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Dima Damen

Publications and source records attributed to Dima Damen.

At least 19 recordsLinked to original sources

Do Egocentric Video-Language Models Capture Both Hand- and Object-Centric Cues?

Hand-object interaction (HOI) recognition requires capturing both hand manipulations and object transformations. However, existing video-language models often fall into shortcuts by relying on spurious correlations among hands, objects, or environmental context, rather than reasoning from the appearance and dynamics of hands and objects themselves. To address this limitation, we propose a new learning paradigm that combines (i) hand-object masked training, which enables robust reasoning from partial hand or object observations, and (ii) an HOI-dynamics-aware decoder that explicitly learns hand- and object-centric embeddings through auxiliary predictions of their locations and semantics, enhancing sensitivity to both cues. To systematically evaluate such cue-specific reasoning, we introduce Cue-Isolated HOI (CI-HOI), a new evaluation that assesses models' ability to predict actions from hand- and object-related cues independently. To enable CI-HOI, we curate the DEHOI testbed, which separates hand- and object-related observations for disentangled HOI evaluation through inpainting. Using DEHOI, we demonstrate both quantitatively and qualitatively that our training strategy exploits hand- and object-centric information more effectively than existing models. Our approach improves over existing models on DEHOI, standard action recognition, object state recognition, and even robot manipulation action recognition, leading to more robust HOI understanding.

cs.CV

Whareformer: Learning to Track What is Where in Long Egocentric Videos

The recently established 'Out of Sight, Not out of Mind' (OSNOM) task for egocentric videos focuses on tracking objects that are moved by the camera wearer, online, maintaining knowledge of instance locations throughout the video even when they leave the field of view or become heavily occluded. In this paper, we propose the first learning-based solution to the OSNOM task: Whareformer, a transformer-based model with two components: an updatable memory of established tracks and a track assignment module that associates observations with existing tracks in a feed-forward manner. Whareformer jointly reasons over evolving object appearance (what) and updated 3D location (where), and employs a dedicated New Track token to reason about novel objects. Thanks to its design choices of using relative distances and evolving track representations, Whareformer is trained on a small set of 56 videos but achieves SOTA performance on 260 long test videos from three datasets: EPIC-KITCHENS-100 (unseen videos), IT3DEgo, and HD-EPIC, with significant absolute improvements over prior work.

cs.CV

Towards in-the-wild Egocentric 3D Hand-Object Pose Estimation

Estimating accurate 3D hand-object pose from in-the-wild egocentric RGB remains challenging due to severe occlusions and ambiguous contact. Existing learning-based methods often struggle to generalise to in-the-wild scenes and are limited by the scarcity of supervision. We address these issues with two contributions. First, we introduce EPIC-Contact, an in-the-wild egocentric dataset of 2.3K clips (62.3K frames) with dense, bijective 3D hand-object contact correspondences and posed meshes. Second, we propose HOPformer, an end-to-end transformer that jointly predicts bi-manual hand and object pose in a single forward pass. A cross-attention decoder conditions object features on hand priors, producing robust pose estimation. We test HOPformer on the in-lab 3D dataset, ARCTIC, as well as our newly introduced EPIC-Contact dataset. HOPformer reaches 82.4% success rate on ARCTIC (+6.2 pts over current SOTA). On EPIC-Contact, it nearly doubles the success rate while reducing contact deviation by 75%. EPIC-Contact, HOPformer code and checkpoints are released: https://sid2697.github.io/epic-contact.

cs.CV

Gen2Balance: Generative Balancing for Long-Tailed Video Action Recognition

We address the problem of training on long-tailed data for video action recognition. We propose to augment the training set using a text-to-video generative model, conditioned on diverse text prompts grounded in action profiles and training exemplars. Our approach, called Gen2Balance, converts an imbalanced training set into a balanced combination of real and generated video clips. To effectively learn from such data, we employ a two-stage training strategy that mitigates domain shift and yields significant improvements. We evaluate on long-tailed versions of standard benchmarks: UCF-101 (UCF-LT) and a 100-class subset of Kinetics (K100-LT) selected to prioritise temporally challenging actions. Gen2Balance improves accuracy over the strongest baselines for long-tailed learning by 5.1% and 7.0% on the respective datasets. On rare actions from the RareAct dataset (e.g., cut keyboard), Gen2Balance improves accuracy by 31.9%, demonstrating effectiveness for scarce actions. By varying the amount of synthetic data added, we show that partial balancing already achieves 79% of the performance gains at 27% of the compute cost on K100-LT, highlighting the practical scalability of Gen2Balance.

