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Aug 6

EgoMotion: Hierarchical Reasoning and Diffusion for Egocentric Vision-Language Motion Generation

Faithfully modeling human behavior in dynamic environments is a foundational challenge for embodied intelligence. While conditional motion synthesis has achieved significant advances, egocentric motion generation remains largely underexplored due to the inherent complexity of first-person perception. In this work, we investigate Egocentric Vision-Language (Ego-VL) motion generation. This task requires synthesizing 3D human motion conditioned jointly on first-person visual observations and natural language instructions. We identify a critical reasoning-generation entanglement challenge: the simultaneous optimization of semantic reasoning and kinematic modeling introduces gradient conflicts. These conflicts systematically degrade the fidelity of multimodal grounding and motion quality. To address this challenge, we propose a hierarchical generative framework EgoMotion. Inspired by the biological decoupling of cognitive reasoning and motor control, EgoMotion operates in two stages. In the Cognitive Reasoning stage, A vision-language model (VLM) projects multimodal inputs into a structured space of discrete motion primitives. This forces the VLM to acquire goal-consistent representations, effectively bridging the semantic gap between high-level perceptual understanding and low-level action execution. In the Motion Generation stage, these learned representations serve as expressive conditioning signals for a diffusion-based motion generator. By performing iterative denoising within a continuous latent space, the generator synthesizes physically plausible and temporally coherent trajectories. Extensive evaluations demonstrate that EgoMotion achieves state-of-the-art performance, and produces motion sequences that are both semantically grounded and kinematically superior to existing approaches.

  • 8 authors
·
Apr 20

E-MoFlow: Learning Egomotion and Optical Flow from Event Data via Implicit Regularization

The estimation of optical flow and 6-DoF ego-motion, two fundamental tasks in 3D vision, has typically been addressed independently. For neuromorphic vision (e.g., event cameras), however, the lack of robust data association makes solving the two problems separately an ill-posed challenge, especially in the absence of supervision via ground truth. Existing works mitigate this ill-posedness by either enforcing the smoothness of the flow field via an explicit variational regularizer or leveraging explicit structure-and-motion priors in the parametrization to improve event alignment. The former notably introduces bias in results and computational overhead, while the latter, which parametrizes the optical flow in terms of the scene depth and the camera motion, often converges to suboptimal local minima. To address these issues, we propose an unsupervised framework that jointly optimizes egomotion and optical flow via implicit spatial-temporal and geometric regularization. First, by modeling camera's egomotion as a continuous spline and optical flow as an implicit neural representation, our method inherently embeds spatial-temporal coherence through inductive biases. Second, we incorporate structure-and-motion priors through differential geometric constraints, bypassing explicit depth estimation while maintaining rigorous geometric consistency. As a result, our framework (called E-MoFlow) unifies egomotion and optical flow estimation via implicit regularization under a fully unsupervised paradigm. Experiments demonstrate its versatility to general 6-DoF motion scenarios, achieving state-of-the-art performance among unsupervised methods and competitive even with supervised approaches.

  • 6 authors
·
Oct 14, 2025

Feeling the Space: Egomotion-Aware Video Representation for Efficient and Accurate 3D Scene Understanding

Recent Multimodal Large Language Models (MLLMs) have shown high potential for spatial reasoning within 3D scenes. However, they typically rely on computationally expensive 3D representations like point clouds or reconstructed Bird's-Eye View (BEV) maps, or lack physical grounding to resolve ambiguities in scale and size. This paper significantly enhances MLLMs with egomotion modality data, captured by Inertial Measurement Units (IMUs) concurrently with the video. In particular, we propose a novel framework, called Motion-MLLM, introducing two key components: (1) a cascaded motion-visual keyframe filtering module that leverages both IMU data and visual features to efficiently select a sparse yet representative set of keyframes, and (2) an asymmetric cross-modal fusion module where motion tokens serve as intermediaries that channel egomotion cues and cross-frame visual context into the visual representation. By grounding visual content in physical egomotion trajectories, Motion-MLLM can reason about absolute scale and spatial relationships across the scene. Our extensive evaluation shows that Motion-MLLM makes significant improvements in various tasks related to 3D scene understanding and spatial reasoning. Compared to state-of-the-art (SOTA) methods based on video frames and explicit 3D data, Motion-MLLM achieves competitive accuracy while running 1.30times and 1.61times faster, respectively.

  • 2 authors
·
May 6

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

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

snap-research Snap Research
·
Dec 5, 2025 2

ACE-Data-0: Human-Centric Ambient Capture as Embodied Data Engine

Embodied intelligence faces a fundamental data bottleneck. Models must capture how first-person perception, whole-body motion, dexterous manipulation, object state, sound, and touch evolve together as humans pursue goals over time. Existing datasets fragment this experience across viewpoints, modalities, or spatial scales, leaving the full perception-action loop only partially observed. We introduce the Ambient Capture Engine (ACE), a human-centric data engine that transforms real home environments into spatially calibrated, temporally synchronized recording studios. ACE operates at two complementary scales: a table-scale configuration resolves hand-object manipulation, while a room-scale configuration captures whole-body motion, locomotion, and interactions across a furnished home. ACE records egocentric and multi-view exocentric video, full-body and articulated hand motion, object geometry and 6-DoF trajectories, audio, and tactile signals as a unified multisensory stream. Using ACE, we build ACE-Data-0, comprising 150 hours and 17M video frames across 200 task categories, performed by 50 participants in 2 environments, for a total of 75,000 interaction episodes. The dataset spans atomic manipulation, long-horizon chains of household activities, and human-scene interaction, while preserving natural behavioral variation through goal-level rather than step-by-step instructions. We further introduce a hierarchical benchmark that progresses from signals to scene components and then to interactions. Evaluations of state-of-the-art methods expose substantial gaps under contact, occlusion, egomotion, and long temporal horizons. ACE-Data-0 provides synchronized human demonstrations with aligned perceptual, kinematic, and contact supervision, offering a scalable foundation for imitation learning, world models, vision-language-action systems, and embodied AI.

