This paper presents a lightweight three-dimensional convolutional neural network (3DCNN) for human activity recognition (HAR) using event-based vision data. Privacy preservation is a key challenge in human monitoring systems, as conventional frame-based cameras capture identifiable personal information. In contrast, event cameras record only changes in pixel intensity, providing an inherently privacy-preserving sensing modality. The proposed network effectively models both spatial and temporal dynamics while maintaining a compact design suitable for edge deployment. To address class imbalance and enhance generalization, focal loss with class reweighting and targeted data augmentation strategies are employed. The model is trained and evaluated on a composite dataset derived from the Toyota Smart Home and ETRI datasets. Experimental results demonstrate an F1-score of 0.9415 and an overall accuracy of 94.17%, outperforming benchmark 3D-CNN architectures such as C3D, ResNet3D, and MC3_18 by up to 3%. These results highlight the potential of event-based deep learning for developing accurate, efficient, and privacy-aware human action recognition systems suitable for real-world edge applications.
Robust 3D semantic occupancy is crucial for legged/humanoid robots, yet most semantic scene completion (SSC) systems target wheeled platforms with forward-facing sensors. We present OneOcc, a vision-only panoramic SSC framework designed for gait-introduced body jitter and 360{\deg} continuity. OneOcc combines: (i) Dual-Projection fusion (DP-ER) to exploit the annular panorama and its equirectangular unfolding, preserving 360{\deg} continuity and grid alignment; (ii) Bi-Grid Voxelization (BGV) to reason in Cartesian and cylindrical-polar spaces, reducing discretization bias and sharpening free/occupied boundaries; (iii) a lightweight decoder with Hierarchical AMoE-3D for dynamic multi-scale fusion and better long-range/occlusion reasoning; and (iv) plug-and-play Gait Displacement Compensation (GDC) learning feature-level motion correction without extra sensors. We also release two panoramic occupancy benchmarks: QuadOcc (real quadruped, first-person 360{\deg}) and Human360Occ (H3O) (CARLA human-ego 360{\deg} with RGB, Depth, semantic occupancy; standardized within-/cross-city splits). OneOcc sets new state-of-the-art (SOTA): on QuadOcc it beats strong vision baselines and popular LiDAR ones; on H3O it gains +3.83 mIoU (within-city) and +8.08 (cross-city). Modules are lightweight, enabling deployable full-surround perception for legged/humanoid robots. Datasets and code will be publicly available at https://github.com/MasterHow/OneOcc.
Three-dimensional scene generation holds significant potential in gaming, film, and virtual reality. However, most existing methods adopt a single-step generation process, making it difficult to balance scene complexity with minimal user input. Inspired by the human cognitive process in scene modeling, which progresses from global to local, focuses on key elements, and completes the scene through semantic association, we propose HiGS, a hierarchical generative framework for multi-step associative semantic spatial composition. HiGS enables users to iteratively expand scenes by selecting key semantic objects, offering fine-grained control over regions of interest while the model completes peripheral areas automatically. To support structured and coherent generation, we introduce the Progressive Hierarchical Spatial-Semantic Graph (PHiSSG), which dynamically organizes spatial relationships and semantic dependencies across the evolving scene structure. PHiSSG ensures spatial and geometric consistency throughout the generation process by maintaining a one-to-one mapping between graph nodes and generated objects and supporting recursive layout optimization. Experiments demonstrate that HiGS outperforms single-stage methods in layout plausibility, style consistency, and user preference, offering a controllable and extensible paradigm for efficient 3D scene construction.
3D Gaussian Splatting SLAM has emerged as a widely used technique for high-fidelity mapping in spatial intelligence. However, existing methods often rely on a single representation scheme, which limits their performance in large-scale dynamic outdoor scenes and leads to cumulative pose errors and scale ambiguity. To address these challenges, we propose \textbf{LVD-GS}, a novel LiDAR-Visual 3D Gaussian Splatting SLAM system. Motivated by the human chain-of-thought process for information seeking, we introduce a hierarchical collaborative representation module that facilitates mutual reinforcement for mapping optimization, effectively mitigating scale drift and enhancing reconstruction robustness. Furthermore, to effectively eliminate the influence of dynamic objects, we propose a joint dynamic modeling module that generates fine-grained dynamic masks by fusing open-world segmentation with implicit residual constraints, guided by uncertainty estimates from DINO-Depth features. Extensive evaluations on KITTI, nuScenes, and self-collected datasets demonstrate that our approach achieves state-of-the-art performance compared to existing methods.
Digital human avatars aim to simulate the dynamic appearance of humans in virtual environments, enabling immersive experiences across gaming, film, virtual reality, and more. However, the conventional process for creating and animating photorealistic human avatars is expensive and time-consuming, requiring large camera capture rigs and significant manual effort from professional 3D artists. With the advent of capable image and video generation models, recent methods enable automatic rendering of realistic animated avatars from a single casually captured reference image of a target subject. While these techniques significantly lower barriers to avatar creation and offer compelling realism, they lack constraints provided by multi-view information or an explicit 3D representation. So, image quality and realism degrade when rendered from viewpoints that deviate strongly from the reference image. Here, we build a video model that generates animatable multi-view videos of digital humans based on a single reference image and target expressions. Our model, MVP4D, is based on a state-of-the-art pre-trained video diffusion model and generates hundreds of frames simultaneously from viewpoints varying by up to 360 degrees around a target subject. We show how to distill the outputs of this model into a 4D avatar that can be rendered in real-time. Our approach significantly improves the realism, temporal consistency, and 3D consistency of generated avatars compared to previous methods.
