Related papers: Controllable Egocentric Video Generation via Occlu…
In recent years, the thriving development of research related to egocentric videos has provided a unique perspective for the study of conversational interactions, where both visual and audio signals play a crucial role. While most prior…
Egocentric vision is essential for both human and machine visual understanding, particularly in capturing the detailed hand-object interactions needed for manipulation tasks. Translating third-person views into first-person views…
Egocentric gestures are the most natural form of communication for humans to interact with wearable devices such as VR/AR helmets and glasses. A major issue in such scenarios for real-world applications is that may easily become necessary…
Motions in a video primarily consist of camera motion, induced by camera movement, and object motion, resulting from object movement. Accurate control of both camera and object motion is essential for video generation. However, existing…
Computer vision is largely based on 2D techniques, with 3D vision still relegated to a relatively narrow subset of applications. However, by building on recent advances in 3D models such as neural radiance fields, some authors have shown…
While egocentric video is becoming increasingly popular, browsing it is very difficult. In this paper we present a compact 3D Convolutional Neural Network (CNN) architecture for long-term activity recognition in egocentric videos.…
We present AssemblyHands, a large-scale benchmark dataset with accurate 3D hand pose annotations, to facilitate the study of egocentric activities with challenging hand-object interactions. The dataset includes synchronized egocentric and…
3D human pose estimation using monocular images is an important yet challenging task. Existing 3D pose detection methods exhibit excellent performance under normal conditions however their performance may degrade due to occlusion. Recently…
Finding the camera pose is an important step in many egocentric video applications. It has been widely reported that, state of the art SLAM algorithms fail on egocentric videos. In this paper, we propose a robust method for camera pose…
Human-centric video generation has advanced rapidly, yet existing methods struggle to produce controllable and physically consistent Human-Object Interaction (HOI) videos. Existing works rely on dense control signals, template videos, or…
Learning to use tools or objects in common scenes, particularly handling them in various ways as instructed, is a key challenge for developing interactive robots. Training models to generate such manipulation trajectories requires a large…
Recent advances in diffusion models bring new vitality to visual content creation. However, current text-to-video generation models still face significant challenges such as high training costs, substantial data requirements, and…
We address the challenging task of detecting the precise moment when hands make contact with objects in egocentric videos. This frame-level detection is crucial for augmented reality, human-computer interaction, assistive technologies, and…
Recently, there has been a significant amount of research conducted on 3D hand reconstruction to use various forms of human-computer interaction. However, 3D hand reconstruction in the wild is challenging due to extreme lack of in-the-wild…
Human motion generation is a significant pursuit in generative computer vision with widespread applications in film-making, video games, AR/VR, and human-robot interaction. Current methods mainly utilize either diffusion-based generative…
We present a novel approach named OmniControl for incorporating flexible spatial control signals into a text-conditioned human motion generation model based on the diffusion process. Unlike previous methods that can only control the pelvis…
Recent advances in 3D-native generative models have accelerated asset creation for games, film, and design. However, most methods still rely primarily on image or text conditioning and lack fine-grained, cross-modal controls, which limits…
Automatic generation of textual video descriptions that are time-aligned with video content is a long-standing goal in computer vision. The task is challenging due to the difficulty of bridging the semantic gap between the visual and…
We present a unified framework for understanding 3D hand and object interactions in raw image sequences from egocentric RGB cameras. Given a single RGB image, our model jointly estimates the 3D hand and object poses, models their…
The possibility of sharing one's point of view makes use of wearable cameras compelling. These videos are often long, boring and coupled with extreme shake, as the camera is worn on a moving person. Fast forwarding (i.e. frame sampling) is…