  • 16 authors
·
Jul 29 1

Galactic: Scaling End-to-End Reinforcement Learning for Rearrangement at 100k Steps-Per-Second

We present Galactic, a large-scale simulation and reinforcement-learning (RL) framework for robotic mobile manipulation in indoor environments. Specifically, a Fetch robot (equipped with a mobile base, 7DoF arm, RGBD camera, egomotion, and onboard sensing) is spawned in a home environment and asked to rearrange objects - by navigating to an object, picking it up, navigating to a target location, and then placing the object at the target location. Galactic is fast. In terms of simulation speed (rendering + physics), Galactic achieves over 421,000 steps-per-second (SPS) on an 8-GPU node, which is 54x faster than Habitat 2.0 (7699 SPS). More importantly, Galactic was designed to optimize the entire rendering + physics + RL interplay since any bottleneck in the interplay slows down training. In terms of simulation+RL speed (rendering + physics + inference + learning), Galactic achieves over 108,000 SPS, which 88x faster than Habitat 2.0 (1243 SPS). These massive speed-ups not only drastically cut the wall-clock training time of existing experiments, but also unlock an unprecedented scale of new experiments. First, Galactic can train a mobile pick skill to >80% accuracy in under 16 minutes, a 100x speedup compared to the over 24 hours it takes to train the same skill in Habitat 2.0. Second, we use Galactic to perform the largest-scale experiment to date for rearrangement using 5B steps of experience in 46 hours, which is equivalent to 20 years of robot experience. This scaling results in a single neural network composed of task-agnostic components achieving 85% success in GeometricGoal rearrangement, compared to 0% success reported in Habitat 2.0 for the same approach. The code is available at github.com/facebookresearch/galactic.

  • 7 authors
·
Jun 13, 2023

EgoDyn-Bench: Evaluating Ego-Motion Understanding in Vision-Centric Foundation Models for Autonomous Driving

While Vision-Language Models (VLMs) have advanced highlevel reasoning in autonomous driving, their ability to ground this reasoning in the underlying physics of ego-motion remains poorly understood. We introduce EgoDyn-Bench, a diagnostic benchmark for evaluating the semantic ego-motion understanding of vision-centric foundation models. By mapping continuous vehicle kinematics to discrete motion concepts via a deterministic oracle, we decouple a model's internal physical logic from its visual perception. Our large-scale empirical audit spanning 20 + models, including closed-source MLLMs, open-source VLMs across multiple scales, and specialized VLAs, identifies a significant Perception Bottleneck: while models exhibit logical physical concepts, they consistently fail to accurately align them with visual observations, frequently underperforming classical non-learned geometric baselines. This failure persists across model scales and domain-specific training, indicating a structural deficit in how current architectures couple visual perception with physical reasoning. We demonstrate that providing explicit trajectory encodings substantially restores physical consistency across all evaluated models, revealing a functional disentanglement between vision and language: egomotion logic is derived almost exclusively from the language modality, while visual observations contribute negligible additional signal. This structural finding provides a standardized diagnostic framework and a practical pathway toward physically aligned embodied AI. Keywords: Ego-motion - Physical Reasoning - Foundation Models

Aria-NeRF: Multimodal Egocentric View Synthesis

We seek to accelerate research in developing rich, multimodal scene models trained from egocentric data, based on differentiable volumetric ray-tracing inspired by Neural Radiance Fields (NeRFs). The construction of a NeRF-like model from an egocentric image sequence plays a pivotal role in understanding human behavior and holds diverse applications within the realms of VR/AR. Such egocentric NeRF-like models may be used as realistic simulations, contributing significantly to the advancement of intelligent agents capable of executing tasks in the real-world. The future of egocentric view synthesis may lead to novel environment representations going beyond today's NeRFs by augmenting visual data with multimodal sensors such as IMU for egomotion tracking, audio sensors to capture surface texture and human language context, and eye-gaze trackers to infer human attention patterns in the scene. To support and facilitate the development and evaluation of egocentric multimodal scene modeling, we present a comprehensive multimodal egocentric video dataset. This dataset offers a comprehensive collection of sensory data, featuring RGB images, eye-tracking camera footage, audio recordings from a microphone, atmospheric pressure readings from a barometer, positional coordinates from GPS, connectivity details from Wi-Fi and Bluetooth, and information from dual-frequency IMU datasets (1kHz and 800Hz) paired with a magnetometer. The dataset was collected with the Meta Aria Glasses wearable device platform. The diverse data modalities and the real-world context captured within this dataset serve as a robust foundation for furthering our understanding of human behavior and enabling more immersive and intelligent experiences in the realms of VR, AR, and robotics.

  • 6 authors
·
Mar 18, 2024