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Ivan Laptev

Publications and source records attributed to Ivan Laptev.

At least 19 recordsLinked to original sources

PACT: End-to-End Learning of Human Pose, Contacts, and Forces from Video

Human motion, environmental contacts, and interaction forces are governed by common physical laws, yet existing approaches typically separate visual pose reconstruction from contact and force estimation. This separation limits joint reasoning and can propagate errors between stages. We introduce PACT, an end-to-end model that jointly learns to estimate human pose, contacts and contact forces from monocular video. Our approach augments a human reconstruction foundation model with learnable contact-force tokens and a temporal transformer that integrates visual features with world-space motion. Joint prediction heads refine human poses and estimate contacts and forces, while physics-based supervision encourages consistency between the reconstructed motion and interaction forces. To address the scarcity of force annotations, we develop a data annotation pipeline that combines contact labeling with physics-based motion and force optimization, producing training supervision from synthetic and real-world videos. We also introduce a real-world climbing benchmark ForceWall with climbing videos and corresponding ground-truth contact forces obtained from the force sensors. Experiments demonstrate state-of-the-art contact and force estimation, outperforming staged reconstruction approaches and generalizing to interactions beyond the training distribution. These results support end-to-end joint learning as an effective approach to recovering human motion and physical interactions from video.

cs.CV↗

Streaming Multi-Track Timeline Control for 3D Human Motion Generation

Text-driven human motion generation has advanced substantially, yet most methods assume instructions are available before synthesis. Interactive applications require responding to new instructions while continuing ongoing actions, such as answering a phone while walking. Existing approaches address streaming generation or simultaneous composition without explicitly combining streaming instruction arrival with independently timed, overlapping actions. We introduce streaming multi-track timeline control and propose TimelineControl to incorporate new instructions alongside ongoing actions. Interval-aware conditioning preserves instruction timing, while causal part-structured representations and part-aware denoising coordinate concurrent actions across body regions. We also construct TimelineMotion, a dataset with overlapping instruction intervals and body-part annotations. Experiments on TimelineMotion and MTT demonstrate improved semantic alignment and temporal adherence over evaluated streaming baselines, including models retrained on the same data. Ablations and human evaluations validate our design, complemented by spatial conditioning and humanoid execution demonstrations. Our code, data and models will become publicly available.

cs.CV↗

From Cause to Effect: Generating Intermediate Event Chains in Videos

Video-Language Models (VLMs) excel at visual recognition but struggle with causal reasoning. Current evaluations are flawed: multiple-choice QA allows shortcuts, and open-ended QA lacks robust automatic evaluation. We introduce Causal Chain Generation (CCG), a novel task where models have to generate the sequence of intermediate events connecting a cause and an effect. This structured setup demands genuine reasoning and enables reliable automatic scoring. We accompany this task with two complementary metrics: SODA-Embedding, which measures the semantic matching of a generated chain against a reference, and Causal-QA, which probes the chain's causal coherence by asking whether it contains the specific causal facts needed to reconstruct the narrative. We provide two test sets: SF20K-CC, a manually annotated diagnostic on 20 short films, and CMD-CC, a movie clip benchmark derived from audio descriptions. Our analysis reveals that state-of-the-art VLMs struggle with narrative causality understanding, frequently hallucinating or omitting key events. To address this, we fine-tune VLMs with GRPO using a composite reward that combines a format reward, SODA-Embedding, and Causal-QA accuracy, demonstrating substantial improvements over strong baselines.

cs.CV↗

iGPC: Generative Motion Priors for Object-Aware Humanoid Interaction

Humanoid robots operating in unstructured environments must combine robust whole-body control with the ability to perceive and physically interact with surrounding objects. While large-scale human motion data provides powerful priors for natural and versatile humanoid control, effectively transferring such priors to perception-driven object interaction remains challenging. To address this bottleneck, we propose a framework that extends the recently proposed Generative Pretrained Controller (GPC) from general human motion to full-body humanoid-environment interaction. First, we adapt GPC into interaction experts conditioned on scene affordance cues and privileged state information. This adaptation begins with interaction and affordance pre-training on human motions paired with support scenes. These experts leverage the pretrained human motion prior while learning task-specific contact behaviors, including reaching toward objects, grasping environmental supports for stabilization, and pushing movable objects. Second, we introduce a perception-driven student that retains the pretrained GPC policy and distills interaction skills from the experts using onboard sensory observations. To bridge the gap between privileged expert observations and sensory inputs, we train the student's perception not only to reconstruct expert observations, but also to preserve the expert's motion decisions and resulting joint targets. Notably, our experiments across multiple whole-body interaction tasks demonstrate that large-scale generative human motion priors provide an effective foundation for learning deployable policies for humanoid interactions in contact-rich real-world environments.

