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Jun 18

Developing Vision-Language-Action Model from Egocentric Videos

Egocentric videos capture how humans manipulate objects and tools, providing diverse motion cues for learning object manipulation. Unlike the costly, expert-driven manual teleoperation commonly used in training Vision-Language-Action models (VLAs), egocentric videos offer a scalable alternative. However, prior studies that leverage such videos for training robot policies typically rely on auxiliary annotations, such as detailed hand-pose recordings. Consequently, it remains unclear whether VLAs can be trained directly from raw egocentric videos. In this work, we address this challenge by leveraging EgoScaler, a framework that extracts 6DoF object manipulation trajectories from egocentric videos without requiring auxiliary recordings. We apply EgoScaler to four large-scale egocentric video datasets and automatically refine noisy or incomplete trajectories, thereby constructing a new large-scale dataset for VLA pre-training. Our experiments with a state-of-the-art π_0 architecture in both simulated and real-robot environments yield three key findings: (i) pre-training on our dataset improves task success rates by over 20\% compared to training from scratch, (ii) the performance is competitive with that achieved using real-robot datasets, and (iii) combining our dataset with real-robot data yields further improvements. These results demonstrate that egocentric videos constitute a promising and scalable resource for advancing VLA research.

  • 4 authors
·
Sep 25, 2025

Learning Precise Affordances from Egocentric Videos for Robotic Manipulation

Affordance, defined as the potential actions that an object offers, is crucial for robotic manipulation tasks. A deep understanding of affordance can lead to more intelligent AI systems. For example, such knowledge directs an agent to grasp a knife by the handle for cutting and by the blade when passing it to someone. In this paper, we present a streamlined affordance learning system that encompasses data collection, effective model training, and robot deployment. First, we collect training data from egocentric videos in an automatic manner. Different from previous methods that focus only on the object graspable affordance and represent it as coarse heatmaps, we cover both graspable (e.g., object handles) and functional affordances (e.g., knife blades, hammer heads) and extract data with precise segmentation masks. We then propose an effective model, termed Geometry-guided Affordance Transformer (GKT), to train on the collected data. GKT integrates an innovative Depth Feature Injector (DFI) to incorporate 3D shape and geometric priors, enhancing the model's understanding of affordances. To enable affordance-oriented manipulation, we further introduce Aff-Grasp, a framework that combines GKT with a grasp generation model. For comprehensive evaluation, we create an affordance evaluation dataset with pixel-wise annotations, and design real-world tasks for robot experiments. The results show that GKT surpasses the state-of-the-art by 15.9% in mIoU, and Aff-Grasp achieves high success rates of 95.5% in affordance prediction and 77.1% in successful grasping among 179 trials, including evaluations with seen, unseen objects, and cluttered scenes.

  • 7 authors
·
Aug 19, 2024

LifelongMemory: Leveraging LLMs for Answering Queries in Egocentric Videos

The egocentric video natural language query (NLQ) task involves localizing a temporal window in an egocentric video that provides an answer to a posed query, which has wide applications in building personalized AI assistants. Prior methods for this task have focused on improvements of network architecture and leveraging pre-training for enhanced image and video features, but have struggled with capturing long-range temporal dependencies in lengthy videos, and cumbersome end-to-end training. Motivated by recent advancements in Large Language Models (LLMs) and vision language models, we introduce LifelongMemory, a novel framework that utilizes multiple pre-trained models to answer queries from extensive egocentric video content. We address the unique challenge by employing a pre-trained captioning model to create detailed narratives of the videos. These narratives are then used to prompt a frozen LLM to generate coarse-grained temporal window predictions, which are subsequently refined using a pre-trained NLQ model. Empirical results demonstrate that our method achieves competitive performance against existing supervised end-to-end learning methods, underlining the potential of integrating multiple pre-trained multimodal large language models in complex vision-language tasks. We provide a comprehensive analysis of key design decisions and hyperparameters in our pipeline, offering insights and practical guidelines.

  • 3 authors
·
Dec 7, 2023

EgoLoc: Revisiting 3D Object Localization from Egocentric Videos with Visual Queries

With the recent advances in video and 3D understanding, novel 4D spatio-temporal methods fusing both concepts have emerged. Towards this direction, the Ego4D Episodic Memory Benchmark proposed a task for Visual Queries with 3D Localization (VQ3D). Given an egocentric video clip and an image crop depicting a query object, the goal is to localize the 3D position of the center of that query object with respect to the camera pose of a query frame. Current methods tackle the problem of VQ3D by unprojecting the 2D localization results of the sibling task Visual Queries with 2D Localization (VQ2D) into 3D predictions. Yet, we point out that the low number of camera poses caused by camera re-localization from previous VQ3D methods severally hinders their overall success rate. In this work, we formalize a pipeline (we dub EgoLoc) that better entangles 3D multiview geometry with 2D object retrieval from egocentric videos. Our approach involves estimating more robust camera poses and aggregating multi-view 3D displacements by leveraging the 2D detection confidence, which enhances the success rate of object queries and leads to a significant improvement in the VQ3D baseline performance. Specifically, our approach achieves an overall success rate of up to 87.12%, which sets a new state-of-the-art result in the VQ3D task. We provide a comprehensive empirical analysis of the VQ3D task and existing solutions, and highlight the remaining challenges in VQ3D. The code is available at https://github.com/Wayne-Mai/EgoLoc.

  • 5 authors
·
Dec 13, 2022

MA-EgoQA: Question Answering over Egocentric Videos from Multiple Embodied Agents

As embodied models become powerful, humans will collaborate with multiple embodied AI agents at their workplace or home in the future. To ensure better communication between human users and the multi-agent system, it is crucial to interpret incoming information from agents in parallel and refer to the appropriate context for each query. Existing challenges include effectively compressing and communicating high volumes of individual sensory inputs in the form of video and correctly aggregating multiple egocentric videos to construct system-level memory. In this work, we first formally define a novel problem of understanding multiple long-horizon egocentric videos simultaneously collected from embodied agents. To facilitate research in this direction, we introduce MultiAgent-EgoQA (MA-EgoQA), a benchmark designed to systemically evaluate existing models in our scenario. MA-EgoQA provides 1.7k questions unique to multiple egocentric streams, spanning five categories: social interaction, task coordination, theory-of-mind, temporal reasoning, and environmental interaction. We further propose a simple baseline model for MA-EgoQA named EgoMAS, which leverages shared memory across embodied agents and agent-wise dynamic retrieval. Through comprehensive evaluation across diverse baselines and EgoMAS on MA-EgoQA, we find that current approaches are unable to effectively handle multiple egocentric streams, highlighting the need for future advances in system-level understanding across the agents. The code and benchmark are available at https://ma-egoqa.github.io.

kaist-ai KAIST AI
·
Mar 10 2

Ego2Web: A Web Agent Benchmark Grounded in Egocentric Videos

Multimodal AI agents are increasingly automating complex real-world workflows that involve online web execution. However, current web-agent benchmarks suffer from a critical limitation: they focus entirely on web-based interaction and perception, lacking grounding in the user's real-world physical surroundings. This limitation prevents evaluation in crucial scenarios, such as when an agent must use egocentric visual perception (e.g., via AR glasses) to recognize an object in the user's surroundings and then complete a related task online. To address this gap, we introduce Ego2Web, the first benchmark designed to bridge egocentric video perception and web agent execution. Ego2Web pairs real-world first-person video recordings with web tasks that require visual understanding, web task planning, and interaction in an online environment for successful completion. We utilize an automatic data-generation pipeline combined with human verification and refinement to curate well-constructed, high-quality video-task pairs across diverse web task types, including e-commerce, media retrieval, knowledge lookup, etc. To facilitate accurate and scalable evaluation for our benchmark, we also develop a novel LLM-as-a-Judge automatic evaluation method, Ego2WebJudge, which achieves approximately 84% agreement with human judgment, substantially higher than existing evaluation methods. Experiments with diverse SoTA agents on our Ego2Web show that their performance is weak, with substantial headroom across all task categories. We also conduct a comprehensive ablation study on task design, highlighting the necessity of accurate video understanding in the proposed task and the limitations of current agents. We hope Ego2Web can be a critical new resource for developing truly capable AI assistants that can seamlessly see, understand, and act across the physical and digital worlds.

