CVApr 28, 2022
ARCTIC: A Dataset for Dexterous Bimanual Hand-Object ManipulationZicong Fan, Omid Taheri, Dimitrios Tzionas et al.
Humans intuitively understand that inanimate objects do not move by themselves, but that state changes are typically caused by human manipulation (e.g., the opening of a book). This is not yet the case for machines. In part this is because there exist no datasets with ground-truth 3D annotations for the study of physically consistent and synchronised motion of hands and articulated objects. To this end, we introduce ARCTIC -- a dataset of two hands that dexterously manipulate objects, containing 2.1M video frames paired with accurate 3D hand and object meshes and detailed, dynamic contact information. It contains bi-manual articulation of objects such as scissors or laptops, where hand poses and object states evolve jointly in time. We propose two novel articulated hand-object interaction tasks: (1) Consistent motion reconstruction: Given a monocular video, the goal is to reconstruct two hands and articulated objects in 3D, so that their motions are spatio-temporally consistent. (2) Interaction field estimation: Dense relative hand-object distances must be estimated from images. We introduce two baselines ArcticNet and InterField, respectively and evaluate them qualitatively and quantitatively on ARCTIC. Our code and data are available at https://arctic.is.tue.mpg.de.
CVMar 31, 2023
3D Human Pose Estimation via Intuitive PhysicsShashank Tripathi, Lea Müller, Chun-Hao P. Huang et al.
Estimating 3D humans from images often produces implausible bodies that lean, float, or penetrate the floor. Such methods ignore the fact that bodies are typically supported by the scene. A physics engine can be used to enforce physical plausibility, but these are not differentiable, rely on unrealistic proxy bodies, and are difficult to integrate into existing optimization and learning frameworks. In contrast, we exploit novel intuitive-physics (IP) terms that can be inferred from a 3D SMPL body interacting with the scene. Inspired by biomechanics, we infer the pressure heatmap on the body, the Center of Pressure (CoP) from the heatmap, and the SMPL body's Center of Mass (CoM). With these, we develop IPMAN, to estimate a 3D body from a color image in a "stable" configuration by encouraging plausible floor contact and overlapping CoP and CoM. Our IP terms are intuitive, easy to implement, fast to compute, differentiable, and can be integrated into existing optimization and regression methods. We evaluate IPMAN on standard datasets and MoYo, a new dataset with synchronized multi-view images, ground-truth 3D bodies with complex poses, body-floor contact, CoM and pressure. IPMAN produces more plausible results than the state of the art, improving accuracy for static poses, while not hurting dynamic ones. Code and data are available for research at https://ipman.is.tue.mpg.de.
CVAug 22, 2023
GRIP: Generating Interaction Poses Using Spatial Cues and Latent ConsistencyOmid Taheri, Yi Zhou, Dimitrios Tzionas et al.
Hands are dexterous and highly versatile manipulators that are central to how humans interact with objects and their environment. Consequently, modeling realistic hand-object interactions, including the subtle motion of individual fingers, is critical for applications in computer graphics, computer vision, and mixed reality. Prior work on capturing and modeling humans interacting with objects in 3D focuses on the body and object motion, often ignoring hand pose. In contrast, we introduce GRIP, a learning-based method that takes, as input, the 3D motion of the body and the object, and synthesizes realistic motion for both hands before, during, and after object interaction. As a preliminary step before synthesizing the hand motion, we first use a network, ANet, to denoise the arm motion. Then, we leverage the spatio-temporal relationship between the body and the object to extract two types of novel temporal interaction cues, and use them in a two-stage inference pipeline to generate the hand motion. In the first stage, we introduce a new approach to enforce motion temporal consistency in the latent space (LTC), and generate consistent interaction motions. In the second stage, GRIP generates refined hand poses to avoid hand-object penetrations. Given sequences of noisy body and object motion, GRIP upgrades them to include hand-object interaction. Quantitative experiments and perceptual studies demonstrate that GRIP outperforms baseline methods and generalizes to unseen objects and motions from different motion-capture datasets.
CVSep 5, 2024
HUMOS: Human Motion Model Conditioned on Body ShapeShashank Tripathi, Omid Taheri, Christoph Lassner et al.
