CVApr 13
LiveGesture Streamable Co-Speech Gesture Generation ModelMuhammad Usama Saleem, Mayur Jagdishbhai Patel, Ekkasit Pinyoanuntapong et al.
We propose LiveGesture, the first fully streamable, speech-driven full-body gesture generation framework that operates with zero look-ahead and supports arbitrary sequence length. Unlike existing co-speech gesture methods, which are designed for offline generation and either treat body regions independently or entangle all joints within a single model, LiveGesture is built from the ground up for causal, region-coordinated motion generation. LiveGesture consists of two main modules: the Streamable Vector Quantized Motion Tokenizer (SVQ) and the Hierarchical Autoregressive Transformer (HAR). The SVQ tokenizer converts the motion sequence of each body region into causal, discrete motion tokens, enabling real-time, streamable token decoding. On top of SVQ, HAR employs region-expert autoregressive (xAR) transformers to model expressive, fine-grained motion dynamics for each body region. A causal spatio-temporal fusion module (xAR Fusion) then captures and integrates correlated motion dynamics across regions. Both xAR and xAR Fusion are conditioned on live, continuously arriving audio signals encoded by a streamable causal audio encoder. To enhance robustness under streaming noise and prediction errors, we introduce autoregressive masking training, which leverages uncertainty-guided token masking and random region masking to expose the model to imperfect, partially erroneous histories during training. Experiments on the BEAT2 dataset demonstrate that LiveGesture produces coherent, diverse, and beat-synchronous full-body gestures in real time, matching or surpassing state-of-the-art offline methods under true zero look-ahead conditions.
CVMar 20
Monocular Models are Strong Learners for Multi-View Human Mesh RecoveryHaoyu Xie, Shengkai Xu, Cheng Guo et al.
Multi-view human mesh recovery (HMR) is broadly deployed in diverse domains where high accuracy and strong generalization are essential. Existing approaches can be broadly grouped into geometry-based and learning-based methods. However, geometry-based methods (e.g., triangulation) rely on cumbersome camera calibration, while learning-based approaches often generalize poorly to unseen camera configurations due to the lack of multi-view training data, limiting their performance in real-world scenarios. To enable calibration-free reconstruction that generalizes to arbitrary camera setups, we propose a training-free framework that leverages pretrained single-view HMR models as strong priors, eliminating the need for multi-view training data. Our method first constructs a robust and consistent multi-view initialization from single-view predictions, and then refines it via test-time optimization guided by multi-view consistency and anatomical constraints. Extensive experiments demonstrate state-of-the-art performance on standard benchmarks, surpassing multi-view models trained with explicit multi-view supervision.
CVJan 14, 2025
BioPose: Biomechanically-accurate 3D Pose Estimation from Monocular VideosFarnoosh Koleini, Muhammad Usama Saleem, Pu Wang et al.
Recent advancements in 3D human pose estimation from single-camera images and videos have relied on parametric models, like SMPL. However, these models oversimplify anatomical structures, limiting their accuracy in capturing true joint locations and movements, which reduces their applicability in biomechanics, healthcare, and robotics. Biomechanically accurate pose estimation, on the other hand, typically requires costly marker-based motion capture systems and optimization techniques in specialized labs. To bridge this gap, we propose BioPose, a novel learning-based framework for predicting biomechanically accurate 3D human pose directly from monocular videos. BioPose includes three key components: a Multi-Query Human Mesh Recovery model (MQ-HMR), a Neural Inverse Kinematics (NeurIK) model, and a 2D-informed pose refinement technique. MQ-HMR leverages a multi-query deformable transformer to extract multi-scale fine-grained image features, enabling precise human mesh recovery. NeurIK treats the mesh vertices as virtual markers, applying a spatial-temporal network to regress biomechanically accurate 3D poses under anatomical constraints. To further improve 3D pose estimations, a 2D-informed refinement step optimizes the query tokens during inference by aligning the 3D structure with 2D pose observations. Experiments on benchmark datasets demonstrate that BioPose significantly outperforms state-of-the-art methods. Project website: \url{https://m-usamasaleem.github.io/publication/BioPose/BioPose.html}.
CVJan 10, 2025
MS-Temba : Multi-Scale Temporal Mamba for Efficient Temporal Action DetectionArkaprava Sinha, Monish Soundar Raj, Pu Wang et al.
Temporal Action Detection (TAD) in untrimmed videos requires models that can efficiently (1) process long-duration videos, (2) capture temporal variations within action classes, and (3) handle dense, overlapping actions, all while remaining suitable for resource-constrained edge deployment. While Transformer-based methods achieve high accuracy, their quadratic complexity hinders deployment in such scenarios. Given the recent popularity of linear complexity Mamba-based models, leveraging them for TAD is a natural choice. However, naively adapting Mamba from language or vision tasks fails to provide an optimal solution and does not address the challenges of long, untrimmed videos. Therefore, we propose Multi-Scale Temporal Mamba (MS-Temba), the first Mamba-based architecture specifically designed for densely labeled TAD tasks. MS-Temba features Temporal Mamba Blocks (Temba Blocks), consisting of Temporal Convolutional Module (TCM) and Dilated SSM (D-SSM). TCM captures short-term dependencies using dilated convolutions, while D-SSM introduces a novel dilated state-space mechanism to model long-range temporal relationships effectively at each temporal scale. These multi-scale representations are aggregated by Scale-Aware State Fuser, which learns a unified representation for detecting densely overlapping actions. Experiments show that MS-Temba achieves state-of-the-art performance on long-duration videos, remains competitive on shorter segments, and reduces model complexity by 88%. Its efficiency and effectiveness make MS-Temba well-suited for real-world edge deployment.