While there has been significant progress in the field of 3D avatar creation from visual observations, modeling physically plausible dynamics of humans with loose garments remains a challenging problem. Although a few existing works address this problem by leveraging physical simulation, they suffer from limited accuracy or robustness to novel animation inputs. In this work, we present MPMAvatar, a framework for creating 3D human avatars from multi-view videos that supports highly realistic, robust animation, as well as photorealistic rendering from free viewpoints. For accurate and robust dynamics modeling, our key idea is to use a Material Point Method-based simulator, which we carefully tailor to model garments with complex deformations and contact with the underlying body by incorporating an anisotropic constitutive model and a novel collision handling algorithm. We combine this dynamics modeling scheme with our canonical avatar that can be rendered using 3D Gaussian Splatting with quasi-shadowing, enabling high-fidelity rendering for physically realistic animations. In our experiments, we demonstrate that MPMAvatar significantly outperforms the existing state-of-the-art physics-based avatar in terms of (1) dynamics modeling accuracy, (2) rendering accuracy, and (3) robustness and efficiency. Additionally, we present a novel application in which our avatar generalizes to unseen interactions in a zero-shot manner-which was not achievable with previous learning-based methods due to their limited simulation generalizability. Our project page is at: https://KAISTChangmin.github.io/MPMAvatar/
Understanding the dynamic relationship between humans and the built environment is a key challenge in disciplines ranging from environmental psychology to reinforcement learning (RL). A central obstacle in modeling these interactions is the inability to capture human psychological states in a way that is both generalizable and privacy preserving. Traditional methods rely on theoretical models or questionnaires, which are limited in scope, static, and labor intensive. We present a kinesics recognition framework that infers the communicative functions of human activity -- known as kinesics -- directly from 3D skeleton joint data. Combining a spatial-temporal graph convolutional network (ST-GCN) with a convolutional neural network (CNN), the framework leverages transfer learning to bypass the need for manually defined mappings between physical actions and psychological categories. The approach preserves user anonymity while uncovering latent structures in bodily movements that reflect cognitive and emotional states. Our results on the Dyadic User EngagemenT (DUET) dataset demonstrate that this method enables scalable, accurate, and human-centered modeling of behavior, offering a new pathway for enhancing RL-driven simulations of human-environment interaction.
While large-scale human motion capture datasets have advanced human motion generation, modeling and generating dynamic 3D human-object interactions (HOIs) remain challenging due to dataset limitations. Existing datasets often lack extensive, high-quality motion and annotation and exhibit artifacts such as contact penetration, floating, and incorrect hand motions. To address these issues, we introduce InterAct, a large-scale 3D HOI benchmark featuring dataset and methodological advancements. First, we consolidate and standardize 21.81 hours of HOI data from diverse sources, enriching it with detailed textual annotations. Second, we propose a unified optimization framework to enhance data quality by reducing artifacts and correcting hand motions. Leveraging the principle of contact invariance, we maintain human-object relationships while introducing motion variations, expanding the dataset to 30.70 hours. Third, we define six benchmarking tasks and develop a unified HOI generative modeling perspective, achieving state-of-the-art performance. Extensive experiments validate the utility of our dataset as a foundational resource for advancing 3D human-object interaction generation. To support continued research in this area, the dataset is publicly available at https://github.com/wzyabcas/InterAct, and will be actively maintained.
We introduce Neural Riemannian Motion Fields (NRMF), a novel 3D generative human motion prior that enables robust, temporally consistent, and physically plausible 3D motion recovery. Unlike existing VAE or diffusion-based methods, our higher-order motion prior explicitly models the human motion in the zero level set of a collection of neural distance fields (NDFs) corresponding to pose, transition (velocity), and acceleration dynamics. Our framework is rigorous in the sense that our NDFs are constructed on the product space of joint rotations, their angular velocities, and angular accelerations, respecting the geometry of the underlying articulations. We further introduce: (i) a novel adaptive-step hybrid algorithm for projecting onto the set of plausible motions, and (ii) a novel geometric integrator to "roll out" realistic motion trajectories during test-time-optimization and generation. Our experiments show significant and consistent gains: trained on the AMASS dataset, NRMF remarkably generalizes across multiple input modalities and to diverse tasks ranging from denoising to motion in-betweening and fitting to partial 2D / 3D observations.
In this work, we propose a novel flow field-based motion planning method that drives a robot from any initial state to a desired reference trajectory such that it converges to the trajectory's end point. Despite demonstrated efficacy in using Koopman operator theory for modeling dynamical systems, Koopman does not inherently enforce convergence to desired trajectories nor to specified goals -- a requirement when learning from demonstrations (LfD). We present KoopMotion which represents motion flow fields as dynamical systems, parameterized by Koopman Operators to mimic desired trajectories, and leverages the divergence properties of the learnt flow fields to obtain smooth motion fields that converge to a desired reference trajectory when a robot is placed away from the desired trajectory, and tracks the trajectory until the end point. To demonstrate the effectiveness of our approach, we show evaluations of KoopMotion on the LASA human handwriting dataset and a 3D manipulator end-effector trajectory dataset, including spectral analysis. We also perform experiments on a physical robot, verifying KoopMotion on a miniature autonomous surface vehicle operating in a non-static fluid flow environment. Our approach is highly sample efficient in both space and time, requiring only 3\% of the LASA dataset to generate dense motion plans. Additionally, KoopMotion provides a significant improvement over baselines when comparing metrics that measure spatial and temporal dynamics modeling efficacy.