Tokenization in video models, typically through patchification, generates an excessive and redundant number of tokens. This severely limits video efficiency and scalability. While the recent trajectory-based tokenizers offer a promising solution by decoupling video duration from token count, they rely on complex, external segmentation and tracking pipelines that are slow and task-agnostic. We propose TrajTok, an end-to-end video tokenizer module that is fully integrated and co-trained with video models for a downstream objective, dynamically adapting its token granularity to semantic complexity, independent of video duration. TrajTok contains a unified segmenter that performs implicit clustering over pixels in both space and time to directly produce object trajectories in a single forward pass. By prioritizing downstream adaptability over pixel-perfect segmentation fidelity, TrajTok is lightweight, efficient, and yet empirically improves video understanding performance. With TrajTok, we implement a video CLIP model trained from scratch (TrajViT2). It achieves the best accuracy at scale across both classification and retrieval benchmarks, while maintaining efficiency comparable to the best token-merging methods. TrajTok also proves to be a versatile component beyond its role as a tokenizer. We show that it can be seamlessly integrated as either a probing head for pretrained visual features (TrajAdapter) or an alignment connector in vision-language models (TrajVLM) with especially strong performance in long-video reasoning.
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Clay-to-Stone: Phase-wise 3D Gaussian Splatting for Monocular Articulated Hand-Object Manipulation Modeling
PDF ↗Understanding interacting hand-object from monocular videos is crucial for immersive and dexterous interactions in AR/VR and robotic applications. However, existing monocular reconstruction methods primarily assume rigid grasping and static object geometry. When applied to articulated manipulations, the continuous joint rotations and frequent component deformations introduce a strong coupling between shape and motion, leading to severe ambiguity and instability in articulation optimization under monocular observation. To address this challenge, we propose a Clay-to-Stone dual-phase framework, modeling the articulated manipulation at hierarchical granularities, enabling a progression from flexible semantic exploration to structured articulation recovery. In the CLAY phase, our method performs fine-grained control over geometric deformation, guided by inter-part semantic correlation learning. As semantic and motion priors emerge, the STONE phase enforces rigid constraints to consolidate articulated structures and explicitly estimates motion parameters. Experiments on a real-world manipulation dataset show that our method achieves state-of-the-art reconstruction quality and plausible articulation modeling from monocular videos. Code is available at https://github.com/ru1ven/ARGS.
Vision-language models (VLMs) have achieved remarkable success across numerous domains, yet they lag significantly in animal behavior understanding due to severe data scarcity. Annotated animal behavior videos are prohibitively expensive and time-consuming to collect, requiring domain expertise and controlled observation conditions. To address this challenge, we leverage structured domain knowledge as an inductive bias from the Neuro Behavior Ontology (NBO), which provides professional annotations, hierarchical behavior structures, and comprehensive semantic coverage. We construct AnimalBand, an NBO-consistent dataset integrating 74,671 videos across multiple species and behaviors with semantic standardization and extended knowledge. Based on this resource, we present EthoCLIP, an ontology-enhanced vision-language contrastive learning framework that embeds ontology semantics through an ontology-aware graph module to capture hierarchical relationships among behaviors and learn structured semantic dependencies. Incorporating ontological information reduces reliance on purely data-driven learning, thereby alleviating needs for large-scale datasets. Extensive experiments validate both our dataset and method. Results demonstrate that EthoCLIP pretrained on AnimalBand substantially improves behavior recognition accuracy and transfer learning performance across diverse benchmarks, confirming that ontology-driven semantic enrichment effectively mitigates data scarcity in animal behavior understanding. Our data and code will be released at https://github.com/PRIS-CV/AnimalBand.
The rapid advancement of Large Multimodal Models (LMMs) for 2D images and videos has sparked interest in extending these models to 3D scenes, with the goal of human-like visual-spatial intelligence. However, achieving deep spatial understanding comparable to human capabilities remains challenging for both model design and data acquisition. Existing methods often rely on external depth sensors for geometry capture or off-the-shelf algorithms for pre-constructing 3D maps, which limits their scalability.In this work, we introduce VLM-3R, a framework for Vision-Language Models that couples 3D reconstructive instruction tuning with scalable training data curation and a new benchmark for temporal reasoning. Specifically, VLM-3R processes monocular video frames with a geometry encoder that derives implicit 3D tokens representing scene context (spatial tokens) and camera motion (view tokens). In parallel, we build a scalable data creation pipeline with over 200K 3D reconstructive instruction-tuning question-answer pairs. To evaluate temporal reasoning, we further introduce the Vision-Spatial-Temporal Intelligence benchmark (VSTI-Bench), which contains over 138.6K question-answer pairs across five distinct tasks focused on evolving spatial relationships. Extensive experiments show that VLM-3R supports robust visual-spatial reasoning and improves the understanding of temporal 3D context changes, enabling monocular 3D spatial assistance and embodied reasoning.
