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Lingni Ma

Publications and source records attributed to Lingni Ma.

At least 19 recordsLinked to original sources

HumanCLAW: Can Vision-Language Models Act Through a Body?

Evaluating whether a vision-language model (VLM) can act through a physical body is challenging. The outcome of an action couples the VLM's decision with motor control. When a task fails, it is hard to tell whether the VLM made a bad choice or the motor controller simply failed to execute it, e.g., losing balance and falling. In this work, we introduce HumanCLAW, an evaluation framework that decouples action decision-making from low-level execution. At every step, a harnessed, off-the-shelf VLM issues an atomic skill command, and the command is translated into a sub-second chunk of continuous full-body motion with real physical consequences, including gravity and collisions. The body can therefore act freely in the physical world, while execution-side disturbances, balance and motor errors, are factored out. What remains measurable is the model's action intelligence: its moment-to-moment choice of what the body should execute next. Based on this framework, we build HumanCLAW-Bench: 1,218 long-horizon, egocentric find-navigate-interact episodes across 41 indoor scenes. We test nine state-of-the-art VLMs and find that none solves the benchmark; the best model reaches only a 16.8% success rate. Recognizing the target is not the bottleneck. What current VLMs lack is embodied self-awareness: they lose track of their own body, failing to tell where it is, whether it has reached the goal, or whether it has hit an obstacle.

cs.CV

EgoExoMoCap: Distributed Ego-Exo Human Motion Capture

Human motion capture from head-mounted devices (HMDs) offers a scalable way to acquire real-world human motion and interaction data, which is crucial for applications in embodied AI and VR/AR. Existing approaches focus on either egocentric body tracking, estimating the motion of the subject wearing the device, or exocentric tracking, capturing the movements of people in the wearer's surroundings. So far, these two paradigms have largely been explored in isolation. In this paper, we propose a novel distributed framework that jointly leverages ego- and exocentric multi-modal signals for human motion estimation from HMDs. Unlike traditional motion capture systems requiring bulky multi-camera setups or obtrusive mocap suits, our approach, EgoExoMoCap, is as simple as two (or more) people, each wearing a pair of smart glasses. The method leverages head (plus potentially wrist) tracking signals for accurate estimation of global motion in the 3D world and combines context-aware image features based on DINOv3 to achieve robustness in the presence of noise and occlusions. Extensive experiments on two in-the-wild datasets show that our approach can robustly reconstruct motion even in challenging scenarios.

cs.CV

E$^3$C: Video Generation with 3D Environmental Memory and Ego-Exo Human Pose Control

Controllable and physically grounded egocentric video generation is essential for embodied agents to reason about how their own and others' actions manifest and change the world. Compared to generic video synthesis, egocentric generation is especially challenging: the camera is tightly coupled to the actor, leading to rapid viewpoint changes and frequent self-occlusions; the underlying actions are subtle, articulated, and often only partially visible; and both the people and the scene state must evolve consistently with the specified controls. We present E$^3$C, a controllable video diffusion framework for egocentric generation that builds structured and compact conditions disentangling persistent scene structure from human-driven dynamics. From context frames, E$^3$C constructs a semi-dense point cloud-based 3D memory and augments each point with appearance descriptors from video-VAE features. Rendering this memory into target viewpoints produces conditioning aligned with the target frames. Human dynamics are modeled separately. The observed people in the scene are controlled by skeleton renderings (exo human control), while the camera wearer is specified by their 3D body joints and 6DoF wrist motion (ego human control). To preserve ego human control when the wearer's body parts are invisible, we introduce an ego motion encoder that produces persistent cross-attention tokens. Experiments on Nymeria show that E$^3$C improves visual fidelity, camera-motion accuracy, object consistency, and ego & exo human control over strong baselines, while also enabling intuitive scene editing.

