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arXiv subjects

Andrew Zisserman

Publications and source records attributed to Andrew Zisserman.

At least 19 recordsLinked to original sources

SignMatch: Matching Dictionary Signs to Continuous Sign Language Video

The objective of this paper is to match dictionary sign videos to corresponding signs in continuous signing videos, where a match is defined by the visual similarity alone - the handshape and motion relative to the body. To achieve this, we learn a prototype-structured sign embedding space from continuous video annotated with signs, where each learnable prototype corresponds to a sign class. Isolated dictionary videos are then mapped into this sign space, enabling the matching between dictionary exemplars and continuous sign instances. This design supports direct dictionary-guided sign matching through embedding similarity and naturally extends to unseen signs using only dictionary exemplars. Experiments on ASL-Citizen dictionary retrieval, ChaLearn OSLWL dictionary-to-continuous sign matching, and using BOBSL's CSLR2 evaluation for automatic sign annotation demonstrate strong generalisation across datasets, tasks and sign languages. Without benchmark-specific supervision, the learned representation transfers effectively across American, British, and Spanish Sign Languages, outperforming prior methods on all three benchmarks. Project page: https://www.robots.ox.ac.uk/~vgg/research/signmatch/

cs.CV

TAPVid-MV: A Benchmark for Tracking Any Point in 3D Across Multiple Views

Multi-camera systems are increasingly practical for robotics, AR/VR, and autonomous driving because complementary views reduce depth ambiguity and preserve visibility under occlusion. Existing point-tracking benchmarks, however, focus on a single video or static multi-camera rigs. None test long-term 3D point tracking across several synchronized views under camera motion. We introduce TAPVid-MV (Tracking Any Point in Video across Multiple Views), the first benchmark for this setting. It contains a curated set of 284 sequences, 1,142 calibrated camera streams, and 109,769 point tracks across seven subsets spanning indoor and outdoor domains, from robotics and human activity to driving and synthetic procedural scenes. We obtain these trajectories using dataset-specific auxiliary modalities: sensor depth, LiDAR, SLAM and SfM points, human meshes, posed object meshes, and simulation. Every sequence and trajectory is visually verified by human annotators. Across more than 30 baselines, no method comes close to solving the task. Surprisingly, existing multi-view point trackers do not consistently outperform monocular point trackers. By evaluating reconstruction and point tracking on the same datasets, TAPVid-MV helps distinguish errors in recovered geometry from errors in point correspondence. Through this joint analysis, we identify geometry recovery as a major bottleneck for accurate 3D point tracking. Beyond multi-view 3D point tracking, our released annotations support monocular 2D and 3D point tracking, future-trajectory prediction, and 4D reconstruction.

cs.CV

Self-Supervised Learning of Structured Dynamics from Videos

Understanding motion in video is a fundamental challenge for visual learning, as frame-to-frame change entangles two sources of dynamics: camera motion and object motion. This decomposition has remained underexplored in representation learning, partly because these factors are tightly coupled in natural videos and difficult to supervise separately. Yet recovering it is important for learning robust motion representations that separate meaningful object dynamics from camera-induced variation. We study whether such structured motion representations can be recovered from frozen features of a pretrained image vision transformer. We propose the Structured Dynamics Model (SDM), which explicitly separates the dominant source of temporal change from residual dynamics through future-feature prediction, rather than representing video change with a single entangled latent or with unstructured, spatially dense transition tokens. Training combines self-supervised learning on real video with weak supervision of scene dynamics on synthetic Kubric data. We evaluate SDM on ProbeMotion, a new evaluation suite spanning synthetic and real videos with camera motion, object motion, and combined dynamics. SDM outperforms backbone baselines using global CLS or average-pooled features, and compares favorably to strongly supervised representations such as VGGT on several probes, despite using substantially weaker supervision. These results suggest that pretrained image models can be readily repurposed into structured video-dynamics representations, providing a useful inductive bias for learning and analyzing latent video dynamics.

