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Jul 13

EvHand-FPV: Efficient Event-Based 3D Hand Tracking from First-Person View

Hand tracking holds great promise for intuitive interaction paradigms, but frame-based methods often struggle to meet the requirements of accuracy, low latency, and energy efficiency, especially in resource-constrained settings such as Extended Reality (XR) devices. Event cameras provide μs-level temporal resolution at mW-level power by asynchronously sensing brightness changes. In this work, we present EvHand-FPV, a lightweight framework for egocentric First-Person-View 3D hand tracking from a single event camera. We construct an event-based FPV dataset that couples synthetic training data with 3D labels and real event data with 2D labels for evaluation to address the scarcity of egocentric benchmarks. EvHand-FPV also introduces a wrist-based region of interest (ROI) that localizes the hand region via geometric cues, combined with an end-to-end mapping strategy that embeds ROI offsets into the network to reduce computation without explicit reconstruction, and a multi-task learning strategy with an auxiliary geometric feature head that improves representations without test-time overhead. On our real FPV test set, EvHand-FPV improves 2D-AUCp from 0.77 to 0.85 while reducing parameters from 11.2M to 1.2M by 89% and FLOPs per inference from 1.648G to 0.185G by 89%. It also maintains a competitive 3D-AUCp of 0.84 on synthetic data. These results demonstrate accurate and efficient egocentric event-based hand tracking suitable for on-device XR applications. The dataset and code are available at https://github.com/zen5x5/EvHand-FPV.

  • 4 authors
·
Sep 16, 2025

HOT3D: Hand and Object Tracking in 3D from Egocentric Multi-View Videos

We introduce HOT3D, a publicly available dataset for egocentric hand and object tracking in 3D. The dataset offers over 833 minutes (more than 3.7M images) of multi-view RGB/monochrome image streams showing 19 subjects interacting with 33 diverse rigid objects, multi-modal signals such as eye gaze or scene point clouds, as well as comprehensive ground-truth annotations including 3D poses of objects, hands, and cameras, and 3D models of hands and objects. In addition to simple pick-up/observe/put-down actions, HOT3D contains scenarios resembling typical actions in a kitchen, office, and living room environment. The dataset is recorded by two head-mounted devices from Meta: Project Aria, a research prototype of light-weight AR/AI glasses, and Quest 3, a production VR headset sold in millions of units. Ground-truth poses were obtained by a professional motion-capture system using small optical markers attached to hands and objects. Hand annotations are provided in the UmeTrack and MANO formats and objects are represented by 3D meshes with PBR materials obtained by an in-house scanner. In our experiments, we demonstrate the effectiveness of multi-view egocentric data for three popular tasks: 3D hand tracking, 6DoF object pose estimation, and 3D lifting of unknown in-hand objects. The evaluated multi-view methods, whose benchmarking is uniquely enabled by HOT3D, significantly outperform their single-view counterparts.

  • 14 authors
·
Nov 28, 2024

Ego2HandsPose: A Dataset for Egocentric Two-hand 3D Global Pose Estimation

Color-based two-hand 3D pose estimation in the global coordinate system is essential in many applications. However, there are very few datasets dedicated to this task and no existing dataset supports estimation in a non-laboratory environment. This is largely attributed to the sophisticated data collection process required for 3D hand pose annotations, which also leads to difficulty in obtaining instances with the level of visual diversity needed for estimation in the wild. Progressing towards this goal, a large-scale dataset Ego2Hands was recently proposed to address the task of two-hand segmentation and detection in the wild. The proposed composition-based data generation technique can create two-hand instances with quality, quantity and diversity that generalize well to unseen domains. In this work, we present Ego2HandsPose, an extension of Ego2Hands that contains 3D hand pose annotation and is the first dataset that enables color-based two-hand 3D tracking in unseen domains. To this end, we develop a set of parametric fitting algorithms to enable 1) 3D hand pose annotation using a single image, 2) automatic conversion from 2D to 3D hand poses and 3) accurate two-hand tracking with temporal consistency. We provide incremental quantitative analysis on the multi-stage pipeline and show that training on our dataset achieves state-of-the-art results that significantly outperforms other datasets for the task of egocentric two-hand global 3D pose estimation.

