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Oct 9

Hand2World: Autoregressive Egocentric Interaction Generation via Free-Space Hand Gestures

Egocentric interactive world models are essential for augmented reality and embodied AI, where visual generation must respond to user input with low latency, geometric consistency, and long-term stability. We study egocentric interaction generation from a single scene image under free-space hand gestures, aiming to synthesize photorealistic videos in which hands enter the scene, interact with objects, and induce plausible world dynamics under head motion. This setting introduces fundamental challenges, including distribution shift between free-space gestures and contact-heavy training data, ambiguity between hand motion and camera motion in monocular views, and the need for arbitrary-length video generation. We present Hand2World, a unified autoregressive framework that addresses these challenges through occlusion-invariant hand conditioning based on projected 3D hand meshes, allowing visibility and occlusion to be inferred from scene context rather than encoded in the control signal. To stabilize egocentric viewpoint changes, we inject explicit camera geometry via per-pixel Plücker-ray embeddings, disentangling camera motion from hand motion and preventing background drift. We further develop a fully automated monocular annotation pipeline and distill a bidirectional diffusion model into a causal generator, enabling arbitrary-length synthesis. Experiments on three egocentric interaction benchmarks show substantial improvements in perceptual quality and 3D consistency while supporting camera control and long-horizon interactive generation.

  • 6 authors
·
Feb 10

From My View to Yours: Learning Egocentric Cues from Exocentric Video using Privileged Egocentric Supervision

Vision Language Models (VLMs) have achieved strong performance across a wide range of video understanding tasks. However, their viewpoint-invariant training limits their ability to infer egocentric properties, such as human-object interactions, from exocentric video observations. This limitation is particularly critical for applications such as Activities of Daily Living (ADL) monitoring, where understanding egocentric properties is essential but deploying wearable egocentric cameras is often impractical. We propose Ego2ExoVLM, a framework that enables VLMs to infer egocentric properties directly from exocentric videos by leveraging time-synchronized ego-exo video pairs during training. Our key insight is to treat the egocentric viewpoint as privileged supervision, providing rich interaction signals that are available only during training. Ego2ExoVLM consists of two complementary components: Ego2Exo Sequence Distillation, which transfers egocentric reasoning through a language-level sequence distillation objective, and Ego Adaptive Visual Tokens, which encourage the model to surface interaction-relevant cues within exocentric visual representations. To evaluate this capability, we introduce Ego-in-Exo Perception, a benchmark for assessing the understanding of egocentric properties from exocentric videos. We evaluate Ego2ExoVLM on 10 tasks spanning Ego-in-Exo Perception and existing ADL benchmarks, achieving state-of-the-art performance on the ADL-X benchmark suite and consistently outperforming strong baselines on our proposed benchmark. All code, models, and data will be released at https://github.com/dominickrei/EgoExo4ADL.

  • 4 authors
·
Jul 6

HUI360: A 360° Egocentric Dataset and Baselines for Human-Robot Interaction Anticipation

As robots increasingly operate in human-populated environments, anticipating human intentions is essential for enabling proactive and socially aware behavior. Automatic anticipation of human-robot interactions is thus emerging as a crucial perception challenge for embodied agents. To this end, we introduce HUI360, the largest dataset for human-robot interaction anticipation in the wild and its set of baselines. The dataset was collected from a mobile robot, in the wild, over multiple days within a 3-month period, and in several environments, capturing natural, spontaneous behaviors from both passersby and users, and encompassing a diverse range of individuals. This variety enables evaluating and improving the generalization capabilities of interaction anticipation models. We designed a pipeline and share code for automatic interaction annotation in arbitrary 360-degree equirectangular videos, along with interfaces for manual refinement. Using this pipeline, we release the HUI360 open set of 1M pre-processed annotations, including detailed 2D poses, facial keypoints, and segmentation masks, obtained using state-of-the-art computer vision methods and manually curated to ensure high-quality tracking and interaction annotation. Additionally, we release the raw panoptic 360-degree images captured from the robot's egocentric viewpoint (on demand, for research purpose only in compliance with GDPR). Finally, we establish benchmark baselines for interaction anticipation, including the first cross-dataset evaluations for this task: to this end, we also release 6M annotations for another existing in-the-wild outdoor dataset collected from a mobile robot (SSUP-HRI). Dataset and code can be found at https://hucebot.github.io/hui360.

  • 4 authors
·
Aug 10

EventEgoHands++: Event-based Egocentric 3D Hand Mesh Reconstruction with Real Dataset

3D hand mesh reconstruction is a challenging yet essential task for downstream applications, including human-robot interaction and AR/VR. Although conventional cameras have been widely adopted for this task, methods that rely on them struggle in low-light environments and under severe motion blur. To address these limitations, event-based cameras have recently attracted attention for their high dynamic range and high temporal resolution. However, applying event cameras to egocentric hand reconstruction remains challenging because camera wearer's motion produces dense background events that obscure hand-specific signals. Although the first egocentric event-based approach mitigates this issue using hand segmentation, its binary hand mask does not distinguish between left and right hands. As a result, the model lacks instance-level hand information and predicts both hands even when only one or neither hand is present. This limitation leads to incorrect inter-hand relationships and degraded reconstruction accuracy. In this paper, we propose EventEgoHands++, a framework for event-based 3D hand mesh reconstruction from an egocentric viewpoint. The proposed method incorporates a Hand Detector that estimates instance-level bounding boxes and masks for both the left and right hands. Moreover, we introduce Adaptive Attention, which dynamically gates the attention based on these detection results to accurately learn the spatial relationship and mutual interactions between the hands. To train and evaluate our framework, we extend the synthetic N-HOT3D dataset and newly construct EEH-R, the largest real-world event-based egocentric hand dataset to date, comprising approximately 1M annotated frames captured in environments including low-light conditions. Extensive experiments on both synthetic and real datasets demonstrate that our method consistently outperforms the baselines.

  • 4 authors
·
Sep 14 2

Lost & Found: Tracking Changes from Egocentric Observations in 3D Dynamic Scene Graphs

Recent approaches have successfully focused on the segmentation of static reconstructions, thereby equipping downstream applications with semantic 3D understanding. However, the world in which we live is dynamic, characterized by numerous interactions between the environment and humans or robotic agents. Static semantic maps are unable to capture this information, and the naive solution of rescanning the environment after every change is both costly and ineffective in tracking e.g. objects being stored away in drawers. With Lost & Found we present an approach that addresses this limitation. Based solely on egocentric recordings with corresponding hand position and camera pose estimates, we are able to track the 6DoF poses of the moving object within the detected interaction interval. These changes are applied online to a transformable scene graph that captures object-level relations. Compared to state-of-the-art object pose trackers, our approach is more reliable in handling the challenging egocentric viewpoint and the lack of depth information. It outperforms the second-best approach by 34% and 56% for translational and orientational error, respectively, and produces visibly smoother 6DoF object trajectories. In addition, we illustrate how the acquired interaction information in the dynamic scene graph can be employed in the context of robotic applications that would otherwise be unfeasible: We show how our method allows to command a mobile manipulator through teach & repeat, and how information about prior interaction allows a mobile manipulator to retrieve an object hidden in a drawer. Code, videos and corresponding data are accessible at https://behretj.github.io/LostAndFound.

  • 5 authors
·
Nov 28, 2024

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

Pose6DAug: Physically Plausible Multi-view Object Swapping for Robot Data Augmentation

Vision-language-action (VLA) policies have shown strong potential for general-purpose manipulation, yet they often fail on novel, out-of-distribution objects whose appearance or geometry deviates from the training distribution. The standard remedy is to collect multi-view teleoperation data for every failure case, but this scales poorly in both cost and time. We introduce Pose6DAug, a failure-driven data augmentation framework that turns a policy's own successful episodes into targeted demonstrations for its failure modes, without any new data collection. Our key insight is that each successful episode already encodes a physically valid action trajectory together with calibrated multi-view observations. By swapping only the manipulated object while preserving this trajectory, we obtain new and physically grounded demonstrations. However, naive 2D video editing breaks multi-view consistency and physical plausibility, particularly under heavy occlusion and egocentric viewpoints. Our method instead operates directly in 3D, anchoring the target object with an explicit mesh driven by a temporally coherent 6D pose trajectory, ensuring geometrically consistent renderings across all camera views. Fine-tuning a VLA on data augmented by our method improves success rates by 16.5% relative to the state-of-the-art baseline on novel objects, while preserving in-distribution performance. These results show that multi-view and physically consistent augmentation is a practical path to scalable VLA generalization.

  • 5 authors
·
Jun 17

Point of View: How Perspective Affects Perceived Robot Sociability

Ensuring that robot navigation is safe and socially acceptable is crucial for comfortable human-robot interaction in shared environments. However, existing validation methods often rely on a bird's-eye (allocentric) perspective, which fails to capture the subjective first-person experience of pedestrians encountering robots in the real world. In this paper, we address the perceptual gap between allocentric validation and egocentric experience by investigating how different perspectives affect the perceived sociability and disturbance of robot trajectories. Our approach uses an immersive VR environment to evaluate identical robot trajectories across allocentric, egocentric-proximal, and egocentric-distal viewpoints in a user study. We perform this analysis for trajectories generated from two different navigation policies to understand if the observed differences are unique to a single type of trajectory or more generalizable. We further examine whether augmenting a trajectory with a head-nod gesture can bridge the perceptual gap and improve human comfort. Our experiments suggest that trajectories rated as sociable from an allocentric view may be perceived as significantly more disturbing when experienced from a first-person perspective in close proximity. Our results also demonstrate that while passing distance affects perceived disturbance, communicative social signaling, such as a head-nod, can effectively enhance the perceived sociability of the robot's behavior.