cs.CV

LAMP: Localization Aware Multi-camera People Tracking in Metric 3D World

Tracking 3D human motion from egocentric multi-camera headset is challenged by severe egomotion, partial visibility or occlusions and lack of training data. Existing methods designed for monocular video often require static or slowly-moving cameras and cannot efficiently leverage multi-view, calibrated and localized input. This makes them brittle and prone to fail on dynamic egocentric captures. We propose LAMP (Localization Aware Multi-camera People Tracking): a novel, simple framework to solve this via early disentanglement of observer and target motion. LAMP introduces a two-step process. First, we leverage the known device 6 DoF motion and calibration to convert detected 2D body keypoints from all cameras over a temporal window into a unified 3D world reference frame. Second, an end-to-end-trained spatio-temporal transformer fits 3D human motion directly to this 3D ray cloud. This "lift-then-fit" approach allows LAMP to learn and leverage a natural human motion prior in the world-space, as well as providing an elegant framework to flexibly incorporate information from multiple temporally asynchronous, partially observing and moving cameras. LAMP achieves state-of-the-art results on monocular benchmarks, while significantly outperforming baselines for our targeted egocentric setting.

cs.CV

Boxer: Robust Lifting of Open-World 2D Bounding Boxes to 3D

Detecting and localizing objects in space is a fundamental computer vision problem. While much progress has been made to solve 2D object detection, 3D object localization is much less explored and far from solved, especially for open-world categories. To address this research challenge, we propose Boxer, an algorithm to estimate static 3D bounding boxes (3DBBs) from 2D open-vocabulary object detections, posed images and optional depth either represented as a sparse point cloud or dense depth. At its core is BoxerNet, a transformer-based network which lifts 2D bounding box (2DBB) proposals into 3D, followed by multi-view fusion and geometric filtering to produce globally consistent de-duplicated 3DBBs in metric world space. Boxer leverages the power of existing 2DBB detection algorithms (e.g. DETIC, OWLv2, SAM3) to localize objects in 2D. This allows the main BoxerNet model to focus on lifting to 3D rather than detecting, ultimately reducing the demand for costly annotated 3DBB training data. Extending the CuTR formulation, we incorporate an aleatoric uncertainty for robust regression, a median depth patch encoding to support sparse depth inputs, and large-scale training with over 1.2 million unique 3DBBs. BoxerNet outperforms state-of-the-art baselines in open-world 3DBB lifting, including CuTR in egocentric settings without dense depth (0.532 vs. 0.010 mAP) and on CA-1M with dense depth available (0.412 vs. 0.250 mAP).

cs.CV

NymeriaPlus: Enriching Nymeria Dataset with Additional Annotations and Data

The Nymeria Dataset, released in 2024, is a large-scale collection of in-the-wild human activities captured with multiple egocentric wearable devices that are spatially localized and temporally synchronized. It provides body-motion ground truth recorded with a motion-capture suit, device trajectories, semi-dense 3D point clouds, and in-context narrations. In this paper, we upgrade Nymeria and introduce NymeriaPlus. NymeriaPlus features: (1) improved human motion in Momentum Human Rig (MHR) and SMPL formats; (2) dense 3D and 2D bounding box annotations for indoor objects and structural elements; (3) instance-level 3D object reconstructions; and (4) additional modalities e.g., basemap recordings, audio, and wristband videos. By consolidating these complementary modalities and annotations into a single, coherent benchmark, NymeriaPlus strengthens Nymeria into a more powerful in-the-wild egocentric dataset. We expect NymeriaPlus to bridge a key gap in existing egocentric resources and to support a broader range of research, including unique explorations of multimodal learning for embodied AI.

cs.CV

EgoLM: Multi-Modal Language Model of Egocentric Motions

As the prevalence of wearable devices, learning egocentric motions becomes essential to develop contextual AI. In this work, we present EgoLM, a versatile framework that tracks and understands egocentric motions from multi-modal inputs, e.g., egocentric videos and motion sensors. EgoLM exploits rich contexts for the disambiguation of egomotion tracking and understanding, which are ill-posed under single modality conditions. To facilitate the versatile and multi-modal framework, our key insight is to model the joint distribution of egocentric motions and natural languages using large language models (LLM). Multi-modal sensor inputs are encoded and projected to the joint latent space of language models, and used to prompt motion generation or text generation for egomotion tracking or understanding, respectively. Extensive experiments on large-scale multi-modal human motion dataset validate the effectiveness of EgoLM as a generalist model for universal egocentric learning.