  • 2 authors
·
Jun 9, 2022

Dyn-HaMR: Recovering 4D Interacting Hand Motion from a Dynamic Camera

We propose Dyn-HaMR, to the best of our knowledge, the first approach to reconstruct 4D global hand motion from monocular videos recorded by dynamic cameras in the wild. Reconstructing accurate 3D hand meshes from monocular videos is a crucial task for understanding human behaviour, with significant applications in augmented and virtual reality (AR/VR). However, existing methods for monocular hand reconstruction typically rely on a weak perspective camera model, which simulates hand motion within a limited camera frustum. As a result, these approaches struggle to recover the full 3D global trajectory and often produce noisy or incorrect depth estimations, particularly when the video is captured by dynamic or moving cameras, which is common in egocentric scenarios. Our Dyn-HaMR consists of a multi-stage, multi-objective optimization pipeline, that factors in (i) simultaneous localization and mapping (SLAM) to robustly estimate relative camera motion, (ii) an interacting-hand prior for generative infilling and to refine the interaction dynamics, ensuring plausible recovery under (self-)occlusions, and (iii) hierarchical initialization through a combination of state-of-the-art hand tracking methods. Through extensive evaluations on both in-the-wild and indoor datasets, we show that our approach significantly outperforms state-of-the-art methods in terms of 4D global mesh recovery. This establishes a new benchmark for hand motion reconstruction from monocular video with moving cameras. Our project page is at https://dyn-hamr.github.io/.

  • 3 authors
·
Dec 17, 2024

EgoPoser: Robust Real-Time Egocentric Pose Estimation from Sparse and Intermittent Observations Everywhere

Full-body egocentric pose estimation from head and hand poses alone has become an active area of research to power articulate avatar representations on headset-based platforms. However, existing methods over-rely on the indoor motion-capture spaces in which datasets were recorded, while simultaneously assuming continuous joint motion capture and uniform body dimensions. We propose EgoPoser to overcome these limitations with four main contributions. 1) EgoPoser robustly models body pose from intermittent hand position and orientation tracking only when inside a headset's field of view. 2) We rethink input representations for headset-based ego-pose estimation and introduce a novel global motion decomposition method that predicts full-body pose independent of global positions. 3) We enhance pose estimation by capturing longer motion time series through an efficient SlowFast module design that maintains computational efficiency. 4) EgoPoser generalizes across various body shapes for different users. We experimentally evaluate our method and show that it outperforms state-of-the-art methods both qualitatively and quantitatively while maintaining a high inference speed of over 600fps. EgoPoser establishes a robust baseline for future work where full-body pose estimation no longer needs to rely on outside-in capture and can scale to large-scale and unseen environments.

  • 4 authors
·
Aug 12, 2023

HALOMI: Learning Humanoid Loco-Manipulation with Active Perception from Human Demonstrations

Human demonstrations, which can be collected at scale and naturally capture active hand-eye coordination, are a promising data source for learning humanoid loco-manipulation. However, directly transferring human demonstrations to humanoids requires a precise world-frame tracking controller, which is often brittle under Out-of-Distribution(OOD) targets, while human-to-humanoid gaps persist in both egocentric observation and action execution. To address these challenges, we present HALOMI, a scalable framework for learning humanoid loco-manipulation with active perception from human demonstrations. HALOMI extends Universal Manipulation Interface (UMI) with egocentric sensing to collect ego-view and wrist-view observations along with head-hand trajectories at scale. We further propose a manifold-constrained controller that plans in a learned latent behavior manifold to enable precise and robust head-hand tracking in the world frame. To bridge the human-to-humanoid gap, we perform ego-view alignment and introduce a controller-aware reference trajectory adaptation to reduce mismatch in both observation and action execution. We validate HALOMI on a Unitree G1 humanoid robot with an actuated neck across five real-world tasks involving navigation, grasping, bimanual manipulation, whole-body coordination, and dynamic behaviors. Across the three quantitatively evaluated tasks, HALOMI achieves an average success rate of 85\%, while additional qualitative demonstrations show its ability to support dynamic tossing and deep-squat grasping.

  • 6 authors
·
Jun 16

Dexora: Open-source VLA for High-DoF Bimanual Dexterity

Vision-Language-Action (VLA) models have recently become a central direction in embodied AI, but current systems are restricted to either dual-gripper control or single-arm dexterous hand manipulation. While low-dimensional gripper control can often be handled with simpler methods, high-dimensional dexterous hand control benefits greatly from full end-to-end VLA learning. In this work, we introduce Dexora, the first open-source VLA system that natively targets dual-arm, dual-hand high-DoF manipulation. We design a hybrid teleoperation pipeline that decouples gross arm kinematics (captured with a custom exoskeleton backpack) from fine finger motion (markerless hand tracking via Apple Vision Pro), and that drives both a physical dual-arm dual-hand platform and an identical MuJoCo digital twin. Using that interface, we assemble a large training corpus: an embodiment-matched synthetic corpus (100K simulated trajectories, 6.5M frames) and a real-world dataset of 10K teleoperated episodes (2.92M frames). To mitigate noisy teleoperation demonstrations, we propose a data-quality-aware training recipe: an offline discriminator provides clip-level weights for diffusion-transformer policy training, down-weighting low-quality demonstrations. Empirically, Dexora outperforms competitive VLA baselines on both basic and dexterous benchmarks (e.g., average dexterous success 66.7% vs. 51.7%), attains 90% success on basic tasks, and shows robust out-of-distribution and cross-embodiment generalization. Ablations confirm the importance of real data and the discriminator for dexterity.