  • 4 authors
·
Aug 9

EgoSplat: Open-Vocabulary Egocentric Scene Understanding with Language Embedded 3D Gaussian Splatting

Egocentric scenes exhibit frequent occlusions, varied viewpoints, and dynamic interactions compared to typical scene understanding tasks. Occlusions and varied viewpoints can lead to multi-view semantic inconsistencies, while dynamic objects may act as transient distractors, introducing artifacts into semantic feature modeling. To address these challenges, we propose EgoSplat, a language-embedded 3D Gaussian Splatting framework for open-vocabulary egocentric scene understanding. A multi-view consistent instance feature aggregation method is designed to leverage the segmentation and tracking capabilities of SAM2 to selectively aggregate complementary features across views for each instance, ensuring precise semantic representation of scenes. Additionally, an instance-aware spatial-temporal transient prediction module is constructed to improve spatial integrity and temporal continuity in predictions by incorporating spatial-temporal associations across multi-view instances, effectively reducing artifacts in the semantic reconstruction of egocentric scenes. EgoSplat achieves state-of-the-art performance in both localization and segmentation tasks on two datasets, outperforming existing methods with a 8.2% improvement in localization accuracy and a 3.7% improvement in segmentation mIoU on the ADT dataset, and setting a new benchmark in open-vocabulary egocentric scene understanding. The code will be made publicly available.

  • 7 authors
·
Mar 13, 2025

UNIEGO: Proxies as Mediators for Unified Egocentric Video Representation Learning

Egocentric video understanding is inherently limited by the narrow perspective of wearable cameras: a single viewpoint, a single modality, a single model cannot capture the full richness of human action. We argue that a truly expressive egocentric representation must subsume complementary knowledge across viewpoints, modalities, and foundation model representations, yet remain deployable from egocentric video alone. To this end, we introduce a hierarchical multi-teacher distillation framework that produces UNIEGO, a unified egocentric encoder trained with nine teachers spanning ego-exo viewpoints, RGB, depth, and skeleton modalities, and four foundation models. Rather than distilling directly from heterogeneous teachers whose incompatible architectures and feature geometries induce conflicting gradients, our framework interposes a layer of representation-specific Proxy models that translate diverse teacher knowledge into a homogeneous egocentric space. A second distillation stage, Selective Proxy Distillation (SPD), then adaptively selects, for each training sample, the subset of proxies that are both correct and confident, distilling exclusively from reliable supervision and suppressing erroneous signals. SPD is further stabilized by initializing UNIEGO as a learned convex combination of proxy parameters, placing the unified model in a well-conditioned region of the loss landscape before distillation begins. UNIEGO achieves state-of-the-art performance across three egocentric video understanding tasks - action recognition, video retrieval, and action segmentation on three challenging ego-exo benchmarks, outperforming naive multi-teacher distillation baselines and demonstrating that structured, proxy-mediated knowledge transfer yields richer and more discriminative egocentric representations.

  • 5 authors
·
Jun 17

LIME: Learning Intent-aware Camera Motion from Egocentric Video

Autonomous robots often need to move their camera before they can act: to inspect an object, reveal an occluded region, or obtain a view that responds to a user's intent. While vision-language navigation translates instructions to base motion and vision-language-action policies map instructions to manipulation actions, language-conditioned camera motion remains comparatively underexplored as a first-class action. We formulate language-conditioned camera motion generation: given a current RGB observation and a free-form natural-language intent, predict a relative target camera pose for the next observation. This task is inherently non-trivial: viewpoint changes are driven by latent perceptual intentions, and a valid motion may operate at different semantic granularity, from entering a room to looking around a corner, inspecting a visible object, or revealing an occluded detail. To model this structure, we mine multi-intention camera-motion supervision from egocentric video, pairing plausible intents and observation-gain descriptions with relative SE(3) target poses. We propose LIME, a vision-language camera-motion generator that combines an auto-regressive observation-gain output with a continuous flow-matching pose head. This design lets the model jointly predict what the next view should reveal while representing multi-hypothesis target views. Across experiments and downstream robotic tasks, we show that LIME can learn to actively choose camera poses from passive human video, turning ordinary egocentric recordings into supervision for intent-aware active perception.

  • 9 authors
·
Jul 1

MEgoHand: Multimodal Egocentric Hand-Object Interaction Motion Generation

Egocentric hand-object motion generation is crucial for immersive AR/VR and robotic imitation but remains challenging due to unstable viewpoints, self-occlusions, perspective distortion, and noisy ego-motion. Existing methods rely on predefined 3D object priors, limiting generalization to novel objects, which restricts their generalizability to novel objects. Meanwhile, recent multimodal approaches suffer from ambiguous generation from abstract textual cues, intricate pipelines for modeling 3D hand-object correlation, and compounding errors in open-loop prediction. We propose MEgoHand, a multimodal framework that synthesizes physically plausible hand-object interactions from egocentric RGB, text, and initial hand pose. MEgoHand introduces a bi-level architecture: a high-level "cerebrum" leverages a vision language model (VLM) to infer motion priors from visual-textual context and a monocular depth estimator for object-agnostic spatial reasoning, while a low-level DiT-based flow-matching policy generates fine-grained trajectories with temporal orthogonal filtering to enhance stability. To address dataset inconsistency, we design a dataset curation paradigm with an Inverse MANO Retargeting Network and Virtual RGB-D Renderer, curating a unified dataset of 3.35M RGB-D frames, 24K interactions, and 1.2K objects. Extensive experiments across five in-domain and two cross-domain datasets demonstrate the effectiveness of MEgoHand, achieving substantial reductions in wrist translation error (86.9%) and joint rotation error (34.1%), highlighting its capacity to accurately model fine-grained hand joint structures and generalize robustly across diverse scenarios.

  • 4 authors
·
May 21, 2025

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

mmEgoHand: Egocentric Hand Pose Estimation and Gesture Recognition with Head-mounted Millimeter-wave Radar and IMU

Recent advancements in millimeter-wave (mmWave) radar have demonstrated its potential for human action recognition and pose estimation, offering privacy-preserving advantages over conventional cameras while maintaining occlusion robustness, with promising applications in human-computer interaction and wellness care. However, existing mmWave systems typically employ fixed-position configurations, restricting user mobility to predefined zones and limiting practical deployment scenarios. We introduce mmEgoHand, a head-mounted egocentric system for hand pose estimation to support applications such as gesture recognition, VR interaction, skill digitization and assessment, and robotic teleoperation. mmEgoHand synergistically integrates mmWave radar with inertial measurement units (IMUs) to enable dynamic perception. The IMUs actively compensate for radar interference induced by head movements, while our novel end-to-end Transformer architecture simultaneously estimates 3D hand keypoint coordinates through multi-modal sensor fusion. This dual-modality framework achieves spatial-temporal alignment of mmWave heatmaps with IMUs, overcoming viewpoint instability inherent in egocentric sensing scenarios. We further demonstrate that intermediate hand pose representations substantially improve performance in downstream task, e.g., VR gesture recognition. Extensive evaluations with 10 subjects performing 8 gestures across 3 distinct postures -- standing, sitting, lying -- achieve 90.8% recognition accuracy, outperforming state-of-the-art solutions by a large margin. Dataset and code are available at https://github.com/WhisperYi/mmVR.

  • 7 authors
·
Jul 5, 2025

EgoMI: Learning Active Vision and Whole-Body Manipulation from Egocentric Human Demonstrations

Imitation learning from human demonstrations offers a promising approach for robot skill acquisition, but egocentric human data introduces fundamental challenges due to the embodiment gap. During manipulation, humans actively coordinate head and hand movements, continuously reposition their viewpoint and use pre-action visual fixation search strategies to locate relevant objects. These behaviors create dynamic, task-driven head motions that static robot sensing systems cannot replicate, leading to a significant distribution shift that degrades policy performance. We present EgoMI (Egocentric Manipulation Interface), a framework that captures synchronized end-effector and active head trajectories during manipulation tasks, resulting in data that can be retargeted to compatible semi-humanoid robot embodiments. To handle rapid and wide-spanning head viewpoint changes, we introduce a memory-augmented policy that selectively incorporates historical observations. We evaluate our approach on a bimanual robot equipped with an actuated camera head and find that policies with explicit head-motion modeling consistently outperform baseline methods. Results suggest that coordinated hand-eye learning with EgoMI effectively bridges the human-robot embodiment gap for robust imitation learning on semi-humanoid embodiments. Project page: https://egocentric-manipulation-interface.github.io

  • 6 authors
·
Mar 9

EgoPush: Learning End-to-End Egocentric Multi-Object Rearrangement for Mobile Robots

Humans can rearrange objects in cluttered environments using egocentric perception, navigating occlusions without global coordinates. Inspired by this capability, we study long-horizon multi-object non-prehensile rearrangement for mobile robots using a single egocentric camera. We introduce EgoPush, a policy learning framework that enables egocentric, perception-driven rearrangement without relying on explicit global state estimation that often fails in dynamic scenes. EgoPush designs an object-centric latent space to encode relative spatial relations among objects, rather than absolute poses. This design enables a privileged reinforcement-learning (RL) teacher to jointly learn latent states and mobile actions from sparse keypoints, which is then distilled into a purely visual student policy. To reduce the supervision gap between the omniscient teacher and the partially observed student, we restrict the teacher's observations to visually accessible cues. This induces active perception behaviors that are recoverable from the student's viewpoint. To address long-horizon credit assignment, we decompose rearrangement into stage-level subproblems using temporally decayed, stage-local completion rewards. Extensive simulation experiments demonstrate that EgoPush significantly outperforms end-to-end RL baselines in success rate, with ablation studies validating each design choice. We further demonstrate zero-shot sim-to-real transfer on a mobile platform in the real world. Code and videos are available at https://ai4ce.github.io/EgoPush/.

