Although recent work has explored generative modeling of 3D or 4D driving scenes, most approaches operate on dense voxel-based representations, which are computationally expensive and struggle to maintain temporal or structural consistency. These methods often produce blurred or merged entities (i.e., cars, trucks, pedestrians) and lack fine-grained control over individual scene elements. We propose LatentWorld, a framework for generative modeling in a compact, entity-centric latent space, where each grounded 3D latent represents a semantically meaningful local region of the scene. This formulation enables precise, consistent control of both foreground and background elements while preserving geometric detail. We further extend this representation to 4D by learning a motion diffusion model for both ego and dynamic actors, conditioned on the generated 3D scene, and by propagating the grounded latents through time. Our framework produces physically consistent and temporally coherent 4D scenes, supporting controllable and realistic generation.
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cs.CV
Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表
Peng, Yichen, Song, Jyun-Ting, Jung, Siyeol, blank, Ulsan National Institute of Science & Technology, Liu, Ruofan, Liu, Haiyang, Chu, Xuangeng, Liu, Ruicong 等 11 位作者
Generating realistic conversational gestures are essential for achieving natural, socially engaging interactions with digital humans. However, existing methods typically map a single audio stream to a single speaker's motion, without considering social context or modeling the mutual dynamics between two people engaging in conversation. We present DyaDiT, a multi-modal diffusion transformer that generates contextually appropriate human motion from dyadic audio signals. Trained on Seamless Interaction Dataset, DyaDiT takes dyadic audio with optional social-context tokens to produce context-appropriate motion. It fuses information from both speakers to capture interaction dynamics, uses a motion dictionary to encode motion priors, and can optionally utilize the conversational partner's gestures to produce more responsive motion. We evaluate DyaDiT on standard motion generation metrics and conduct quantitative user studies, demonstrating that it not only surpasses existing methods on objective metrics but is also strongly preferred by users, highlighting its robustness and socially favorable motion generation. Code and models will be released upon acceptance.
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cs.CV
Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表
Wang, Yufu, Ng, Evonne, Shin, Soyong, Khirodkar, Rawal, Dong, Yuan, Su, Zhaoen, Park, Jinhyung, Kitani, Kris 等 11 位作者
We present DuoMo, a generative method that recovers human motion in world-space coordinates from unconstrained videos with noisy or incomplete observations. Reconstructing such motion requires solving a fundamental trade-off: generalizing from diverse and noisy video inputs while maintaining global motion consistency. Our approach addresses this problem by factorizing motion learning into two diffusion models. The camera-space model first estimates motion from videos in camera coordinates. The world-space model then lifts this initial estimate into world coordinates and refines it to be globally consistent. Together, the two models can reconstruct motion across diverse scenes and trajectories, even from highly noisy or incomplete observations. Moreover, our formulation is general, generating the motion of mesh vertices directly (bypassing parametric models). DuoMo achieves state-of-the-art performance. On EMDB, our method obtains a 16% reduction in world-space MPJPE error while maintaining low foot skating. On RICH, it obtains a 30% reduction in world-space MPJPE error. Project page: yufu-wang.github.io/duomo/
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cs.CV
Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表
Modern video-language models are typically trained on videos downsampled to low frames-per-second (FPS), and the most commonly used evaluation benchmarks are designed for low-FPS input as well. To address this shortcoming, we present FPS-Bench, a large video question-answering benchmark designed to evaluate VLMs' capabilities to understand video at high-frame rates. We introduce a new metric, the minimum frames-per-second (minFPS), which measures the minimum frame-rate required to solve a given question. While existing benchmarks require <1 minFPS, we rigorously curate more than 1000 questions from a diverse source of videos and manually verify minFPS for each example, leading to a benchmark that requires watching videos at on average 7 FPS to solve. Our evaluation of several state-of-the-art VLMs shows that they are severely lacking, achieving QA accuracy of 30% in the FPS-Bench multiple-choice task, while humans achieve 72% accuracy.
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cs.CV · cs.CL
Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表
We introduce SAM 3D Body (3DB), a promptable model for single-image full-body 3D human mesh recovery (HMR) that demonstrates state-of-the-art performance, with strong generalization and consistent accuracy in diverse in-the-wild conditions. 3DB estimates the human pose of the body, feet, and hands. It is the first model to use a new parametric mesh representation, Momentum Human Rig (MHR), which decouples skeletal pose and body shape. 3DB employs an encoder-decoder architecture and supports auxiliary prompts, including 2D keypoints and masks, enabling user-guided inference similar to the SAM family of models. We derive high-quality annotations from a multi-stage annotation pipeline that uses various combinations of manual keypoint annotation, differentiable optimization, multi-view geometry, and dense keypoint detection. Our data engine efficiently selects and processes data to ensure data diversity, collecting unusual poses and rare imaging conditions. We present a new evaluation dataset organized by pose and appearance categories, enabling nuanced analysis of model behavior. Our experiments demonstrate superior generalization and substantial improvements over prior methods in both qualitative user preference studies and traditional quantitative analysis. Both 3DB and MHR are open-source.
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cs.CV
Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表
We propose Ground Reaction Inertial Poser (GRIP), a method that reconstructs physically plausible human motion using four wearable devices. Unlike conventional IMU-only approaches, GRIP combines IMU signals with foot pressure data to capture both body dynamics and ground interactions. Furthermore, rather than relying solely on kinematic estimation, GRIP uses a digital twin of a person, in the form of a synthetic humanoid in a physics simulator, to reconstruct realistic and physically plausible motion. At its core, GRIP consists of two modules: KinematicsNet, which estimates body poses and velocities from sensor data, and DynamicsNet, which controls the humanoid in the simulator using the residual between the KinematicsNet prediction and the simulated humanoid state. To enable robust training and fair evaluation, we introduce a large-scale dataset, Pressure and Inertial Sensing for Human Motion and Interaction (PRISM), that captures diverse human motions with synchronized IMUs and insole pressure sensors. Experimental results show that GRIP outperforms existing IMU-only and IMU-pressure fusion methods across all evaluated datasets, achieving higher global pose accuracy and improved physical consistency.
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cs.CV
Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表