cs.RO↗

PhysMoDPO: Physically-Plausible Humanoid Motion with Preference Optimization

Recent progress in text-conditioned human motion generation has been largely driven by diffusion models trained on large-scale human motion data. Building on this progress, recent methods attempt to transfer such models for character animation and real robot control by applying a Whole-Body Controller (WBC) that converts diffusion-generated motions into executable trajectories. While WBC trajectories become compliant with physics, they may expose substantial deviations from original motion. To address this issue, we here propose PhysMoDPO, a Direct Preference Optimization framework. Unlike prior work that relies on hand-crafted physics-aware heuristics such as foot-sliding penalties, we integrate WBC into our training pipeline and optimize diffusion model such that the output of WBC becomes compliant both with physics and original text instructions. To train PhysMoDPO we deploy physics-based and task-specific rewards and use them to assign preference to synthesized trajectories. Our extensive experiments on text-to-motion and spatial control tasks demonstrate consistent improvements of PhysMoDPO in both physical realism and task-related metrics on simulated robots. Moreover, we demonstrate that PhysMoDPO results in significant improvements when applied to zero-shot motion transfer in simulation and for real-world deployment on a G1 humanoid robot.

cs.LG↗

Learning Skills from Historical Action Trajectories: Action Experience Dictionary for World Action Models

World Action Models (WAMs) couple visual dynamics prediction with action generation, yet they do not explicitly support the reuse of action experience across manipulation tasks. Furthermore, existing WAMs struggle to capture underlying cross-task semantic relationships that could guide target action prediction, as redundant background elements interfere with the extraction of key visual information. To address these challenges, we develop a novel Action Experience Dictionary (AED) that encodes historical physical action trajectories into shared action embeddings to support skill reuse and model cross-task relationships. Specifically, we first aggregate historical actions to align with visual observations and retrieve action embeddings from the AED using a pretrained action tokenizer. Subsequently, we visually condition the pooled embeddings through cross-attention and prepend them to noisy action tokens, providing interaction context and action intent for prediction. To model action-related motion and reduce reliance on irrelevant background cues, we introduce a motion-aware transition loss that supervises visual feature change prediction over random temporal intervals. Experiments on simulation benchmarks and in real-world cross-embodiment settings verify the effectiveness of our AED. The project code is available at https://github.com/JiahuaDong/AED .

cs.CV↗

Omni-Embed-Mini: Binding Modalities Without Forgetting via Dense Distillation

Extending a text embedding model to new modalities typically degrades text retrieval quality, and existing omni-modal embedders compensate with multi-billion parameters. We present Omni-Embed-Mini, a 0.9B-parameter model that maps text, speech, audio, images, video, and visually-rich documents into a single shared cosine space without updating any text-side parameter. Our key insight is that the teacher signal requires no separate embedding model: each media sample is paired with a dense cascaded caption, and the teacher target is simply the frozen backbone's own embedding of that caption. Because teacher and student share the same backbone weights, they inhabit byte-identical geometry, and lightweight projectors plus phased LoRA adapters on the modality encoders suffice for alignment. Training combines a Matryoshka SigLIP contrastive loss with an online hybrid hard-negative miner whose negatives sharpen as the encoder improves. The recipe carries over to a 2.3B variant by swapping in a native vision-language backbone. Omni-Embed-Mini-0.9B keeps its text weights bit-identical to the backbone, so training cannot regress text retrieval (49.57 nDCG@10 on MTEB-v2 BEIR-8), while extending it to five additional modalities, and is ~2.7x to 9.5x smaller than every open omni embedder we compare against. The 2.3B variant is competitive with the closed gemini-embedding-2, edging ahead of it on the overall-modality average. Models, code, data and evaluation harness are on our project page: https://omniembed.cvmbzuai.com

cs.CV↗

One Basis to Animate Them All: Gaussian Blendshape Distillation for Real-Time Avatars