cs.CV

Nymeria: A Massive Collection of Multimodal Egocentric Daily Motion in the Wild

We introduce Nymeria - a large-scale, diverse, richly annotated human motion dataset collected in the wild with multiple multimodal egocentric devices. The dataset comes with a) full-body ground-truth motion; b) multiple multimodal egocentric data from Project Aria devices with videos, eye tracking, IMUs and etc; and c) a third-person perspective by an additional observer. All devices are precisely synchronized and localized in on metric 3D world. We derive hierarchical protocol to add in-context language descriptions of human motion, from fine-grain motion narration, to simplified atomic action and high-level activity summarization. To the best of our knowledge, Nymeria dataset is the world's largest collection of human motion in the wild; first of its kind to provide synchronized and localized multi-device multimodal egocentric data; and the world's largest motion-language dataset. It provides 300 hours of daily activities from 264 participants across 50 locations, total travelling distance over 399Km. The language descriptions contain 301.5K sentences in 8.64M words from a vocabulary size of 6545. To demonstrate the potential of the dataset, we evaluate several SOTA algorithms for egocentric body tracking, motion synthesis, and action recognition. Data and code are open-sourced for research (c.f. https://www.projectaria.com/datasets/nymeria).

cs.CV

HMD^2: Environment-aware Motion Generation from Single Egocentric Head-Mounted Device

This paper investigates the generation of realistic full-body human motion using a single head-mounted device with an outward-facing color camera and the ability to perform visual SLAM. To address the ambiguity of this setup, we present HMD^2, a novel system that balances motion reconstruction and generation. From a reconstruction standpoint, it aims to maximally utilize the camera streams to produce both analytical and learned features, including head motion, SLAM point cloud, and image embeddings. On the generative front, HMD^2 employs a multi-modal conditional motion diffusion model with a Transformer backbone to maintain temporal coherence of generated motions, and utilizes autoregressive inpainting to facilitate online motion inference with minimal latency (0.17 seconds). We show that our system provides an effective and robust solution that scales to a diverse dataset of over 200 hours of motion in complex indoor and outdoor environments.

cs.CV

FoundPose: Unseen Object Pose Estimation with Foundation Features

We propose FoundPose, a model-based method for 6D pose estimation of unseen objects from a single RGB image. The method can quickly onboard new objects using their 3D models without requiring any object- or task-specific training. In contrast, existing methods typically pre-train on large-scale, task-specific datasets in order to generalize to new objects and to bridge the image-to-model domain gap. We demonstrate that such generalization capabilities can be observed in a recent vision foundation model trained in a self-supervised manner. Specifically, our method estimates the object pose from image-to-model 2D-3D correspondences, which are established by matching patch descriptors from the recent DINOv2 model between the image and pre-rendered object templates. We find that reliable correspondences can be established by kNN matching of patch descriptors from an intermediate DINOv2 layer. Such descriptors carry stronger positional information than descriptors from the last layer, and we show their importance when semantic information is ambiguous due to object symmetries or a lack of texture. To avoid establishing correspondences against all object templates, we develop an efficient template retrieval approach that integrates the patch descriptors into the bag-of-words representation and can promptly propose a handful of similarly looking templates. Additionally, we apply featuremetric alignment to compensate for discrepancies in the 2D-3D correspondences caused by coarse patch sampling. The resulting method noticeably outperforms existing RGB methods for refinement-free pose estimation on the standard BOP benchmark with seven diverse datasets and can be seamlessly combined with an existing render-and-compare refinement method to achieve RGB-only state-of-the-art results. Project page: evinpinar.github.io/foundpose.

cs.CV

DivaTrack: Diverse Bodies and Motions from Acceleration-Enhanced Three-Point Trackers