cs.CV

Video Generation Models are General-Purpose Vision Learners

Driven by next-token prediction, NLP shifted from task-specific models into powerful generalist foundation models. What, then, is the equivalent catalyst needed to achieve a general-purpose model in computer vision? In this paper, we contend that large-scale text-to-video generation serves as a strong pre-training paradigm for computer vision, providing the necessary spatiotemporal priors, vision-language alignment, and scalability required for general visual intelligence. We introduce GenCeption, which leverages a pre-trained video generative diffusion backbone to define a feed-forward perception model, capable of performing various vision tasks steered by text instructions. Empirical results demonstrate that GenCeption achieves state-of-the-art performance across a diverse suite of tasks, including depth, surface normal, and camera pose estimation, expression-referring segmentation, and 3D keypoint prediction, often matching or surpassing specialized models (e.g. DepthAnything3, SAM3, D4RT, VGGT-Omega, Sapiens, David, Genmo, and Lotus-2). Furthermore, the video generative pretrained backbone outperforms alternative pretraining paradigms (e.g., V-JEPA, and Video MAE) under comparable settings. Importantly, GenCeption exhibits preliminary data and model scaling properties along with exceptional data efficiency, where it achieves comparable performance with leading models like D4RT and VGGT-Omega with 7 to 500 less training data. Finally, GenCeption also exhibits intriguing emergent behaviors: a model trained exclusively on synthetic human videos generalizes to real-world footage and out-of-distribution object categories (e.g., animals and robots). These findings suggest that video generation is not merely a synthesis tool, but a foundational path toward generalist vision intelligence for the physical world. Project page: https://genception.github.io

cs.CV

Be Indiscrete: The Benefits of Learning Continuous Spine Degeneration Severity Scores

Lumbar spine degeneration is a major contributor to chronic low back pain and is routinely assessed on MRI using ordinal grading systems, e.g. normal, mild, moderate, severe. Consequently, most approaches to train models to grade these MRIs formulate grading as a multi-class classification problem, treating ordinal grades as categorical, ignoring differences in misclassification severity, and imposing hard decision boundaries on a continuous disease process. This work explores modeling spinal degeneration as a continuous severity ranking problem. We introduce SpineRankNet, a framework that learns scalar severity scores from lumbar spinal MRI, and compare it against multi-class classification and ordinal regression. Using multiple degeneration measures from the Genodisc dataset, we show that a model trained using a ranking loss to produce a continuous score enables fine-grained ordering of MRI scans. Furthermore, the ordinal grading classes can be recovered from the score with comparable accuracy to those from a model trained directly for classification. The score learned by ranking even improves discrimination between more distant classes. Source code is available at https://github.com/spinetools/spineranknet.

cs.CV

Rendering Novel Views of MRI Using 3D Gaussian Splatting

The objective of this paper is to improve radiological gradings measured on MRIs of spines, by resampling scans so that the new view planes are better aligned with the target anatomy than the original sparse images. To this end, we adapt 3D Gaussian Splatting to form a volumetric reconstruction starting from non-aligned MRIs to render imaging planes aligned with the anatomy relevant for clinical evaluation. The novel view plane is optimal for diagnostic radiological grading of the target anatomy, whereas the original MRI is not. The resampled scans are then used to predict ordinal severity grades of localised stenosis conditions in spinal MRIs. We compare our method against (1) Voxel Interpolation, which takes the average of inverse-distance weighted nearest neighbour intensities for each target coordinate, and (2) Cubic B-spline resampling, which estimates target points using a smooth piecewise-cubic function built from the source points. Experiments show that across all stenosis conditions, resampled scans using Gaussian Splatting produce more accurate stenosis gradings compared to the raw scans which do not include the complete anatomy in-plane, as well as images resampled using Voxel Interpolation or Cubic B-spline resampling.

eess.IV

Recognizing Co-Speech Gestures in-the-Wild

While humans naturally gesture during speech, only a sparse subset of these co-speech gestures are visually depictive and semantically linked to specific spoken words. In this paper, we introduce a large-scale dataset -- Gesture Recognition in the Wild (GRW), comprising co-speech gestures corresponding to a diverse vocabulary of 155 words. GRW contains 140k manually annotated video clips where the word is spoken, with 17k instances of semantic co-speech gestures including their frame-level temporal boundaries. The video clips are collected 'in the wild' from public-facing discourse, including lectures, talk shows, and interviews, covering a diverse range of speakers and visual conditions. We also introduce video models to: (a) classify gestures as semantic or not; (b) recognize the word corresponding to a co-speech gesture; and (c) temporally localize the gesture. These models are trained and evaluated on the GRW dataset and compared against a range of strong baselines, establishing benchmark results for all three tasks. The dataset, annotations, and trained models are publicly available on the project website: https://www.robots.ox.ac.uk/~vgg/research/grw.