3D Gaussian avatars support fast rendering, however, their real-time animation is often challenged by the costly neural inference. We address this bottleneck and show that the animation of pretrained avatar models can be closely approximated by a linear combination of identity-independent blendshapes. Building on this finding, we introduce GALA (Gaussian Animation via Linear Approximation), a distillation method that replaces per-frame heavy neural decoding with a shallow coefficient predictor and a linear blend. To improve fidelity and reduce memory requirements, we propose to construct the basis using block-local PCA under a rendering-aware metric and a memory budget. Our method learns a shallow MLP network to predict blendshape coefficients and applies to various animation architectures without retraining original models. We validate GALA by accelerating the inference of three distinct avatar models for 3D animation of facial expressions and full-bodies with clothing dynamics. Across these models, our distillation generalizes to held-out identities and reduces CPU animation cost by up to three orders of magnitude while preserving most of the rendering quality. Excellent results of our method confirm the shared linear structure of learned avatar representations and enable highly efficient and accurate animation at frame rates reaching up to 60fps on mobile devices. Project page: https://ramazan793.github.io/gala/

cs.CV↗

Taming VLAs under Robot Execution Errors: Self-Compensation and Stress Testing

Vision-language-action (VLA) policies often fail when a robot's executed motion deviates from their commanded action. Such execution errors arise from the robot's mechanics and operating conditions, such as wear and payload changes. We propose self-compensating VLA, a deployment-time adaptation method that enables a VLA policy to pre-compensate for the robot's execution errors when generating commands. Without task rewards or labels, it updates the policy online using the residual between the action commanded by a VLA and the motion executed by the robot. To stress-test VLA robustness across execution conditions that are impractical to cover with physical robots alone, we introduce RoboStress, a controlled simulation benchmark. It combines established joint-level models of friction, backlash, compliance, and gravity-compensation error into seven deployment scenarios whose execution errors depend on the robot's state and motion history. On RoboStress, self-compensating VLA achieves higher average task success than both the base policies and methods that build in robustness during training. On two physical robot arms with different usage histories, it raises the average task success rate by more than 30 percentage points on each arm, and the gains extend to objects not seen in the task demonstrations.

cs.RO↗

Learning to Generate Rigid Body Interactions with Video Diffusion Models

Recent video generation models have achieved remarkable progress and are now deployed in film, social media production, and advertising. Beyond their creative potential, such models also hold promise as world simulators for robotics and embodied decision making. Despite strong advances, current approaches still struggle to generate physically plausible object interactions and lack object-level control mechanisms. To address these limitations, we introduce KineMask, an approach for video generation that enables realistic rigid body control, interactions, and effects. Given a single image and a specified object velocity, our method generates videos with inferred motions and future object interactions. We propose a two-stage training strategy that gradually removes future motion supervision via object masks. Using this strategy we train video diffusion models (VDMs) on synthetic scenes of simple interactions and demonstrate significant improvements and generalization to rigid body and hand-object interactions in real scenes. Furthermore, KineMask integrates low-level motion control with high-level textual conditioning via predicted scene descriptions, leading to support for synthesis of complex dynamical phenomena. Our experiments show that KineMask generalizes to different VDMs and achieves strong improvements over recent models of comparable size. Ablation studies further highlight the complementary roles of low- and high-level conditioning in VDMs.

cs.CV↗

MessyKitchens: Contact-rich object-level 3D scene reconstruction

Monocular 3D scene reconstruction has recently seen significant progress. Powered by the modern neural architectures and large-scale data, recent methods achieve high performance in depth estimation from a single image. Meanwhile, reconstructing and decomposing common scenes into individual 3D objects remains a hard challenge due to the large variety of objects, frequent occlusions and complex object relations. Notably, beyond shape and pose estimation of individual objects, applications in robotics and animation require physically-plausible scene reconstruction where objects obey physical principles of non-penetration and realistic contacts. In this work we advance object-level scene reconstruction along two directions. First, we introduceMessyKitchens, a new dataset with real-world scenes featuring cluttered environments and providing high-fidelity object-level ground truth in terms of 3D object shapes, poses and accurate object contacts. Second, we build on the recent SAM 3D approach for single-object reconstruction and extend it with Multi-Object Decoder (MOD) for joint object-level scene reconstruction. To validate our contributions, we demonstrate MessyKitchens to significantly improve previous datasets in registration accuracy and inter-object penetration. We also compare our multi-object reconstruction approach on three datasets and demonstrate consistent and significant improvements of MOD over the state of the art. Our new benchmark, code and pre-trained models will become publicly available on our project website: https://messykitchens.github.io/.