cs.CV

Improving and Evaluating Hand-Object Interaction Detection

Understanding hands and the objects they interact with, both directly and through tools, is a key step for tasks ranging from action perception to 3D reconstruction and robotics. Our paper provides several contributions to the Hand-Object Interaction (HOI) understanding literature: (1) HOI-DETR, a new framework that introduces hand-object and object-object interactions to the Co-DETR architecture to produce a state-of-the-art method; (2) a comprehensive HOI evaluation suite of 4 diverse datasets, including a video benchmark derived from the HD-EPIC dataset and fresh annotations that improve the Hands23 benchmark and (3) a trained checkpoint that significantly improves the state of the art across Hands23, HOIST, FineBio, and HD-EPIC, including mAP gains of over 20 percentage points on Hands23 and FineBio. Our ablations confirm the contributions of each model component.

cs.CV

Beyond Caption-Based Queries for Video Moment Retrieval

In this work, we investigate the degradation of existing VMR methods, particularly of DETR architectures, when trained on caption-based queries but evaluated on search queries. For this, we introduce three benchmarks by modifying the textual queries in three public VMR datasets -- i.e., HD-EPIC, YouCook2 and ActivityNet-Captions. Our analysis reveals two key generalization challenges: (i) A language gap, arising from the linguistic under-specification of search queries, and (ii) a multi-moment gap, caused by the shift from single-moment to multi-moment queries. We also identify a critical issue in these architectures -- an active decoder-query collapse -- as a primary cause of the poor generalization to multi-moment instances. We mitigate this issue with architectural modifications that effectively increase the number of active decoder queries. Extensive experiments demonstrate that our approach improves performance on search queries by up to 14.82% mAP_m, and up to 21.83% mAP_m on multi-moment search queries. The code, models and data are available in the project webpage: https://davidpujol.github.io/beyond-vmr/

cs.CV

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

Prime and Reach: Synthesising Body Motion for Gaze-Primed Object Reach

Human motion generation is a challenging task that aims to create realistic motion imitating natural human behaviour. We focus on the well-studied behaviour of priming an object/location for pick up or put down - that is, the spotting of an object/location from a distance, known as gaze priming, followed by the motion of approaching and reaching the target location. To that end, we curate, for the first time, 23.7K gaze-primed human motion sequences for reaching target object locations from five publicly available datasets, i.e., HD-EPIC, MoGaze, HOT3D, ADT, and GIMO. We pre-train a text-conditioned diffusion-based motion generation model, then fine-tune it conditioned on goal pose or location, on our curated sequences. Importantly, we evaluate the ability of the generated motion to imitate natural human movement through several metrics, including the 'Reach Success' and a newly introduced 'Prime Success' metric. Tested on 5 datasets, our model generates diverse full-body motion, exhibiting both priming and reaching behaviour, and outperforming baselines and recent methods.

cs.CV

The N-Body Problem: Parallel Execution from Single-Person Egocentric Video

Humans can intuitively parallelise complex activities, but can a model predict this from observing a single person? Given one egocentric video, we introduce the N-Body Problem: predicting how N individuals, can hypothetically perform the same set of tasks. The goal is to maximise speed-up, but naive assignment of video segments to individuals often violates real-world constraints, leading to physically impossible scenarios like two people using the same object or occupying the same space. To quantify this, we formalise the N-Body Problem and propose a suite of metrics to evaluate both performance (speed-up, task coverage) and feasibility (spatial collisions, object conflicts and causal constraints). As a proof of concept, we introduce a structured prompting strategy that guides a Vision-Language Model (VLM) to reason about the 3D environment, object usage, and temporal dependencies, producing a viable parallel execution. On 100 videos from EPIC-Kitchens and HD-EPIC, for $N = 2$, our structured prompt improves action coverage by 45% over a baseline prompt for Gemini 2.5 Pro, while simultaneously slashing collision rates, object and causal conflicts by 51%, 52% and 55% respectively.

cs.CV

Reconstructing Objects along Hand Interaction Timelines in Egocentric Video

We introduce the task of Reconstructing Objects along Hand Interaction Timelines (ROHIT). We first define the Hand Interaction Timeline (HIT) from a rigid object's perspective. In a HIT, an object is first static relative to the scene, then is held in hand following contact, where its pose changes. This is usually followed by a firm grip during use, before it is released to be static again w.r.t. to the scene. We model these pose constraints over the HIT, and propose to propagate the object's pose along the HIT enabling superior reconstruction using our proposed Constrained Optimisation and Propagation (COP) framework. Importantly, we focus on timelines with stable grasps - i.e. where the hand is stably holding an object, effectively maintaining constant contact during use. This allows us to efficiently annotate, study, and evaluate object reconstruction in videos without 3D ground truth. We evaluate our proposed task, ROHIT, over two egocentric datasets, HOT3D and in-the-wild EPIC-Kitchens. In HOT3D, we curate 1.2K clips of stable grasps. In EPIC-Kitchens, we annotate 2.4K clips of stable grasps including 390 object instances across 9 categories from videos of daily interactions in 141 environments. Without 3D ground truth, we utilise 2D projection error to assess the reconstruction. Quantitatively, COP improves stable grasp reconstruction by 6.2-11.3% and HIT reconstruction by up to 24.5% with constrained pose propagation.