deepmind Deepmind
·
Mar 23 2

TI-PREGO: Chain of Thought and In-Context Learning for Online Mistake Detection in PRocedural EGOcentric Videos

Identifying procedural errors online from egocentric videos is a critical yet challenging task across various domains, including manufacturing, healthcare, and skill-based training. The nature of such mistakes is inherently open-set, as unforeseen or novel errors may occur, necessitating robust detection systems that do not rely on prior examples of failure. Currently, however, no technique effectively detects open-set procedural mistakes online. We propose a dual branch architecture to address this problem in an online fashion: one branch continuously performs step recognition from the input egocentric video, while the other anticipates future steps based on the recognition module's output. Mistakes are detected as mismatches between the currently recognized action and the action predicted by the anticipation module. The recognition branch takes input frames, predicts the current action, and aggregates frame-level results into action tokens. The anticipation branch, specifically, leverages the solid pattern-matching capabilities of Large Language Models (LLMs) to predict action tokens based on previously predicted ones. Given the online nature of the task, we also thoroughly benchmark the difficulties associated with per-frame evaluations, particularly the need for accurate and timely predictions in dynamic online scenarios. Extensive experiments on two procedural datasets demonstrate the challenges and opportunities of leveraging a dual-branch architecture for mistake detection, showcasing the effectiveness of our proposed approach. In a thorough evaluation including recognition and anticipation variants and state-of-the-art models, our method reveals its robustness and effectiveness in online applications.

  • 9 authors
·
Nov 4, 2024

EgoTaskQA: Understanding Human Tasks in Egocentric Videos

Understanding human tasks through video observations is an essential capability of intelligent agents. The challenges of such capability lie in the difficulty of generating a detailed understanding of situated actions, their effects on object states (i.e., state changes), and their causal dependencies. These challenges are further aggravated by the natural parallelism from multi-tasking and partial observations in multi-agent collaboration. Most prior works leverage action localization or future prediction as an indirect metric for evaluating such task understanding from videos. To make a direct evaluation, we introduce the EgoTaskQA benchmark that provides a single home for the crucial dimensions of task understanding through question-answering on real-world egocentric videos. We meticulously design questions that target the understanding of (1) action dependencies and effects, (2) intents and goals, and (3) agents' beliefs about others. These questions are divided into four types, including descriptive (what status?), predictive (what will?), explanatory (what caused?), and counterfactual (what if?) to provide diagnostic analyses on spatial, temporal, and causal understandings of goal-oriented tasks. We evaluate state-of-the-art video reasoning models on our benchmark and show their significant gaps between humans in understanding complex goal-oriented egocentric videos. We hope this effort will drive the vision community to move onward with goal-oriented video understanding and reasoning.

  • 4 authors
·
Oct 7, 2022

Being-H0.7: A Latent World-Action Model from Egocentric Videos

Visual-Language-Action models (VLAs) have advanced generalist robot control by mapping multimodal observations and language instructions directly to actions, but sparse action supervision often encourages shortcut mappings rather than representations of dynamics, contact, and task progress. Recent world-action models introduce future prediction through video rollouts, yet pixel-space prediction is a costly and indirect substrate for control, as it may model visual details irrelevant to action generation and introduces substantial training or inference overhead. We present Being-H0.7, a latent world-action model that brings future-aware reasoning into VLA-style policies without generating future frames. Being-H0.7 inserts learnable latent queries between perception and action as a compact reasoning interface, and trains them with a future-informed dual-branch design: a deployable prior branch infers latent states from the current context, while a training-only posterior branch replaces the queries with embeddings from future observations. Jointly aligning the two branches at the latent reasoning space leads the prior branch to reason future-aware, action-useful structure from current observations alone. At inference, Being-H0.7 discards the posterior branch and performs no visual rollout. Experiments across six simulation benchmarks and diverse real-world tasks show that Being-H0.7 achieves state-of-the-art or comparable performance, combining the predictive benefits of world models with the efficiency and deployability of direct VLA policies.

  • 9 authors
·
Apr 29

Efficient In-Context Learning in Vision-Language Models for Egocentric Videos

Recent advancements in text-only large language models (LLMs) have highlighted the benefit of in-context learning for adapting to new tasks with a few demonstrations. However, extending in-context learning to large vision-language models (VLMs) using a huge amount of naturalistic vision-language data has shown limited success, particularly for egocentric videos, due to high data collection costs. We propose a novel training method Efficient In-context Learning on Egocentric Videos (EILEV), which elicits in-context learning in VLMs for egocentric videos without requiring massive, naturalistic egocentric video datasets. EILEV involves architectural and training data adaptations to allow the model to process contexts interleaved with video clips and narrations, sampling of in-context examples with clusters of similar verbs and nouns, use of data with skewed marginal distributions with a long tail of infrequent verbs and nouns, as well as homonyms and synonyms. Our evaluations show that EILEV-trained models outperform larger VLMs trained on a huge amount of naturalistic data in in-context learning. Furthermore, they can generalize to not only out-of-distribution, but also novel, rare egocentric videos and texts via in-context learning, demonstrating potential for applications requiring cost-effective training, and rapid post-deployment adaptability. Our code and demo are available at https://github.com/yukw777/EILEV.

  • 4 authors
·
Nov 28, 2023

COPILOT: Human-Environment Collision Prediction and Localization from Egocentric Videos

The ability to forecast human-environment collisions from egocentric observations is vital to enable collision avoidance in applications such as VR, AR, and wearable assistive robotics. In this work, we introduce the challenging problem of predicting collisions in diverse environments from multi-view egocentric videos captured from body-mounted cameras. Solving this problem requires a generalizable perception system that can classify which human body joints will collide and estimate a collision region heatmap to localize collisions in the environment. To achieve this, we propose a transformer-based model called COPILOT to perform collision prediction and localization simultaneously, which accumulates information across multi-view inputs through a novel 4D space-time-viewpoint attention mechanism. To train our model and enable future research on this task, we develop a synthetic data generation framework that produces egocentric videos of virtual humans moving and colliding within diverse 3D environments. This framework is then used to establish a large-scale dataset consisting of 8.6M egocentric RGBD frames. Extensive experiments show that COPILOT generalizes to unseen synthetic as well as real-world scenes. We further demonstrate COPILOT outputs are useful for downstream collision avoidance through simple closed-loop control. Please visit our project webpage at https://sites.google.com/stanford.edu/copilot.

  • 7 authors
·
Oct 4, 2022

EgoVid-5M: A Large-Scale Video-Action Dataset for Egocentric Video Generation

Video generation has emerged as a promising tool for world simulation, leveraging visual data to replicate real-world environments. Within this context, egocentric video generation, which centers on the human perspective, holds significant potential for enhancing applications in virtual reality, augmented reality, and gaming. However, the generation of egocentric videos presents substantial challenges due to the dynamic nature of egocentric viewpoints, the intricate diversity of actions, and the complex variety of scenes encountered. Existing datasets are inadequate for addressing these challenges effectively. To bridge this gap, we present EgoVid-5M, the first high-quality dataset specifically curated for egocentric video generation. EgoVid-5M encompasses 5 million egocentric video clips and is enriched with detailed action annotations, including fine-grained kinematic control and high-level textual descriptions. To ensure the integrity and usability of the dataset, we implement a sophisticated data cleaning pipeline designed to maintain frame consistency, action coherence, and motion smoothness under egocentric conditions. Furthermore, we introduce EgoDreamer, which is capable of generating egocentric videos driven simultaneously by action descriptions and kinematic control signals. The EgoVid-5M dataset, associated action annotations, and all data cleansing metadata will be released for the advancement of research in egocentric video generation.