cs.CV↗

AGORA: Adversarial Generation Of Real-time Animatable 3D Gaussian Head Avatars

The generation of high-fidelity, animatable 3D human avatars remains a core challenge in computer graphics and vision, with applications in VR, telepresence, and entertainment. Existing approaches based on implicit representations like NeRFs suffer from slow rendering and dynamic inconsistencies, while 3D Gaussian Splatting (3DGS) methods are typically limited to static head generation, lacking dynamic control. We bridge this gap by introducing AGORA, a novel framework that extends 3DGS within a generative adversarial network to produce animatable avatars. Our key contribution is a lightweight, FLAME-conditioned deformation branch that predicts per-Gaussian residuals, enabling identity-preserving, fine-grained expression control while allowing real-time inference. Identity is further preserved through spatial shape conditioning of the identity branch, and expression fidelity is enforced via a dual-discriminator training scheme leveraging synthetic renderings of the parametric mesh. AGORA generates avatars that are not only visually realistic but also precisely controllable. Quantitatively, we outperform state-of-the-art NeRF-based methods on expression accuracy while rendering at 250 FPS on a single GPU and, notably, at $\sim$9 FPS under CPU-only inference -- to our knowledge the first demonstration of CPU-only animatable 3DGS avatar synthesis. This work represents a significant step toward practical, high-performance digital humans. Project website: https://ramazan793.github.io/AGORA/

cs.CV↗

Foundation and Small Models Coordination for Visuomotor Policy Learning

Visuomotor policy learning enables robots to perform a wide range of tasks, but small policy models often remain sensitive to changes in object and background appearance. In this work, we investigate the coordination of pretrained vision foundation models with small policy models to improve appearance generalization. We propose a framework in which a small policy model operates on task-relevant visual observations constructed through semantic repainting. A segmentation foundation model identifies the robot and target object, which are rendered with fixed role colors on a constant background. An alternative representation replaces the target's role color with normalized monocular depth predicted by a depth foundation model, providing additional geometric cues. The perception models are adapted using in-distribution data where needed and held fixed during policy training. This design combines the perceptual capabilities of foundation models with a small policy model trained on the resulting observations for action prediction. Evaluations with flow matching policies on simulation benchmarks, together with experiments on two real-world robotic tasks, demonstrate substantial improvements in task success under the evaluated appearance shifts.

cs.RO↗

The Robot Data Factory

Physical AI requires more than increasingly large robot datasets: intelligent robots acquire knowledge through continuous interaction with the physical world. We argue that the defining scientific resource of Physical AI is therefore not raw robot data alone, but robot experience - physically grounded interaction whose observations, actions, embodiment, context, and outcomes preserve the perception-action-consequence loop. We introduce the Robot Data Factory (RDF), a mission-driven infrastructure and methodology for continuously generating, validating, benchmarking, and reusing such experience. RDF organizes heterogeneous robots and environment-specific training grounds through reproducible missions, skill curricula, synchronized multimodal sensing, external ground truth, an agentic robot network, data pipelines, and living benchmarks. Rather than treating datasets as static end products, RDF implements a closed Deploy-Measure-Learn-Repeat cycle in which validated physical experience supports world models, vision-language-action models, embodied policies, digital twins, and subsequent robot deployment. We further formalize robot experience and its quality, introduce a mission-task-skill-episode-dataset-benchmark-capability hierarchy, and derive quantitative scaling laws and an algorithmic synthesis procedure connecting robot fleet size, sensor rates, storage, learning representations, tokenization, training compute, inference, and latency to Embodied-AI cluster requirements. The framework is instantiated in three complementary physical training grounds for domestic, environmental, and energy applications. RDF thus reframes robot data generation as a continuous scientific production process and provides a pathway toward reproducible, scalable, and eventually federated infrastructure for Physical AI.

cs.RO↗

DenseFace: Bias Mitigation in Face Recognition via Density-Aware Probabilistic Matching