  • 25 authors
·
May 17

TouchInsight: Uncertainty-aware Rapid Touch and Text Input for Mixed Reality from Egocentric Vision

While passive surfaces offer numerous benefits for interaction in mixed reality, reliably detecting touch input solely from head-mounted cameras has been a long-standing challenge. Camera specifics, hand self-occlusion, and rapid movements of both head and fingers introduce considerable uncertainty about the exact location of touch events. Existing methods have thus not been capable of achieving the performance needed for robust interaction. In this paper, we present a real-time pipeline that detects touch input from all ten fingers on any physical surface, purely based on egocentric hand tracking. Our method TouchInsight comprises a neural network to predict the moment of a touch event, the finger making contact, and the touch location. TouchInsight represents locations through a bivariate Gaussian distribution to account for uncertainties due to sensing inaccuracies, which we resolve through contextual priors to accurately infer intended user input. We first evaluated our method offline and found that it locates input events with a mean error of 6.3 mm, and accurately detects touch events (F1=0.99) and identifies the finger used (F1=0.96). In an online evaluation, we then demonstrate the effectiveness of our approach for a core application of dexterous touch input: two-handed text entry. In our study, participants typed 37.0 words per minute with an uncorrected error rate of 2.9% on average.

  • 6 authors
·
Oct 7, 2024

ReJSHand: Efficient Real-Time Hand Pose Estimation and Mesh Reconstruction Using Refined Joint and Skeleton Features

Accurate hand pose estimation is vital in robotics, advancing dexterous manipulation in human-computer interaction. Toward this goal, this paper presents ReJSHand (which stands for Refined Joint and Skeleton Features), a cutting-edge network formulated for real-time hand pose estimation and mesh reconstruction. The proposed framework is designed to accurately predict 3D hand gestures under real-time constraints, which is essential for systems that demand agile and responsive hand motion tracking. The network's design prioritizes computational efficiency without compromising accuracy, a prerequisite for instantaneous robotic interactions. Specifically, ReJSHand comprises a 2D keypoint generator, a 3D keypoint generator, an expansion block, and a feature interaction block for meticulously reconstructing 3D hand poses from 2D imagery. In addition, the multi-head self-attention mechanism and a coordinate attention layer enhance feature representation, streamlining the creation of hand mesh vertices through sophisticated feature mapping and linear transformation. Regarding performance, comprehensive evaluations on the FreiHand dataset demonstrate ReJSHand's computational prowess. It achieves a frame rate of 72 frames per second while maintaining a PA-MPJPE (Position-Accurate Mean Per Joint Position Error) of 6.3 mm and a PA-MPVPE (Position-Accurate Mean Per Vertex Position Error) of 6.4 mm. Moreover, our model reaches scores of 0.756 for F@05 and 0.984 for F@15, surpassing modern pipelines and solidifying its position at the forefront of robotic hand pose estimators. To facilitate future studies, we provide our source code at ~https://github.com/daishipeng/ReJSHand.

  • 8 authors
·
Mar 7, 2025

Decaf: Monocular Deformation Capture for Face and Hand Interactions

Existing methods for 3D tracking from monocular RGB videos predominantly consider articulated and rigid objects. Modelling dense non-rigid object deformations in this setting remained largely unaddressed so far, although such effects can improve the realism of the downstream applications such as AR/VR and avatar communications. This is due to the severe ill-posedness of the monocular view setting and the associated challenges. While it is possible to naively track multiple non-rigid objects independently using 3D templates or parametric 3D models, such an approach would suffer from multiple artefacts in the resulting 3D estimates such as depth ambiguity, unnatural intra-object collisions and missing or implausible deformations. Hence, this paper introduces the first method that addresses the fundamental challenges depicted above and that allows tracking human hands interacting with human faces in 3D from single monocular RGB videos. We model hands as articulated objects inducing non-rigid face deformations during an active interaction. Our method relies on a new hand-face motion and interaction capture dataset with realistic face deformations acquired with a markerless multi-view camera system. As a pivotal step in its creation, we process the reconstructed raw 3D shapes with position-based dynamics and an approach for non-uniform stiffness estimation of the head tissues, which results in plausible annotations of the surface deformations, hand-face contact regions and head-hand positions. At the core of our neural approach are a variational auto-encoder supplying the hand-face depth prior and modules that guide the 3D tracking by estimating the contacts and the deformations. Our final 3D hand and face reconstructions are realistic and more plausible compared to several baselines applicable in our setting, both quantitatively and qualitatively. https://vcai.mpi-inf.mpg.de/projects/Decaf