  • 9 authors
·
Nov 13, 2024 3

PhysBrain: Human Egocentric Data as a Bridge from Vision Language Models to Physical Intelligence

Robotic generalization relies on physical intelligence: the ability to reason about state changes, contact-rich interactions, and long-horizon planning under egocentric perception and action. However, most VLMs are trained primarily on third-person data, creating a fundamental viewpoint mismatch for humanoid robots. Scaling robot egocentric data collection remains impractical due to high cost and limited diversity, whereas large-scale human egocentric videos offer a scalable alternative that naturally capture rich interaction context and causal structure. The key challenge is to convert raw egocentric videos into structured and reliable embodiment training supervision. Accordingly, we propose an Egocentric2Embodiment translation pipeline that transforms first-person videos into multi-level, schema-driven VQA supervision with enforced evidence grounding and temporal consistency, enabling the construction of the Egocentric2Embodiment dataset (E2E-3M) at scale. An egocentric-aware embodied brain, termed PhysBrain, is obtained by training on the E2E-3M dataset. PhysBrain exhibits substantially improved egocentric understanding, particularly for planning on EgoThink. It provides an egocentric-aware initialization that enables more sample-efficient VLA fine-tuning and higher SimplerEnv success rates (53.9\%), demonstrating effective transfer from human egocentric supervision to downstream robot control.

DeepCybo DeepCybo
·
Dec 18, 2025 4

EgoEdit: Dataset, Real-Time Streaming Model, and Benchmark for Egocentric Video Editing

We study instruction-guided editing of egocentric videos for interactive AR applications. While recent AI video editors perform well on third-person footage, egocentric views present unique challenges - including rapid egomotion and frequent hand-object interactions - that create a significant domain gap. Moreover, existing offline editing pipelines suffer from high latency, limiting real-time interaction. To address these issues, we present a complete ecosystem for egocentric video editing. First, we construct EgoEditData, a carefully designed and manually curated dataset specifically designed for egocentric editing scenarios, featuring rich hand-object interactions, while explicitly preserving hands. Second, we develop EgoEdit, an instruction-following egocentric video editor that supports real-time streaming inference on a single GPU. Finally, we introduce EgoEditBench, an evaluation suite targeting instruction faithfulness, hand and interaction preservation, and temporal stability under egomotion. Across both egocentric and general editing tasks, EgoEdit produces temporally stable, instruction-faithful results with interactive latency. It achieves clear gains on egocentric editing benchmarks-where existing methods struggle-while maintaining performance comparable to the strongest baselines on general editing tasks. EgoEditData and EgoEditBench will be made public for the research community. See our website at https://snap-research.github.io/EgoEdit

snap-research Snap Research
·
Dec 5, 2025 2

Scalable Vision-Language-Action Model Pretraining for Robotic Manipulation with Real-Life Human Activity Videos

This paper presents a novel approach for pretraining robotic manipulation Vision-Language-Action (VLA) models using a large corpus of unscripted real-life video recordings of human hand activities. Treating human hand as dexterous robot end-effector, we show that "in-the-wild" egocentric human videos without any annotations can be transformed into data formats fully aligned with existing robotic V-L-A training data in terms of task granularity and labels. This is achieved by the development of a fully-automated holistic human activity analysis approach for arbitrary human hand videos. This approach can generate atomic-level hand activity segments and their language descriptions, each accompanied with framewise 3D hand motion and camera motion. We process a large volume of egocentric videos and create a hand-VLA training dataset containing 1M episodes and 26M frames. This training data covers a wide range of objects and concepts, dexterous manipulation tasks, and environment variations in real life, vastly exceeding the coverage of existing robot data. We design a dexterous hand VLA model architecture and pretrain the model on this dataset. The model exhibits strong zero-shot capabilities on completely unseen real-world observations. Additionally, fine-tuning it on a small amount of real robot action data significantly improves task success rates and generalization to novel objects in real robotic experiments. We also demonstrate the appealing scaling behavior of the model's task performance with respect to pretraining data scale. We believe this work lays a solid foundation for scalable VLA pretraining, advancing robots toward truly generalizable embodied intelligence.

  • 17 authors
·
Oct 24, 2025

6D Object Pose Tracking in Internet Videos for Robotic Manipulation

We seek to extract a temporally consistent 6D pose trajectory of a manipulated object from an Internet instructional video. This is a challenging set-up for current 6D pose estimation methods due to uncontrolled capturing conditions, subtle but dynamic object motions, and the fact that the exact mesh of the manipulated object is not known. To address these challenges, we present the following contributions. First, we develop a new method that estimates the 6D pose of any object in the input image without prior knowledge of the object itself. The method proceeds by (i) retrieving a CAD model similar to the depicted object from a large-scale model database, (ii) 6D aligning the retrieved CAD model with the input image, and (iii) grounding the absolute scale of the object with respect to the scene. Second, we extract smooth 6D object trajectories from Internet videos by carefully tracking the detected objects across video frames. The extracted object trajectories are then retargeted via trajectory optimization into the configuration space of a robotic manipulator. Third, we thoroughly evaluate and ablate our 6D pose estimation method on YCB-V and HOPE-Video datasets as well as a new dataset of instructional videos manually annotated with approximate 6D object trajectories. We demonstrate significant improvements over existing state-of-the-art RGB 6D pose estimation methods. Finally, we show that the 6D object motion estimated from Internet videos can be transferred to a 7-axis robotic manipulator both in a virtual simulator as well as in a real world set-up. We also successfully apply our method to egocentric videos taken from the EPIC-KITCHENS dataset, demonstrating potential for Embodied AI applications.

  • 7 authors
·
Mar 13, 2025

HD-EPIC: A Highly-Detailed Egocentric Video Dataset

We present a validation dataset of newly-collected kitchen-based egocentric videos, manually annotated with highly detailed and interconnected ground-truth labels covering: recipe steps, fine-grained actions, ingredients with nutritional values, moving objects, and audio annotations. Importantly, all annotations are grounded in 3D through digital twinning of the scene, fixtures, object locations, and primed with gaze. Footage is collected from unscripted recordings in diverse home environments, making HDEPIC the first dataset collected in-the-wild but with detailed annotations matching those in controlled lab environments. We show the potential of our highly-detailed annotations through a challenging VQA benchmark of 26K questions assessing the capability to recognise recipes, ingredients, nutrition, fine-grained actions, 3D perception, object motion, and gaze direction. The powerful long-context Gemini Pro only achieves 38.5% on this benchmark, showcasing its difficulty and highlighting shortcomings in current VLMs. We additionally assess action recognition, sound recognition, and long-term video-object segmentation on HD-EPIC. HD-EPIC is 41 hours of video in 9 kitchens with digital twins of 413 kitchen fixtures, capturing 69 recipes, 59K fine-grained actions, 51K audio events, 20K object movements and 37K object masks lifted to 3D. On average, we have 263 annotations per minute of our unscripted videos.