We present a dataset for force-grounded, cross-view articulated manipulation that couples what is seen with what is done and what is felt during real human interaction. The dataset contains 3048 sequences across 381 articulated objects in 38 environments. Each object is operated in four embodiments - (i) human hand, (ii) human hand with a wrist-mounted camera, (iii) handheld UMI gripper, and (iv) a custom Hoi! gripper, where the tool embodiment provides end-effector forces and tactile sensing. Our dataset offers a holistic view of interaction understanding from video, enabling researchers to evaluate how well methods transfer between human and robotic viewpoints, but also investigate underexplored modalities such as interaction forces. The Project Website can be found at https://hoi-dataset.ethz.ch.
Hand-object interaction forms the foundation of how humans interact with the world. Understanding the connection between hand action and egocentric video is essential for enabling embodied agents to perceive, simulate, and plan like humans. However, it is challenging to learn and predict across hand actions and egocentric videos due to their non-linear relationship. In this work, we introduce HandWorld, a unified generative framework that focuses on hand-object interaction and jointly models egocentric videos and hand actions. HandWorld learns shared cross-domain conditions through a dual-branch condition network that integrates information from both video and action domains. MANO-rendered hand representation is incorporated as an intermediate input to further enhance cross-domain coherence. Conditioned on the shared representation, two decoupled diffusion transformers are trained to predict in their respective domain. A flexible training strategy enables the model to learn across diverse task configurations, including action forecasting and controllable video generation. Experiments on large-scale egocentric HOI datasets demonstrate that HandWorld achieves high-fidelity video synthesis and accurate action prediction, outperforming existing baselines across diverse scenarios.
Flat-Pack Bench: Evaluating Spatio-Temporal Understanding in Large Vision-Language Models through Furniture Assembly
PDF ↗The emergence of Large Vision-Language Models (LVLMs) has significantly advanced video understanding capabilities. However, existing benchmarks focus predominantly on coarse-grained tasks such as action segmentation, classification, captioning, and retrieval. Furthermore, these benchmarks often rely on entities that can be easily identified verbally, like household objects, animals, human subjects, etc., limiting their applicability to complex, in-the-wild video scenarios. But, many applications such as furniture assembly, cooking, etc., require step-by-step fine-grained spatio-temporal understanding of the video, which is not sufficiently evaluated in current benchmarks.To address this gap, we introduce Flat-Pack Bench, a novel benchmark centered on furniture assembly tasks. Our benchmark evaluates LVLMs on nuanced tasks, including temporal ordering of assembly actions, temporal localization of assembly state, understanding part mating, and tracking, using multiple-choice questions paired with visual prompts highlighting relevant parts as references for fine-grained questions. Our experiments reveal that state-of-the-art LVLMs struggle significantly with fine-grained spatio-temporal reasoning, highlighting their limitations in effectively leveraging temporal information from videos, limited tracking ability, and understanding of spatial interactions like physical contact.
We present LightMover, a framework for controllable light manipulation in single images that leverages video diffusion priors to produce physically plausible illumination changes without re-rendering the scene. We formulate light editing as a sequence-to-sequence prediction problem in visual token space: given an image and light-control tokens, the model adjusts light position, color, and intensity together with resulting reflections, shadows, and falloff from a single view. This unified treatment of spatial (movement) and appearance (color, intensity) controls improves both manipulation and illumination understanding. We further introduce an adaptive token-pruning mechanism that preserves spatially informative tokens while compactly encoding non-spatial attributes, reducing control sequence length by 41% while maintaining editing fidelity. To train our framework, we construct a scalable rendering pipeline that generates large numbers of image pairs across varied light positions, colors, and intensities while keeping the scene content consistent with the original image. LightMover enables precise, independent control over light position, color, and intensity, and achieves high PSNR and strong semantic consistency (DINO, CLIP) across different tasks.
