to assist the optimization. With the proxemics prior and diverse constraints, our method is capable of estimating accurate interactions from in-the-wild videos captured in complex environments. We further build a dataset with pseudo ground-truth interaction annotations, which may promote future research on pose estimation and human behavior understanding. Experimental results on several benchmarks demonstrate that our method outperforms existing approaches. The code and data are available at https://www.buzhenhuang.com/works/CloseApp.html.
Video-based high-density crowd analysis and prediction has been a long-standing topic in computer vision. It is notoriously difficult due to, but not limited to, the lack of high-quality data and complex crowd dynamics. Consequently, it has been relatively under studied. In this paper, we propose a new approach that aims to learn from in-the-wild videos, often with low quality where it is difficult to track individuals or count heads. The key novelty is a new physics prior to model crowd dynamics. We model high-density crowds as active matter, a continumm with active particles subject to stochastic forces, named `crowd material'. Our physics model is combined with neural networks, resulting in a neural stochastic differential equation system which can mimic the complex crowd dynamics. Due to the lack of similar research, we adapt a range of existing methods which are close to ours, and other possible alternatives for comparison. Through exhaustive evaluation, we show our model outperforms existing methods in analyzing and forecasting extremely high-density crowds. Furthermore, since our model is a continuous-time physics model, it can be used for simulation and analysis, providing strong interpretability. This is categorically different from most deep learning methods, which are discrete-time models and black-boxes.
Achieving joint control over material properties, lighting, and high-level semantics in images is essential for applications in digital media, advertising, and interactive design. Existing methods often isolate these properties, lacking a cohesive approach to manipulating materials, lighting, and semantics simultaneously. We introduce PhyS-EdiT, a novel diffusion-based model that enables precise control over four critical material properties: roughness, metallicity, albedo, and transparency while integrating lighting and semantic adjustments within a single framework. To facilitate this disentangled control, we present PR-TIPS, a large and diverse synthetic dataset designed to improve the disentanglement of material and lighting effects. PhyS-EdiT incorporates a dual-network architecture and robust training strategies to balance low-level physical realism with high-level semantic coherence, supporting localized and continuous property adjustments. Extensive experiments demonstrate the superiority of PhyS-EdiT in editing both synthetic and real-world images, achieving state-of-the-art performance on material, lighting, and semantic editing tasks.
We present GroomLight, a novel method for relightable hair appearance modeling from multi-view images. Existing hair capture methods struggle to balance photorealistic rendering with relighting capabilities. Analytical material models, while physically grounded, often fail to fully capture appearance details. Conversely, neural rendering approaches excel at view synthesis but generalize poorly to novel lighting conditions. GroomLight addresses this challenge by combining the strengths of both paradigms. It employs an extended hair BSDF model to capture primary light transport and a light-aware residual model to reconstruct the remaining details. We further propose a hybrid inverse rendering pipeline to optimize both components, enabling high-fidelity relighting, view synthesis, and material editing. Extensive evaluations on real-world hair data demonstrate state-of-the-art performance of our method. Our project website is at: https://syntec-research.github.io/GroomLight.