  • 19 authors
·
Feb 6, 2025

ACE-Ego-0: Unifying Egocentric Human and Robotic Data for VLA Pretraining

Vision-Language-Action (VLA) models benefit from large-scale and diverse embodied data, yet scaling robot trajectory collection is costly and labor-intensive. Recent advances show that large-scale egocentric human videos provide complementary real-world supervision in pretraining. However, joint training on human and robot data remains challenging due to divergences in action spaces, embodiment structures, temporal dynamics, and supervision quality. We introduce ACE-EGO-0, a unified VLA pretraining framework jointly leveraging heterogeneous data sources. To extract large-scale pretraining supervision from egocentric human videos, we build a scalable egocentric video-to-action pipeline that converts raw human videos into robot-format pseudo-action trajectories. To make these labels comparable with robot demonstrations, ACE-EGO-0 uses a unified action representation based on camera-space actions, morphology conditioning, and time-aligned action chunking. To robustly leverage noisy pseudo-action supervision from egocentric human videos, we formulate a reliability-aware training objective with a human auxiliary loss that concentrates supervision on reliable signals. We instantiate ACE-EGO-0 on 4.53K hours of robot and simulation data, together with 1.48K hours of pseudo-action-labeled egocentric human data. Experiments show that incorporating large-scale human supervision under reliability-aware weighting consistently improves both unified joint pretraining and supervised fine-tuning. ACE-EGO-0 achieves state-of-the-art performance on RoboCasa GR1 TableTop and RoboTwin 2.0, while demonstrating strong transfer to real-world bimanual manipulation.

CUHK CUHK
·
Jun 14 3

EgoIntent: An Egocentric Step-level Benchmark for Understanding What, Why, and Next

Multimodal Large Language Models (MLLMs) have demonstrated remarkable video reasoning capabilities across diverse tasks. However, their ability to understand human intent at a fine-grained level in egocentric videos remains largely unexplored. Existing benchmarks focus primarily on episode-level intent reasoning, overlooking the finer granularity of step-level intent understanding. Yet applications such as intelligent assistants, robotic imitation learning, and augmented reality guidance require understanding not only what a person is doing at each step, but also why and what comes next, in order to provide timely and context-aware support. To this end, we introduce EgoIntent, a step-level intent understanding benchmark for egocentric videos. It comprises 3,014 steps spanning 15 diverse indoor and outdoor daily-life scenarios, and evaluates models on three complementary dimensions: local intent (What), global intent (Why), and next-step plan (Next). Crucially, each clip is truncated immediately before the key outcome of the queried step (e.g., contact or grasp) occurs and contains no frames from subsequent steps, preventing future-frame leakage and enabling a clean evaluation of anticipatory step understanding and next-step planning. We evaluate 15 MLLMs, including both state-of-the-art closed-source and open-source models. Even the best-performing model achieves an average score of only 33.31 across the three intent dimensions, underscoring that step-level intent understanding in egocentric videos remains a highly challenging problem that calls for further investigation.

  • 9 authors
·
Mar 11

EgoAction: Egocentric Action Composition with Reliability-Aware Temporal Fusion for the EPIC-KITCHENS Action Detection Challenge at CVPR 2026

The EPIC-KITCHENS-100 Action Detection challenge evaluates whether a model can localize the start and end of each action in long untrimmed egocentric videos and assign the corresponding verb--noun action label. In this report, we formulate our submission as EgoAction (Egocentric Action Composition with Reliability-Aware Temporal Fusion), a unified decoupled detection and fusion pipeline. The pipeline uses EPIC-finetuned VideoMAE-L features, trains separate noun and verb temporal detectors with causal temporal modeling, composes action hypotheses from top noun--verb pairs, and introduces a confidence-adaptive boundary fusion rule at post-processing time. The key observation is that verb and noun streams often fail differently: verb scores are sensitive to motion transitions, whereas noun scores are sensitive to hand-object visibility and object clutter. A fixed arithmetic mean of their predicted boundaries can therefore amplify localization errors when one stream degenerates. We replace this hard-coded mean with Dynamic Weighted Fusion (DWF), which normalizes the maximum noun and verb classification confidences into proposal-wise boundary weights and linearly combines the two intervals. This lightweight tensor-only operator shifts boundary authority toward the more reliable stream while preserving the decoupled action scoring mechanism. Together with sliding-window inference, top-K noun--verb action composition, and class-wise Soft-NMS, EgoAction provides a compact and reproducible system for egocentric temporal action detection.

  • 7 authors
·
Jun 3

EgoEsportsQA: An Egocentric Video Benchmark for Perception and Reasoning in Esports

While video large language models (Video-LLMs) excel in understanding slow-paced, real-world egocentric videos, their capabilities in high-velocity, information-dense virtual environments remain under-explored. Existing benchmarks focus on daily activities, yet lack a rigorous testbed for evaluating fast, rule-bound reasoning in virtual scenarios. To fill this gap, we introduce EgoEsportsQA, a pioneering video question-answering (QA) benchmark for grounding perception and reasoning in expert esports knowledge. We curate 1,745 high-quality QA pairs from professional matches across 3 first-person shooter games via a scalable six-stage pipeline. These questions are structured into a two-dimensional decoupled taxonomy: 11 sub-tasks in the cognitive capability dimension (covering perception and reasoning levels) and 6 sub-tasks in the esports knowledge dimension. Comprehensive evaluations of state-of-the-art Video-LLMs reveal that current models still fail to achieve satisfactory performance, with the best model only 71.58%. The results expose notable gaps across both axes: models exhibit stronger capabilities in basic visual perception than in deep tactical reasoning, and they grasp overall macro-progression better than fine-grained micro-operations. Extensive ablation experiments demonstrate the intrinsic weaknesses of current Video-LLM architectures. Further analysis suggests that our dataset not only reveals the connections between real-world and virtual egocentric domains, but also offers guidance for optimizing downstream esports applications, thereby fostering the future advancement of Video-LLMs in various egocentric environments.

  • 6 authors
·
Apr 19

Synchronization is All You Need: Exocentric-to-Egocentric Transfer for Temporal Action Segmentation with Unlabeled Synchronized Video Pairs

We consider the problem of transferring a temporal action segmentation system initially designed for exocentric (fixed) cameras to an egocentric scenario, where wearable cameras capture video data. The conventional supervised approach requires the collection and labeling of a new set of egocentric videos to adapt the model, which is costly and time-consuming. Instead, we propose a novel methodology which performs the adaptation leveraging existing labeled exocentric videos and a new set of unlabeled, synchronized exocentric-egocentric video pairs, for which temporal action segmentation annotations do not need to be collected. We implement the proposed methodology with an approach based on knowledge distillation, which we investigate both at the feature and Temporal Action Segmentation model level. Experiments on Assembly101 and EgoExo4D demonstrate the effectiveness of the proposed method against classic unsupervised domain adaptation and temporal alignment approaches. Without bells and whistles, our best model performs on par with supervised approaches trained on labeled egocentric data, without ever seeing a single egocentric label, achieving a +15.99 improvement in the edit score (28.59 vs 12.60) on the Assembly101 dataset compared to a baseline model trained solely on exocentric data. In similar settings, our method also improves edit score by +3.32 on the challenging EgoExo4D benchmark. Code is available here: https://github.com/fpv-iplab/synchronization-is-all-you-need.

  • 5 authors
·
Dec 5, 2023

EgoSim: Egocentric World Simulator for Embodied Interaction Generation

We introduce EgoSim, a closed-loop egocentric world simulator that generates spatially consistent interaction videos and persistently updates the underlying 3D scene state for continuous simulation. Existing egocentric simulators either lack explicit 3D grounding, causing structural drift under viewpoint changes, or treat the scene as static, failing to update world states across multi-stage interactions. EgoSim addresses both limitations by modeling 3D scenes as updatable world states. We generate embodiment interactions via a Geometry-action-aware Observation Simulation model, with spatial consistency from an Interaction-aware State Updating module. To overcome the critical data bottleneck posed by the difficulty in acquiring densely aligned scene-interaction training pairs, we design a scalable pipeline that extracts static point clouds, camera trajectories, and embodiment actions from in-the-wild large-scale monocular egocentric videos. We further introduce EgoCap, a capture system that enables low-cost real-world data collection with uncalibrated smartphones. Extensive experiments demonstrate that EgoSim significantly outperforms existing methods in terms of visual quality, spatial consistency, and generalization to complex scenes and in-the-wild dexterous interactions, while supporting cross-embodiment transfer to robotic manipulation. Codes and datasets will be open soon. The project page is at egosimulator.github.io.