  • 7 authors
·
Feb 20 2

EgoRelight: Egocentric Human Capture and Illumination Recovery for Relightable and Photoreal Avatar Rendering

Mixed Reality (MR) headsets promise a future of immersive telepresence where virtual humans blend indistinguishably into real or virtual surroundings. Achieving this vision requires a method for capturing a user's motion, estimating appearance under novel lighting, and understanding the environment - all from the constrained viewpoint of a head-mounted display (HMD). Existing approaches treat these as isolated problems: they either focus on driving avatars with baked-in lighting or rely on studio setups for relighting. In this paper, we present EgoRelight, a holistic framework for egocentric telepresence that simultaneously captures full-body human performance, synthesizes photorealistic and relightable appearance, and estimates high dynamic range (HDR) environment maps from a single HMD. First, to ensure motion and surface reconstruction, we propose an egocentric perception module that leverages stereo down-facing cameras to extract dense depth maps, which serve as geometric control signals to drive a mesh-based avatar. Second, we introduce a novel neural appearance model that learns to synthesize view-dependent specular and view-independent diffuse shading separately. By employing a specialized ray-sampling strategy, our model generalizes to unseen illumination without relying on restrictive analytical BRDF priors. Third, we enable seamless avatar integration into the physical world via a test-time inverse rendering process, which recovers an HDR environment map by matching the pre-trained avatar's appearance to live egocentric camera observations. We demonstrate our system through a social telepresence application, where remote users are coherently relit according to their physical environment. Extensive experiments show that our components and the integrated system significantly outperform state-of-the-art baselines in geometric accuracy and rendering as well as relighting fidelity.

  • 6 authors
·
May 26

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

EgoForce: Forearm-Guided Camera-Space 3D Hand Pose from a Monocular Egocentric Camera

Reconstructing the absolute 3D pose and shape of the hands from the user's viewpoint using a single head-mounted camera is crucial for practical egocentric interaction in AR/VR, telepresence, and hand-centric manipulation tasks, where sensing must remain compact and unobtrusive. While monocular RGB methods have made progress, they remain constrained by depth-scale ambiguity and struggle to generalize across the diverse optical configurations of head-mounted devices. As a result, models typically require extensive training on device-specific datasets, which are costly and laborious to acquire. This paper addresses these challenges by introducing EgoForce, a monocular 3D hand reconstruction framework that recovers robust, absolute 3D hand pose and its position from the user's (camera-space) viewpoint. EgoForce operates across fisheye, perspective, and distorted wide-FOV camera models using a single unified network. Our approach combines a differentiable forearm representation that stabilizes hand pose, a unified arm-hand transformer that predicts both hand and forearm geometry from a single egocentric view, mitigating depth-scale ambiguity, and a ray space closed-form solver that enables absolute 3D pose recovery across diverse head-mounted camera models. Experiments on three egocentric benchmarks show that EgoForce achieves state-of-the-art 3D accuracy, reducing camera-space MPJPE by up to 28% on the HOT3D dataset compared to prior methods and maintaining consistent performance across camera configurations. For more details, visit the project page at https://dfki-av.github.io/EgoForce.

EgoReasoner: Learning Egocentric 4D Reasoning via Task-Adaptive Structured Thinking

Egocentric video understanding is inherently complex due to the dynamic 4D nature of the environment, where camera motion and object displacements necessitate a continuous re-evaluation of spatial relations. In this work, we target a suite of under-explored egocentric 4D reasoning tasks, including fixture interaction counting, viewpoint-relative fixture location, object movement itinerary tracking, and stationary object localization, that require fundamentally different cognitive operations: spatial anchoring, temporal tracking, and duration reasoning. We observe that these structural differences make task-agnostic approaches insufficient: generic Chain-of-Thought methods lack task-appropriate reasoning primitives, and uniform reinforcement learning actively destabilizes performance on spatial tasks. To address this, we propose EgoReasoner, a two-stage framework that aligns both the reasoning scaffold and the reward signal to each task's cognitive structure. In the first stage, Task-Adaptive Thinking Templates guide the synthesis of structured CoT traces that teach the model to reason adaptively across task types via supervised fine-tuning. In the second stage, task-aware reward functions verify entity grounding, temporal alignment, and task-adaptive logical consistency, selectively strengthening each reasoning pathway via reinforcement fine-tuning with GRPO. Our 3B-parameter model, trained on only 16K samples, achieves 37.5% average accuracy on the challenging HD-EPIC benchmark, surpassing Qwen2.5-VL-7B (25.7%) by over 10 points.

  • 12 authors
·
Mar 30

E3VS-Bench: A Benchmark for Viewpoint-Dependent Active Perception in 3D Gaussian Splatting Scenes

Visual search in 3D environments requires embodied agents to actively explore their surroundings and acquire task-relevant evidence. However, existing visual search and embodied AI benchmarks, including EQA, typically rely on static observations or constrained egocentric motion, and thus do not explicitly evaluate fine-grained viewpoint-dependent phenomena that arise under unrestricted 5-DoF viewpoint control in real-world 3D environments, such as visibility changes caused by vertical viewpoint shifts, revealing contents inside containers, and disambiguating object attributes that are only observable from specific angles. To address this limitation, we introduce {E3VS-Bench}, a benchmark for embodied 3D visual search where agents must control their viewpoints in 5-DoF to gather viewpoint-dependent evidence for question answering. E3VS-Bench consists of 99 high-fidelity 3D scenes reconstructed using 3D Gaussian Splatting and 2,014 question-driven episodes. 3D Gaussian Splatting enables photorealistic free-viewpoint rendering that preserves fine-grained visual details (e.g., small text and subtle attributes) often degraded in mesh-based simulators, thereby allowing the construction of questions that cannot be answered from a single view and instead require active inspection across viewpoints in 5-DoF. We evaluate multiple state-of-the-art VLMs and compare their performance with humans. Despite strong 2D reasoning ability, all models exhibit a substantial gap from humans, highlighting limitations in active perception and coherent viewpoint planning specifically under full 5-DoF viewpoint changes.

  • 9 authors
·
Apr 22

GuideDog: A Real-World Egocentric Multimodal Dataset for Blind and Low-Vision Accessibility-Aware Guidance

Mobility remains a significant challenge for the 2.2 billion people worldwide affected by blindness and low vision (BLV), with 7% of visually impaired individuals experiencing falls at least once a month. While recent advances in Multimodal Large Language Models (MLLMs) offer promising opportunities for BLV assistance, their development has been hindered by limited datasets. This limitation stems from the fact that BLV-aware annotation requires specialized domain knowledge and intensive labor. To address this gap, we introduce GuideDog, a novel accessibility-aware guide dataset containing 22K image-description pairs (including 2K human-annotated pairs) that capture diverse real-world scenes from a pedestrian's viewpoint. Our approach shifts the annotation burden from generation to verification through a collaborative human-AI framework grounded in established accessibility standards, significantly improving efficiency while maintaining high-quality annotations. We also develop GuideDogQA, a subset of 818 samples featuring multiple-choice questions designed to evaluate fine-grained visual perception capabilities, specifically object recognition and relative depth perception. Our experimental results highlight the importance of accurate spatial understanding for effective BLV guidance. GuideDog and GuideDogQA will advance research in MLLM-based assistive technologies for BLV individuals while contributing to broader applications in understanding egocentric scenes for robotics and augmented reality. The code and dataset will be publicly available.

  • 8 authors
·
Mar 17, 2025

EgoCS-400K: An Egocentric Gameplay Dataset for World Models

The shift from video generation to interactive world modeling places new demands on data: beyond captioned videos, world models require temporally aligned video-action-language trajectories grounded in the actions, camera motion, states, and events that drive future scene changes. However, such data is difficult to obtain at scale. Web video datasets offer broad visual coverage but lack executable actions and reliable states; robotic datasets provide action and state supervision but are costly and limited in scene diversity; and existing simulators often lack large-scale human-driven interaction trajectories. In this paper, we introduce EgoCS-400K, a large-scale replay-grounded egocentric Counter-Strike dataset for world models, built from public professional CS and CS2 match demos that preserve human gameplay trajectories and enable parsing, replaying, rendering, and temporal alignment. We extract player states, view directions, movements, keyboard/button inputs, view-angle changes, weapon usage, game events, and round-level context, and render clean first-person videos from the same trajectories. EgoCS-400K contains over 400,000 first-person videos and 10,000 hours of gameplay from more than 1,000 matches and 40,000 rounds, covering 13 maps and 10 player viewpoints per round. It supports a range of interactive visual modeling tasks, including action-conditioned future prediction, state- and event-aware scene rollout, replay-grounded captioning, and agent egocentric action understanding. By connecting visual observations with human actions, camera motion, game states, and events at scale, EgoCS-400K serves as a practical bridge between passive web videos, controllable game simulation, and costly real-world embodied data.