Human motion analysis tasks, such as temporal 3D pose estimation, motion prediction, and motion in-betweening, play an essential role in computer vision. However, current paradigms suffer from severe fragmentation. First, the field is split between "perception" models that understand motion from video but only output text, and "generation" models that cannot perceive from raw visual input. Second, generative MLLMs are often limited to single-frame, static poses using dense, parametric SMPL models, failing to handle temporal motion. Third, existing motion vocabularies are built from skeleton data alone, severing the link to the visual domain. To address these challenges, we introduce Superman, a unified framework that bridges visual perception with temporal, skeleton-based motion generation. Our solution is twofold. First, to overcome the modality disconnect, we propose a Vision-Guided Motion Tokenizer. Leveraging the natural geometric alignment between 3D skeletons and visual data, this module pioneers robust joint learning from both modalities, creating a unified, cross-modal motion vocabulary. Second, grounded in this motion language, a single, unified MLLM architecture is trained to handle all tasks. This module flexibly processes diverse, temporal inputs, unifying 3D skeleton pose estimation from video (perception) with skeleton-based motion prediction and in-betweening (generation). Extensive experiments on standard benchmarks, including Human3.6M, demonstrate that our unified method achieves state-of-the-art or competitive performance across all motion tasks. This showcases a more efficient and scalable path for generative motion analysis using skeletons.
Recent advances in video large language models have demonstrated strong capabilities in understanding short clips. However, scaling them to hours- or days-long videos remains highly challenging due to limited context capacity and the loss of critical visual details during abstraction. Existing memory-augmented methods mitigate this by leveraging textual summaries of video segments, yet they heavily rely on text and fail to utilize visual evidence when reasoning over complex scenes. Moreover, retrieving from fixed temporal scales further limits their flexibility in capturing events that span variable durations. To address this, we introduce WorldMM, a novel multimodal memory agent that constructs and retrieves from multiple complementary memories, encompassing both textual and visual representations. WorldMM comprises three types of memory: episodic memory indexes factual events across multiple temporal scales, semantic memory continuously updates high-level conceptual knowledge, and visual memory preserves detailed information about scenes. During inference, an adaptive retrieval agent iteratively selects the most relevant memory source and leverages multiple temporal granularities based on the query, continuing until it determines that sufficient information has been gathered. WorldMM significantly outperforms existing baselines across five long video question-answering benchmarks, achieving an average 8.4% performance gain over previous state-of-the-art methods, showing its effectiveness on long video reasoning.
The rise of AI agents powered by large language models (LLMs) has transformed intelligent systems by enabling autonomous tool utilizing, reasoning, and action across diverse tasks. Despite this rapid progress, existing video summarization approaches primarily focus on feature extraction or frame-level importance regression but lack the autonomous reasoning, self-correction, and decision-making capabilities that define true agent-based intelligence. To bridge this gap, we propose AgenticVS--the first agentic workflow for video summarization that leverages multimodal large language models (MLLMs) to complete the summarization-verify-reflection loop in a fully autonomous manner. Rather than designing new architectures for feature extraction or regression, we exploit the understanding and reflective reasoning abilities of MLLMs to build an adaptive summarization framework with a self-reflecting workflow. Experiments on SumMe and TVSum demonstrate that our agentic workflow outperforms state-of-the-art methods, enhancing interpretability, adaptability, and paving the way for agent-based multimodal video understanding.
Despite the success of audio-visual large-language models (LLMs), they can produce plausible but ungrounded outputs, termed hallucination. Existing benchmarks focus on environmental sounds (e.g., dog barking) to indicate event occurrence. In contrast, human speech carries fundamentally different, rich semantics and temporal structures, yet it remains unexplored whether current models can accurately align speech content with corresponding visual signals. In this work, we show that speech content can induce hallucinations in audio-visual LLMs. To systematically study this, we introduce SVHalluc, the first comprehensive benchmark for evaluating speech-vision hallucination in audio-visual LLMs. Our benchmark diagnoses speech-vision hallucinations from two critical and complementary aspects: semantic and temporal. Experimental results demonstrate that state-of-the-art open-source audio-visual LLMs struggle with aligning speech content with corresponding visual signals, with a near-random accuracy on multiple tasks. In contrast, Gemini-2.5 Pro significantly outperforms the open-source models. Our analysis suggests that their failures stem from limited ability in cross-modality understanding, despite strong performance in single-modality perception. Our work uncovers a new and fundamental limitation of current audio-visual LLMs and highlights the need for speech-grounded video comprehension. Project page: https://chenshuang-zhang.github.io/projects/svhalluc/.