cs.CV

GMOS: Grounding Moving Object Segmentation in 3D Space and Time

Moving Object Segmentation (MOS) aims to discover, segment, and track objects that move independently of the camera. Current MOS methods, however, exhibit two fundamental limitations: they rely on pre-computed 2D auxiliary modalities such as optical flow or point trajectories that lack 3D geometric information, and they treat motion as a sequence-level attribute, overlooking the instantaneous motion state of each object. We address both by grounding MOS in 3D space and time, and propose GMOS, a framework that operates directly on RGB video to produce 3D-aware, temporally fine-grained segmentation of multiple moving objects, alongside a foreground--background variant GMOS-S for faster deployment. To support training and evaluation in this regime, we curate GMOS-2K, a dataset of 2,210 real-world videos with per-object temporal motion annotations drawn from five established Video Object Segmentation (VOS) benchmarks, and formalise MOS-I ("I" for instantaneous), a temporally fine-grained evaluation protocol with three complementary metrics. GMOS achieves state-of-the-art results across MOS, MOS-I, and Unsupervised VOS benchmarks, while running significantly faster than prior multi-object MOS methods and supporting online inference for streaming deployment.

cs.CV

Recognising BSL Fingerspelling in Continuous Signing Sequences

Fingerspelling is a critical component of British Sign Language (BSL), used to spell proper names, technical terms, and words that lack established lexical signs. Fingerspelling recognition is challenging due to the rapid pace of signing and common letter omissions by native signers, while existing BSL fingerspelling datasets are either small in scale or temporally and letter-wise inaccurate. In this work, we introduce a new large-scale BSL fingerspelling dataset, FS23K, constructed using an iterative annotation framework. In addition, we propose a fingerspelling recognition model that explicitly accounts for bi-manual interactions and mouthing cues. As a result, with refined annotations, our approach halves the character error rate (CER) compared to the prior state of the art on fingerspelling recognition. These findings demonstrate the effectiveness of our method and highlight its potential to support future research in sign language understanding and scalable, automated annotation pipelines. The project page can be found at https://taeinkwon.com/projects/fs23k/.

cs.CV

Scaling Audio-Text Retrieval with Multimodal Large Language Models

Audio-text retrieval is crucial for bridging acoustic signals and natural language. While contrastive dual-encoder architectures like CLAP have shown promise, they are fundamentally limited by the capacity of small-scale encoders. Specifically, the text encoders struggle to understand complex queries that require reasoning or world knowledge. In this paper, we propose AuroLA, a novel contrastive language-audio pre-training framework that re-purposes Multimodal Large Language Models (MLLMs) as a unified backbone for retrieval. Specifically, we make three contributions: (i) we construct a scalable data pipeline that curates diverse audio from multiple sources and generates multi-granular captions, ranging from long descriptions to structured tags, via automated annotation; (ii) we adapt an MLLM for retrieval by prompting it to summarize the audio/text input and using the hidden state of a special token as audio/text embeddings. For model training, we devise a novel Hybrid-NCE loss, which employs multi-granular supervision and hard-negative reweighting to robustly align audio with diverse textual supervision; and (iii) we design an MLLM-based bidirectional re-ranking module that refines retrieval candidates through deep cross-modal interaction. Extensive experiments demonstrate that AuroLA consistently outperforms state-of-the-art models, including the recent PE-AV, while utilizing only approximately 1% of PE-AV's training data. Lastly, we observe clear scaling trends regarding dataset size and model capacity, validating the effectiveness of MLLM as a unified backbone for audio-text retrieval. Code is available at https://github.com/Jazzcharles/AuroLA.

cs.SD

WISE: A Multimodal Search Engine for Visual Scenes, Audio, Objects, Faces, Speech, and Metadata