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

EgoHumanoid: Unlocking In-the-Wild Loco-Manipulation with Robot-Free Egocentric Demonstration

Human demonstrations offer rich environmental diversity and scale naturally, making them an appealing alternative to robot teleoperation. While this paradigm has advanced robot-arm manipulation, its potential for the more challenging, data-hungry problem of humanoid loco-manipulation remains largely unexplored. We present EgoHumanoid, the first framework to co-train a vision-language-action policy using abundant egocentric human demonstrations together with a limited amount of robot data, enabling humanoids to perform loco-manipulation across diverse real-world environments. To bridge the embodiment gap between humans and robots, including discrepancies in physical morphology and viewpoint, we introduce a systematic alignment pipeline spanning from hardware design to data processing. A portable system for scalable human data collection is developed, and we establish practical collection protocols to improve transferability. At the core of our human-to-humanoid alignment pipeline lies two key components. The view alignment reduces visual domain discrepancies caused by camera height and perspective variation. The action alignment maps human motions into a unified, kinematically feasible action space for humanoid control. Extensive real-world experiments demonstrate that incorporating robot-free egocentric data significantly outperforms robot-only baselines by 51\%, particularly in unseen environments. Our analysis further reveals which behaviors transfer effectively and the potential for scaling human data.

  • 9 authors
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Feb 10 2

Watching Movies Like a Human: Egocentric Emotion Understanding for Embodied Companions

Embodied robotic agents often perceive movies through an egocentric screen-view interface rather than native cinematic footage, introducing domain shifts such as viewpoint distortion, scale variation, illumination changes, and environmental interference. However, existing research on movie emotion understanding is almost exclusively conducted on cinematic footage, limiting cross-domain generalization to real-world viewing scenarios. To bridge this gap, we introduce EgoScreen-Emotion (ESE), the first benchmark dataset for egocentric screen-view movie emotion understanding. ESE contains 224 movie trailers captured under controlled egocentric screen-view conditions, producing 28,667 temporally aligned key-frames annotated by multiple raters with a confidence-aware multi-label protocol to address emotional ambiguity. We further build a multimodal long-context emotion reasoning framework that models temporal visual evidence, narrative summaries, compressed historical context, and audio cues. Cross-domain experiments reveal a severe domain gap: models trained on cinematic footage drop from 27.99 to 16.69 Macro-F1 when evaluated on realistic egocentric screen-view observations. Training on ESE substantially improves robustness under realistic viewing conditions. Our approach achieves competitive performance compared with strong closed-source multimodal models, highlighting the importance of domain-specific data and long-context multimodal reasoning.

  • 6 authors
·
Apr 16

Vision-Language Models for Egocentric Video: From Hand-Object Interaction to Embodied AI

Egocentric video captures activities from the wearer's perspective, providing a direct view of human attention, hand--object interaction, and goal-directed behavior. This perspective is increasingly important for wearable intelligence, assistive systems, human--robot interaction, and embodied AI, yet it introduces challenges including ego-motion, occlusion, small active objects, viewpoint-dependent appearance, and long-range temporal dependencies. Vision--language models (VLMs) offer a promising foundation for addressing these challenges by linking visual observations with semantic knowledge and natural-language supervision. This survey presents a critical review of VLMs for egocentric video understanding, tracing the progression from conventional recognition architectures to multimodal foundation models and embodied systems. We organize the literature around tasks, datasets, hand--object interaction understanding, temporal reasoning, frame and clip selection, multimodal representation learning, prompting, semantic alignment, and model adaptation. Particular attention is given to graph-based and object-centric reasoning as mechanisms for modeling relations among hands, objects, actions, and scene context over time. We further examine how first-person perception and multimodal foundation models support wearable assistance, robot skill learning, human-to-robot transfer, and embodied decision making. Across the reviewed literature, a consistent limitation emerges: current models recognize visible objects more reliably than evolving interactions, actions, and user intent, especially over long activities. We therefore identify temporally grounded reasoning, interaction-aware supervision, efficient long-video processing, multimodal fusion, graph-enhanced representations, cross-domain generalization, privacy, and trustworthy evaluation as key priorities for deployable embodied intelligence.

  • 2 authors
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Aug 19

RetailSMV: Exocentric vs. Egocentric Adaptation of Foundation Video World Models in Retail

Foundation video diffusion models are increasingly viewed as world simulators for embodied agents, yet their pretraining on internet-scale generic video leaves them poorly aligned with real-world deployment domains. We study parameter-efficient adaptation of a pretrained foundation video world model to retail scenes: when synchronized egocentric and exocentric video of the same activity are available, which viewpoint of training data produces the strongest adapted model? We introduce RetailSMV (Retail Synchronized Multi-View), a corpus of 32,105 captioned retail clips from five supermarkets with synchronized ego/exo capture from the store-staff perspective (stocking, arranging, weighing, managing supply carts, scanning at checkout), rather than the customer-centric framing of prior retail video corpora, and train three matched Low-Rank Adaptation (LoRA) configurations of Cosmos3-Nano (egocentric-only, exocentric-only, combined) under identical hyperparameters. On a 200-clip held-out test set evaluated with seven complementary metrics under a strict paired statistical protocol, exocentric-only adaptation matches or exceeds combined adaptation on six of seven point estimates and is significantly better on LPIPS, PSNR, and DreamSim, despite training on only 15,985 exocentric clips (versus 32,105 for combined). A symmetric paired comparison further shows that adding exocentric data to egocentric-only training helps while adding egocentric data to exocentric-only training hurts. The absolute adaptation gap is largest at the shortest rollout time, identifying the near-horizon prediction window as the regime in which adaptation is most beneficial.

  • 5 authors
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Jun 30

ENACT: Evaluating Embodied Cognition with World Modeling of Egocentric Interaction

Embodied cognition argues that intelligence arises from sensorimotor interaction rather than passive observation. It raises an intriguing question: do modern vision-language models (VLMs), trained largely in a disembodied manner, exhibit signs of embodied cognition? We introduce ENACT, a benchmark that casts evaluation of embodied cognition as world modeling from egocentric interaction in a visual question answering (VQA) format. Framed as a partially observable Markov decision process (POMDP) whose actions are scene graph changes, ENACT comprises two complementary sequence reordering tasks: forward world modeling (reorder shuffled observations given actions) and inverse world modeling (reorder shuffled actions given observations). While conceptually simple, solving these tasks implicitly demands capabilities central to embodied cognition-affordance recognition, action-effect reasoning, embodied awareness, and interactive, long-horizon memory from partially observable egocentric input, while avoiding low-level image synthesis that could confound the evaluation. We provide a scalable pipeline that synthesizes QA pairs from robotics simulation (BEHAVIOR) and evaluates models on 8,972 QA pairs spanning long-horizon home-scale activities. Experiments reveal a performance gap between frontier VLMs and humans that widens with interaction horizon. Models consistently perform better on the inverse task than the forward one and exhibit anthropocentric biases, including a preference for right-handed actions and degradation when camera intrinsics or viewpoints deviate from human vision. Website at https://enact-embodied-cognition.github.io/.

  • 11 authors
·
Nov 25, 2025 2

EgoHieraLoc: A Cortically Inspired Hierarchical Segmentation-Guided Framework for Egocentric Visual Query Localization

Visual query localization (VQL) aims to retrieve and re-localize a queried object in egocentric videos, yet remains challenging when object boundaries are ambiguous and global context cannot effectively guide fine-grained localization. Human vision handles such ambiguity through a hierarchical process: it rapidly screens foreground candidates, selectively attends to the target despite distractors, refines perception via feedback between global context and local detail, and, when a single view is unreliable, integrates evidence across viewpoints according to its credibility. Inspired by these competencies, we propose EgoHieraLoc, a unified framework for VQL-2D and VQL-3D. A Discriminative Parsing Module first extracts foreground-aware query representations using segmentation priors; a Query-Aware Module then performs robust target localization through discriminative correlation filtering with deformable modeling; and a Regional Adaptation Module feeds multi-scale context back into local regions to recover precise object boundaries. To extend this perceptual hierarchy to 3D localization, we introduce Geometric-Semantic Joint Confidence (GSJC), which multiplicatively couples segmentation confidence with local depth consistency, multi-view back-projection consistency, and triangulation-baseline quality, so that a viewpoint contributes to the 3D estimate only when it is credible both semantically and geometrically. Extensive experiments demonstrate state-of-the-art performance on both VQL-2D and -3D benchmarks.

  • 6 authors
·
Aug 9

Long Time No See: Benchmarking VLMs for Out-of-Sight Spatiotemporal Reasoning in Egocentric Videos

Real-world AI systems must reason about objects that are no longer visible: an AR assistant guiding a user back to an object used earlier, a household robot retrieving an item someone put away. This requires not just recalling where an object was last seen, but updating its state when it is moved and retaining that update once it leaves view. We refer to this as out-of-sight spatiotemporal reasoning. We introduce Beyond3D, the first VQA benchmark to isolate this ability in dynamic egocentric video: every query targets an object that has been relocated and has since left the field of view. We create our questions from HD-EPIC annotations, building a visibility track for each dynamic object from its 3D position, the camera pose, and the scene geometry to understand at each moment whether it is visible, occluded, or out of view. Beyond3D comprises 9,000 questions in eight types over 135 videos from nine participants, organized as one reasoning chain: visual grounding (is the target observable now), temporal grounding (when it was last visible and last placed), scene localization (which fixture anchors that location), and 3D spatial perception (where it lies relative to the current viewpoint or another object in the scene). We benchmark nine general-purpose and spatially specialized VLMs. The best model reaches 42.2% against 29.7% chance and text-only baselines reaching 31.9%, with the largest failures in recovering when an object was last visible, showing that tracking object movement out of sight remains far from solved for current VLMs.

