Related papers: Hand2World: Autoregressive Egocentric Interaction …
3D hand pose estimation in everyday egocentric images is challenging for several reasons: poor visual signal (occlusion from the object of interaction, low resolution & motion blur), large perspective distortion (hands are close to the…
We study the problem of estimating the body movements of a camera wearer from egocentric videos. Current methods for ego-body pose estimation rely on temporally dense sensor data, such as IMU measurements from spatially sparse body parts…
Understanding multimodal signals in egocentric vision, such as RGB video, depth, camera poses, and gaze, is essential for applications in augmented reality, robotics, and human-computer interaction, enabling systems to better interpret the…
Faithfully modeling human behavior in dynamic environments is a foundational challenge for embodied intelligence. While conditional motion synthesis has achieved significant advances, egocentric motion generation remains largely…
Video-based world models have recently garnered increasing attention for their ability to synthesize diverse and dynamic visual environments. In this paper, we focus on shared world modeling, where a model generates multiple videos from a…
Recent advances in generative world models have enabled remarkable progress in creating open-ended game environments, evolving from static scene synthesis toward dynamic, interactive simulation. However, current approaches remain limited by…
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…
Hand segmentation and detection in truly unconstrained RGB-based settings is important for many applications. However, existing datasets are far from sufficient in terms of size and variety due to the infeasibility of manual annotation of…
Recent progress in robot learning has been driven by large-scale datasets and powerful visuomotor policy architectures, yet policy robustness remains limited by the substantial cost of collecting diverse demonstrations, particularly for…
Hand-object interaction (HOI) is fundamental for humans to express intent. Existing HOI generation research is predominantly confined to fixed grasping patterns, where control is tied to physical priors such as force closure or generic…
We introduce PlayerOne, the first egocentric realistic world simulator, facilitating immersive and unrestricted exploration within vividly dynamic environments. Given an egocentric scene image from the user, PlayerOne can accurately…
World generation is a fundamental capability for applications like video games, simulation, and robotics. However, existing approaches face three main obstacles: controllability, scalability, and efficiency. End-to-end scene generation…
Humans naturally build mental models of object interactions and dynamics, allowing them to imagine how their surroundings will change if they take a certain action. While generative models today have shown impressive results on…
Wrist-view observations are crucial for VLA models as they capture fine-grained hand-object interactions that directly enhance manipulation performance. Yet large-scale datasets rarely include such recordings, resulting in a substantial gap…
Egocentric videos provide valuable insights into human interactions with the physical world, which has sparked growing interest in the computer vision and robotics communities. A critical challenge in fully understanding the geometry and…
Imitation learning from human demonstrations offers a promising approach for robot skill acquisition, but egocentric human data introduces fundamental challenges due to the embodiment gap. During manipulation, humans actively coordinate…
Video generation has emerged as a promising tool for world simulation, leveraging visual data to replicate real-world environments. Within this context, egocentric video generation, which centers on the human perspective, holds significant…
We introduce the novel problem of anticipating a time series of future hand masks from egocentric video. A key challenge is to model the stochasticity of future head motions, which globally impact the head-worn camera video analysis. To…
Interactive object understanding, or what we can do to objects and how is a long-standing goal of computer vision. In this paper, we tackle this problem through observation of human hands in in-the-wild egocentric videos. We demonstrate…
Humans develop an understanding of intuitive physics through active interaction with the world. This approach is in stark contrast to current video models, such as Sora, which rely on passive observation and therefore struggle with grasping…