RoMo: A Large-Scale, Richly Organized Dataset and Semantic Taxonomy for Human Motion Generation
PDF ↗Success in generative modeling across language, image, and video demonstrates that large, well-curated datasets are the key driver for building capable models. 3D Human motion, however, has lagged behind, constrained by an unsatisfying choice between small, high-fidelity motion capture datasets and large-scale in-the-wild collections dominated by static or low-quality sequences.We introduce RoMo, a rich, large-scale, carefully curated dataset of in-the-wild human motions that resolves these tradeoffs. To ensure quality, we introduce a taxonomy-aware filtering pipeline that aggressively removes static and artifact-prone sequences. Every sequence is annotated with detailed captions and organized by a novel three-level semantic taxonomy. This hierarchical structure provides the first benchmark for fine-grained, per-category evaluation, revealing model strengths and weaknesses obscured by global metrics. We demonstrate that models trained on RoMo achieve state-of-the-art fidelity and diversity while gaining a superior understanding of complex, subtle text prompts. Finally, we release the Motion Toolbox to standardize metrics, data conversion, and visualization, establishing a foundation for reproducible and interpretable motion generation research.
Soccer understanding has recently garnered growing research interest due to its domain-specific complexity and unique challenges.However, prior works typically rely on task-specific expert models, which are resource-intensive and hinder a holistic view of the game.This paper aims to propose a unified framework that enables a single model to handle diverse soccer visual understanding tasks, spanning both fine-grained perception (e.g., athlete detection) and semantic reasoning (e.g., event classification).Concretely, we make the following contributions in this paper:(i) we present **SoccerMaster**, the first soccer-specific vision foundation model that unifies comprehensive understanding tasks within a single framework via **supervised multi-task pretraining**;(ii) we consolidate multiple existing soccer video datasets and develop an automated data curation pipeline, termed as **SoccerFactory**, to produce scalable multi-task training annotations;and (iii) we conduct extensive experiments demonstrating that SoccerMaster consistently outperforms task-specific expert models across diverse downstream tasks, underscoring its breadth and superiority.The data, code, and model will be publicly available to the research community.
Text-to-video generation has significantly enriched content creation and holds the potential to evolve into powerful world simulators. However, modeling the vast spatiotemporal space remains computationally demanding, particularly when employing Transformers, which incur quadratic complexity in sequence processing and thus limit practical applications. Recent advancements in linear-time sequence modeling, particularly the Mamba architecture, offer a more efficient alternative. Nevertheless, its plain design limits its direct applicability to multimodal and spatiotemporal video generation tasks. To address these challenges, we introduce M4V, a multimodal Mamba framework for efficient text-to-video generation. Specifically, a MultiModal diffusion Mamba (MM-DiM) block is designed within the framework to enable seamless integration of multimodal information and spatiotemporal modeling. In detail, we introduce a novel multimodal token re-composition design, which employs a bidirectional scheme for multimodal information integration through simple token arrangement, along with visual registers to enhance spatial-temporal consistency. As a result, the MM-DiM blocks in M4V reduce FLOPs by 45% compared with the attention-based alternative when generating videos at 768x1280 resolution. Additionally, several training strategies are explored in this work to provide a better understanding of training text-to-video models using only publicly available datasets. Extensive experiments on text-to-video benchmarks demonstrate M4V's ability to produce high-quality videos while significantly lowering computational costs. Code will be made publicly available.
Large vision-language models (LVLMs) have demonstrated remarkable capabilities in multimodal understanding tasks. However, the increasing demand for high-resolution image and long-video understanding results in substantial token counts, consequently leading to reduced inference efficiency. Token compression offers a direct solution by reducing the number of tokens to be processed, thereby improving computational efficiency without architectural changes. Through extensive analysis, we identify two critical limitations in existing inner-LLM token compression methods: positional bias and incompatibility with efficient operators, which critically hinder their practical deployment for LVLM acceleration. This paper presents the first approach from a dynamic token variation perspective, revealing that visual token variations within LLMs exhibit task-agnostic properties. We propose Variation-aware Vision Token Dropping (i.e., V2Drop), which progressively removes visual tokens with minimal variation during LVLM inference, thereby enhancing computational efficiency. Extensive experiments across multiple models and benchmarks consistently demonstrate that V2Drop maintains 94.0% and 98.6% of the original performance for image and video understanding tasks respectively, while reducing LLM generation latency by 31.5% and 74.2%.