  • 8 authors
·
Mar 31 2

Ego-Only: Egocentric Action Detection without Exocentric Transferring

We present Ego-Only, the first approach that enables state-of-the-art action detection on egocentric (first-person) videos without any form of exocentric (third-person) transferring. Despite the content and appearance gap separating the two domains, large-scale exocentric transferring has been the default choice for egocentric action detection. This is because prior works found that egocentric models are difficult to train from scratch and that transferring from exocentric representations leads to improved accuracy. However, in this paper, we revisit this common belief. Motivated by the large gap separating the two domains, we propose a strategy that enables effective training of egocentric models without exocentric transferring. Our Ego-Only approach is simple. It trains the video representation with a masked autoencoder finetuned for temporal segmentation. The learned features are then fed to an off-the-shelf temporal action localization method to detect actions. We find that this renders exocentric transferring unnecessary by showing remarkably strong results achieved by this simple Ego-Only approach on three established egocentric video datasets: Ego4D, EPIC-Kitchens-100, and Charades-Ego. On both action detection and action recognition, Ego-Only outperforms previous best exocentric transferring methods that use orders of magnitude more labels. Ego-Only sets new state-of-the-art results on these datasets and benchmarks without exocentric data.

  • 3 authors
·
Jan 3, 2023

Detecting Precise Hand Touch Moments in Egocentric Video

We address the challenging task of detecting the precise moment when hands make contact with objects in egocentric videos. This frame-level detection is crucial for augmented reality, human-computer interaction, assistive technologies, and robot learning applications, where contact onset signals action initiation or completion. Temporally precise detection is particularly challenging due to subtle hand motion variations near contact, frequent occlusions, fine-grained manipulation patterns, and the inherent motion dynamics of first-person perspectives. To tackle these challenges, we propose a Hand-informed Context Enhanced module (HiCE; pronounced `high-see') that leverages spatiotemporal features from hand regions and their surrounding context through cross-attention mechanisms, learning to identify potential contact patterns. Our approach is further refined with a grasp-aware loss and soft label that emphasizes hand pose patterns and movement dynamics characteristic of touch events, enabling the model to distinguish between near-contact and actual contact frames. We also introduce TouchMoment, an egocentric dataset containing 4,021 videos and 8,456 annotated contact moments spanning over one million frames. Experiments on TouchMoment show that, under a strict evaluation criterion that counts a prediction as correct only if it falls within a two-frame tolerance of the ground-truth moment, our method achieves substantial gains and outperforms state-of-the-art event-spotting baselines by 16.91% average precision.

  • 3 authors
·
Apr 13

StreamGaze: Gaze-Guided Temporal Reasoning and Proactive Understanding in Streaming Videos

Streaming video understanding requires models not only to process temporally incoming frames, but also to anticipate user intention for realistic applications like AR glasses. While prior streaming benchmarks evaluate temporal reasoning, none measure whether MLLMs can interpret or leverage human gaze signals within a streaming setting. To fill this gap, we introduce StreamGaze, the first benchmark designed to evaluate how effectively MLLMs use gaze for temporal and proactive reasoning in streaming videos. StreamGaze introduces gaze-guided past, present, and proactive tasks that comprehensively evaluate streaming video understanding. These tasks assess whether models can use real-time gaze to follow shifting attention and infer user intentions from only past and currently observed frames. To build StreamGaze, we develop a gaze-video QA generation pipeline that aligns egocentric videos with raw gaze trajectories via fixation extraction, region-specific visual prompting, and scanpath construction. This pipeline produces spatio-temporally grounded QA pairs that closely reflect human perceptual dynamics. Across all StreamGaze tasks, we observe substantial performance gaps between state-of-the-art MLLMs and human performance, revealing fundamental limitations in gaze-based temporal reasoning, intention modeling, and proactive prediction. We further provide detailed analyses of gaze-prompting strategies, reasoning behaviors, and task-specific failure modes, offering deeper insight into why current MLLMs struggle and what capabilities future models must develop. All data and code will be publicly released to support continued research in gaze-guided streaming video understanding.

adobe-research Adobe Research
·
Dec 1, 2025 2

H2R: A Human-to-Robot Data Augmentation for Robot Pre-training from Videos

Large-scale pre-training using videos has proven effective for robot learning. However, the models pre-trained on such data can be suboptimal for robot learning due to the significant visual gap between human hands and those of different robots. To remedy this, we propose H2R, a simple data augmentation technique that detects human hand keypoints, synthesizes robot motions in simulation, and composites rendered robots into egocentric videos. This process explicitly bridges the visual gap between human and robot embodiments during pre-training. We apply H2R to augment large-scale egocentric human video datasets such as Ego4D and SSv2, replacing human hands with simulated robotic arms to generate robot-centric training data. Based on this, we construct and release a family of 1M-scale datasets covering multiple robot embodiments (UR5 with gripper/Leaphand, Franka) and data sources (SSv2, Ego4D). To verify the effectiveness of the augmentation pipeline, we introduce a CLIP-based image-text similarity metric that quantitatively evaluates the semantic fidelity of robot-rendered frames to the original human actions. We validate H2R across three simulation benchmarks: Robomimic, RLBench and PushT and real-world manipulation tasks with a UR5 robot equipped with Gripper and Leaphand end-effectors. H2R consistently improves downstream success rates, yielding gains of 5.0%-10.2% in simulation and 6.7%-23.3% in real-world tasks across various visual encoders and policy learning methods. These results indicate that H2R improves the generalization ability of robotic policies by mitigating the visual discrepancies between human and robot domains.

  • 6 authors
·
May 17, 2025

EGO-CH: Dataset and Fundamental Tasks for Visitors BehavioralUnderstanding using Egocentric Vision

Equipping visitors of a cultural site with a wearable device allows to easily collect information about their preferences which can be exploited to improve the fruition of cultural goods with augmented reality. Moreover, egocentric video can be processed using computer vision and machine learning to enable an automated analysis of visitors' behavior. The inferred information can be used both online to assist the visitor and offline to support the manager of the site. Despite the positive impact such technologies can have in cultural heritage, the topic is currently understudied due to the limited number of public datasets suitable to study the considered problems. To address this issue, in this paper we propose EGOcentric-Cultural Heritage (EGO-CH), the first dataset of egocentric videos for visitors' behavior understanding in cultural sites. The dataset has been collected in two cultural sites and includes more than 27 hours of video acquired by 70 subjects, with labels for 26 environments and over 200 different Points of Interest. A large subset of the dataset, consisting of 60 videos, is associated with surveys filled out by real visitors. To encourage research on the topic, we propose 4 challenging tasks (room-based localization, point of interest/object recognition, object retrieval and survey prediction) useful to understand visitors' behavior and report baseline results on the dataset.

  • 5 authors
·
Feb 2, 2020

Enhancing Next Active Object-based Egocentric Action Anticipation with Guided Attention

Short-term action anticipation (STA) in first-person videos is a challenging task that involves understanding the next active object interactions and predicting future actions. Existing action anticipation methods have primarily focused on utilizing features extracted from video clips, but often overlooked the importance of objects and their interactions. To this end, we propose a novel approach that applies a guided attention mechanism between the objects, and the spatiotemporal features extracted from video clips, enhancing the motion and contextual information, and further decoding the object-centric and motion-centric information to address the problem of STA in egocentric videos. Our method, GANO (Guided Attention for Next active Objects) is a multi-modal, end-to-end, single transformer-based network. The experimental results performed on the largest egocentric dataset demonstrate that GANO outperforms the existing state-of-the-art methods for the prediction of the next active object label, its bounding box location, the corresponding future action, and the time to contact the object. The ablation study shows the positive contribution of the guided attention mechanism compared to other fusion methods. Moreover, it is possible to improve the next active object location and class label prediction results of GANO by just appending the learnable object tokens with the region of interest embeddings.

