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Mahdi Rad

Publications and source records attributed to Mahdi Rad.

At least 19 recordsLinked to original sources

Hand-4DGS: Feed-Forward 3D Gaussian Splatting for 4D Hand Reconstruction from Egocentric Videos

Dynamic 3D hand reconstruction from egocentric videos is essential for next-generation computing platforms such as AR/VR and AI glasses. Despite its importance, most prior works focus either on multi-view 3D hand reconstruction or on 4D human body reconstruction. Egocentric 4D hand reconstruction remains challenging due to fast head motion, rapid hand dynamics, severe occlusions, and inherent ambiguity from single-view observations. To address these challenges, we introduce Hand-4DGS, the first feed-forward framework for reconstructing dynamic 4D hands directly from egocentric videos, enabling both fast (~60 FPS) inference and strong generalization. Our approach incorporates a mesh-guided representation for structural priors and temporal convolutions to model dynamic motion. We evaluate our framework on two challenging egocentric datasets, H2O and ARCTIC, and demonstrate significant improvements over baselines. Our method benefits from the generalization capability of feed-forward networks and effective 2D image supervision through Gaussian splatting, without requiring expensive 3D hand pose ground-truth annotations.

cs.CV

AdaptToken: Entropy-based Adaptive Token Selection for MLLM Long Video Understanding

Long video understanding remains challenging for Multi-modal Large Language Models (MLLMs) due to high memory costs and context-length limits. Prior approaches mitigate this by scoring and selecting frames/tokens within short clips, but they lack a principled mechanism to (i) compare relevance across distant video clips and (ii) stop processing once sufficient evidence has been gathered. We propose AdaptToken, a training-free framework that turns an MLLM's self-uncertainty into a global control signal for long-video token selection. AdaptToken splits a video into groups, extracts cross-modal attention to rank tokens within each group, and uses the model's response entropy to estimate each group's prompt relevance. This entropy signal enables a global token budget allocation across groups and further supports early stopping (AdaptToken-Lite), skipping the remaining groups when the model becomes sufficiently certain. Across four long-video benchmarks (VideoMME, LongVideoBench, LVBench, and MLVU) and multiple base MLLMs (7B-72B), AdaptToken consistently improves accuracy (e.g., +6.7 on average over Qwen2.5-VL 7B) and continues to benefit from extremely long inputs (up to 10K frames), while AdaptToken-Lite reduces inference time by about half with comparable performance. Project page: https://haozheqi.github.io/adapt-token

cs.CV

Loc3R-VLM: Language-based Localization and 3D Reasoning with Vision-Language Models

Multimodal Large Language Models (MLLMs) have made impressive progress in connecting vision and language, but they still struggle with spatial understanding and viewpoint-aware reasoning. Recent efforts aim to augment the input representations with geometric cues rather than explicitly teaching models to reason in 3D space. We introduce Loc3R-VLM, a framework that equips 2D Vision-Language Models with advanced 3D understanding capabilities from monocular video input. Inspired by human spatial cognition, Loc3R-VLM relies on two joint objectives: global layout reconstruction to build a holistic representation of the scene structure, and explicit situation modeling to anchor egocentric perspective. These objectives provide direct spatial supervision that grounds both perception and language in a 3D context. To ensure geometric consistency and metric-scale alignment, we leverage lightweight camera pose priors extracted from a pre-trained 3D foundation model. Loc3R-VLM achieves state-of-the-art performance in language-based localization and outperforms existing 2D- and video-based approaches on situated and general 3D question-answering benchmarks, demonstrating that our spatial supervision framework enables strong 3D understanding. Project page: https://kevinqu7.github.io/loc3r-vlm

cs.CV

CoPE-VideoLM: Leveraging Codec Primitives For Efficient Video Language Modeling

Video Language Models (VideoLMs) enable AI systems to understand temporal dynamics in videos. To fit within the maximum context window constraint, current methods use keyframe sampling which often misses both macro-level events and micro-level details due to the sparse temporal coverage. Furthermore, processing full images and their tokens for each frame incurs substantial computational overhead. We address these limitations by leveraging video codec primitives (specifically motion vectors and residuals) which natively encode video redundancy and sparsity without requiring expensive full-image encoding for most frames. To this end, we introduce lightweight transformer-based encoders that aggregate codec primitives and align their representations with image encoder embeddings through a pre-training strategy that accelerates convergence during end-to-end fine-tuning. Our approach, CoPE-VideoLM, reduces the time-to-first-token by up to 86% and token usage by up to 93% compared to standard VideoLMs. Moreover, by varying the keyframe and codec primitive densities we maintain or exceed performance on 14 diverse video understanding benchmarks spanning general question answering, temporal and motion reasoning, long-form understanding, and spatial scene understanding.

cs.CV

EPFL-Smart-Kitchen-30: Densely annotated cooking dataset with 3D kinematics to challenge video and language models