  • 4 authors
·
Sep 28, 2023 1

Lost & Found: Tracking Changes from Egocentric Observations in 3D Dynamic Scene Graphs

Recent approaches have successfully focused on the segmentation of static reconstructions, thereby equipping downstream applications with semantic 3D understanding. However, the world in which we live is dynamic, characterized by numerous interactions between the environment and humans or robotic agents. Static semantic maps are unable to capture this information, and the naive solution of rescanning the environment after every change is both costly and ineffective in tracking e.g. objects being stored away in drawers. With Lost & Found we present an approach that addresses this limitation. Based solely on egocentric recordings with corresponding hand position and camera pose estimates, we are able to track the 6DoF poses of the moving object within the detected interaction interval. These changes are applied online to a transformable scene graph that captures object-level relations. Compared to state-of-the-art object pose trackers, our approach is more reliable in handling the challenging egocentric viewpoint and the lack of depth information. It outperforms the second-best approach by 34% and 56% for translational and orientational error, respectively, and produces visibly smoother 6DoF object trajectories. In addition, we illustrate how the acquired interaction information in the dynamic scene graph can be employed in the context of robotic applications that would otherwise be unfeasible: We show how our method allows to command a mobile manipulator through teach & repeat, and how information about prior interaction allows a mobile manipulator to retrieve an object hidden in a drawer. Code, videos and corresponding data are accessible at https://behretj.github.io/LostAndFound.

  • 5 authors
·
Nov 28, 2024

ComPose: When to Trust Hands for Object Pose Tracking

Reconstructing the motion of objects from videos is a key component for embodied AI and robot manipulation. While diverse approaches to object pose tracking have been studied, they rely heavily on strong external priors, such as depth data or 3D templates, and remain highly vulnerable to severe occlusions by hand grasps despite the use of explicit masks. In this work, we present ComPose, a 6DoF object tracking framework designed for hand-aware object pose estimation from RGB video. Rather than treating the hand purely as an occluder, our method harmonizes hand motions as a complementary cue for object tracking. In detail, we recover a variety of object motions over time by combining object and hand cues from foundation models within a unified tracking pipeline. Here, ComPose adaptively selects informative hand joints, combines object- and hand-derived cues for motion estimation, and refines the resulting object motion using visible geometric evidence and a learned correction. We further enforce the temporal consistency over both rotation and translation, yielding stable 3D object trajectories over time without any external smoothing. Extensive experiments show that our method is accurate, efficient, and robust under severe hand occlusion and geometric ambiguity. In addition, the resulting trajectories can also effectively transfer to downstream robot manipulation by enabling robots to reconstruct human actions from online videos.

  • 8 authors
·
May 21

3DMOTFormer: Graph Transformer for Online 3D Multi-Object Tracking

Tracking 3D objects accurately and consistently is crucial for autonomous vehicles, enabling more reliable downstream tasks such as trajectory prediction and motion planning. Based on the substantial progress in object detection in recent years, the tracking-by-detection paradigm has become a popular choice due to its simplicity and efficiency. State-of-the-art 3D multi-object tracking (MOT) approaches typically rely on non-learned model-based algorithms such as Kalman Filter but require many manually tuned parameters. On the other hand, learning-based approaches face the problem of adapting the training to the online setting, leading to inevitable distribution mismatch between training and inference as well as suboptimal performance. In this work, we propose 3DMOTFormer, a learned geometry-based 3D MOT framework building upon the transformer architecture. We use an Edge-Augmented Graph Transformer to reason on the track-detection bipartite graph frame-by-frame and conduct data association via edge classification. To reduce the distribution mismatch between training and inference, we propose a novel online training strategy with an autoregressive and recurrent forward pass as well as sequential batch optimization. Using CenterPoint detections, our approach achieves 71.2% and 68.2% AMOTA on the nuScenes validation and test split, respectively. In addition, a trained 3DMOTFormer model generalizes well across different object detectors. Code is available at: https://github.com/dsx0511/3DMOTFormer.