  • 5 authors
·
May 22, 2023

RefEgo: Referring Expression Comprehension Dataset from First-Person Perception of Ego4D

Grounding textual expressions on scene objects from first-person views is a truly demanding capability in developing agents that are aware of their surroundings and behave following intuitive text instructions. Such capability is of necessity for glass-devices or autonomous robots to localize referred objects in the real-world. In the conventional referring expression comprehension tasks of images, however, datasets are mostly constructed based on the web-crawled data and don't reflect diverse real-world structures on the task of grounding textual expressions in diverse objects in the real world. Recently, a massive-scale egocentric video dataset of Ego4D was proposed. Ego4D covers around the world diverse real-world scenes including numerous indoor and outdoor situations such as shopping, cooking, walking, talking, manufacturing, etc. Based on egocentric videos of Ego4D, we constructed a broad coverage of the video-based referring expression comprehension dataset: RefEgo. Our dataset includes more than 12k video clips and 41 hours for video-based referring expression comprehension annotation. In experiments, we combine the state-of-the-art 2D referring expression comprehension models with the object tracking algorithm, achieving the video-wise referred object tracking even in difficult conditions: the referred object becomes out-of-frame in the middle of the video or multiple similar objects are presented in the video.

  • 3 authors
·
Aug 23, 2023

Can Vision-Language Models Think from a First-Person Perspective?

Vision-language models (VLMs) have recently shown promising results in traditional downstream tasks. Evaluation studies have emerged to assess their abilities, with the majority focusing on the third-person perspective, and only a few addressing specific tasks from the first-person perspective. However, the capability of VLMs to "think" from a first-person perspective, a crucial attribute for advancing autonomous agents and robotics, remains largely unexplored. To bridge this research gap, we introduce EgoThink, a novel visual question-answering benchmark that encompasses six core capabilities with twelve detailed dimensions. The benchmark is constructed using selected clips from egocentric videos, with manually annotated question-answer pairs containing first-person information. To comprehensively assess VLMs, we evaluate eighteen popular VLMs on EgoThink. Moreover, given the open-ended format of the answers, we use GPT-4 as the automatic judge to compute single-answer grading. Experimental results indicate that although GPT-4V leads in numerous dimensions, all evaluated VLMs still possess considerable potential for improvement in first-person perspective tasks. Meanwhile, enlarging the number of trainable parameters has the most significant impact on model performance on EgoThink. In conclusion, EgoThink serves as a valuable addition to existing evaluation benchmarks for VLMs, providing an indispensable resource for future research in the realm of embodied artificial intelligence and robotics.

  • 7 authors
·
Nov 27, 2023

How to Instruct Your Robot: Dense Language Annotations Power Robot Policy Learning

Scaling robot policy learning is bottlenecked by the cost of collecting demonstrations, while language annotations for existing demonstrations are comparatively cheap. We study language density as a lever for extracting more signal from a fixed robot or egocentric-video corpus. We introduce DeMiAn (Dense Multi-aspect Annotation), a two-stage approach that first re-labels demonstration segments with VLM-generated annotations along four complementary aspects: physical motion, scene composition, arm pose, and reasoning. A learned instructor then maps a task description and initial scene snapshot to a task-appropriate annotation at deployment, running asynchronously so generation latency is hidden behind policy execution. Across over 1M robot manipulation clips and 50K EgoVerse human-egocentric videos, DeMiAn improves both a vision-language-action policy and a video-based world-action model without collecting new demonstrations. On RoboCasa, the instructor raises success by 5 points over a task-only baseline and comes within 3 points of a per-task oracle. No fixed annotation aspect dominates across tasks, showing that selecting the right dense language matters. DeMiAn also improves composite-task and out-of-distribution performance, and shifts the compute-performance frontier in both mid-training and post-training after accounting for annotation-generation FLOPs. These results position dense re-annotation as a practical scaling lever for robot policy learning.

  • 8 authors
·
May 15

Self-supervised learning of video representations from a child's perspective

Children learn powerful internal models of the world around them from a few years of egocentric visual experience. Can such internal models be learned from a child's visual experience with highly generic learning algorithms or do they require strong inductive biases? Recent advances in collecting large-scale, longitudinal, developmentally realistic video datasets and generic self-supervised learning (SSL) algorithms are allowing us to begin to tackle this nature vs. nurture question. However, existing work typically focuses on image-based SSL algorithms and visual capabilities that can be learned from static images (e.g. object recognition), thus ignoring temporal aspects of the world. To close this gap, here we train self-supervised video models on longitudinal, egocentric headcam recordings collected from a child over a two year period in their early development (6-31 months). The resulting models are highly effective at facilitating the learning of action concepts from a small number of labeled examples; they have favorable data size scaling properties; and they display emergent video interpolation capabilities. Video models also learn more robust object representations than image-based models trained with the exact same data. These results suggest that important temporal aspects of a child's internal model of the world may be learnable from their visual experience using highly generic learning algorithms and without strong inductive biases.

  • 5 authors
·
Jan 31, 2024

Domain Adaptive Hand Keypoint and Pixel Localization in the Wild

We aim to improve the performance of regressing hand keypoints and segmenting pixel-level hand masks under new imaging conditions (e.g., outdoors) when we only have labeled images taken under very different conditions (e.g., indoors). In the real world, it is important that the model trained for both tasks works under various imaging conditions. However, their variation covered by existing labeled hand datasets is limited. Thus, it is necessary to adapt the model trained on the labeled images (source) to unlabeled images (target) with unseen imaging conditions. While self-training domain adaptation methods (i.e., learning from the unlabeled target images in a self-supervised manner) have been developed for both tasks, their training may degrade performance when the predictions on the target images are noisy. To avoid this, it is crucial to assign a low importance (confidence) weight to the noisy predictions during self-training. In this paper, we propose to utilize the divergence of two predictions to estimate the confidence of the target image for both tasks. These predictions are given from two separate networks, and their divergence helps identify the noisy predictions. To integrate our proposed confidence estimation into self-training, we propose a teacher-student framework where the two networks (teachers) provide supervision to a network (student) for self-training, and the teachers are learned from the student by knowledge distillation. Our experiments show its superiority over state-of-the-art methods in adaptation settings with different lighting, grasping objects, backgrounds, and camera viewpoints. Our method improves by 4% the multi-task score on HO3D compared to the latest adversarial adaptation method. We also validate our method on Ego4D, egocentric videos with rapid changes in imaging conditions outdoors.

  • 6 authors
·
Mar 15, 2022

EgoCoT-Bench: Benchmarking Grounded and Verifiable Operation-Centric Chain of Thought Reasoning for MLLMs

The rapid development of Multimodal Large Language Models (MLLMs) has led to growing interest in egocentric video understanding, specifically the ability for MLLMs to recognize fine-grained hand-object interactions, track object state changes over time, and reason about manipulative processes in dynamic environments from a first-person perspective. However, existing egocentric video benchmarks suffer from limited grounded rationale evaluation, offering limited support for fine-grained operation-centric reasoning and rarely examining whether model rationales are grounded in explicit spatio-temporal evidence. To address this gap, we introduce EgoCoT-Bench, a fine-grained egocentric benchmark for grounded and verifiable operation-centric reasoning with explicit step-by-step rationale annotations. Overall, EgoCoT-Bench comprises 3,172 verifiable QA pairs over 351 egocentric videos separated into four task groups for a total of 12 sub-task groups, encompassing perception and retrospection, anticipation, and high-level reasoning. The benchmark is constructed through a spatio-temporal scene graphs (STSG) guided generation framework and is further refined by human annotators to ensure correctness, egocentric relevance and fine-grained quality. Experimental results show continuing difficulties with egocentric fine-grained reasoning and further reveal that many multimodal models produce explanations that are answer-correct, but have evidence that is inconsistent with the answer. We hope EgoCoT-Bench can serve as a useful testbed for grounded and verifiable reasoning in egocentric video understanding. Project page and supplementary materials are available at: https://dstardust.github.io/EgoCoT/.