Understanding behavior requires datasets that capture humans while carrying out complex tasks. The kitchen is an excellent environment for assessing human motor and cognitive function, as many complex actions are naturally exhibited in kitchens from chopping to cleaning. Here, we introduce the EPFL-Smart-Kitchen-30 dataset, collected in a noninvasive motion capture platform inside a kitchen environment. Nine static RGB-D cameras, inertial measurement units (IMUs) and one head-mounted HoloLens~2 headset were used to capture 3D hand, body, and eye movements. The EPFL-Smart-Kitchen-30 dataset is a multi-view action dataset with synchronized exocentric, egocentric, depth, IMUs, eye gaze, body and hand kinematics spanning 29.7 hours of 16 subjects cooking four different recipes. Action sequences were densely annotated with 33.78 action segments per minute. Leveraging this multi-modal dataset, we propose four benchmarks to advance behavior understanding and modeling through 1) a vision-language benchmark, 2) a semantic text-to-motion generation benchmark, 3) a multi-modal action recognition benchmark, 4) a pose-based action segmentation benchmark. We expect the EPFL-Smart-Kitchen-30 dataset to pave the way for better methods as well as insights to understand the nature of ecologically-valid human behavior. Code and data are available at https://github.com/amathislab/EPFL-Smart-Kitchen

cs.CV

Multi Activity Sequence Alignment via Implicit Clustering

Self-supervised temporal sequence alignment can provide rich and effective representations for a wide range of applications. However, existing methods for achieving optimal performance are mostly limited to aligning sequences of the same activity only and require separate models to be trained for each activity. We propose a novel framework that overcomes these limitations using sequence alignment via implicit clustering. Specifically, our key idea is to perform implicit clip-level clustering while aligning frames in sequences. This coupled with our proposed dual augmentation technique enhances the network's ability to learn generalizable and discriminative representations. Our experiments show that our proposed method outperforms state-of-the-art results and highlight the generalization capability of our framework with multi activity and different modalities on three diverse datasets, H2O, PennAction, and IKEA ASM. We will release our code upon acceptance.

cs.CV

Space3D-Bench: Spatial 3D Question Answering Benchmark

Answering questions about the spatial properties of the environment poses challenges for existing language and vision foundation models due to a lack of understanding of the 3D world notably in terms of relationships between objects. To push the field forward, multiple 3D Q&A datasets were proposed which, overall, provide a variety of questions, but they individually focus on particular aspects of 3D reasoning or are limited in terms of data modalities. To address this, we present Space3D-Bench - a collection of 1000 general spatial questions and answers related to scenes of the Replica dataset which offers a variety of data modalities: point clouds, posed RGB-D images, navigation meshes and 3D object detections. To ensure that the questions cover a wide range of 3D objectives, we propose an indoor spatial questions taxonomy inspired by geographic information systems and use it to balance the dataset accordingly. Moreover, we provide an assessment system that grades natural language responses based on predefined ground-truth answers by leveraging a Vision Language Model's comprehension of both text and images to compare the responses with ground-truth textual information or relevant visual data. Finally, we introduce a baseline called RAG3D-Chat integrating the world understanding of foundation models with rich context retrieval, achieving an accuracy of 67% on the proposed dataset.

cs.CV

SIGMA: An Open-Source Interactive System for Mixed-Reality Task Assistance Research

We introduce an open-source system called SIGMA (short for "Situated Interactive Guidance, Monitoring, and Assistance") as a platform for conducting research on task-assistive agents in mixed-reality scenarios. The system leverages the sensing and rendering affordances of a head-mounted mixed-reality device in conjunction with large language and vision models to guide users step by step through procedural tasks. We present the system's core capabilities, discuss its overall design and implementation, and outline directions for future research enabled by the system. SIGMA is easily extensible and provides a useful basis for future research at the intersection of mixed reality and AI. By open-sourcing an end-to-end implementation, we aim to lower the barrier to entry, accelerate research in this space, and chart a path towards community-driven end-to-end evaluation of large language, vision, and multimodal models in the context of real-world interactive applications.

cs.HC

HoloAssist: an Egocentric Human Interaction Dataset for Interactive AI Assistants in the Real World

Building an interactive AI assistant that can perceive, reason, and collaborate with humans in the real world has been a long-standing pursuit in the AI community. This work is part of a broader research effort to develop intelligent agents that can interactively guide humans through performing tasks in the physical world. As a first step in this direction, we introduce HoloAssist, a large-scale egocentric human interaction dataset, where two people collaboratively complete physical manipulation tasks. The task performer executes the task while wearing a mixed-reality headset that captures seven synchronized data streams. The task instructor watches the performer's egocentric video in real time and guides them verbally. By augmenting the data with action and conversational annotations and observing the rich behaviors of various participants, we present key insights into how human assistants correct mistakes, intervene in the task completion procedure, and ground their instructions to the environment. HoloAssist spans 166 hours of data captured by 350 unique instructor-performer pairs. Furthermore, we construct and present benchmarks on mistake detection, intervention type prediction, and hand forecasting, along with detailed analysis. We expect HoloAssist will provide an important resource for building AI assistants that can fluidly collaborate with humans in the real world. Data can be downloaded at https://holoassist.github.io/.