Full-body avatar presence is crucial for immersive social and environmental interactions in digital reality. However, current devices only provide three six degrees of freedom (DOF) poses from the headset and two controllers (i.e. three-point trackers). Because it is a highly under-constrained problem, inferring full-body pose from these inputs is challenging, especially when supporting the full range of body proportions and use cases represented by the general population. In this paper, we propose a deep learning framework, DivaTrack, which outperforms existing methods when applied to diverse body sizes and activities. We augment the sparse three-point inputs with linear accelerations from Inertial Measurement Units (IMU) to improve foot contact prediction. We then condition the otherwise ambiguous lower-body pose with the predictions of foot contact and upper-body pose in a two-stage model. We further stabilize the inferred full-body pose in a wide range of configurations by learning to blend predictions that are computed in two reference frames, each of which is designed for different types of motions. We demonstrate the effectiveness of our design on a large dataset that captures 22 subjects performing challenging locomotion for three-point tracking, including lunges, hula-hooping, and sitting. As shown in a live demo using the Meta VR headset and Xsens IMUs, our method runs in real-time while accurately tracking a user's motion when they perform a diverse set of movements.

cs.CV

Project Aria: A New Tool for Egocentric Multi-Modal AI Research

Egocentric, multi-modal data as available on future augmented reality (AR) devices provides unique challenges and opportunities for machine perception. These future devices will need to be all-day wearable in a socially acceptable form-factor to support always available, context-aware and personalized AI applications. Our team at Meta Reality Labs Research built the Aria device, an egocentric, multi-modal data recording and streaming device with the goal to foster and accelerate research in this area. In this paper, we describe the Aria device hardware including its sensor configuration and the corresponding software tools that enable recording and processing of such data.

cs.HC

Snipper: A Spatiotemporal Transformer for Simultaneous Multi-Person 3D Pose Estimation Tracking and Forecasting on a Video Snippet

Multi-person pose understanding from RGB videos involves three complex tasks: pose estimation, tracking and motion forecasting. Intuitively, accurate multi-person pose estimation facilitates robust tracking, and robust tracking builds crucial history for correct motion forecasting. Most existing works either focus on a single task or employ multi-stage approaches to solving multiple tasks separately, which tends to make sub-optimal decision at each stage and also fail to exploit correlations among the three tasks. In this paper, we propose Snipper, a unified framework to perform multi-person 3D pose estimation, tracking, and motion forecasting simultaneously in a single stage. We propose an efficient yet powerful deformable attention mechanism to aggregate spatiotemporal information from the video snippet. Building upon this deformable attention, a video transformer is learned to encode the spatiotemporal features from the multi-frame snippet and to decode informative pose features for multi-person pose queries. Finally, these pose queries are regressed to predict multi-person pose trajectories and future motions in a single shot. In the experiments, we show the effectiveness of Snipper on three challenging public datasets where our generic model rivals specialized state-of-art baselines for pose estimation, tracking, and forecasting.

cs.CV

EgoHumans: An Egocentric 3D Multi-Human Benchmark

We present EgoHumans, a new multi-view multi-human video benchmark to advance the state-of-the-art of egocentric human 3D pose estimation and tracking. Existing egocentric benchmarks either capture single subject or indoor-only scenarios, which limit the generalization of computer vision algorithms for real-world applications. We propose a novel 3D capture setup to construct a comprehensive egocentric multi-human benchmark in the wild with annotations to support diverse tasks such as human detection, tracking, 2D/3D pose estimation, and mesh recovery. We leverage consumer-grade wearable camera-equipped glasses for the egocentric view, which enables us to capture dynamic activities like playing tennis, fencing, volleyball, etc. Furthermore, our multi-view setup generates accurate 3D ground truth even under severe or complete occlusion. The dataset consists of more than 125k egocentric images, spanning diverse scenes with a particular focus on challenging and unchoreographed multi-human activities and fast-moving egocentric views. We rigorously evaluate existing state-of-the-art methods and highlight their limitations in the egocentric scenario, specifically on multi-human tracking. To address such limitations, we propose EgoFormer, a novel approach with a multi-stream transformer architecture and explicit 3D spatial reasoning to estimate and track the human pose. EgoFormer significantly outperforms prior art by 13.6% IDF1 on the EgoHumans dataset.