In this paper, we present WISE, an open-source audiovisual search engine which integrates a range of multimodal retrieval capabilities into a single, practical tool accessible to users without machine learning expertise. WISE supports natural-language and reverse-image queries at both the scene level (e.g. empty street) and object level (e.g. horse) across images and videos; face-based search for specific individuals; audio retrieval of acoustic events using text (e.g. wood creak) or an audio file; search over automatically transcribed speech; and filtering by user-provided metadata. Rich insights can be obtained by combining queries across modalities -- for example, retrieving German trains from a historical archive by applying the object query "train" and the metadata query "Germany", or searching for a face in a place. By employing vector search techniques, WISE can scale to support efficient retrieval over millions of images or thousands of hours of video. Its modular architecture facilitates the integration of new models. WISE can be deployed locally for private or sensitive collections, and has been applied to various real-world use cases. Our code is open-source and available at https://gitlab.com/vgg/wise/wise.

cs.IR

Perception Test 2025: Challenge Summary and a Unified VQA Extension

The Third Perception Test challenge was organised as a full-day workshop alongside the IEEE/CVF International Conference on Computer Vision (ICCV) 2025. Its primary goal is to benchmark state-of-the-art video models and measure the progress in multimodal perception. This year, the workshop featured 2 guest tracks as well: KiVA (an image understanding challenge) and Physic-IQ (a video generation challenge). In this report, we summarise the results from the main Perception Test challenge, detailing both the existing tasks as well as novel additions to the benchmark. In this iteration, we placed an emphasis on task unification, as this poses a more challenging test for current SOTA multimodal models. The challenge included five consolidated tracks: unified video QA, unified object and point tracking, unified action and sound localisation, grounded video QA, and hour-long video QA, alongside an analysis and interpretability track that is still open for submissions. Notably, the unified video QA track introduced a novel subset that reformulates traditional perception tasks (such as point tracking and temporal action localisation) as multiple-choice video QA questions that video-language models can natively tackle. The unified object and point tracking merged the original object tracking and point tracking tasks, whereas the unified action and sound localisation merged the original temporal action localisation and temporal sound localisation tracks. Accordingly, we required competitors to use unified approaches rather than engineered pipelines with task-specific models. By proposing such a unified challenge, Perception Test 2025 highlights the significant difficulties existing models face when tackling diverse perception tasks through unified interfaces.

cs.CV

CountGD++: Generalized Prompting for Open-World Counting

The flexibility and accuracy of methods for automatically counting objects in images and videos are limited by the way the object can be specified. While existing methods allow users to describe the target object with text and visual examples, the visual examples must be manually annotated inside the image, and there is no way to specify what not to count. To address these gaps, we introduce novel capabilities that expand how the target object can be specified. Specifically, we extend the prompt to enable what not to count to be described with text and/or visual examples, introduce the concept of `pseudo-exemplars' that automate the annotation of visual examples at inference, and extend counting models to accept visual examples from both natural and synthetic external images. We also use our new counting model, CountGD++, as a vision expert agent for an LLM. Together, these contributions expand the prompt flexibility of multi-modal open-world counting and lead to significant improvements in accuracy, efficiency, and generalization across multiple datasets. Code is available at https://github.com/niki-amini-naieni/CountGDPlusPlus.

cs.CV

Adapting MLLMs for Nuanced Video Retrieval

Our objective is to build an embedding model that captures the nuanced relationship between a search query and candidate videos. We cover three aspects of nuanced retrieval: (i) temporal, (ii) negation, and (iii) multimodal. For temporal nuance, we consider chiral actions that need distinguishing between temporally opposite actions like "opening a door" vs. "closing a door". For negation, we consider queries with negators such as "not", "none" that allow a user to specify what they do not want. For multimodal nuance, we consider the task of composed retrieval where the query comprises a video along with a text edit instruction. The goal is to develop a unified embedding model that handles such nuances effectively. To that end, we repurpose a Multimodal Large Language Model (MLLM) trained to generate text into an embedding model. We fine-tune it with a contrastive loss on text alone with carefully sampled hard negatives that instill the desired nuances in the learned embedding space. Despite the text-only training, our method achieves state of the art performance on all benchmarks for nuanced video retrieval. We also analyze how this improvement is achieved, and show that text-only training reduces the modality gap between text and video embeddings leading to better organization of the embedding space.