Generating realistic human motion is essential for many computer vision and graphics applications. The wide variety of human body shapes and sizes greatly impacts how people move. However, most existing motion models ignore these differences, relying on a standardized, average body. This leads to uniform motion across different body types, where movements don't match their physical characteristics, limiting diversity. To solve this, we introduce a new approach to develop a generative motion model based on body shape. We show that it's possible to train this model using unpaired data by applying cycle consistency, intuitive physics, and stability constraints, which capture the relationship between identity and movement. The resulting model generates diverse, physically plausible, and dynamically stable human motions that are both quantitatively and qualitatively more realistic than current state-of-the-art methods. More details are available on our project page https://CarstenEpic.github.io/humos/.
CVMar 16
UMO: Unified In-Context Learning Unlocks Motion Foundation Model PriorsXiaoyan Cong, Zekun Li, Zhiyang Dou et al.
Large-scale foundation models (LFMs) have recently made impressive progress in text-to-motion generation by learning strong generative priors from massive 3D human motion datasets and paired text descriptions. However, how to effectively and efficiently leverage such single-purpose motion LFMs, i.e., text-to-motion synthesis, in more diverse cross-modal and in-context motion generation downstream tasks remains largely unclear. Prior work typically adapts pretrained generative priors to individual downstream tasks in a task-specific manner. In contrast, our goal is to unlock such priors to support a broad spectrum of downstream motion generation tasks within a single unified framework. To bridge this gap, we present UMO, a simple yet general unified formulation that casts diverse downstream tasks into compositions of atomic per-frame operations, enabling in-context adaptation to unlock the generative priors of pretrained DiT-based motion LFMs. Specifically, UMO introduces three learnable frame-level meta-operation embeddings to specify per-frame intent and employs lightweight temporal fusion to inject in-context cues into the pretrained backbone, with negligible runtime overhead compared to the base model. With this design, UMO finetunes the pretrained model, originally limited to text-to-motion generation, to support diverse previously unsupported tasks, including temporal inpainting, text-guided motion editing, text-serialized geometric constraints, and multi-identity reaction generation. Experiments demonstrate that UMO consistently outperforms task-specific and training-free baselines across a wide range of benchmarks, despite using a single unified model. Code and model will be publicly available. Project Page: https://oliver-cong02.github.io/UMO.github.io/
CVAug 29, 2024
3D Whole-body Grasp Synthesis with Directional ControllabilityGeorgios Paschalidis, Romana Wilschut, Dimitrije Antić et al.
Synthesizing 3D whole bodies that realistically grasp objects is useful for animation, mixed reality, and robotics. This is challenging, because the hands and body need to look natural w.r.t. each other, the grasped object, as well as the local scene (i.e., a receptacle supporting the object). Moreover, training data for this task is really scarce, while capturing new data is expensive. Recent work goes beyond finite datasets via a divide-and-conquer approach; it first generates a "guiding" right-hand grasp, and then searches for bodies that match this. However, the guiding-hand synthesis lacks controllability and receptacle awareness, so it likely has an implausible direction (i.e., a body can't match this without penetrating the receptacle) and needs corrections through major post-processing. Moreover, the body search needs exhaustive sampling and is expensive. These are strong limitations. We tackle these with a novel method called CWGrasp. Our key idea is that performing geometry-based reasoning "early on," instead of "too late," provides rich "control" signals for inference. To this end, CWGrasp first samples a plausible reaching-direction vector (used later for both the arm and hand) from a probabilistic model built via ray-casting from the object and collision checking. Moreover, CWGrasp uniquely tackles both right and left-hand grasps. We evaluate on the GRAB and ReplicaGrasp datasets. CWGrasp outperforms baselines, at lower runtime and budget, while all components help performance. Code and models are available at https://gpaschalidis.github.io/cwgrasp.
CVJan 7
FUSION: Full-Body Unified Motion Prior for Body and Hands via DiffusionEnes Duran, Nikos Athanasiou, Muhammed Kocabas et al.
