Gen Li, Kaifeng Zhao, Siwei Zhang, Xiaozhong Lyu, Mihai Dusmanu, Yan Zhang, Marc Pollefeys, Siyu Tang
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 third-person-view vision models, but its application to embodied egocentric perception tasks remains largely unexplored. A critical challenge lies in simulating natural human movements and behaviors that effectively steer the embodied cameras to capture a faithful egocentric representation of the 3D world. To address this challenge, we introduce EgoGen, a new synthetic data generator that can produce accurate and rich ground-truth training data for egocentric perception tasks. At the heart of EgoGen is a novel human motion synthesis model that directly leverages egocentric visual inputs of a virtual human to sense the 3D environment. Combined with collision-avoiding motion primitives and a two-stage reinforcement learning approach, our motion synthesis model offers a closed-loop solution where the embodied perception and movement of the virtual human are seamlessly coupled. Compared to previous works, our model eliminates the need for a pre-defined global path, and is directly applicable to dynamic environments. Combined with our easy-to-use and scalable data generation pipeline, we demonstrate EgoGen's efficacy in three tasks: mapping and localization for head-mounted cameras, egocentric camera tracking, and human mesh recovery from egocentric views. EgoGen will be fully open-sourced, offering a practical solution for creating realistic egocentric training data and aiming to serve as a useful tool for egocentric computer vision research. Refer to our project page: https://ego-gen.github.io/.
Gen Li, Yutong Chen, Yiqian Wu, Kaifeng Zhao, Marc Pollefeys, Siyu Tang
Understanding multimodal signals in egocentric vision, such as RGB video, depth, camera poses, and gaze, is essential for applications in augmented reality, robotics, and human-computer interaction, enabling systems to better interpret the camera wearer's actions, intentions, and surrounding environment. However, building large-scale egocentric multimodal and multitask models presents unique challenges. Egocentric data are inherently heterogeneous, with large variations in modality coverage across devices and settings. Generating pseudo-labels for missing modalities, such as gaze or head-mounted camera trajectories, is often infeasible, making standard supervised learning approaches difficult to scale. Furthermore, dynamic camera motion and the complex temporal and spatial structure of first-person video pose additional challenges for the direct application of existing multimodal foundation models. To address these challenges, we introduce a set of efficient temporal tokenizers and propose EgoM2P, a masked modeling framework that learns from temporally-aware multimodal tokens to train a large, general-purpose model for egocentric 4D understanding. This unified design supports multitasking across diverse egocentric perception and synthesis tasks, including gaze prediction, egocentric camera tracking, and monocular depth estimation from egocentric video, and also serves as a generative model for conditional egocentric video synthesis. Across these tasks, EgoM2P matches or outperforms specialist models while being an order of magnitude faster. We will fully open-source EgoM2P to support the community and advance egocentric vision research. Project page: https://egom2p.github.io/.
Alex Brandes, Haig Conti Georges Sajelian, Manthan Patel, Dominik Hollidt, Chenhao Li, Matthias Heyrman, Oliver Hausdoerfer, Manuel Kaufmann 等 14 位作者
Deploying humanoid robots in unstructured terrain remains an open problem. While classic reinforcement learning struggles with the sheer complexity of real-world interactions, more promising methods leveraging human priors remain limited to models lacking contextual awareness. The restricted motion synthesis is a direct consequence of existing dataset pipelines failing to capture human-scene sequences in challenging environments. To bridge this gap between humanoid learning and scene reconstruction, we introduce the Egocentric Human-Terrain Reconstruction (EgoHTR) dataset. We develop and open-source a reconstruction pipeline capturing 55 scene-aligned 4D human motion sequences in diverse, complex environments using a multi-sensor setup of egocentric wearables and a portable 3D scanner. The resulting dataset comprises over 150k frames, which we evaluate against motion-capture ground truth, demonstrating state-of-the-art accuracy and establishing a rigorous benchmark for human motion analysis and synthesis. Further, we leverage this data to train perceptive locomotion policies, demonstrating hardware deployment on a Unitree G1 for reconstructed reference motions. Our pipeline enables community-driven dataset extensions and factors the problem to help researchers build foundational, context-aware robots that reliably traverse uneven terrain.
Adam Deryło, Alexey Gavryushin, Daniel Cremers, Marc Pollefeys, Xi Wang
Egocentric video has emerged as one of the most scalable sources of data for learning generalizable manipulation priors. Yet, despite its growing use in pretraining robotic policies, it has been underutilized as a validation tool for physical intelligence, a key component of which is understanding where to make contact with an object to achieve an intended interaction. We present EgoContact, a large-scale egocentric dataset for evaluating the generalizability and precision of learned manipulation priors through future contact-point prediction. EgoContact contains 22.5K manually verified interaction events, each with a pre-contact observation, semantic intent, and pixel-precise contact locations. We find that current methods often struggle to predict precise interaction contacts and sometimes fail to localize the target object in diverse, in-the-wild scenes, even when allowed multiple predictions. Furthermore, we demonstrate the usefulness of EgoContact's annotated interactions for robotic manipulation: simply using EgoContact as the memory bank of an existing affordance-transfer policy improves grasp success from 14.2% to 31.2% in simulation and from 16% to 58% on a real robot.