  • 8 authors
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Sep 27

PRISM: A Multi-View Multi-Capability Retail Video Dataset for Embodied Vision-Language Models

A critical gap exists between the general-purpose visual understanding of state-of-the-art physical AI models and the specialized perceptual demands of structured real-world deployment environments. We present PRISM, a 270K-sample multi-view video supervised fine-tuning (SFT) corpus for embodied vision-language-models (VLMs) in real-world retail environments. PRISM is motivated by a simple observation - physical AI systems fail not because of poor visual recognition, but because they do not understand space, physical dynamics and embodied action well enough to operate reliably in the world. To this end, PRISM is grounded in a novel three-dimensional knowledge ontology that spans spatial knowledge, temporal and physical knowledge, and embodied action knowledge. It covers 20+ capability probes across four evaluation dimensions - Embodied Reasoning (ER), Common Sense (CS), Spatial Perception (SP), and Intuitive Physics (IP), and to our knowledge, PRISM is the first dataset to instantiate all three knowledge dimensions within a single real-world deployment domain. The corpus captures data from egocentric, exocentric and 360° viewpoints across five supermarket locations and includes open-ended, chain-of-thought, and multiple-choice supervision. At 4 fps, PRISM spans approximately 11.8M video frames and approximately 730M tokens, placing it among the largest domain-specific video SFT corpora. Fine-tuning on PRISM reduces the error rate across all 20+ probes by 66.6% over the pre-trained baseline, with significant gains in embodied action understanding where the accuracy improves by 36.4%. Our results suggest that ontology-structured, domain specific SFT can meaningfully strengthen embodied VLMs for real-world settings. The PRISM dataset and more details are available at https://dreamvu.ai/prism

  • 9 authors
·
Mar 31

SpaceMind++: Toward Allocentric Cognitive Maps for Spatially Grounded Video MLLMs

Recent multimodal large language models (MLLMs) have made remarkable progress in visual understanding and language-based reasoning, yet they lack a persistent world-centered representation for spatially consistent reasoning in 3D environments. Inspired by the mammalian dual-stream system, where semantic and spatial cues are processed separately and integrated into an allocentric cognitive map, we propose SpaceMind++, a video MLLM architecture that explicitly builds a voxelized cognitive map from RGB videos. This map reorganizes fragmented egocentric observations into a shared 3D metric representation, enabling the model to preserve object permanence and spatial topology across changing viewpoints. To make this allocentric representation usable by a pretrained video MLLM without disrupting its native visual-token interface, we introduce Coordinate-Guided Deep Iterative Fusion, a new mechanism that relays map-level spatial knowledge back into the original 2D visual features. This fusion is explicitly guided by coordinate embeddings and 3D Rotary Positional Encoding, which ground semantic interactions in metric 3D space, resembling the entorhinal binding of sensory features to metric space. Extensive experiments show that SpaceMind++ achieves new state-of-the-art performance on VSI-Bench. Furthermore, it demonstrates superior out-of-distribution generalization on SPBench, SITE-Bench, and SPAR-Bench, underscoring its robustness in unseen 3D environments.

  • 6 authors
·
May 9

LALM: Long-Term Action Anticipation with Language Models

Understanding human activity is a crucial yet intricate task in egocentric vision, a field that focuses on capturing visual perspectives from the camera wearer's viewpoint. While traditional methods heavily rely on representation learning trained on extensive video data, there exists a significant limitation: obtaining effective video representations proves challenging due to the inherent complexity and variability in human activities.Furthermore, exclusive dependence on video-based learning may constrain a model's capability to generalize across long-tail classes and out-of-distribution scenarios. In this study, we introduce a novel approach for long-term action anticipation using language models (LALM), adept at addressing the complex challenges of long-term activity understanding without the need for extensive training. Our method incorporates an action recognition model to track previous action sequences and a vision-language model to articulate relevant environmental details. By leveraging the context provided by these past events, we devise a prompting strategy for action anticipation using large language models (LLMs). Moreover, we implement Maximal Marginal Relevance for example selection to facilitate in-context learning of the LLMs. Our experimental results demonstrate that LALM surpasses the state-of-the-art methods in the task of long-term action anticipation on the Ego4D benchmark. We further validate LALM on two additional benchmarks, affirming its capacity for generalization across intricate activities with different sets of taxonomies. These are achieved without specific fine-tuning.

  • 6 authors
·
Nov 28, 2023

ViewSpatial-Bench: Evaluating Multi-perspective Spatial Localization in Vision-Language Models

Vision-language models (VLMs) have demonstrated remarkable capabilities in understanding and reasoning about visual content, but significant challenges persist in tasks requiring cross-viewpoint understanding and spatial reasoning. We identify a critical limitation: current VLMs excel primarily at egocentric spatial reasoning (from the camera's perspective) but fail to generalize to allocentric viewpoints when required to adopt another entity's spatial frame of reference. We introduce ViewSpatial-Bench, the first comprehensive benchmark designed specifically for multi-viewpoint spatial localization recognition evaluation across five distinct task types, supported by an automated 3D annotation pipeline that generates precise directional labels. Comprehensive evaluation of diverse VLMs on ViewSpatial-Bench reveals a significant performance disparity: models demonstrate reasonable performance on camera-perspective tasks but exhibit reduced accuracy when reasoning from a human viewpoint. By fine-tuning VLMs on our multi-perspective spatial dataset, we achieve an overall performance improvement of 46.24% across tasks, highlighting the efficacy of our approach. Our work establishes a crucial benchmark for spatial intelligence in embodied AI systems and provides empirical evidence that modeling 3D spatial relationships enhances VLMs' corresponding spatial comprehension capabilities.

  • 12 authors
·
May 27, 2025 2

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

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

  • 6 authors
·
May 24

HomeSafeBench: A Benchmark for Embodied Vision-Language Models in Free-Exploration Home Safety Inspection

Safety hazards in the home are a leading cause of preventable domestic injuries, motivating an automated inspector that actively explores a home and reports hazards before they cause harm. We introduce HomeSafeBench, the first benchmark for free-exploration home safety inspection with egocentric visual feedback, in which an embodied agent navigates a fully interactive 3D home, adjusts its viewpoint, and reports hazards purely from rendered first-person views. Built on the VirtualHome simulator, it covers five categories of common household hazards and comprises 1,000 human-validated inspection tasks. Evaluating a broad range of state-of-the-art Vision-Language Models (VLMs) reveals a large gap, where the best model reaches only about 34.7% F1, far below the 98.0% of a human inspector. Moreover, precision far exceeds recall across models, revealing a systematic tendency to under-report hazards that reflects a shared deficiency in risk recognition. To close this gap at low cost, we propose CueBack, an offline data-construction method that exploits the clue-precedes-confirmation structure of inspection, backtracking a privileged trajectory to the earliest frame where a hazard cue becomes visible and rewriting it into executable supervision. Fine-tuning a 4B-size VLM on CueBack-constructed data raises the average F1 from 18.7% to 45.3% on an out-of-distribution test set, surpassing the strongest closed-source model performance 34.7%. The benchmark, training dataset, and code are available at https://github.com/BITHLP/HomeSafeBench.

  • 6 authors
·
Aug 3

DreamNav: A Trajectory-Based Imaginative Framework for Zero-Shot Vision-and-Language Navigation

Vision-and-Language Navigation in Continuous Environments (VLN-CE), which links language instructions to perception and control in the real world, is a core capability of embodied robots. Recently, large-scale pretrained foundation models have been leveraged as shared priors for perception, reasoning, and action, enabling zero-shot VLN without task-specific training. However, existing zero-shot VLN methods depend on costly perception and passive scene understanding, collapsing control to point-level choices. As a result, they are expensive to deploy, misaligned in action semantics, and short-sighted in planning. To address these issues, we present DreamNav that focuses on the following three aspects: (1) for reducing sensory cost, our EgoView Corrector aligns viewpoints and stabilizes egocentric perception; (2) instead of point-level actions, our Trajectory Predictor favors global trajectory-level planning to better align with instruction semantics; and (3) to enable anticipatory and long-horizon planning, we propose an Imagination Predictor to endow the agent with proactive thinking capability. On VLN-CE and real-world tests, DreamNav sets a new zero-shot state-of-the-art (SOTA), outperforming the strongest egocentric baseline with extra information by up to 7.49\% and 18.15\% in terms of SR and SPL metrics. To our knowledge, this is the first zero-shot VLN method to unify trajectory-level planning and active imagination while using only egocentric inputs.