  • 5 authors
·
Aug 12, 2023

DexTrack: Towards Generalizable Neural Tracking Control for Dexterous Manipulation from Human References

We address the challenge of developing a generalizable neural tracking controller for dexterous manipulation from human references. This controller aims to manage a dexterous robot hand to manipulate diverse objects for various purposes defined by kinematic human-object interactions. Developing such a controller is complicated by the intricate contact dynamics of dexterous manipulation and the need for adaptivity, generalizability, and robustness. Current reinforcement learning and trajectory optimization methods often fall short due to their dependence on task-specific rewards or precise system models. We introduce an approach that curates large-scale successful robot tracking demonstrations, comprising pairs of human references and robot actions, to train a neural controller. Utilizing a data flywheel, we iteratively enhance the controller's performance, as well as the number and quality of successful tracking demonstrations. We exploit available tracking demonstrations and carefully integrate reinforcement learning and imitation learning to boost the controller's performance in dynamic environments. At the same time, to obtain high-quality tracking demonstrations, we individually optimize per-trajectory tracking by leveraging the learned tracking controller in a homotopy optimization method. The homotopy optimization, mimicking chain-of-thought, aids in solving challenging trajectory tracking problems to increase demonstration diversity. We showcase our success by training a generalizable neural controller and evaluating it in both simulation and real world. Our method achieves over a 10% improvement in success rates compared to leading baselines. The project website with animated results is available at https://meowuu7.github.io/DexTrack/.

  • 5 authors
·
Feb 13, 2025 2

Real-Time Confidence Detection through Facial Expressions and Hand Gestures

Real-time face orientation recognition is a cutting-edge technology meant to track and analyze facial movements in virtual environments such as online interviews, remote meetings, and virtual classrooms. As the demand for virtual interactions grows, it becomes increasingly important to measure participant engagement, attention, and overall interaction. This research presents a novel solution that leverages the Media Pipe Face Mesh framework to identify facial landmarks and extract geometric data for calculating Euler angles, which determine head orientation in real time. The system tracks 3D facial landmarks and uses this data to compute head movements with a focus on accuracy and responsiveness. By studying Euler angles, the system can identify a user's head orientation with an accuracy of 90\%, even at a distance of up to four feet. This capability offers significant enhancements for monitoring user interaction, allowing for more immersive and interactive virtual ex-periences. The proposed method shows its reliability in evaluating participant attentiveness during online assessments and meetings. Its application goes beyond engagement analysis, potentially providing a means for improving the quality of virtual communication, fostering better understanding between participants, and ensuring a higher level of interaction in digital spaces. This study offers a basis for future developments in enhancing virtual user experiences by integrating real-time facial tracking technologies, paving the way for more adaptive and interactive web-based platform.

  • 6 authors
·
Jun 10, 2025 3

CoorDex: Coordinating Body and Hand Priors for Continuous Dexterous Humanoid Loco-Manipulation

Humanoid loco-manipulation is often simplified into a stop-and-go process: walking to an object, stopping to manipulate it, and then resuming locomotion. It also commonly relies on low degree-of-freedom (DoF) end effectors that behave like an open-close grasp primitive. We introduce CoorDex, a learning pipeline that converts high-dimensional body and dexterous hand control into coordinated latent residual control, enabling high-DoF dexterous loco-manipulation on the move. Starting from simulated whole-body and hand demonstrations, CoorDex trains privileged motion tracking teachers for the humanoid body and dexterous hand, distills them into proprioception-conditioned latent priors, and uses the frozen priors as the action space for downstream residual reinforcement learning. A coordinated latent residual policy composes these priors through shared task context and separate body-hand residual heads, preserving natural whole-body motion while improving finger-level contact reliability. CoorDex enables a Unitree G1 humanoid with a 20-DoF WUJI hand to execute dexterous manipulation while in motion, including non-stop bottle grasping and carrying, fridge door opening on the move, and cube pick-and-turn. Ablations on the walk-grasp-carry task show that joint-space PPO, joint-space hand control, and monolithic latent prediction all fail under the same reward budget, while the latent-prior interface and coordinated residual structure make high-dimensional contact-rich loco-manipulation trainable. Project Page: https://skevinci.github.io/coordex/

  • 6 authors
·
Jun 21

Neural feels with neural fields: Visuo-tactile perception for in-hand manipulation

To achieve human-level dexterity, robots must infer spatial awareness from multimodal sensing to reason over contact interactions. During in-hand manipulation of novel objects, such spatial awareness involves estimating the object's pose and shape. The status quo for in-hand perception primarily employs vision, and restricts to tracking a priori known objects. Moreover, visual occlusion of objects in-hand is imminent during manipulation, preventing current systems to push beyond tasks without occlusion. We combine vision and touch sensing on a multi-fingered hand to estimate an object's pose and shape during in-hand manipulation. Our method, NeuralFeels, encodes object geometry by learning a neural field online and jointly tracks it by optimizing a pose graph problem. We study multimodal in-hand perception in simulation and the real-world, interacting with different objects via a proprioception-driven policy. Our experiments show final reconstruction F-scores of 81% and average pose drifts of 4.7,mm, further reduced to 2.3,mm with known CAD models. Additionally, we observe that under heavy visual occlusion we can achieve up to 94% improvements in tracking compared to vision-only methods. Our results demonstrate that touch, at the very least, refines and, at the very best, disambiguates visual estimates during in-hand manipulation. We release our evaluation dataset of 70 experiments, FeelSight, as a step towards benchmarking in this domain. Our neural representation driven by multimodal sensing can serve as a perception backbone towards advancing robot dexterity. Videos can be found on our project website https://suddhu.github.io/neural-feels/

