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首次观测 · 记录 #1CVF · CVPR 2026:cvf:6c5046a8ddb74fbeb085f75998e857c0CVF · CVPR 2026

FPS-Bench: A Benchmark for High Frame-Rate Video Understanding

Choudhury, Rohan, Dandurand, Jean-Sebastien, Qiu, Kai, Bhat, Kshitij Madhav, Sharma, Kartik, Dahiya, Liza, Zhao, Yizhou, Kundu, Souraja 等 11 位作者

原文摘要

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.

cs.CV · cs.CL

Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表

首次观测 · 记录 #1CVF · CVPR 2026:cvf:ea8fe2fc403dab52b3386ebd7c8fd52eCVF · CVPR 2026

RigMo: Unifying Rig and Motion Learning for Generative Animation

Zhang, Hao, Luo, Jiahao, Wan, Bohui, Zhao, Yizhou, Li, Zongrui, Vasilkovsky, Michael, Wang, Chaoyang, Wang, Jian 等 10 位作者

原文摘要

Despite significant progress in 4D generation, rig and motion--the core structural and dynamic components of animation--are typically modeled as separate problems. Existing pipelines rely on ground-truth skeletons and skinning weights for motion generation and treat auto-rigging as an independent process, undermining scalability and interpretability. We present RigMo, a unified generative framework that jointly learns rig and motion directly from raw mesh sequences, without any human-provided rig annotations. RigMo encodes per-vertex deformations into two compact latent spaces: a rig latent that decodes into explicit Gaussian bones and skinning weights, and a motion latent that produces time-varying SE(3) transformations. Together, these outputs define an animatable mesh with explicit structure and coherent motion, enabling feed-forward rig and motion inference for deformable objects. Beyond unified rig-motion discovery, we introduce a Motion-DiT model operating in RigMo's latent space and demonstrate that these structure-aware latents can naturally support downstream motion generation tasks. Experiments on DeformingThings4D, Objaverse-XL, and TrueBones demonstrate that RigMo learns smooth, interpretable, and physically plausible rigs, while achieving superior reconstruction and category-level generalization compared to existing auto-rigging and deformation baselines. RigMo establishes a new paradigm for unified, structure-aware, and scalable dynamic 3D modeling

cs.CV

Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表