Hands are central to interacting with our surroundings and conveying gestures, making their inclusion essential for full-body motion synthesis. Despite this, existing human motion synthesis methods fall short: some ignore hand motions entirely, while others generate full-body motions only for narrowly scoped tasks under highly constrained settings. A key obstacle is the lack of large-scale datasets that jointly capture diverse full-body motion with detailed hand articulation. While some datasets capture both, they are limited in scale and diversity. Conversely, large-scale datasets typically focus either on body motion without hands or on hand motions without the body. To overcome this, we curate and unify existing hand motion datasets with large-scale body motion data to generate full-body sequences that capture both hand and body. We then propose the first diffusion-based unconditional full-body motion prior, FUSION, which jointly models body and hand motion. Despite using a pose-based motion representation, FUSION surpasses state-of-the-art skeletal control models on the Keypoint Tracking task in the HumanML3D dataset and achieves superior motion naturalness. Beyond standard benchmarks, we demonstrate that FUSION can go beyond typical uses of motion priors through two applications: (1) generating detailed full-body motion including fingers during interaction given the motion of an object, and (2) generating Self-Interaction motions using an LLM to transform natural language cues into actionable motion constraints. For these applications, we develop an optimization pipeline that refines the latent space of our diffusion model to generate task-specific motions. Experiments on these tasks highlight precise control over hand motion while maintaining plausible full-body coordination. The code will be public.
CVFeb 24
NGL-Prompter: Training-Free Sewing Pattern Estimation from a Single ImageAnna Badalyan, Pratheba Selvaraju, Giorgio Becherini et al.
Estimating sewing patterns from images is a practical approach for creating high-quality 3D garments. Due to the lack of real-world pattern-image paired data, prior approaches fine-tune large vision language models (VLMs) on synthetic garment datasets generated by randomly sampling from a parametric garment model GarmentCode. However, these methods often struggle to generalize to in-the-wild images, fail to capture real-world correlations between garment parts, and are typically restricted to single-layer outfits. In contrast, we observe that VLMs are effective at describing garments in natural language, yet perform poorly when asked to directly regress GarmentCode parameters from images. To bridge this gap, we propose NGL (Natural Garment Language), a novel intermediate language that restructures GarmentCode into a representation more understandable to language models. Leveraging this language, we introduce NGL-Prompter, a training-free pipeline that queries large VLMs to extract structured garment parameters, which are then deterministically mapped to valid GarmentCode. We evaluate our method on the Dress4D, CloSe and a newly collected dataset of approximately 5,000 in-the-wild fashion images. Our approach achieves state-of-the-art performance on standard geometry metrics and is strongly preferred in both human and GPT-based perceptual evaluations compared to existing baselines. Furthermore, NGL-prompter can recover multi-layer outfits whereas competing methods focus mostly on single-layer garments, highlighting its strong generalization to real-world images even with occluded parts. These results demonstrate that accurate sewing pattern reconstruction is possible without costly model training. Our code and data will be released for research use.
CVSep 25, 2024
A Versatile and Differentiable Hand-Object Interaction RepresentationThéo Morales, Omid Taheri, Gerard Lacey
Synthesizing accurate hands-object interactions (HOI) is critical for applications in Computer Vision, Augmented Reality (AR), and Mixed Reality (MR). Despite recent advances, the accuracy of reconstructed or generated HOI leaves room for refinement. Some techniques have improved the accuracy of dense correspondences by shifting focus from generating explicit contacts to using rich HOI fields. Still, they lack full differentiability or continuity and are tailored to specific tasks. In contrast, we present a Coarse Hand-Object Interaction Representation (CHOIR), a novel, versatile and fully differentiable field for HOI modelling. CHOIR leverages discrete unsigned distances for continuous shape and pose encoding, alongside multivariate Gaussian distributions to represent dense contact maps with few parameters. To demonstrate the versatility of CHOIR we design JointDiffusion, a diffusion model to learn a grasp distribution conditioned on noisy hand-object interactions or only object geometries, for both refinement and synthesis applications. We demonstrate JointDiffusion's improvements over the SOTA in both applications: it increases the contact F1 score by $5\%$ for refinement and decreases the sim. displacement by $46\%$ for synthesis. Our experiments show that JointDiffusion with CHOIR yield superior contact accuracy and physical realism compared to SOTA methods designed for specific tasks. Project page: https://theomorales.com/CHOIR
LGJan 24, 2025
Humanity's Last ExamLong Phan, Alice Gatti, Ziwen Han et al. · amazon-science, apple-ml
Benchmarks are important tools for tracking the rapid advancements in large language model (LLM) capabilities. However, benchmarks are not keeping pace in difficulty: LLMs now achieve over 90\% accuracy on popular benchmarks like MMLU, limiting informed measurement of state-of-the-art LLM capabilities. In response, we introduce Humanity's Last Exam (HLE), a multi-modal benchmark at the frontier of human knowledge, designed to be the final closed-ended academic benchmark of its kind with broad subject coverage. HLE consists of 2,500 questions across dozens of subjects, including mathematics, humanities, and the natural sciences. HLE is developed globally by subject-matter experts and consists of multiple-choice and short-answer questions suitable for automated grading. Each question has a known solution that is unambiguous and easily verifiable, but cannot be quickly answered via internet retrieval. State-of-the-art LLMs demonstrate low accuracy and calibration on HLE, highlighting a significant gap between current LLM capabilities and the expert human frontier on closed-ended academic questions. To inform research and policymaking upon a clear understanding of model capabilities, we publicly release HLE at https://lastexam.ai.