  • 9 authors
·
Sep 14, 2025

Thinking with Imagination: Agentic Visual Spatial Reasoning with World Simulators

While Vision-Language Models (VLMs) have shown strong visual reasoning capabilities, their spatial reasoning abilities remain largely constrained to the observed images and text-oriented chain-of-thought. They often struggle to infer unobserved layouts, maintain cross-view consistency, and reason from alternative viewpoints when only limited egocentric observations are available. In this work, we study this problem as thinking with imagination, where a VLM actively acquires imagined visual evidence by interacting with a world simulator during reasoning. We propose Astra, an agentic spatial reasoning framework that empowers VLMs with action-conditioned visual imagination. Specifically, Astra couples Astra-VL, an RL-trained VLM policy, with Astra-WM, a Bagel-based world simulator that generates novel-view observations from context images and natural-language camera motions. To provide reliable imagined evidence, Astra-WM is trained with view consistency tuning to improve pose and content consistency across views. In the RL stage, we propose a world-simulator-in-the-loop two-phase RL curriculum to stabilize tool-use exploration and advance the model's ability to invoke the simulator only when imagined observations improve over direct answering. Experiments demonstrate that both the world simulator and the agentic policy are necessary: Astra-WM improves simulator-augmented Gemini-3-Flash on MMSI-Bench from 45.1 to 49.5, while Astra-VL improves the Qwen3-VL backbone from 29.8 to 38.8 on MMSI-Bench and from 36.8 to 42.7 on MindCube. These results show that imagined observations can provide useful spatial evidence, but effective world-model-augmented reasoning requires learning when, where, and how to imagine.

EgoWorld: Translating Exocentric View to Egocentric View using Rich Exocentric Observations

Egocentric vision is essential for both human and machine visual understanding, particularly in capturing the detailed hand-object interactions needed for manipulation tasks. Translating third-person views into first-person views significantly benefits augmented reality (AR), virtual reality (VR) and robotics applications. However, current exocentric-to-egocentric translation methods are limited by their dependence on 2D cues, synchronized multi-view settings, and unrealistic assumptions such as the necessity of an initial egocentric frame and relative camera poses during inference. To overcome these challenges, we introduce EgoWorld, a novel framework that reconstructs an egocentric view from rich exocentric observations, including point clouds, 3D hand poses, and textual descriptions. Our approach reconstructs a point cloud from estimated exocentric depth maps, reprojects it into the egocentric perspective, and then applies diffusion model to produce dense, semantically coherent egocentric images. Evaluated on four datasets (i.e., H2O, TACO, Assembly101, and Ego-Exo4D), EgoWorld achieves state-of-the-art performance and demonstrates robust generalization to new objects, actions, scenes, and subjects. Moreover, EgoWorld exhibits robustness on in-the-wild examples, underscoring its practical applicability. Project page is available at https://redorangeyellowy.github.io/EgoWorld/.

  • 3 authors
·
Jun 22, 2025

ReViV: Reconstructing the Viewer and the View in 4D from Monocular Egocentric Video

Egocentric devices, such as wearable front-facing cameras, provide a unique perspective for capturing the continuous interaction between a human viewer and the surrounding environment. A holistic and efficient multimodal model capable of reconstructing this 4D representation is therefore highly desirable. However, existing approaches often rely on auxiliary inputs such as pre-computed camera trajectories, treat scene perception and human ego-motion modeling as separate problems despite their strong interdependency, and suffer from slow inference time. To address these limitations, we present ReViV, the first unified framework for holistic egocentric 4D reconstruction that extracts both viewer and view dynamics from a single monocular RGB video. We formulate the task as learning the full joint probability distribution over multimodal signals, including RGB video, camera trajectory, gaze direction, full-body motion, hand motion, and depth. Powered by a Masked Generative Egocentric Transformer, ReViV operates within a single feed-forward architecture to simultaneously reconstruct the temporally consistent 4D reconstruction across the viewer and the view with fast inference speed. Extensive experiments on diverse benchmarks, including HoloAssist, HOT3D, ARCTIC, Aria Digital Twin, and TACO, demonstrate that ReViV achieves state-of-the-art accuracy and efficiency across holistic ego-body, hand, and gaze reconstruction, camera tracking, while maintaining highly competitive egocentric depth estimation without relying on heavy task-specific priors. Code and models are fully open-sourced: https://reviv4d.github.io/.

Ego3DPose: Capturing 3D Cues from Binocular Egocentric Views

We present Ego3DPose, a highly accurate binocular egocentric 3D pose reconstruction system. The binocular egocentric setup offers practicality and usefulness in various applications, however, it remains largely under-explored. It has been suffering from low pose estimation accuracy due to viewing distortion, severe self-occlusion, and limited field-of-view of the joints in egocentric 2D images. Here, we notice that two important 3D cues, stereo correspondences, and perspective, contained in the egocentric binocular input are neglected. Current methods heavily rely on 2D image features, implicitly learning 3D information, which introduces biases towards commonly observed motions and leads to low overall accuracy. We observe that they not only fail in challenging occlusion cases but also in estimating visible joint positions. To address these challenges, we propose two novel approaches. First, we design a two-path network architecture with a path that estimates pose per limb independently with its binocular heatmaps. Without full-body information provided, it alleviates bias toward trained full-body distribution. Second, we leverage the egocentric view of body limbs, which exhibits strong perspective variance (e.g., a significantly large-size hand when it is close to the camera). We propose a new perspective-aware representation using trigonometry, enabling the network to estimate the 3D orientation of limbs. Finally, we develop an end-to-end pose reconstruction network that synergizes both techniques. Our comprehensive evaluations demonstrate that Ego3DPose outperforms state-of-the-art models by a pose estimation error (i.e., MPJPE) reduction of 23.1% in the UnrealEgo dataset. Our qualitative results highlight the superiority of our approach across a range of scenarios and challenges.

  • 4 authors
·
Sep 20, 2023

RoboSense: Large-scale Dataset and Benchmark for Egocentric Robot Perception and Navigation in Crowded and Unstructured Environments

Reliable embodied perception from an egocentric perspective is challenging yet essential for autonomous navigation technology of intelligent mobile agents. With the growing demand of social robotics, near-field scene understanding becomes an important research topic in the areas of egocentric perceptual tasks related to navigation in both crowded and unstructured environments. Due to the complexity of environmental conditions and difficulty of surrounding obstacles owing to truncation and occlusion, the perception capability under this circumstance is still inferior. To further enhance the intelligence of mobile robots, in this paper, we setup an egocentric multi-sensor data collection platform based on 3 main types of sensors (Camera, LiDAR and Fisheye), which supports flexible sensor configurations to enable dynamic sight of view from ego-perspective, capturing either near or farther areas. Meanwhile, a large-scale multimodal dataset is constructed, named RoboSense, to facilitate egocentric robot perception. Specifically, RoboSense contains more than 133K synchronized data with 1.4M 3D bounding box and IDs annotated in the full 360^{circ} view, forming 216K trajectories across 7.6K temporal sequences. It has 270times and 18times as many annotations of surrounding obstacles within near ranges as the previous datasets collected for autonomous driving scenarios such as KITTI and nuScenes. Moreover, we define a novel matching criterion for near-field 3D perception and prediction metrics. Based on RoboSense, we formulate 6 popular tasks to facilitate the future research development, where the detailed analysis as well as benchmarks are also provided accordingly. Data desensitization measures have been conducted for privacy protection.

  • 5 authors
·
Aug 27, 2024

EgoGen: An Egocentric Synthetic Data Generator

Understanding the world in first-person view is fundamental in Augmented Reality (AR). This immersive perspective brings dramatic visual changes and unique challenges compared to third-person views. Synthetic data has empowered third-person-view vision models, but its application to embodied egocentric perception tasks remains largely unexplored. A critical challenge lies in simulating natural human movements and behaviors that effectively steer the embodied cameras to capture a faithful egocentric representation of the 3D world. To address this challenge, we introduce EgoGen, a new synthetic data generator that can produce accurate and rich ground-truth training data for egocentric perception tasks. At the heart of EgoGen is a novel human motion synthesis model that directly leverages egocentric visual inputs of a virtual human to sense the 3D environment. Combined with collision-avoiding motion primitives and a two-stage reinforcement learning approach, our motion synthesis model offers a closed-loop solution where the embodied perception and movement of the virtual human are seamlessly coupled. Compared to previous works, our model eliminates the need for a pre-defined global path, and is directly applicable to dynamic environments. Combined with our easy-to-use and scalable data generation pipeline, we demonstrate EgoGen's efficacy in three tasks: mapping and localization for head-mounted cameras, egocentric camera tracking, and human mesh recovery from egocentric views. EgoGen will be fully open-sourced, offering a practical solution for creating realistic egocentric training data and aiming to serve as a useful tool for egocentric computer vision research. Refer to our project page: https://ego-gen.github.io/.

  • 8 authors
·
Jan 16, 2024

EgoMe: Follow Me via Egocentric View in Real World

When interacting with the real world, human often take the egocentric (first-person) view as a benchmark, naturally transferring behaviors observed from a exocentric (third-person) view to their own. This cognitive theory provides a foundation for researching how robots can more effectively imitate human behavior. However, current research either employs multiple cameras with different views focusing on the same individual's behavior simultaneously or encounters unpair ego-exo view scenarios, there is no effort to fully exploit human cognitive behavior in the real world. To fill this gap, in this paper, we introduce a novel large-scale egocentric dataset, called EgoMe, which towards following the process of human imitation learning via egocentric view in the real world. Our dataset includes 7902 pairs of videos (15804 videos) for diverse daily behaviors in real-world scenarios. For a pair of videos, one video captures a exocentric view of the imitator observing the demonstrator's actions, while the other captures a egocentric view of the imitator subsequently following those actions. Notably, our dataset also contain exo-ego eye gaze, angular velocity, acceleration, magnetic strength and other sensor multi-modal data for assisting in establishing correlations between observing and following process. In addition, we also propose eight challenging benchmark tasks for fully leveraging this data resource and promoting the research of robot imitation learning ability. Extensive statistical analysis demonstrates significant advantages compared to existing datasets. The proposed EgoMe dataset and benchmark will be released soon.