  • 12 authors
·
Dec 20, 2023 1

EgoTracks: A Long-term Egocentric Visual Object Tracking Dataset

Visual object tracking is a key component to many egocentric vision problems. However, the full spectrum of challenges of egocentric tracking faced by an embodied AI is underrepresented in many existing datasets; these tend to focus on relatively short, third-person videos. Egocentric video has several distinguishing characteristics from those commonly found in past datasets: frequent large camera motions and hand interactions with objects commonly lead to occlusions or objects exiting the frame, and object appearance can change rapidly due to widely different points of view, scale, or object states. Embodied tracking is also naturally long-term, and being able to consistently (re-)associate objects to their appearances and disappearances over as long as a lifetime is critical. Previous datasets under-emphasize this re-detection problem, and their "framed" nature has led to adoption of various spatiotemporal priors that we find do not necessarily generalize to egocentric video. We thus introduce EgoTracks, a new dataset for long-term egocentric visual object tracking. Sourced from the Ego4D dataset, this new dataset presents a significant challenge to recent state-of-the-art single-object tracking models, which we find score poorly on traditional tracking metrics for our new dataset, compared to popular benchmarks. We further show improvements that can be made to a STARK tracker to significantly increase its performance on egocentric data, resulting in a baseline model we call EgoSTARK. We publicly release our annotations and benchmark, hoping our dataset leads to further advancements in tracking.

  • 4 authors
·
Sep 30, 2023

CAMELTrack: Context-Aware Multi-cue ExpLoitation for Online Multi-Object Tracking

Online multi-object tracking has been recently dominated by tracking-by-detection (TbD) methods, where recent advances rely on increasingly sophisticated heuristics for tracklet representation, feature fusion, and multi-stage matching. The key strength of TbD lies in its modular design, enabling the integration of specialized off-the-shelf models like motion predictors and re-identification. However, the extensive usage of human-crafted rules for temporal associations makes these methods inherently limited in their ability to capture the complex interplay between various tracking cues. In this work, we introduce CAMEL, a novel association module for Context-Aware Multi-Cue ExpLoitation, that learns resilient association strategies directly from data, breaking free from hand-crafted heuristics while maintaining TbD's valuable modularity. At its core, CAMEL employs two transformer-based modules and relies on a novel association-centric training scheme to effectively model the complex interactions between tracked targets and their various association cues. Unlike end-to-end detection-by-tracking approaches, our method remains lightweight and fast to train while being able to leverage external off-the-shelf models. Our proposed online tracking pipeline, CAMELTrack, achieves state-of-the-art performance on multiple tracking benchmarks. Our code is available at https://github.com/TrackingLaboratory/CAMELTrack.

  • 5 authors
·
May 2, 2025

Samba: Synchronized Set-of-Sequences Modeling for Multiple Object Tracking

Multiple object tracking in complex scenarios - such as coordinated dance performances, team sports, or dynamic animal groups - presents unique challenges. In these settings, objects frequently move in coordinated patterns, occlude each other, and exhibit long-term dependencies in their trajectories. However, it remains a key open research question on how to model long-range dependencies within tracklets, interdependencies among tracklets, and the associated temporal occlusions. To this end, we introduce Samba, a novel linear-time set-of-sequences model designed to jointly process multiple tracklets by synchronizing the multiple selective state-spaces used to model each tracklet. Samba autoregressively predicts the future track query for each sequence while maintaining synchronized long-term memory representations across tracklets. By integrating Samba into a tracking-by-propagation framework, we propose SambaMOTR, the first tracker effectively addressing the aforementioned issues, including long-range dependencies, tracklet interdependencies, and temporal occlusions. Additionally, we introduce an effective technique for dealing with uncertain observations (MaskObs) and an efficient training recipe to scale SambaMOTR to longer sequences. By modeling long-range dependencies and interactions among tracked objects, SambaMOTR implicitly learns to track objects accurately through occlusions without any hand-crafted heuristics. Our approach significantly surpasses prior state-of-the-art on the DanceTrack, BFT, and SportsMOT datasets.

