Abstract:Estimating human gaze targets from images in-the-wild is an important and formidable task. Existing approaches primarily employ brittle, multi-stage pipelines that require explicit inputs, like head bounding boxes and human pose, in order to identify the subject of gaze analysis. As a result, detection errors can cascade and lead to failure. Moreover, these prior works lack the flexibility of specifying the gaze analysis task via natural language prompting, an approach which has been shown to have significant benefits in convenience and scalability for other image analysis tasks. To overcome these limitations, we introduce the Promptable Gaze Target Estimation (PGE) task, a new end-to-end, concept-driven paradigm for gaze analysis. PGE conditions gaze prediction on flexible user text or visual prompts (e.g., "the boy in the red shirt" or "person in point [0.52, 0.48]") to identify a specific subject for gaze analysis. This approach integrates subject localization with gaze estimation, and eliminates the rigid dependency on intermediate analysis stages. We develop a scalable data engine to generate Gaze-Co (Gaze Estimation with Concepts), a dataset and benchmark of 120K high-quality, prompt-annotated image pairs. We also propose GazeAnywhere, the first model designed for PGE. GazeAnywhere uses a transformer-based detector to fuse features from frozen encoders and simultaneously solves subject localization, in/out-of-frame presence, and gaze target heatmap estimation. GazeAnywhere achieves state-of-the-art performance on multiple PGE benchmarks, setting a strong baseline for this new problem even on a difficult out-of-domain, real-world clinical dataset. GazeAnywhere is open-sourced in github.com/IrohXu/GazeAnywhere.
Abstract:Multimodal large language models excel at passive perception but struggle with complex visual cognitive tasks requiring multi-step temporal reasoning. This degradation largely stems from the inherent ambiguity of language-based reasoning, which often fails to accurately articulate continuous visual transformations. To address this, we propose ChronoVision, a multimodal framework designed to align visual logic with latent imagery. During supervised fine-tuning, a Reconstructive Visual Head predicts the latent representation of the final transformed state, while an ROI Attention Locating module focuses the model on key visual evidence via semantic span queries. In post-training, we apply reinforcement learning with an implicit process grounding mechanism, guided by a composite reward function that evaluates outcome correctness, latent process alignment, and unsupervised visual focus. Furthermore, we introduce Vbvr-VQA, a novel dataset that evaluates temporal tracking by reformulating video reasoning into a strict image-ordering task. Experiments demonstrate that ChronoVision achieves state-of-the-art performance on Vbvr-VQA with 74.8% in-domain and 71.6% out-of-domain accuracy, alongside a strong 55.0% accuracy on IntPhys2, a highly challenging cross-domain benchmark.
Abstract:The First AI Children Challenge aims to advance real-world applications of computer vision and AI in child healthcare, child education, and pediatrics. The 2026 CV4CHL edition featured the first track in this domain: Children Gait Visual Analysis. The main goal of Children Gait Visual Analysis is the fine-grained analysis of children's gait behaviors from keypoint sequences. This is still a big challenge for human action recognition. Experienced medical doctors can distinguish these subtle nuances, but none of the people test AI models in this domain. To bridge this gap, we introduce thousands of 2D children keypoint sequences walking around videos across various age groups of children (3-16 years old). There is a significant opportunity for batch analysis of these videos to provide clinically relevant insights into medical diagnosis. The Challenge will be launched with two problem tracks: Edinburgh Visual Gait Score (EVGS) Scoring and Classification of Gait Patterns in Bilateral Spastic Cerebral Palsy. Each track is chosen in consultation with board-certified pediatricians based on the value of potential solutions. With the first available dataset for such tasks and ground truth for each track, the challenge enabled participants to evaluate their solutions. Final rankings will be revealed after the competition concludes, fostering reproducibility and mitigating overfitting.
Abstract:Generative world models have shown promise for simulating dynamic environments, yet egocentric video remains challenging due to rapid viewpoint changes, frequent hand-object interactions, and goal-directed procedures whose evolution depends on latent human intent. Existing approaches either focus on hand-centric instructional synthesis with limited scene evolution, perform static view translation without modeling action dynamics, or rely on dense supervision, such as camera trajectories, long video prefixes, synchronized multicamera capture, etc. In this work, we introduce EgoForge, an egocentric goal-directed world simulator that generates coherent, first-person video rollouts from minimal static inputs: a single egocentric image, a high-level instruction, and an optional auxiliary exocentric view. To improve intent alignment and temporal consistency, we propose VideoDiffusionNFT, a trajectory-level reward-guided refinement that optimizes goal completion, temporal causality, scene consistency, and perceptual fidelity during diffusion sampling. Extensive experiments show EgoForge achieves consistent gains in semantic alignment, geometric stability, and motion fidelity over strong baselines, and robust performance in real-world smart-glasses experiments.