cs.CV

Unique Lives, Shared World: Learning from Single-Life Videos

We introduce the "single-life" learning paradigm, where we train a distinct vision model exclusively on egocentric videos captured by one individual. We leverage the multiple viewpoints naturally captured within a single life to learn a visual encoder in a self-supervised manner. Our experiments demonstrate three key findings. First, models trained independently on different lives develop a highly aligned geometric understanding. We demonstrate this by training visual encoders on distinct datasets each capturing a different life, both indoors and outdoors, as well as introducing a novel cross-attention-based metric to quantify the functional alignment of the internal representations developed by different models. Second, we show that single-life models learn generalizable geometric representations that effectively transfer to downstream tasks, such as depth estimation, in unseen environments. Third, we demonstrate that training on up to 30 hours from one week of the same person's life leads to comparable performance to training on 30 hours of diverse web data, highlighting the strength of single-life representation learning. Overall, our results establish that the shared structure of the world, both leads to consistency in models trained on individual lives, and provides a powerful signal for visual representation learning.

cs.CV

Seeing without Pixels: Perception from Camera Trajectories

Can one perceive a video's content without seeing its pixels, just from the camera trajectory-the path it carves through space? This paper is the first to systematically investigate this seemingly implausible question. Towards this end, we propose a contrastive learning framework to train CamFormer, a dedicated encoder that projects camera pose trajectories into a joint embedding space, aligning them with natural language. We find that, contrary to its apparent simplicity, the camera trajectory is a remarkably informative signal to uncover video content. In other words, "how you move" can indeed provide valuable cues about "what you are doing" (egocentric) or "observing" (exocentric). We demonstrate the versatility of our learned CamFormer embeddings on a diverse suite of downstream tasks, ranging from cross-modal alignment to classification and temporal analysis. Importantly, our representations are robust across diverse camera pose estimation methods, including both high-fidelity multi-sensored and standard RGB-only estimators. Our findings establish camera trajectory as a lightweight, robust, and versatile modality for perceiving video content.

cs.CV

Segmenting Collision Sound Sources in Egocentric Videos

Humans excel at multisensory perception and can often recognise object properties from the sound of their interactions. Inspired by this, we propose the novel task of Collision Sound Source Segmentation (CS3), where we aim to segment the objects responsible for a collision sound in visual input (i.e. video frames from the collision clip), conditioned on the audio. This task presents unique challenges. Unlike isolated sound events, a collision sound arises from interactions between two objects, and the acoustic signature of the collision depends on both. We focus on egocentric video, where sounds are often clear, but the visual scene is cluttered, objects are small, and interactions are brief. To address these challenges, we propose a weakly-supervised method for audio-conditioned segmentation, utilising foundation models (CLIP and SAM2). We also incorporate egocentric cues, i.e. objects in hands, to find acting objects that can potentially be collision sound sources. Our approach outperforms competitive baselines by $3\times$ and $4.7\times$ in mIoU on two benchmarks we introduce for the CS3 task: EPIC-CS3 and Ego4D-CS3.

cs.CV

PointSt3R: Point Tracking through 3D Grounded Correspondence

Recent advances in foundational 3D reconstruction models, such as DUSt3R and MASt3R, have shown great potential in 2D and 3D correspondence in static scenes. In this paper, we propose to adapt them for the task of point tracking through 3D grounded correspondence. We first demonstrate that these models are competitive point trackers when focusing on static points, present in current point tracking benchmarks ($+33.5\%$ on EgoPoints vs. CoTracker2). We propose to combine the reconstruction loss with training for dynamic correspondence along with a visibility head, and fine-tuning MASt3R for point tracking using a relatively small amount of synthetic data. Importantly, we only train and evaluate on pairs of frames where one contains the query point, effectively removing any temporal context. Using a mix of dynamic and static point correspondences, we achieve competitive or superior point tracking results on four datasets (e.g. competitive on TAP-Vid-DAVIS 73.8 $\delta_{avg}$ / 85.8\% occlusion acc. for PointSt3R compared to 75.7 / 88.3\% for CoTracker2; and significantly outperform CoTracker3 on EgoPoints 61.3 vs 54.2 and RGB-S 87.0 vs 82.8). We also present results on 3D point tracking along with several ablations on training datasets and percentage of dynamic correspondences.