CVApr 23, 2024
WANDR: Intention-guided Human Motion GenerationMarkos Diomataris, Nikos Athanasiou, Omid Taheri et al.
Synthesizing natural human motions that enable a 3D human avatar to walk and reach for arbitrary goals in 3D space remains an unsolved problem with many applications. Existing methods (data-driven or using reinforcement learning) are limited in terms of generalization and motion naturalness. A primary obstacle is the scarcity of training data that combines locomotion with goal reaching. To address this, we introduce WANDR, a data-driven model that takes an avatar's initial pose and a goal's 3D position and generates natural human motions that place the end effector (wrist) on the goal location. To solve this, we introduce novel intention features that drive rich goal-oriented movement. Intention guides the agent to the goal, and interactively adapts the generation to novel situations without needing to define sub-goals or the entire motion path. Crucially, intention allows training on datasets that have goal-oriented motions as well as those that do not. WANDR is a conditional Variational Auto-Encoder (c-VAE), which we train using the AMASS and CIRCLE datasets. We evaluate our method extensively and demonstrate its ability to generate natural and long-term motions that reach 3D goals and generalize to unseen goal locations. Our models and code are available for research purposes at wandr.is.tue.mpg.de.
CVMar 13, 2025
NIL: No-data Imitation Learning by Leveraging Pre-trained Video Diffusion ModelsMert Albaba, Chenhao Li, Markos Diomataris et al.
Acquiring physically plausible motor skills across diverse and unconventional morphologies-including humanoid robots, quadrupeds, and animals-is essential for advancing character simulation and robotics. Traditional methods, such as reinforcement learning (RL) are task- and body-specific, require extensive reward function engineering, and do not generalize well. Imitation learning offers an alternative but relies heavily on high-quality expert demonstrations, which are difficult to obtain for non-human morphologies. Video diffusion models, on the other hand, are capable of generating realistic videos of various morphologies, from humans to ants. Leveraging this capability, we propose a data-independent approach for skill acquisition that learns 3D motor skills from 2D-generated videos, with generalization capability to unconventional and non-human forms. Specifically, we guide the imitation learning process by leveraging vision transformers for video-based comparisons by calculating pair-wise distance between video embeddings. Along with video-encoding distance, we also use a computed similarity between segmented video frames as a guidance reward. We validate our method on locomotion tasks involving unique body configurations. In humanoid robot locomotion tasks, we demonstrate that 'No-data Imitation Learning' (NIL) outperforms baselines trained on 3D motion-capture data. Our results highlight the potential of leveraging generative video models for physically plausible skill learning with diverse morphologies, effectively replacing data collection with data generation for imitation learning.
CVApr 7, 2025
InteractVLM: 3D Interaction Reasoning from 2D Foundational ModelsSai Kumar Dwivedi, Dimitrije Antić, Shashank Tripathi et al.