  • 4 authors
·
May 18

Learning Situated Awareness in the Real World

A core aspect of human perception is situated awareness, the ability to relate ourselves to the surrounding physical environment and reason over possible actions in context. However, most existing benchmarks for multimodal foundation models (MFMs) emphasize environment-centric spatial relations (relations among objects in a scene), while largely overlooking observer-centric relationships that require reasoning relative to agent's viewpoint, pose, and motion. To bridge this gap, we introduce SAW-Bench (Situated Awareness in the Real World), a novel benchmark for evaluating egocentric situated awareness using real-world videos. SAW-Bench comprises 786 self-recorded videos captured with Ray-Ban Meta (Gen 2) smart glasses spanning diverse indoor and outdoor environments, and over 2,071 human-annotated question-answer pairs. It probes a model's observer-centric understanding with six different awareness tasks. Our comprehensive evaluation reveals a human-model performance gap of 37.66%, even with the best-performing MFM, Gemini 3 Flash. Beyond this gap, our in-depth analysis uncovers several notable findings; for example, while models can exploit partial geometric cues in egocentric videos, they often fail to infer a coherent camera geometry, leading to systematic spatial reasoning errors. We position SAW-Bench as a benchmark for situated spatial intelligence, moving beyond passive observation to understanding physically grounded, observer-centric dynamics.

MLVU: A Comprehensive Benchmark for Multi-Task Long Video Understanding

The evaluation of Long Video Understanding (LVU) performance poses an important but challenging research problem. Despite previous efforts, the existing video understanding benchmarks are severely constrained by several issues, especially the insufficient lengths of videos, a lack of diversity in video types and evaluation tasks, and the inappropriateness for evaluating LVU performances. To address the above problems, we propose a new benchmark, called MLVU (Multi-task Long Video Understanding Benchmark), for the comprehensive and in-depth evaluation of LVU. MLVU presents the following critical values: 1) The substantial and flexible extension of video lengths, which enables the benchmark to evaluate LVU performance across a wide range of durations. 2) The inclusion of various video genres, e.g., movies, surveillance footage, egocentric videos, cartoons, game videos, etc., which reflects the models' LVU performances in different scenarios. 3) The development of diversified evaluation tasks, which enables a comprehensive examination of MLLMs' key abilities in long-video understanding. The empirical study with 20 latest MLLMs reveals significant room for improvement in today's technique, as all existing methods struggle with most of the evaluation tasks and exhibit severe performance degradation when handling longer videos. Additionally, it suggests that factors such as context length, image-understanding quality, and the choice of LLM backbone can play critical roles in future advancements. We anticipate that MLVU will advance the research of long video understanding by providing a comprehensive and in-depth analysis of MLLMs.

  • 10 authors
·
Jun 6, 2024

ActionVOS: Actions as Prompts for Video Object Segmentation

Delving into the realm of egocentric vision, the advancement of referring video object segmentation (RVOS) stands as pivotal in understanding human activities. However, existing RVOS task primarily relies on static attributes such as object names to segment target objects, posing challenges in distinguishing target objects from background objects and in identifying objects undergoing state changes. To address these problems, this work proposes a novel action-aware RVOS setting called ActionVOS, aiming at segmenting only active objects in egocentric videos using human actions as a key language prompt. This is because human actions precisely describe the behavior of humans, thereby helping to identify the objects truly involved in the interaction and to understand possible state changes. We also build a method tailored to work under this specific setting. Specifically, we develop an action-aware labeling module with an efficient action-guided focal loss. Such designs enable ActionVOS model to prioritize active objects with existing readily-available annotations. Experimental results on VISOR dataset reveal that ActionVOS significantly reduces the mis-segmentation of inactive objects, confirming that actions help the ActionVOS model understand objects' involvement. Further evaluations on VOST and VSCOS datasets show that the novel ActionVOS setting enhances segmentation performance when encountering challenging circumstances involving object state changes. We will make our implementation available at https://github.com/ut-vision/ActionVOS.

  • 5 authors
·
Jul 10, 2024

Scaling may be all you need for achieving human-level object recognition capacity with human-like visual experience

This paper asks whether current self-supervised learning methods, if sufficiently scaled up, would be able to reach human-level visual object recognition capabilities with the same type and amount of visual experience humans learn from. Previous work on this question only considered the scaling of data size. Here, we consider the simultaneous scaling of data size, model size, and image resolution. We perform a scaling experiment with vision transformers up to 633M parameters in size (ViT-H/14) trained with up to 5K hours of human-like video data (long, continuous, mostly egocentric videos) with image resolutions of up to 476x476 pixels. The efficiency of masked autoencoders (MAEs) as a self-supervised learning algorithm makes it possible to run this scaling experiment on an unassuming academic budget. We find that it is feasible to reach human-level object recognition capacity at sub-human scales of model size, data size, and image size, if these factors are scaled up simultaneously. To give a concrete example, we estimate that a 2.5B parameter ViT model trained with 20K hours (2.3 years) of human-like video data with a spatial resolution of 952x952 pixels should be able to reach roughly human-level accuracy on ImageNet. Human-level competence is thus achievable for a fundamental perceptual capability from human-like perceptual experience (human-like in both amount and type) with extremely generic learning algorithms and architectures and without any substantive inductive biases.

  • 1 authors
·
Aug 7, 2023

Token Predictors Are Not Planners: Building Physically Grounded Causal Reasoners

Current benchmarks for embodied vision-language planning often favor linguistic next-token prediction over physically grounded next-state reasoning. This rewards models that mimic statistical language priors rather than track causal dependencies, reducing physical planning to shallow sequence modeling. We argue that reliable physical autonomy requires a shift from linguistically grounded token prediction toward physically grounded causal reasoning. To this end, we introduce Causal-Plan-Bench, a high-fidelity diagnostic suite curated through multi-stage verification to evaluate embodied planning across four causal dimensions. We also construct Causal-Plan-1M, a million-scale corpus of explicit reasoning traces produced by a four-stage annotation pipeline over egocentric videos. Extensive evaluation shows that leading models still struggle to demonstrate genuine physical agency, with Gemini 3 Pro reaching only 38.18 on our benchmark. In contrast, our training recipe enables Causal Planner, built on Qwen3-VL-8B, to internalize physical logic for more accurate next-state estimation. The model achieves strong in-domain performance and cross-benchmark generalization, and reveals a Causal Scaling Law: scaling causal training data to one million instances yields a 36.3% relative gain, from 33.22 to 45.28. Overall, our work provides a concrete step toward turning agents from superficial token predictors into physically grounded causal reasoners.