This paper presents a new dataset for Novel View Synthesis, generated from a high-quality, animated film with stunning realism and intricate detail. Our dataset captures a variety of dynamic scenes, complete with detailed textures, lighting, and motion, making it ideal for training and evaluating cutting-edge 4D scene reconstruction and novel view generation models. In addition to high-fidelity RGB images, we provide multiple complementary modalities, including depth, surface normals, object segmentation and optical flow, enabling a deeper understanding of scene geometry and motion. The dataset is organised into three distinct benchmarking scenarios: a dense multi-view camera setup, a sparse camera arrangement, and monocular video sequences, enabling a wide range of experimentation and comparison across varying levels of data sparsity. With its combination of visual richness, high-quality annotations, and diverse experimental setups, this dataset offers a unique resource for pushing the boundaries of view synthesis and 3D vision.
Video Large Language Models (VLMs) have achieved remarkable success in video understanding, but the significant computational cost from processing dense frames severely limits their practical application. Existing methods alleviate this by selecting keyframes, but their greedy decision-making, combined with a decoupled evaluation of relevance and diversity, often falls into local optima and results in erroneously selecting irrelevant noise frames. To address these challenges, we propose GIFT: Global Irreplaceability Frame Targeting, a novel training-free framework that selects frames by assessing their intrinsic irreplaceability. Specifically, we first introduce Directed Diversity to quantify a frame's uniqueness conditioned on relevance, which allows us to formulate a unified irreplaceability score. Subsequently, our Budget-Aware Refinement strategy employs a adaptive iterative process that first secures a core set of frames with the highest irreplaceability, and then shifts its priority to building crucial temporal context around these selections as the budget expands. Extensive experiments demonstrate that GIFT achieves a maximum average improvement of 12.5% across long-form video benchmarks on LLaVA-Video-7B compared to uniform sampling. Code will be released soon.
Video question answering (VideoQA) is a challenging task that requires integrating spatial, temporal, and semantic information to capture the complex dynamics of video sequences. Although recent advances have introduced various approaches for video understanding, most existing methods still rely on locating relevant frames to answer questions rather than reasoning through the evolving storyline as humans do. Humans naturally interpret videos through coherent storylines, an ability that is crucial for making robust and contextually grounded predictions. To address this gap, we propose SVAgent, a storyline-guided cross-modal multi-agent framework for VideoQA. The storyline agent progressively constructs a narrative representation based on frames suggested by a refinement suggestion agent that analyzes historical failures. In addition, cross-modal decision agents independently predict answers from visual and textual modalities under the guidance of the evolving storyline. Their outputs are then evaluated by a meta-agent to align cross-modal predictions and enhance reasoning robustness and answer consistency. Experimental results demonstrate that SVAgent achieves superior performance and interpretability by emulating human-like storyline reasoning in video understanding.
HUMAPS-4D: A Multimodal Dataset for HUman Motion Analysis with Physiological and Semantic informations
PDF ↗Current advancements in human motion understanding are strongly reliant on video data. Nevertheless, privacy regulations and operational constraints increasingly restrict the use of visual data in real-world scenarios. Inferring posture through wearable sensors, such as instrumented insoles measuring plantar activation, presents itself as a promising alternative. However, the absence of large-scale multimodal datasets hinders the rigorous benchmarking of these methodologies. We introduce HUMAPS-4D, a novel multimodal dataset designed for human motion analysis, effectively bridging computer vision and biomechanics. This dataset integrates synchronized motion capture, multi-view video, IMUs, plantar pressure signals, sEMG activation patterns, and high-level semantic annotations. The data was collected from 32 subjects performing 30 actions over a total duration of 14 hours. Participants demonstrate substantial anthropometric variability (age, body proportions, and morphology), which supports robust generalization across diverse body types. Distinct from existing resources, this collection offers a unique pairing of low-level physiological signals and high-level human motor descriptors. This capability enables the development of generative and inference models conditioned by both physical and semantic constraints, while simultaneously reducing the reliance on personally identifiable visual data. We establish benchmark tasks specifically targeting posture reconstruction from plantar pressure, semantic motion segmentation, physics-informed motricity analysis, and multimodal fusion under privacy-preserving conditions. The dataset, along with its associated annotation tools and visualization utilities, is scheduled for online release soon.