cs.CV

CaSAR: Contact-aware Skeletal Action Recognition

Skeletal Action recognition from an egocentric view is important for applications such as interfaces in AR/VR glasses and human-robot interaction, where the device has limited resources. Most of the existing skeletal action recognition approaches use 3D coordinates of hand joints and 8-corner rectangular bounding boxes of objects as inputs, but they do not capture how the hands and objects interact with each other within the spatial context. In this paper, we present a new framework called Contact-aware Skeletal Action Recognition (CaSAR). It uses novel representations of hand-object interaction that encompass spatial information: 1) contact points where the hand joints meet the objects, 2) distant points where the hand joints are far away from the object and nearly not involved in the current action. Our framework is able to learn how the hands touch or stay away from the objects for each frame of the action sequence, and use this information to predict the action class. We demonstrate that our approach achieves the state-of-the-art accuracy of 91.3% and 98.4% on two public datasets, H2O and FPHA, respectively.

cs.CV

MCTS with Refinement for Proposals Selection Games in Scene Understanding

We propose a novel method applicable in many scene understanding problems that adapts the Monte Carlo Tree Search (MCTS) algorithm, originally designed to learn to play games of high-state complexity. From a generated pool of proposals, our method jointly selects and optimizes proposals that minimize the objective term. In our first application for floor plan reconstruction from point clouds, our method selects and refines the room proposals, modelled as 2D polygons, by optimizing on an objective function combining the fitness as predicted by a deep network and regularizing terms on the room shapes. We also introduce a novel differentiable method for rendering the polygonal shapes of these proposals. Our evaluations on the recent and challenging Structured3D and Floor-SP datasets show significant improvements over the state-of-the-art, without imposing hard constraints nor assumptions on the floor plan configurations. In our second application, we extend our approach to reconstruct general 3D room layouts from a color image and obtain accurate room layouts. We also show that our differentiable renderer can easily be extended for rendering 3D planar polygons and polygon embeddings. Our method shows high performance on the Matterport3D-Layout dataset, without introducing hard constraints on room layout configurations.

cs.CV

Keypoint Transformer: Solving Joint Identification in Challenging Hands and Object Interactions for Accurate 3D Pose Estimation

We propose a robust and accurate method for estimating the 3D poses of two hands in close interaction from a single color image. This is a very challenging problem, as large occlusions and many confusions between the joints may happen. State-of-the-art methods solve this problem by regressing a heatmap for each joint, which requires solving two problems simultaneously: localizing the joints and recognizing them. In this work, we propose to separate these tasks by relying on a CNN to first localize joints as 2D keypoints, and on self-attention between the CNN features at these keypoints to associate them with the corresponding hand joint. The resulting architecture, which we call "Keypoint Transformer", is highly efficient as it achieves state-of-the-art performance with roughly half the number of model parameters on the InterHand2.6M dataset. We also show it can be easily extended to estimate the 3D pose of an object manipulated by one or two hands with high performance. Moreover, we created a new dataset of more than 75,000 images of two hands manipulating an object fully annotated in 3D and will make it publicly available.

cs.CV

MonteFloor: Extending MCTS for Reconstructing Accurate Large-Scale Floor Plans

We propose a novel method for reconstructing floor plans from noisy 3D point clouds. Our main contribution is a principled approach that relies on the Monte Carlo Tree Search (MCTS) algorithm to maximize a suitable objective function efficiently despite the complexity of the problem. Like previous work, we first project the input point cloud to a top view to create a density map and extract room proposals from it. Our method selects and optimizes the polygonal shapes of these room proposals jointly to fit the density map and outputs an accurate vectorized floor map even for large complex scenes. To do this, we adapted MCTS, an algorithm originally designed to learn to play games, to select the room proposals by maximizing an objective function combining the fitness with the density map as predicted by a deep network and regularizing terms on the room shapes. We also introduce a refinement step to MCTS that adjusts the shape of the room proposals. For this step, we propose a novel differentiable method for rendering the polygonal shapes of these proposals. We evaluate our method on the recent and challenging Structured3D and Floor-SP datasets and show a significant improvement over the state-of-the-art, without imposing any hard constraints nor assumptions on the floor plan configurations.