  • 6 authors
·
Jan 31, 2025

EgoM2P: Egocentric Multimodal Multitask Pretraining

Understanding multimodal signals in egocentric vision, such as RGB video, depth, camera poses, and gaze, is essential for applications in augmented reality, robotics, and human-computer interaction, enabling systems to better interpret the camera wearer's actions, intentions, and surrounding environment. However, building large-scale egocentric multimodal and multitask models presents unique challenges. Egocentric data are inherently heterogeneous, with large variations in modality coverage across devices and settings. Generating pseudo-labels for missing modalities, such as gaze or head-mounted camera trajectories, is often infeasible, making standard supervised learning approaches difficult to scale. Furthermore, dynamic camera motion and the complex temporal and spatial structure of first-person video pose additional challenges for the direct application of existing multimodal foundation models. To address these challenges, we introduce a set of efficient temporal tokenizers and propose EgoM2P, a masked modeling framework that learns from temporally-aware multimodal tokens to train a large, general-purpose model for egocentric 4D understanding. This unified design supports multitasking across diverse egocentric perception and synthesis tasks, including gaze prediction, egocentric camera tracking, and monocular depth estimation from egocentric video, and also serves as a generative model for conditional egocentric video synthesis. Across these tasks, EgoM2P matches or outperforms specialist models while being an order of magnitude faster. We will fully open-source EgoM2P to support the community and advance egocentric vision research. Project page: https://egom2p.github.io/.

  • 6 authors
·
Jun 9, 2025

EgoInertia-MI: A Multimodal Egocentric Vision and IMU Benchmark for Motor Impairment Assessment

Motor impairments, including tremor, bradykinesia, gait abnormalities, and postural instability, are common across many neurological and movement-related conditions. Conventional clinical assessments are often intermittent and may fail to capture subtle temporal variations in motor behavior. While wearable IMUs and third-person video have shown promise for objective motor assessment, third-person recordings raise privacy concerns and require constrained acquisition setups. In contrast, egocentric vision provides a more naturalistic and privacyaware alternative. In this work, we introduce EgoInertia-MI, a multimodal benchmark dataset combining synchronized egocentric video and wearable IMU signals for motor impairment analysis. The dataset contains 19 upper- and lower-body activities performed by healthy volunteers simulating varying levels of motor impairment severity levels: no impairment, mild impairment, and severe impairment. We establish two benchmark tasks: action recognition and motor impairment severity estimation, and evaluate multiple unimodal and multimodal baselines. Experimental results show that egocentric video provides strong cues for motor impairment assessment, while multimodal fusion achieves the best overall performance, reaching 0.78 Macro-F1 for severity estimation and 0.93 Macro-F1 for action recognition. These findings highlight the potential of combining egocentric vision and wearable sensing for ecologically valid and privacy-aware motor assessment. Code and data are available at:https://fatemah-alh.github.io/EgoInertia-MI-Page/.

  • 4 authors
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Jul 3

Understanding From Human Perspective: A Multi-agent System for Interactive Egocentric Medical Image Segmentation

Interactive egocentric medical image segmentation (IEMIS) plays an important role in smart-glasses-assisted medical image review, segmenting the medical targets a clinician refers to from their egocentric view. Once it succeeds, the object-level visual evidence it provides strengthens the review and underpins fine-grained analysis and clinical decision-making. However, the instruction and the video both come from the user's egocentric perspective, which poses two challenges. (1) Semantic ambiguity leaves the model unable to confirm the user-intended target. (2) Visual variability makes the segmentation jump from frame to frame. In this paper, we propose EgoMed-Agent, a multi-agent system that understands the target from the human perspective through two workflows. (1) The Target Confirmation Workflow grounds the instruction against candidate targets with a reliability score, confirming the target when the grounding is reliable and asking the user to clarify when it is not, thereby confirming the segmentation target. (2) The Localization-Guided Propagation Workflow couples mask propagation with per-frame target localization, using the localized target to correct the propagated mask whenever the two diverge, so the segmentation stays on the target across the egocentric video. Extensive experiments show that EgoMed-Agent reaches 71.34\% average Dice, far above the best text-prompted baseline (11.70\%). Our code is available at https://github.com/wdyyyyyy/EgoMed-Agent{our project page}.

  • 6 authors
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Jul 18

Towards Comprehensive Scene Understanding: Integrating First and Third-Person Views for LVLMs

Large vision-language models (LVLMs) are increasingly deployed in interactive applications such as virtual and augmented reality, where a first-person (egocentric) view captured by head-mounted cameras serves as key input. While this view offers fine-grained cues about user attention and hand-object interactions, its narrow field of view and lack of global context often lead to failures on spatially or contextually demanding queries. To address this, we introduce a framework that augments egocentric inputs with third-person (exocentric) views, providing complementary information such as global scene layout and object visibility to LVLMs. We present E3VQA, the first benchmark for multi-view question answering with 4K high-quality question-answer pairs grounded in synchronized ego-exo image pairs. Additionally, we propose M3CoT, a training-free prompting technique that constructs a unified scene representation by integrating scene graphs from three complementary perspectives. M3CoT enables LVLMs to reason more effectively across views, yielding consistent performance gains (4.84% for GPT-4o and 5.94% for Gemini 2.0 Flash) over a recent CoT baseline. Our extensive evaluation reveals key strengths and limitations of LVLMs in multi-view reasoning and highlights the value of leveraging both egocentric and exocentric inputs. The dataset and source code are available at https://github.com/Leeinsu1/Towards-Comprehensive-Scene-Understanding.

  • 6 authors
·
Oct 23, 2025

egoPPG: Heart Rate Estimation from Eye-Tracking Cameras in Egocentric Systems to Benefit Downstream Vision Tasks

Egocentric vision systems aim to understand the spatial surroundings and the wearer's behavior inside it, including motions, activities, and interactions. We argue that egocentric systems must additionally detect physiological states to capture a person's attention and situational responses, which are critical for context-aware behavior modeling. In this paper, we propose egoPPG, a novel vision task for egocentric systems to recover a person's cardiac activity to aid downstream vision tasks. We introduce PulseFormer, a method to extract heart rate as a key indicator of physiological state from the eye tracking cameras on unmodified egocentric vision systems. PulseFormer continuously estimates the photoplethysmogram (PPG) from areas around the eyes and fuses motion cues from the headset's inertial measurement unit to track HR values. We demonstrate egoPPG's downstream benefit for a key task on EgoExo4D, an existing egocentric dataset for which we find PulseFormer's estimates of HR to improve proficiency estimation by 14%. To train and validate PulseFormer, we collected a dataset of 13+ hours of eye tracking videos from Project Aria and contact-based PPG signals as well as an electrocardiogram (ECG) for ground-truth HR values. Similar to EgoExo4D, 25 participants performed diverse everyday activities such as office work, cooking, dancing, and exercising, which induced significant natural motion and HR variation (44-164 bpm). Our model robustly estimates HR (MAE=7.67 bpm) and captures patterns (r=0.85). Our results show how egocentric systems may unify environmental and physiological tracking to better understand users and that egoPPG as a complementary task provides meaningful augmentations for existing datasets and tasks. We release our code, dataset, and HR augmentations for EgoExo4D to inspire research on physiology-aware egocentric tasks.

  • 5 authors
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Aug 5, 2025

egoEMOTION: Egocentric Vision and Physiological Signals for Emotion and Personality Recognition in Real-World Tasks

Understanding affect is central to anticipating human behavior, yet current egocentric vision benchmarks largely ignore the person's emotional states that shape their decisions and actions. Existing tasks in egocentric perception focus on physical activities, hand-object interactions, and attention modeling - assuming neutral affect and uniform personality. This limits the ability of vision systems to capture key internal drivers of behavior. In this paper, we present egoEMOTION, the first dataset that couples egocentric visual and physiological signals with dense self-reports of emotion and personality across controlled and real-world scenarios. Our dataset includes over 50 hours of recordings from 43 participants, captured using Meta's Project Aria glasses. Each session provides synchronized eye-tracking video, headmounted photoplethysmography, inertial motion data, and physiological baselines for reference. Participants completed emotion-elicitation tasks and naturalistic activities while self-reporting their affective state using the Circumplex Model and Mikels' Wheel as well as their personality via the Big Five model. We define three benchmark tasks: (1) continuous affect classification (valence, arousal, dominance); (2) discrete emotion classification; and (3) trait-level personality inference. We show that a classical learning-based method, as a simple baseline in real-world affect prediction, produces better estimates from signals captured on egocentric vision systems than processing physiological signals. Our dataset establishes emotion and personality as core dimensions in egocentric perception and opens new directions in affect-driven modeling of behavior, intent, and interaction.