GRApr 6, 2025
Walk Before You Dance: High-fidelity and Editable Dance Synthesis via Generative Masked Motion PriorForam N Shah, Parshwa Shah, Muhammad Usama Saleem et al.
Recent advances in dance generation have enabled the automatic synthesis of 3D dance motions. However, existing methods still face significant challenges in simultaneously achieving high realism, precise dance-music synchronization, diverse motion expression, and physical plausibility. To address these limitations, we propose a novel approach that leverages a generative masked text-to-motion model as a distribution prior to learn a probabilistic mapping from diverse guidance signals, including music, genre, and pose, into high-quality dance motion sequences. Our framework also supports semantic motion editing, such as motion inpainting and body part modification. Specifically, we introduce a multi-tower masked motion model that integrates a text-conditioned masked motion backbone with two parallel, modality-specific branches: a music-guidance tower and a pose-guidance tower. The model is trained using synchronized and progressive masked training, which allows effective infusion of the pretrained text-to-motion prior into the dance synthesis process while enabling each guidance branch to optimize independently through its own loss function, mitigating gradient interference. During inference, we introduce classifier-free logits guidance and pose-guided token optimization to strengthen the influence of music, genre, and pose signals. Extensive experiments demonstrate that our method sets a new state of the art in dance generation, significantly advancing both the quality and editability over existing approaches. Project Page available at https://foram-s1.github.io/DanceMosaic/
CVNov 24, 2025
MonoMSK: Monocular 3D Musculoskeletal Dynamics EstimationFarnoosh Koleini, Hongfei Xue, Ahmed Helmy et al.
Reconstructing biomechanically realistic 3D human motion - recovering both kinematics (motion) and kinetics (forces) - is a critical challenge. While marker-based systems are lab-bound and slow, popular monocular methods use oversimplified, anatomically inaccurate models (e.g., SMPL) and ignore physics, fundamentally limiting their biomechanical fidelity. In this work, we introduce MonoMSK, a hybrid framework that bridges data-driven learning and physics-based simulation for biomechanically realistic 3D human motion estimation from monocular video. MonoMSK jointly recovers both kinematics (motions) and kinetics (forces and torques) through an anatomically accurate musculoskeletal model. By integrating transformer-based inverse dynamics with differentiable forward kinematics and dynamics layers governed by ODE-based simulation, MonoMSK establishes a physics-regulated inverse-forward loop that enforces biomechanical causality and physical plausibility. A novel forward-inverse consistency loss further aligns motion reconstruction with the underlying kinetic reasoning. Experiments on BML-MoVi, BEDLAM, and OpenCap show that MonoMSK significantly outperforms state-of-the-art methods in kinematic accuracy, while for the first time enabling precise monocular kinetics estimation.
CVDec 18, 2024
MaskHand: Generative Masked Modeling for Robust Hand Mesh Reconstruction in the WildMuhammad Usama Saleem, Ekkasit Pinyoanuntapong, Mayur Jagdishbhai Patel et al.
Reconstructing a 3D hand mesh from a single RGB image is challenging due to complex articulations, self-occlusions, and depth ambiguities. Traditional discriminative methods, which learn a deterministic mapping from a 2D image to a single 3D mesh, often struggle with the inherent ambiguities in 2D-to-3D mapping. To address this challenge, we propose MaskHand, a novel generative masked model for hand mesh recovery that synthesizes plausible 3D hand meshes by learning and sampling from the probabilistic distribution of the ambiguous 2D-to-3D mapping process. MaskHand consists of two key components: (1) a VQ-MANO, which encodes 3D hand articulations as discrete pose tokens in a latent space, and (2) a Context-Guided Masked Transformer that randomly masks out pose tokens and learns their joint distribution, conditioned on corrupted token sequence, image context, and 2D pose cues. This learned distribution facilitates confidence-guided sampling during inference, producing mesh reconstructions with low uncertainty and high precision. Extensive evaluations on benchmark and real-world datasets demonstrate that MaskHand achieves state-of-the-art accuracy, robustness, and realism in 3D hand mesh reconstruction. Project website: https://m-usamasaleem.github.io/publication/MaskHand/MaskHand.html.
CVJan 29, 2012
Comparing Background Subtraction Algorithms and Method of Car CountingGautam S. Thakur, Mohsen Ali, Pan Hui et al.
In this paper, we compare various image background subtraction algorithms with the ground truth of cars counted. We have given a sample of thousand images, which are the snap shots of current traffic as records at various intersections and highways. We have also counted an approximate number of cars that are visible in these images. In order to ascertain the accuracy of algorithms to be used for the processing of million images, we compare them on many metrics that includes (i) Scalability (ii) Accuracy (iii) Processing time.