cs.CV

ALCN: Adaptive Local Contrast Normalization

To make Robotics and Augmented Reality applications robust to illumination changes, the current trend is to train a Deep Network with training images captured under many different lighting conditions. Unfortunately, creating such a training set is a very unwieldy and complex task. We therefore propose a novel illumination normalization method that can easily be used for different problems with challenging illumination conditions. Our preliminary experiments show that among current normalization methods, the Difference-of Gaussians method remains a very good baseline, and we introduce a novel illumination normalization model that generalizes it. Our key insight is then that the normalization parameters should depend on the input image, and we aim to train a Convolutional Neural Network to predict these parameters from the input image. This, however, cannot be done in a supervised manner, as the optimal parameters are not known a priori. We thus designed a method to train this network jointly with another network that aims to recognize objects under different illuminations: The latter network performs well when the former network predicts good values for the normalization parameters. We show that our method significantly outperforms standard normalization methods and would also be appear to be universal since it does not have to be re-trained for each new application. Our method improves the robustness to light changes of state-of-the-art 3D object detection and face recognition methods.

cs.CV

Measuring Generalisation to Unseen Viewpoints, Articulations, Shapes and Objects for 3D Hand Pose Estimation under Hand-Object Interaction

We study how well different types of approaches generalise in the task of 3D hand pose estimation under single hand scenarios and hand-object interaction. We show that the accuracy of state-of-the-art methods can drop, and that they fail mostly on poses absent from the training set. Unfortunately, since the space of hand poses is highly dimensional, it is inherently not feasible to cover the whole space densely, despite recent efforts in collecting large-scale training datasets. This sampling problem is even more severe when hands are interacting with objects and/or inputs are RGB rather than depth images, as RGB images also vary with lighting conditions and colors. To address these issues, we designed a public challenge (HANDS'19) to evaluate the abilities of current 3D hand pose estimators (HPEs) to interpolate and extrapolate the poses of a training set. More exactly, HANDS'19 is designed (a) to evaluate the influence of both depth and color modalities on 3D hand pose estimation, under the presence or absence of objects; (b) to assess the generalisation abilities w.r.t. four main axes: shapes, articulations, viewpoints, and objects; (c) to explore the use of a synthetic hand model to fill the gaps of current datasets. Through the challenge, the overall accuracy has dramatically improved over the baseline, especially on extrapolation tasks, from 27mm to 13mm mean joint error. Our analyses highlight the impacts of: Data pre-processing, ensemble approaches, the use of a parametric 3D hand model (MANO), and different HPE methods/backbones.

cs.CV

General 3D Room Layout from a Single View by Render-and-Compare

We present a novel method to reconstruct the 3D layout of a room (walls, floors, ceilings) from a single perspective view in challenging conditions, by contrast with previous single-view methods restricted to cuboid-shaped layouts. This input view can consist of a color image only, but considering a depth map results in a more accurate reconstruction. Our approach is formalized as solving a constrained discrete optimization problem to find the set of 3D polygons that constitute the layout. In order to deal with occlusions between components of the layout, which is a problem ignored by previous works, we introduce an analysis-by-synthesis method to iteratively refine the 3D layout estimate. As no dataset was available to evaluate our method quantitatively, we created one together with several appropriate metrics. Our dataset consists of 293 images from ScanNet, which we annotated with precise 3D layouts. It offers three times more samples than the popular NYUv2 303 benchmark, and a much larger variety of layouts.

cs.CV

HOnnotate: A method for 3D Annotation of Hand and Object Poses

We propose a method for annotating images of a hand manipulating an object with the 3D poses of both the hand and the object, together with a dataset created using this method. Our motivation is the current lack of annotated real images for this problem, as estimating the 3D poses is challenging, mostly because of the mutual occlusions between the hand and the object. To tackle this challenge, we capture sequences with one or several RGB-D cameras and jointly optimize the 3D hand and object poses over all the frames simultaneously. This method allows us to automatically annotate each frame with accurate estimates of the poses, despite large mutual occlusions. With this method, we created HO-3D, the first markerless dataset of color images with 3D annotations for both the hand and object. This dataset is currently made of 77,558 frames, 68 sequences, 10 persons, and 10 objects. Using our dataset, we develop a single RGB image-based method to predict the hand pose when interacting with objects under severe occlusions and show it generalizes to objects not seen in the dataset.

cs.CV

Domain Transfer for 3D Pose Estimation from Color Images without Manual Annotations

We introduce a novel learning method for 3D pose estimation from color images. While acquiring annotations for color images is a difficult task, our approach circumvents this problem by learning a mapping from paired color and depth images captured with an RGB-D camera. We jointly learn the pose from synthetic depth images that are easy to generate, and learn to align these synthetic depth images with the real depth images. We show our approach for the task of 3D hand pose estimation and 3D object pose estimation, both from color images only. Our method achieves performances comparable to state-of-the-art methods on popular benchmark datasets, without requiring any annotations for the color images.

cs.CV