  • 5 authors
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Feb 23

TSR-Ego: Temporally Guided Stereo Refinement Framework for Egocentric 3D Human Pose Estimation

Egocentric 3D human pose estimation from head-mounted stereo cameras is challenging due to fisheye distortion, severe self-occlusion, and frequent truncation of body joints outside the camera field of view. Recent stereo egocentric methods have improved performance through heatmap lifting, stereo correspondence, and transformer-based refinement, but they often rely heavily on frame-local evidence or use temporal information only as auxiliary pose-level context. This limits robustness when current-frame stereo cues are weak, occluded, or ambiguous. We propose TSR-Ego, a temporally guided stereo framework that couples short-term motion evidence with projection-guided feature sampling. The model first enriches dense stereo feature maps using a causal depthwise-separable temporal convolution, allowing past visual evidence to influence the feature space before deformable cross-attention. A single-stage causal stereo decoder then refines learned 3D joint queries through temporal self-attention, joint self-attention, and fisheye deformable stereo cross-attention, using the evolving pose estimate to generate 2D sampling references. Unlike methods that apply temporal reasoning mainly after pose prediction, TSR-Ego uses motion context to shape both the sampled stereo features and the joint representations while preserving online inference without future frames. Experiments on UnrealEgo2 and UnrealEgo-RW show state-of-the-art performance, with especially strong gains on real-world sequences.

  • 3 authors
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Jul 9

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.

Scene-aware Egocentric 3D Human Pose Estimation

Egocentric 3D human pose estimation with a single head-mounted fisheye camera has recently attracted attention due to its numerous applications in virtual and augmented reality. Existing methods still struggle in challenging poses where the human body is highly occluded or is closely interacting with the scene. To address this issue, we propose a scene-aware egocentric pose estimation method that guides the prediction of the egocentric pose with scene constraints. To this end, we propose an egocentric depth estimation network to predict the scene depth map from a wide-view egocentric fisheye camera while mitigating the occlusion of the human body with a depth-inpainting network. Next, we propose a scene-aware pose estimation network that projects the 2D image features and estimated depth map of the scene into a voxel space and regresses the 3D pose with a V2V network. The voxel-based feature representation provides the direct geometric connection between 2D image features and scene geometry, and further facilitates the V2V network to constrain the predicted pose based on the estimated scene geometry. To enable the training of the aforementioned networks, we also generated a synthetic dataset, called EgoGTA, and an in-the-wild dataset based on EgoPW, called EgoPW-Scene. The experimental results of our new evaluation sequences show that the predicted 3D egocentric poses are accurate and physically plausible in terms of human-scene interaction, demonstrating that our method outperforms the state-of-the-art methods both quantitatively and qualitatively.

  • 6 authors
·
Sep 24, 2023

EgoSim: An Egocentric Multi-view Simulator and Real Dataset for Body-worn Cameras during Motion and Activity

Research on egocentric tasks in computer vision has mostly focused on head-mounted cameras, such as fisheye cameras or embedded cameras inside immersive headsets. We argue that the increasing miniaturization of optical sensors will lead to the prolific integration of cameras into many more body-worn devices at various locations. This will bring fresh perspectives to established tasks in computer vision and benefit key areas such as human motion tracking, body pose estimation, or action recognition -- particularly for the lower body, which is typically occluded. In this paper, we introduce EgoSim, a novel simulator of body-worn cameras that generates realistic egocentric renderings from multiple perspectives across a wearer's body. A key feature of EgoSim is its use of real motion capture data to render motion artifacts, which are especially noticeable with arm- or leg-worn cameras. In addition, we introduce MultiEgoView, a dataset of egocentric footage from six body-worn cameras and ground-truth full-body 3D poses during several activities: 119 hours of data are derived from AMASS motion sequences in four high-fidelity virtual environments, which we augment with 5 hours of real-world motion data from 13 participants using six GoPro cameras and 3D body pose references from an Xsens motion capture suit. We demonstrate EgoSim's effectiveness by training an end-to-end video-only 3D pose estimation network. Analyzing its domain gap, we show that our dataset and simulator substantially aid training for inference on real-world data. EgoSim code & MultiEgoView dataset: https://siplab.org/projects/EgoSim

  • 7 authors
·
Feb 25, 2025

EgoHRV: Continuous Heart Rate Variability Estimation from Egocentric Systems for Autonomic Response and Skill Assessment

Egocentric vision systems capture human behavior from visible cues, but overlook physiological indicators of autonomic states such as stress, engagement, and attention. Heart rate variability (HRV) is a widely used noninvasive marker of autonomic regulation under stress. HRV reflects small timing differences between successive heartbeats and has so far been out of reach for egocentric platforms, where motion and noise in gaze video mask exactly this fine-grained timing. We propose EgoHRV, a method that estimates HRV as well as heart rate (HR) from the gaze cameras that are already integrated into egocentric headsets. Our pipeline combines a 3D backbone with a novel low--high decomposition module that extracts the blood volume pulse (BVP) signal from gaze video. Our cross-domain pretraining aligns the frequency-domain representations of contact-based and camera-derived signals. This alignment gives EgoHRV the temporal precision to recover HRV from the subtle fluctuations in gaze video. EgoHRV achieves state-of-the-art accuracy for HR and HRV estimation from egocentric video, and its uncertainty-aware design improves downstream behavioral modeling. Integrating our HRV estimates and confidence measures into EgoExo4D's proficiency estimator raises accuracy by 17.8%. Beyond skill, continuous HRV estimation also opens egocentric systems to stress- and arousal-aware estimation tasks. Code: https://github.com/eth-siplab/EgoHRV

  • 2 authors
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Aug 18

Egocentric Co-Pilot: Web-Native Smart-Glasses Agents for Assistive Egocentric AI

What if accessing the web did not require a screen, a stable desk, or even free hands? For people navigating crowded cities, living with low vision, or experiencing cognitive overload, smart glasses coupled with AI agents could turn the web into an always-on assistive layer over daily life. We present Egocentric Co-Pilot, a web-native neuro-symbolic framework that runs on smart glasses and uses a Large Language Model (LLM) to orchestrate a toolbox of perception, reasoning, and web tools. An egocentric reasoning core combines Temporal Chain-of-Thought with Hierarchical Context Compression to support long-horizon question answering and decision support over continuous first-person video, far beyond a single model's context window. Additionally, a lightweight multimodal intent layer maps noisy speech and gaze into structured commands. We further implement and evaluate a cloud-native WebRTC pipeline integrating streaming speech, video, and control messages into a unified channel for smart glasses and browsers. In parallel, we deploy an on-premise WebSocket baseline, exposing concrete trade-offs between local inference and cloud offloading in terms of latency, mobility, and resource use. Experiments on Egolife and HD-EPIC demonstrate competitive or state-of-the-art egocentric QA performance, and a human-in-the-loop study on smart glasses shows higher task completion and user satisfaction than leading commercial baselines. Taken together, these results indicate that web-connected egocentric co-pilots can be a practical path toward more accessible, context-aware assistance in everyday life. By grounding operation in web-native communication primitives and modular, auditable tool use, Egocentric Co-Pilot offers a concrete blueprint for assistive, always-on web agents that support education, accessibility, and social inclusion for people who may benefit most from contextual, egocentric AI.

  • 11 authors
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Mar 1

Gaze Beyond the Frame: Forecasting Egocentric 3D Visual Span

People continuously perceive and interact with their surroundings based on underlying intentions that drive their exploration and behaviors. While research in egocentric user and scene understanding has focused primarily on motion and contact-based interaction, forecasting human visual perception itself remains less explored despite its fundamental role in guiding human actions and its implications for AR/VR and assistive technologies. We address the challenge of egocentric 3D visual span forecasting, predicting where a person's visual perception will focus next within their three-dimensional environment. To this end, we propose EgoSpanLift, a novel method that transforms egocentric visual span forecasting from 2D image planes to 3D scenes. EgoSpanLift converts SLAM-derived keypoints into gaze-compatible geometry and extracts volumetric visual span regions. We further combine EgoSpanLift with 3D U-Net and unidirectional transformers, enabling spatio-temporal fusion to efficiently predict future visual span in the 3D grid. In addition, we curate a comprehensive benchmark from raw egocentric multisensory data, creating a testbed with 364.6K samples for 3D visual span forecasting. Our approach outperforms competitive baselines for egocentric 2D gaze anticipation and 3D localization while achieving comparable results even when projected back onto 2D image planes without additional 2D-specific training.

  • 5 authors
·
Nov 22, 2025

Robust Egocentric Referring Video Object Segmentation via Dual-Modal Causal Intervention

Egocentric Referring Video Object Segmentation (Ego-RVOS) aims to segment the specific object actively involved in a human action, as described by a language query, within first-person videos. This task is critical for understanding egocentric human behavior. However, achieving such segmentation robustly is challenging due to ambiguities inherent in egocentric videos and biases present in training data. Consequently, existing methods often struggle, learning spurious correlations from skewed object-action pairings in datasets and fundamental visual confounding factors of the egocentric perspective, such as rapid motion and frequent occlusions. To address these limitations, we introduce Causal Ego-REferring Segmentation (CERES), a plug-in causal framework that adapts strong, pre-trained RVOS backbones to the egocentric domain. CERES implements dual-modal causal intervention: applying backdoor adjustment principles to counteract language representation biases learned from dataset statistics, and leveraging front-door adjustment concepts to address visual confounding by intelligently integrating semantic visual features with geometric depth information guided by causal principles, creating representations more robust to egocentric distortions. Extensive experiments demonstrate that CERES achieves state-of-the-art performance on Ego-RVOS benchmarks, highlighting the potential of applying causal reasoning to build more reliable models for broader egocentric video understanding.

  • 6 authors
·
Dec 29, 2025