cs.CV

Gemini 2.5: Pushing the Frontier with Advanced Reasoning, Multimodality, Long Context, and Next Generation Agentic Capabilities

In this report, we introduce the Gemini 2.X model family: Gemini 2.5 Pro and Gemini 2.5 Flash, as well as our earlier Gemini 2.0 Flash and Flash-Lite models. Gemini 2.5 Pro is our most capable model yet, achieving SoTA performance on frontier coding and reasoning benchmarks. In addition to its incredible coding and reasoning skills, Gemini 2.5 Pro is a thinking model that excels at multimodal understanding and it is now able to process up to 3 hours of video content. Its unique combination of long context, multimodal and reasoning capabilities can be combined to unlock new agentic workflows. Gemini 2.5 Flash provides excellent reasoning abilities at a fraction of the compute and latency requirements and Gemini 2.0 Flash and Flash-Lite provide high performance at low latency and cost. Taken together, the Gemini 2.X model generation spans the full Pareto frontier of model capability vs cost, allowing users to explore the boundaries of what is possible with complex agentic problem solving.

cs.CL

Leveraging Auxiliary Information in Text-to-Video Retrieval: A Review

Text-to-Video (T2V) retrieval aims to identify the most relevant item from a gallery of videos based on a user's text query. Traditional methods rely solely on aligning video and text modalities to compute the similarity and retrieve relevant items. However, recent advancements emphasise incorporating auxiliary information extracted from video and text modalities to improve retrieval performance and bridge the semantic gap between these modalities. Auxiliary information can include visual attributes, such as objects; temporal and spatial context; and textual descriptions, such as speech and rephrased captions. This survey comprehensively reviews 81 research papers on Text-to-Video retrieval that utilise such auxiliary information. It provides a detailed analysis of their methodologies; highlights state-of-the-art results on benchmark datasets; and discusses available datasets and their auxiliary information. Additionally, it proposes promising directions for future research, focusing on different ways to further enhance retrieval performance using this information.

cs.CV

The Invisible EgoHand: 3D Hand Forecasting through EgoBody Pose Estimation

Forecasting hand motion and pose from an egocentric perspective is essential for understanding human intention. However, existing methods focus solely on predicting positions without considering articulation, and only when the hands are visible in the field of view. This limitation overlooks the fact that approximate hand positions can still be inferred even when they are outside the camera's view. In this paper, we propose a method to forecast the 3D trajectories and poses of both hands from an egocentric video, both in and out of the field of view. We propose a diffusion-based transformer architecture for Egocentric Hand Forecasting, EgoH4, which takes as input the observation sequence and camera poses, then predicts future 3D motion and poses for both hands of the camera wearer. We leverage full-body pose information, allowing other joints to provide constraints on hand motion. We denoise the hand and body joints along with a visibility predictor for hand joints and a 3D-to-2D reprojection loss that minimizes the error when hands are in-view. We evaluate EgoH4 on the Ego-Exo4D dataset, combining subsets with body and hand annotations. We train on 156K sequences and evaluate on 34K sequences, respectively. EgoH4 improves the performance by 3.4cm and 5.1cm over the baseline in terms of ADE for hand trajectory forecasting and MPJPE for hand pose forecasting. Project page: https://masashi-hatano.github.io/EgoH4/

cs.CV

Leveraging Modality Tags for Enhanced Cross-Modal Video Retrieval

Video retrieval requires aligning visual content with corresponding natural language descriptions. In this paper, we introduce Modality Auxiliary Concepts for Video Retrieval (MAC-VR), a novel approach that leverages modality-specific tags -- automatically extracted from foundation models -- to enhance video retrieval. We propose to align modalities in a latent space, along with learning and aligning auxiliary latent concepts derived from the features of a video and its corresponding caption. We introduce these auxiliary concepts to improve the alignment of visual and textual latent concepts, allowing concepts to be distinguished from one another. We conduct extensive experiments on six diverse datasets: two different splits of MSR-VTT, DiDeMo, TGIF, Charades and YouCook2. The experimental results consistently demonstrate that modality-specific tags improve cross-modal alignment, outperforming current state-of-the-art methods across three datasets and performing comparably or better across others. Project Webpage: https://adrianofragomeni.github.io/MAC-VR/

cs.CV