We introduce InteractVLM, a novel method to estimate 3D contact points on human bodies and objects from single in-the-wild images, enabling accurate human-object joint reconstruction in 3D. This is challenging due to occlusions, depth ambiguities, and widely varying object shapes. Existing methods rely on 3D contact annotations collected via expensive motion-capture systems or tedious manual labeling, limiting scalability and generalization. To overcome this, InteractVLM harnesses the broad visual knowledge of large Vision-Language Models (VLMs), fine-tuned with limited 3D contact data. However, directly applying these models is non-trivial, as they reason only in 2D, while human-object contact is inherently 3D. Thus we introduce a novel Render-Localize-Lift module that: (1) embeds 3D body and object surfaces in 2D space via multi-view rendering, (2) trains a novel multi-view localization model (MV-Loc) to infer contacts in 2D, and (3) lifts these to 3D. Additionally, we propose a new task called Semantic Human Contact estimation, where human contact predictions are conditioned explicitly on object semantics, enabling richer interaction modeling. InteractVLM outperforms existing work on contact estimation and also facilitates 3D reconstruction from an in-the wild image. Code and models are available at https://interactvlm.is.tue.mpg.de.
CVJan 14, 2025
Predicting 4D Hand Trajectory from Monocular VideosYufei Ye, Yao Feng, Omid Taheri et al.
We present HaPTIC, an approach that infers coherent 4D hand trajectories from monocular videos. Current video-based hand pose reconstruction methods primarily focus on improving frame-wise 3D pose using adjacent frames rather than studying consistent 4D hand trajectories in space. Despite the additional temporal cues, they generally underperform compared to image-based methods due to the scarcity of annotated video data. To address these issues, we repurpose a state-of-the-art image-based transformer to take in multiple frames and directly predict a coherent trajectory. We introduce two types of lightweight attention layers: cross-view self-attention to fuse temporal information, and global cross-attention to bring in larger spatial context. Our method infers 4D hand trajectories similar to the ground truth while maintaining strong 2D reprojection alignment. We apply the method to both egocentric and allocentric videos. It significantly outperforms existing methods in global trajectory accuracy while being comparable to the state-of-the-art in single-image pose estimation. Project website: https://judyye.github.io/haptic-www
CVJul 31, 2025
Half-Physics: Enabling Kinematic 3D Human Model with Physical InteractionsLi Siyao, Yao Feng, Omid Taheri et al.
While current general-purpose 3D human models (e.g., SMPL-X) efficiently represent accurate human shape and pose, they lacks the ability to physically interact with the environment due to the kinematic nature. As a result, kinematic-based interaction models often suffer from issues such as interpenetration and unrealistic object dynamics. To address this limitation, we introduce a novel approach that embeds SMPL-X into a tangible entity capable of dynamic physical interactions with its surroundings. Specifically, we propose a "half-physics" mechanism that transforms 3D kinematic motion into a physics simulation. Our approach maintains kinematic control over inherent SMPL-X poses while ensuring physically plausible interactions with scenes and objects, effectively eliminating penetration and unrealistic object dynamics. Unlike reinforcement learning-based methods, which demand extensive and complex training, our half-physics method is learning-free and generalizes to any body shape and motion; meanwhile, it operates in real time. Moreover, it preserves the fidelity of the original kinematic motion while seamlessly integrating physical interactions
CVSep 23, 2025
Moving by Looking: Towards Vision-Driven Avatar Motion GenerationMarkos Diomataris, Berat Mert Albaba, Giorgio Becherini et al. · eth-zurich
The way we perceive the world fundamentally shapes how we move, whether it is how we navigate in a room or how we interact with other humans. Current human motion generation methods, neglect this interdependency and use task-specific ``perception'' that differs radically from that of humans. We argue that the generation of human-like avatar behavior requires human-like perception. Consequently, in this work we present CLOPS, the first human avatar that solely uses egocentric vision to perceive its surroundings and navigate. Using vision as the primary driver of motion however, gives rise to a significant challenge for training avatars: existing datasets have either isolated human motion, without the context of a scene, or lack scale. We overcome this challenge by decoupling the learning of low-level motion skills from learning of high-level control that maps visual input to motion. First, we train a motion prior model on a large motion capture dataset. Then, a policy is trained using Q-learning to map egocentric visual inputs to high-level control commands for the motion prior. Our experiments empirically demonstrate that egocentric vision can give rise to human-like motion characteristics in our avatars. For example, the avatars walk such that they avoid obstacles present in their visual field. These findings suggest that equipping avatars with human-like sensors, particularly egocentric vision, holds promise for training avatars that behave like humans.