Despite steady progress in face recognition, current face recognition models still suffer from significant demographic biases. While approaches for bias mitigation have been proposed, existing methods often impose constraints on the training procedure and result in the degradation of recognition accuracy. To address this issue, we here introduce a method that reduces racial bias in pre-trained face recognition models without compromising their accuracy. To this end, we model face embeddings of each person by von Mises-Fisher (MF) distribution. We next observe the dependency between demographic attributes and the density of MF distributions, and propose DenseFace, a probabilistic face matching procedure that accounts for differences in MF distributions. Our extensive experiments demonstrate DenseFace to consistently reduce racial bias in strong face recognition models varying in network architectures, training datasets and loss functions. Notably, DenseFace preserves recognition accuracy and requires no retraining of the underlying face recognition model. Our work also investigates previously adopted bias measures and makes suggestions.

cs.CV↗

World-Action Models for Robot Learning and Control: A Survey

Robots operating in open environments act under partial observability, physical constraints, and dynamic task contexts. Beyond mapping observations and language instructions to actions, they must anticipate how candidate actions may affect future states and task-relevant outcomes. Recent advances in world models, video generation, and Vision-Language-Action (VLA) policies have motivated the development of World-Action Models (WAMs), which couple future world prediction with executable action generation. This survey provides a robotics-oriented review of WAMs. We clarify their scope relative to conventional world models, model-based reinforcement learning, action-conditioned video generation, and reactive VLA policies, and organize existing methods through a unified taxonomy covering representations, transition modeling, action interfaces, architectures, training pipelines, data modalities, and scaling strategies. We further review applications of WAMs in manipulation, navigation, and autonomous driving, and we summarize the datasets, benchmarks, metrics, and protocols used to evaluate WAM systems. Finally, we discuss key challenges in action alignment, world-action factorization, spatial and multi-view consistency, long-horizon memory, neural simulation for closed-loop policy learning, and efficient inference. Taken together, this survey aims to provide a concise technical foundation for integrating predictive world modeling with action generation, toward more reliable embodied robot intelligence. Project page: https://rcl-robotics.github.io/Awesome-World-Action-Models.

cs.RO↗

Long Story Short: Story-level Video Understanding from 20K Short Films

Recent developments in vision-language models have significantly advanced video understanding. Existing datasets and tasks, however, have notable limitations. Most datasets are confined to short videos with limited events and narrow narratives. For example, datasets with instructional and egocentric videos often depict the activities of one person in a single scene. Although existing movie datasets offer richer content, they are often limited to short-term tasks, lack publicly available videos, and frequently encounter data leakage issues given the use of subtitles and other information about commercial movies during LLM pretraining. To address the above limitations, we propose Short-Films 20K (SF20K), the largest publicly available movie dataset. SF20K consists of 20,143 amateur films, amounting to 3,582 hours of video, with an average of 12 minutes per movie. We accompany this dataset with SF20K-Test, a manual, open-ended question answering benchmark. SF20K-Test consists of 95 movies and 979 question-answer pairs. Our extensive analysis of SF20K-Test reveals limited data leakage, emphasizes the need for long-term reasoning, and demonstrates the strong performance of recent VLMs. Finally, we show that instruction tuning on the large-scale dataset substantially improves model performance, paving the way for future progress in long-term video understanding.

cs.CV↗

ManipArena: Comprehensive Real-world Evaluation of Reasoning-Oriented Generalist Robot Manipulation

Vision-Language-Action (VLA) models and world-action models have emerged as central paradigms for general-purpose robotic intelligence, yet their empirical progress remains constrained by the absence of evaluation protocols that are both physically realistic and diagnostically controlled. Simulator-centric benchmarks provide scale and reproducibility, but cannot fully capture the reality gap induced by perception noise, contact dynamics, latency, calibration error, and hardware constraints. Conversely, real-robot evaluations are often fragmented across platforms, scenes, objects, and scoring rules, making fair comparison and failure attribution difficult. We introduce ManipArena, a standardized real-robot evaluation framework for studying manipulation generalization under matched physical conditions. ManipArena comprises 20 tasks, 10,812 expert trajectories, 13.5M frames, and approximately 188 robot hours across tabletop and mobile manipulation. The framework combines schema-defined task variation, stratified in-domain, visualshift, and semantic-OOD trials, subtask-level partial-credit scoring, three-level language annotations, low-level motor signals, and paired real-to-sim environments reconstructed from physical scenes. Using ManipArena, we evaluate seven tabletop configurations spanning VLA and world-action-model policies. The results show that real-robot conclusions depend not only on architecture, but also on model provenance, fine-tuning regime, data sampling, and annotation granularity. ManipArena thus provides a reproducible and interpretable foundation for diagnosing capability boundaries and failure modes in embodied generalization.

cs.RO↗