  • 6 authors
·
Oct 2, 2024 1

DexCap: Scalable and Portable Mocap Data Collection System for Dexterous Manipulation

Imitation learning from human hand motion data presents a promising avenue for imbuing robots with human-like dexterity in real-world manipulation tasks. Despite this potential, substantial challenges persist, particularly with the portability of existing hand motion capture (mocap) systems and the difficulty of translating mocap data into effective control policies. To tackle these issues, we introduce DexCap, a portable hand motion capture system, alongside DexIL, a novel imitation algorithm for training dexterous robot skills directly from human hand mocap data. DexCap offers precise, occlusion-resistant tracking of wrist and finger motions based on SLAM and electromagnetic field together with 3D observations of the environment. Utilizing this rich dataset, DexIL employs inverse kinematics and point cloud-based imitation learning to replicate human actions with robot hands. Beyond learning from human motion, DexCap also offers an optional human-in-the-loop correction mechanism to refine and further improve robot performance. Through extensive evaluation across six dexterous manipulation tasks, our approach not only demonstrates superior performance but also showcases the system's capability to effectively learn from in-the-wild mocap data, paving the way for future data collection methods for dexterous manipulation. More details can be found at https://dex-cap.github.io

  • 6 authors
·
Mar 12, 2024

DeVI: Physics-based Dexterous Human-Object Interaction via Synthetic Video Imitation

Recent advances in video generative models enable the synthesis of realistic human-object interaction videos across a wide range of scenarios and object categories, including complex dexterous manipulations that are difficult to capture with motion capture systems. While the rich interaction knowledge embedded in these synthetic videos holds strong potential for motion planning in dexterous robotic manipulation, their limited physical fidelity and purely 2D nature make them difficult to use directly as imitation targets in physics-based character control. We present DeVI (Dexterous Video Imitation), a novel framework that leverages text-conditioned synthetic videos to enable physically plausible dexterous agent control for interacting with unseen target objects. To overcome the imprecision of generative 2D cues, we introduce a hybrid tracking reward that integrates 3D human tracking with robust 2D object tracking. Unlike methods relying on high-quality 3D kinematic demonstrations, DeVI requires only the generated video, enabling zero-shot generalization across diverse objects and interaction types. Extensive experiments demonstrate that DeVI outperforms existing approaches that imitate 3D human-object interaction demonstrations, particularly in modeling dexterous hand-object interactions. We further validate the effectiveness of DeVI in multi-object scenes and text-driven action diversity, showcasing the advantage of using video as an HOI-aware motion planner.

Large Language Models are Zero-Shot Reasoners

Pretrained large language models (LLMs) are widely used in many sub-fields of natural language processing (NLP) and generally known as excellent few-shot learners with task-specific exemplars. Notably, chain of thought (CoT) prompting, a recent technique for eliciting complex multi-step reasoning through step-by-step answer examples, achieved the state-of-the-art performances in arithmetics and symbolic reasoning, difficult system-2 tasks that do not follow the standard scaling laws for LLMs. While these successes are often attributed to LLMs' ability for few-shot learning, we show that LLMs are decent zero-shot reasoners by simply adding "Let's think step by step" before each answer. Experimental results demonstrate that our Zero-shot-CoT, using the same single prompt template, significantly outperforms zero-shot LLM performances on diverse benchmark reasoning tasks including arithmetics (MultiArith, GSM8K, AQUA-RAT, SVAMP), symbolic reasoning (Last Letter, Coin Flip), and other logical reasoning tasks (Date Understanding, Tracking Shuffled Objects), without any hand-crafted few-shot examples, e.g. increasing the accuracy on MultiArith from 17.7% to 78.7% and GSM8K from 10.4% to 40.7% with large InstructGPT model (text-davinci-002), as well as similar magnitudes of improvements with another off-the-shelf large model, 540B parameter PaLM. The versatility of this single prompt across very diverse reasoning tasks hints at untapped and understudied fundamental zero-shot capabilities of LLMs, suggesting high-level, multi-task broad cognitive capabilities may be extracted by simple prompting. We hope our work not only serves as the minimal strongest zero-shot baseline for the challenging reasoning benchmarks, but also highlights the importance of carefully exploring and analyzing the enormous zero-shot knowledge hidden inside LLMs before crafting finetuning datasets or few-shot exemplars.

  • 5 authors
·
May 24, 2022

meta4: semantically-aligned generation of metaphoric gestures using self-supervised text and speech representation

Image Schemas are repetitive cognitive patterns that influence the way we conceptualize and reason about various concepts present in speech. These patterns are deeply embedded within our cognitive processes and are reflected in our bodily expressions including gestures. Particularly, metaphoric gestures possess essential characteristics and semantic meanings that align with Image Schemas, to visually represent abstract concepts. The shape and form of gestures can convey abstract concepts, such as extending the forearm and hand or tracing a line with hand movements to visually represent the image schema of PATH. Previous behavior generation models have primarily focused on utilizing speech (acoustic features and text) to drive the generation model of virtual agents. They have not considered key semantic information as those carried by Image Schemas to effectively generate metaphoric gestures. To address this limitation, we introduce META4, a deep learning approach that generates metaphoric gestures from both speech and Image Schemas. Our approach has two primary goals: computing Image Schemas from input text to capture the underlying semantic and metaphorical meaning, and generating metaphoric gestures driven by speech and the computed image schemas. Our approach is the first method for generating speech driven metaphoric gestures while leveraging the potential of Image Schemas. We demonstrate the effectiveness of our approach and highlight the importance of both speech and image schemas in modeling metaphoric gestures.