CVDec 21, 2021
GOAL: Generating 4D Whole-Body Motion for Hand-Object GraspingOmid Taheri, Vasileios Choutas, Michael J. Black et al.
Generating digital humans that move realistically has many applications and is widely studied, but existing methods focus on the major limbs of the body, ignoring the hands and head. Hands have been separately studied, but the focus has been on generating realistic static grasps of objects. To synthesize virtual characters that interact with the world, we need to generate full-body motions and realistic hand grasps simultaneously. Both sub-problems are challenging on their own and, together, the state-space of poses is significantly larger, the scales of hand and body motions differ, and the whole-body posture and the hand grasp must agree, satisfy physical constraints, and be plausible. Additionally, the head is involved because the avatar must look at the object to interact with it. For the first time, we address the problem of generating full-body, hand and head motions of an avatar grasping an unknown object. As input, our method, called GOAL, takes a 3D object, its position, and a starting 3D body pose and shape. GOAL outputs a sequence of whole-body poses using two novel networks. First, GNet generates a goal whole-body grasp with a realistic body, head, arm, and hand pose, as well as hand-object contact. Second, MNet generates the motion between the starting and goal pose. This is challenging, as it requires the avatar to walk towards the object with foot-ground contact, orient the head towards it, reach out, and grasp it with a realistic hand pose and hand-object contact. To achieve this, the networks exploit a representation that combines SMPL-X body parameters and 3D vertex offsets. We train and evaluate GOAL, both qualitatively and quantitatively, on the GRAB dataset. Results show that GOAL generalizes well to unseen objects, outperforming baselines. GOAL takes a step towards synthesizing realistic full-body object grasping.
CVNov 1, 2020
Human Leg Motion Tracking by Fusing IMUs and RGB Camera Data Using Extended Kalman FilterOmid Taheri, Hassan Salarieh, Aria Alasty
Human motion capture is frequently used to study rehabilitation and clinical problems, as well as to provide realistic animation for the entertainment industry. IMU-based systems, as well as Marker-based motion tracking systems, are the most popular methods to track movement due to their low cost of implementation and lightweight. This paper proposes a quaternion-based Extended Kalman filter approach to recover the human leg segments motions with a set of IMU sensors data fused with camera-marker system data. In this paper, an Extended Kalman Filter approach is developed to fuse the data of two IMUs and one RGB camera for human leg motion tracking. Based on the complementary properties of the inertial sensors and camera-marker system, in the introduced new measurement model, the orientation data of the upper leg and the lower leg is updated through three measurement equations. The positioning of the human body is made possible by the tracked position of the pelvis joint by the camera marker system. A mathematical model has been utilized to estimate joints' depth in 2D images. The efficiency of the proposed algorithm is evaluated by an optical motion tracker system.
CVAug 25, 2020
GRAB: A Dataset of Whole-Body Human Grasping of ObjectsOmid Taheri, Nima Ghorbani, Michael J. Black et al.
Training computers to understand, model, and synthesize human grasping requires a rich dataset containing complex 3D object shapes, detailed contact information, hand pose and shape, and the 3D body motion over time. While "grasping" is commonly thought of as a single hand stably lifting an object, we capture the motion of the entire body and adopt the generalized notion of "whole-body grasps". Thus, we collect a new dataset, called GRAB (GRasping Actions with Bodies), of whole-body grasps, containing full 3D shape and pose sequences of 10 subjects interacting with 51 everyday objects of varying shape and size. Given MoCap markers, we fit the full 3D body shape and pose, including the articulated face and hands, as well as the 3D object pose. This gives detailed 3D meshes over time, from which we compute contact between the body and object. This is a unique dataset, that goes well beyond existing ones for modeling and understanding how humans grasp and manipulate objects, how their full body is involved, and how interaction varies with the task. We illustrate the practical value of GRAB with an example application; we train GrabNet, a conditional generative network, to predict 3D hand grasps for unseen 3D object shapes. The dataset and code are available for research purposes at https://grab.is.tue.mpg.de.