  • 11 authors
·
May 31

World-Language-Action Model for Unified World Modeling, Language Reasoning, and Action Synthesis

We propose world-language-action (WLA) models as a new class of embodied foundation models. WLA takes textual instructions, images, and robot states as inputs to jointly predict textual subtasks, subgoal images, and robot actions, conjoining the world modeling interface to learn from extensive egocentric videos as in the world-action model (WAM) and the language reasoning capacities to solve complex long-horizon tasks as in vision-language-action (VLA) models. At the core of WLA lies an autoregressive (AR) Transformer backbone, instead of a bidirectional diffusion Transformer as in WAMs, to predict the next state, comprising the semantic-level textual intention and complementary fine-grained physical dynamics. The physical dynamics are supervised by the world modeling objective based on a dedicated World Expert, and are leveraged to ease the characterization of the state-action correlation for the Action Expert. WLA leverages meta-queries to make the world prediction implicitly impact the action generation so that the former can be disabled during inference. The world prediction can also be activated to enable test-time scaling for improved robot control. Our WLA-0 prototype, with 2B active parameters, achieves 40 ms per inference on an NVIDIA RTX 5090. Evaluations across simulated and real-world environments demonstrate that WLA-0 achieves state-of-the-art multi-task and long-horizon learning abilities, e.g., 92.94\% success rate on RoboTwin2.0 Clean and 56.5\% success rate on RMBench. WLA-0 also holds the promise to learn novel tasks directly from cross-embodiment robot videos without action annotations.

  • 12 authors
·
Jun 3 1

UniDex: A Robot Foundation Suite for Universal Dexterous Hand Control from Egocentric Human Videos

Dexterous manipulation remains challenging due to the cost of collecting real-robot teleoperation data, the heterogeneity of hand embodiments, and the high dimensionality of control. We present UniDex, a robot foundation suite that couples a large-scale robot-centric dataset with a unified vision-language-action (VLA) policy and a practical human-data capture setup for universal dexterous hand control. First, we construct UniDex-Dataset, a robot-centric dataset over 50K trajectories across eight dexterous hands (6--24 DoFs), derived from egocentric human video datasets. To transform human data into robot-executable trajectories, we employ a human-in-the-loop retargeting procedure to align fingertip trajectories while preserving plausible hand-object contacts, and we operate on explicit 3D pointclouds with human hands masked to narrow kinematic and visual gaps. Second, we introduce the Function-Actuator-Aligned Space (FAAS), a unified action space that maps functionally similar actuators to shared coordinates, enabling cross-hand transfer. Leveraging FAAS as the action parameterization, we train UniDex-VLA, a 3D VLA policy pretrained on UniDex-Dataset and finetuned with task demonstrations. In addition, we build UniDex-Cap, a simple portable capture setup that records synchronized RGB-D streams and human hand poses and converts them into robot-executable trajectories to enable human-robot data co-training that reduces reliance on costly robot demonstrations. On challenging tool-use tasks across two different hands, UniDex-VLA achieves 81% average task progress and outperforms prior VLA baselines by a large margin, while exhibiting strong spatial, object, and zero-shot cross-hand generalization. Together, UniDex-Dataset, UniDex-VLA, and UniDex-Cap provide a scalable foundation suite for universal dexterous manipulation.

  • 19 authors
·
Mar 23

DreamDojo: A Generalist Robot World Model from Large-Scale Human Videos

Being able to simulate the outcomes of actions in varied environments will revolutionize the development of generalist agents at scale. However, modeling these world dynamics, especially for dexterous robotics tasks, poses significant challenges due to limited data coverage and scarce action labels. As an endeavor towards this end, we introduce DreamDojo, a foundation world model that learns diverse interactions and dexterous controls from 44k hours of egocentric human videos. Our data mixture represents the largest video dataset to date for world model pretraining, spanning a wide range of daily scenarios with diverse objects and skills. To address the scarcity of action labels, we introduce continuous latent actions as unified proxy actions, enhancing interaction knowledge transfer from unlabeled videos. After post-training on small-scale target robot data, DreamDojo demonstrates a strong understanding of physics and precise action controllability. We also devise a distillation pipeline that accelerates DreamDojo to a real-time speed of 10.81 FPS and further improves context consistency. Our work enables several important applications based on generative world models, including live teleoperation, policy evaluation, and model-based planning. Systematic evaluation on multiple challenging out-of-distribution (OOD) benchmarks verifies the significance of our method for simulating open-world, contact-rich tasks, paving the way for general-purpose robot world models.

nvidia NVIDIA
·
Feb 6 1

Physion-Eval: Evaluating Physical Realism in Generated Video via Human Reasoning

Video generation models are increasingly used as world simulators for storytelling, simulation, and embodied AI. As these models advance, a key question arises: do generated videos obey the physical laws of the real world? Existing evaluations largely rely on automated metrics or coarse human judgments such as preferences or rubric-based checks. While useful for assessing perceptual quality, these methods provide limited insight into when and why generated dynamics violate real-world physical constraints. We introduce Physion-Eval, a large-scale benchmark of expert human reasoning for diagnosing physical realism failures in videos generated by five state-of-the-art models across egocentric and exocentric views, containing 10,990 expert reasoning traces spanning 22 fine-grained physical categories. Each generated video is derived from a corresponding real-world reference video depicting a clear physical process, and annotated with temporally localized glitches, structured failure categories, and natural-language explanations of the violated physical behavior. Using this dataset, we reveal a striking limitation of current video generation models: in physics-critical scenarios, 83.3% of exocentric and 93.5% of egocentric generated videos exhibit at least one human-identifiable physical glitch. We hope Physion-Eval will set a new standard for physical realism evaluation and guide the development of physics-grounded video generation. The benchmark is publicly available at https://huggingface.co/datasets/PhysionLabs/Physion-Eval.

  • 10 authors
·
Mar 19

$Ψ_0$: An Open Foundation Model Towards Universal Humanoid Loco-Manipulation

We introduce Ψ_0 (Psi-Zero), an open foundation model to address challenging humanoid loco-manipulation tasks. While existing approaches often attempt to address this fundamental problem by co-training on large and diverse human and humanoid data, we argue that this strategy is suboptimal due to the fundamental kinematic and motion disparities between humans and humanoid robots. Therefore, data efficiency and model performance remain unsatisfactory despite the considerable data volume. To address this challenge, \ours\;decouples the learning process to maximize the utility of heterogeneous data sources. Specifically, we propose a staged training paradigm with different learning objectives: First, we autoregressively pre-train a VLM backbone on large-scale egocentric human videos to acquire generalizable visual-action representations. Then, we post-train a flow-based action expert on high-quality humanoid robot data to learn precise robot joint control. Our research further identifies a critical yet often overlooked data recipe: in contrast to approaches that scale with noisy Internet clips or heterogeneous cross-embodiment robot datasets, we demonstrate that pre-training on high-quality egocentric human manipulation data followed by post-training on domain-specific real-world humanoid trajectories yields superior performance. Extensive real-world experiments demonstrate that \ours\ achieves the best performance using only about 800 hours of human video data and 30 hours of real-world robot data, outperforming baselines pre-trained on more than 10times as much data by over 40\% in overall success rate across multiple tasks. We will open-source the entire ecosystem to the community, including a data processing and training pipeline, a humanoid foundation model, and a real-time action inference engine.

  • 15 authors
·
Mar 11

Generating Humanless Environment Walkthroughs from Egocentric Walking Tour Videos

Egocentric "walking tour" videos provide a rich source of image data to develop rich and diverse visual models of environments around the world. However, the significant presence of humans in frames of these videos due to crowds and eye-level camera perspectives mitigates their usefulness in environment modeling applications. We focus on addressing this challenge by developing a generative algorithm that can realistically remove (i.e., inpaint) humans and their associated shadow effects from walking tour videos. Key to our approach is the construction of a rich semi-synthetic dataset of video clip pairs to train this generative model. Each pair in the dataset consists of an environment-only background clip, and a composite clip of walking humans with simulated shadows overlaid on the background. We randomly sourced both foreground and background components from real egocentric walking tour videos around the world to maintain visual diversity. We then used this dataset to fine-tune the state-of-the-art Casper video diffusion model for object and effects inpainting, and demonstrate that the resulting model performs far better than Casper both qualitatively and quantitatively at removing humans from walking tour clips with significant human presence and complex backgrounds. Finally, we show that the resulting generated clips can be used to build successful 3D/4D models of urban locations.

  • 4 authors
·
Mar 29