cs.CV

Recurrent Video Masked Autoencoders

We present Recurrent Video Masked-Autoencoders (RVM): a novel approach to video representation learning that leverages recurrent computation to model the temporal structure of video data. RVM couples an asymmetric masking objective with a transformer-based recurrent neural network to aggregate information over time, training solely on a simple pixel reconstruction loss. This design yields a highly efficient "generalist" encoder: RVM achieves competitive performance with state-of-the-art video models (e.g. VideoMAE, V-JEPA) on video-level tasks like action classification, and point and object tracking, while matching or exceeding the performance of image models (e.g. DINOv2) on tasks that require strong geometric and dense spatial features. Notably, RVM achieves strong performance in the small-model regime without requiring knowledge distillation, exhibiting up to 30x greater parameter efficiency than competing video masked autoencoders. Finally, we demonstrate that RVM's recurrent nature allows for stable feature propagation over long temporal horizons with linear computational cost, overcoming some of the limitations of standard spatio-temporal attention-based video models. Ablation studies further highlight the factors driving the model's success, with qualitative results showing that RVM learns rich representations of scene semantics, structure, and motion.

cs.CV

Efficiently Reconstructing Dynamic Scenes One D4RT at a Time

Understanding and reconstructing the complex geometry and motion of dynamic scenes from video remains a formidable challenge in computer vision. This paper introduces D4RT, a simple yet powerful feedforward model designed to efficiently solve this task. D4RT utilizes a unified transformer architecture to jointly infer depth, spatio-temporal correspondence, and full camera parameters from a single video. Its core innovation is a novel querying mechanism that sidesteps the heavy computation of dense, per-frame decoding and the complexity of managing multiple, task-specific decoders. Our decoding interface allows the model to independently and flexibly probe the 3D position of any point in space and time. The result is a lightweight and highly scalable method that enables remarkably efficient training and inference. We demonstrate that our approach sets a new state of the art, outperforming previous methods across a wide spectrum of 4D reconstruction tasks. We refer to the project webpage for animated results: https://d4rt-paper.github.io/.

cs.CV

Lost in Translation, Found in Embeddings: Sign Language Translation and Alignment

Our aim is to develop a unified model for sign language understanding, that performs sign language translation (SLT) and sign-subtitle alignment (SSA). Together, these two tasks enable the conversion of continuous signing videos into spoken language text and also the temporal alignment of signing with subtitles -- both essential for practical communication, large-scale corpus construction, and educational applications. To achieve this, our approach is built upon three components: (i) a lightweight visual backbone that captures manual and non-manual cues from human keypoints and lip-region images while preserving signer privacy; (ii) a Sliding Perceiver mapping network that aggregates consecutive visual features into word-level embeddings to bridge the vision-text gap; and (iii) a multi-task scalable training strategy that jointly optimises SLT and SSA, reinforcing both linguistic and temporal alignment. To promote cross-linguistic generalisation, we pretrain our model on large-scale sign-text corpora covering British Sign Language (BSL) and American Sign Language (ASL) from the BOBSL and YouTube-SL-25 datasets. With this multilingual pretraining and strong model design, we achieve state-of-the-art results on the challenging BOBSL (BSL) dataset for both SLT and SSA. Our model also demonstrates robust zero-shot generalisation and finetuned SLT performance on How2Sign (ASL), highlighting the potential of scalable translation across different sign languages.

cs.CV

Segment, Embed, and Align: A Universal Recipe for Aligning Subtitles to Signing

The goal of this work is to develop a universal approach for aligning subtitles (i.e., spoken language text with corresponding timestamps) to continuous sign language videos. Prior approaches typically rely on end-to-end training tied to a specific language or dataset, which limits their generality. In contrast, our method Segment, Embed, and Align (SEA) provides a single framework that works across multiple languages and domains. SEA leverages two pretrained models: the first to segment a video frame sequence into individual signs and the second to embed the video clip of each sign into a shared latent space with text. Alignment is subsequently performed with a lightweight dynamic programming procedure that runs efficiently on CPUs within a minute, even for hour-long episodes. SEA is flexible and can adapt to a wide range of scenarios, utilizing resources from small lexicons to large continuous corpora. Experiments on four sign language datasets demonstrate state-of-the-art alignment performance, highlighting the potential of SEA to generate high-quality parallel data for advancing sign language processing. SEA's code and models are openly available.

cs.CL