cs.CV

In-Hand 3D Object Scanning from an RGB Sequence

We propose a method for in-hand 3D scanning of an unknown object with a monocular camera. Our method relies on a neural implicit surface representation that captures both the geometry and the appearance of the object, however, by contrast with most NeRF-based methods, we do not assume that the camera-object relative poses are known. Instead, we simultaneously optimize both the object shape and the pose trajectory. As direct optimization over all shape and pose parameters is prone to fail without coarse-level initialization, we propose an incremental approach that starts by splitting the sequence into carefully selected overlapping segments within which the optimization is likely to succeed. We reconstruct the object shape and track its poses independently within each segment, then merge all the segments before performing a global optimization. We show that our method is able to reconstruct the shape and color of both textured and challenging texture-less objects, outperforms classical methods that rely only on appearance features, and that its performance is close to recent methods that assume known camera poses.

cs.CV

Egocentric Activity Recognition and Localization on a 3D Map

Given a video captured from a first person perspective and the environment context of where the video is recorded, can we recognize what the person is doing and identify where the action occurs in the 3D space? We address this challenging problem of jointly recognizing and localizing actions of a mobile user on a known 3D map from egocentric videos. To this end, we propose a novel deep probabilistic model. Our model takes the inputs of a Hierarchical Volumetric Representation (HVR) of the 3D environment and an egocentric video, infers the 3D action location as a latent variable, and recognizes the action based on the video and contextual cues surrounding its potential locations. To evaluate our model, we conduct extensive experiments on the subset of Ego4D dataset, in which both human naturalistic actions and photo-realistic 3D environment reconstructions are captured. Our method demonstrates strong results on both action recognition and 3D action localization across seen and unseen environments. We believe our work points to an exciting research direction in the intersection of egocentric vision, and 3D scene understanding.

cs.CV

Neural Correspondence Field for Object Pose Estimation

We propose a method for estimating the 6DoF pose of a rigid object with an available 3D model from a single RGB image. Unlike classical correspondence-based methods which predict 3D object coordinates at pixels of the input image, the proposed method predicts 3D object coordinates at 3D query points sampled in the camera frustum. The move from pixels to 3D points, which is inspired by recent PIFu-style methods for 3D reconstruction, enables reasoning about the whole object, including its (self-)occluded parts. For a 3D query point associated with a pixel-aligned image feature, we train a fully-connected neural network to predict: (i) the corresponding 3D object coordinates, and (ii) the signed distance to the object surface, with the first defined only for query points in the surface vicinity. We call the mapping realized by this network as Neural Correspondence Field. The object pose is then robustly estimated from the predicted 3D-3D correspondences by the Kabsch-RANSAC algorithm. The proposed method achieves state-of-the-art results on three BOP datasets and is shown superior especially in challenging cases with occlusion. The project website is at: linhuang17.github.io/NCF.

cs.CV

Self-supervised Neural Articulated Shape and Appearance Models

Learning geometry, motion, and appearance priors of object classes is important for the solution of a large variety of computer vision problems. While the majority of approaches has focused on static objects, dynamic objects, especially with controllable articulation, are less explored. We propose a novel approach for learning a representation of the geometry, appearance, and motion of a class of articulated objects given only a set of color images as input. In a self-supervised manner, our novel representation learns shape, appearance, and articulation codes that enable independent control of these semantic dimensions. Our model is trained end-to-end without requiring any articulation annotations. Experiments show that our approach performs well for different joint types, such as revolute and prismatic joints, as well as different combinations of these joints. Compared to state of the art that uses direct 3D supervision and does not output appearance, we recover more faithful geometry and appearance from 2D observations only. In addition, our representation enables a large variety of applications, such as few-shot reconstruction, the generation of novel articulations, and novel view-synthesis.

cs.CV