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First-person video highlights a camera-wearer's activities in the context of their persistent environment. However, current video understanding approaches reason over visual features from short video clips that are detached from the…
While exocentric video synthesis has achieved great progress, egocentric video generation remains largely underexplored, which requires modeling first-person view content along with camera motion patterns induced by the wearer's body…
In this paper, we address the problem of forecasting the trajectory of an egocentric camera wearer (ego-person) in crowded spaces. The trajectory forecasting ability learned from the data of different camera wearers walking around in the…
Egocentric perception enables humans to experience and understand the world directly from their own point of view. Translating exocentric (third-person) videos into egocentric (first-person) videos opens up new possibilities for immersive…
Video diffusion models have recently achieved remarkable progress in realism and controllability. However, achieving seamless video translation across different perspectives, such as first-person (egocentric) and third-person (exocentric),…
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…
Egocentric video generation with fine-grained control through body motion is a key requirement towards embodied AI agents that can simulate, predict, and plan actions. In this work, we propose EgoControl, a pose-controllable video diffusion…
We introduce a novel task of reconstructing a time series of second-person 3D human body meshes from monocular egocentric videos. The unique viewpoint and rapid embodied camera motion of egocentric videos raise additional technical barriers…
Wearable collaborative robots stand to assist human wearers who need fall prevention assistance or wear exoskeletons. Such a robot needs to be able to constantly adapt to the surrounding scene based on egocentric vision, and predict the ego…
What if a video generation model could not only imagine a plausible future, but the correct one, accurately reflecting how the world changes with each action? We address this question by presenting the Egocentric World Model (EgoWM), a…
Motion-controllable video generation is crucial for egocentric applications in virtual reality and embodied AI. However, existing methods often struggle to achieve 3D-consistent fine-grained hand articulation. By adopting on 2D trajectories…
Collecting large-scale egocentric video datasets with dense spatial and temporal annotations is costly, slow, and often constrained by environmental biases, privacy constraints, and limited coverage of interaction patterns. While synthetic…
"Looking for things" is a mundane but critical task we repeatedly carry on in our daily life. We introduce a method to develop a human character capable of searching for a randomly located target object in a detailed 3D scene using its…
A natural approach to generative modeling of videos is to represent them as a composition of moving objects. Recent works model a set of 2D sprites over a slowly-varying background, but without considering the underlying 3D scene that gives…
Controllable and physically grounded egocentric video generation is essential for embodied agents to reason about how their own and others' actions manifest and change the world. Compared to generic video synthesis, egocentric generation is…
Understanding the world in first-person view is fundamental in Augmented Reality (AR). This immersive perspective brings dramatic visual changes and unique challenges compared to third-person views. Synthetic data has empowered…
Generating 3D worlds from text is a highly anticipated goal in computer vision. Existing works are limited by the degree of exploration they allow inside of a scene, i.e., produce streched-out and noisy artifacts when moving beyond central…
An ideal digital telepresence experience requires accurate replication of a person's body, clothing, and movements. To capture and transfer these movements into virtual reality, the egocentric (first-person) perspective can be adopted,…
Egocentric world models present a promising direction for enabling agents to predict and plan, but their performance is constrained by the limited availability of egocentric training data and its inherent partial observability of humans'…
Generating 3D scenes from human motion sequences supports numerous applications, including virtual reality and architectural design. However, previous auto-regression-based human-aware 3D scene generation methods have struggled to…