  • 3 authors
·
Nov 9, 2023

FALAT: Tracing Failures in LLM Agent Trajectories via Dependency-Guided Search

LLM-based agents increasingly solve complex tasks through long trajectories involving reasoning steps, tool calls, and inter-agent communication. However, when these agents fail, it is often unclear which agent caused the failure and which step introduced the decisive error. This attribution problem is challenging because mistakes can propagate across the trajectory: later actions may appear incorrect, but only because they depend on an earlier corrupted state. Therefore, failure attribution cannot be treated as independent step-level classification. We propose FALAT, a diagnostic framework for failure attribution in LLM agent trajectories. FALAT frames attribution as a dependency-guided search problem. It first constructs an expectation of how the task should be solved and uses this expectation to identify suspicious regions in the trajectory. It then traces dependencies among decisions, tool outputs, and agent messages to distinguish error-introducing steps from steps that merely inherit or propagate prior mistakes. Finally, FALAT evaluates whether correcting a candidate step would be sufficient to recover the expected outcome, allowing it to identify both the responsible agent and the decisive failure step. We evaluate FALAT on the Who&When benchmark, which includes both algorithm-generated and hand-crafted multi-agent failure trajectories. The results show that FALAT consistently improves responsible-agent and decisive-step attribution. Its best configurations achieve 46.0% step-level accuracy on algorithm-generated trajectories and 29.1% on the more challenging hand-crafted trajectories, outperforming specialized attribution baselines and direct prompting with standalone LLMs. These findings suggest that dependency-aware reasoning is essential for reliable failure diagnosis in LLM agent systems.

  • 5 authors
·
May 29

Tracing Like a Clinician: Anatomy-Guided Spatial Priors for Cephalometric Landmark Detection

Clinicians trace cephalometric radiographs following a structured anatomical workflow, yet no prior system encodes this into computation. We present a five-phase anatomy-guided pipeline producing confidence-weighted spatial priors that shape HRNet-W32 training, achieving 1.04 mm mean radial error on 25 landmarks across 1,502 radiographs from 7+ imaging devices. A training x inference prior matrix isolates the mechanism: anatomical priors maintain a 1% validation-to-test gap versus 88% without priors (1.94 mm), despite identical validation convergence. The matrix establishes that all trained models are inference-independent, the expanded architecture alone provides no benefit, random priors yield partial but unstable improvement (1.72 mm), and only image-specific anatomically correct priors produce the 1.04 mm result -- functioning as a training-time regularizer requiring no automated prior generation at deployment. Five-fold cross-validation (p=0.0015), patient-level permutation testing (p<0.0001, n=151), quantified Grad-CAM analysis (88% vs. 74% in-zone activation, p<0.001), and clinical measurement validation (skeletal classification kappa=0.79-0.84, zero Class II<->III reversals, ICC>0.95) provide converging evidence. Cross-domain experiments on echocardiography, cervical spine, and hand radiography support the hypothesis that prior effectiveness scales with the spatial entropy of the landmark distribution.

  • 2 authors
·
Jun 1

IntrinsicAvatar: Physically Based Inverse Rendering of Dynamic Humans from Monocular Videos via Explicit Ray Tracing

We present IntrinsicAvatar, a novel approach to recovering the intrinsic properties of clothed human avatars including geometry, albedo, material, and environment lighting from only monocular videos. Recent advancements in human-based neural rendering have enabled high-quality geometry and appearance reconstruction of clothed humans from just monocular videos. However, these methods bake intrinsic properties such as albedo, material, and environment lighting into a single entangled neural representation. On the other hand, only a handful of works tackle the problem of estimating geometry and disentangled appearance properties of clothed humans from monocular videos. They usually achieve limited quality and disentanglement due to approximations of secondary shading effects via learned MLPs. In this work, we propose to model secondary shading effects explicitly via Monte-Carlo ray tracing. We model the rendering process of clothed humans as a volumetric scattering process, and combine ray tracing with body articulation. Our approach can recover high-quality geometry, albedo, material, and lighting properties of clothed humans from a single monocular video, without requiring supervised pre-training using ground truth materials. Furthermore, since we explicitly model the volumetric scattering process and ray tracing, our model naturally generalizes to novel poses, enabling animation of the reconstructed avatar in novel lighting conditions.

  • 4 authors
·
Dec 8, 2023