Head pose estimation is the process of estimating the orientation of a person's head in images or videos.
Estimating camera motion from monocular video is a fundamental problem in computer vision, central to tasks such as SLAM, visual odometry, and structure-from-motion. Existing methods that recover the camera's heading under known rotation, whether from an IMU or an optimization algorithm, tend to perform well in low-noise, low-outlier conditions, but often decrease in accuracy or become computationally expensive as noise and outlier levels increase. To address these limitations, we propose a novel generalization of the Hough transform on the unit sphere (S(2)) to estimate the camera's heading. First, the method extracts correspondences between two frames and generates a great circle of directions compatible with each pair of correspondences. Then, by discretizing the unit sphere using a Fibonacci lattice as bin centers, each great circle casts votes for a range of directions, ensuring that features unaffected by noise or dynamic objects vote consistently for the correct motion direction. Experimental results on three datasets demonstrate that the proposed method is on the Pareto frontier of accuracy versus efficiency. Additionally, experiments on SLAM show that the proposed method reduces RMSE by correcting the heading during camera pose initialization.
Intermittent demand, a pattern characterized by long sequences of zero sales punctuated by sporadic, non-zero values, poses a persistent challenge in retail and supply chain forecasting. Both traditional methods, such as ARIMA, exponential smoothing, or Croston variants, as well as modern neural architectures such as DeepAR and Transformer-based models often underperform on such data, as they treat demand as a single continuous process or become computationally expensive when scaled across many sparse series. To address these limitations, we introduce Switch-Hurdle: a new framework that integrates a Mixture-of-Experts (MoE) encoder with a Hurdle-based probabilistic decoder. The encoder uses a sparse Top-1 expert routing during the forward pass yet approximately dense in the backward pass via a straight-through estimator (STE). The decoder follows a cross-attention autoregressive design with a shared hurdle head that explicitly separates the forecasting task into two components: a binary classification component estimating the probability of a sale, and a conditional regression component, predicting the quantity given a sale. This structured separation enables the model to capture both occurrence and magnitude processes inherent to intermittent demand. Empirical results on the M5 benchmark and a large proprietary retail dataset show that Switch-Hurdle achieves state-of-the-art prediction performance while maintaining scalability.
Reliable odometry for legged robots without cameras or LiDAR remains challenging due to IMU drift and noisy joint velocity sensing. This paper presents a purely proprioceptive state estimator that uses only IMU and motor measurements to jointly estimate body pose and velocity, with a unified formulation applicable to biped, quadruped, and wheel-legged robots. The key idea is to treat each contacting leg as a kinematic anchor: joint-torque--based foot wrench estimation selects reliable contacts, and the corresponding footfall positions provide intermittent world-frame constraints that suppress long-term drift. To prevent elevation drift during extended traversal, we introduce a lightweight height clustering and time-decay correction that snaps newly recorded footfall heights to previously observed support planes. To improve foot velocity observations under encoder quantization, we apply an inverse-kinematics cubature Kalman filter that directly filters foot-end velocities from joint angles and velocities. The implementation further mitigates yaw drift through multi-contact geometric consistency and degrades gracefully to a kinematics-derived heading reference when IMU yaw constraints are unavailable or unreliable. We evaluate the method on four quadruped platforms (three Astrall robots and a Unitree Go2 EDU) using closed-loop trajectories. On Astrall point-foot robot~A, a $\sim$200\,m horizontal loop and a $\sim$15\,m vertical loop return with 0.1638\,m and 0.219\,m error, respectively; on wheel-legged robot~B, the corresponding errors are 0.2264\,m and 0.199\,m. On wheel-legged robot~C, a $\sim$700\,m horizontal loop yields 7.68\,m error and a $\sim$20\,m vertical loop yields 0.540\,m error. Unitree Go2 EDU closes a $\sim$120\,m horizontal loop with 2.2138\,m error and a $\sim$8\,m vertical loop with less than 0.1\,m vertical error. github.com/ShineMinxing/Ros2Go2Estimator.git
Immersive virtual reality (VR) applications demand accurate, temporally coherent full-body pose tracking. Recent head-mounted camera-based approaches show promise in egocentric pose estimation, but encounter challenges when applied to VR head-mounted displays (HMDs), including temporal instability, inaccurate lower-body estimation, and the lack of real-time performance. To address these limitations, we present EgoPoseVR, an end-to-end framework for accurate egocentric full-body pose estimation in VR that integrates headset motion cues with egocentric RGB-D observations through a dual-modality fusion pipeline. A spatiotemporal encoder extracts frame- and joint-level representations, which are fused via cross-attention to fully exploit complementary motion cues across modalities. A kinematic optimization module then imposes constraints from HMD signals, enhancing the accuracy and stability of pose estimation. To facilitate training and evaluation, we introduce a large-scale synthetic dataset of over 1.8 million temporally aligned HMD and RGB-D frames across diverse VR scenarios. Experimental results show that EgoPoseVR outperforms state-of-the-art egocentric pose estimation models. A user study in real-world scenes further shows that EgoPoseVR achieved significantly higher subjective ratings in accuracy, stability, embodiment, and intention for future use compared to baseline methods. These results show that EgoPoseVR enables robust full-body pose tracking, offering a practical solution for accurate VR embodiment without requiring additional body-worn sensors or room-scale tracking systems.
We present PIRATR, an end-to-end 3D object detection framework for robotic use cases in point clouds. Extending PI3DETR, our method streamlines parametric 3D object detection by jointly estimating multi-class 6-DoF poses and class-specific parametric attributes directly from occlusion-affected point cloud data. This formulation enables not only geometric localization but also the estimation of task-relevant properties for parametric objects, such as a gripper's opening, where the 3D model is adjusted according to simple, predefined rules. The architecture employs modular, class-specific heads, making it straightforward to extend to novel object types without re-designing the pipeline. We validate PIRATR on an automated forklift platform, focusing on three structurally and functionally diverse categories: crane grippers, loading platforms, and pallets. Trained entirely in a synthetic environment, PIRATR generalizes effectively to real outdoor LiDAR scans, achieving a detection mAP of 0.919 without additional fine-tuning. PIRATR establishes a new paradigm of pose-aware, parameterized perception. This bridges the gap between low-level geometric reasoning and actionable world models, paving the way for scalable, simulation-trained perception systems that can be deployed in dynamic robotic environments. Code available at https://github.com/swingaxe/piratr.
We present VRGaussianAvatar, an integrated system that enables real-time full-body 3D Gaussian Splatting (3DGS) avatars in virtual reality using only head-mounted display (HMD) tracking signals. The system adopts a parallel pipeline with a VR Frontend and a GA Backend. The VR Frontend uses inverse kinematics to estimate full-body pose and streams the resulting pose along with stereo camera parameters to the backend. The GA Backend stereoscopically renders a 3DGS avatar reconstructed from a single image. To improve stereo rendering efficiency, we introduce Binocular Batching, which jointly processes left and right eye views in a single batched pass to reduce redundant computation and support high-resolution VR displays. We evaluate VRGaussianAvatar with quantitative performance tests and a within-subject user study against image- and video-based mesh avatar baselines. Results show that VRGaussianAvatar sustains interactive VR performance and yields higher perceived appearance similarity, embodiment, and plausibility. Project page and source code are available at https://vrgaussianavatar.github.io.
Estimating object mass from visual input is challenging because mass depends jointly on geometric volume and material-dependent density, neither of which is directly observable from RGB appearance. Consequently, mass prediction from pixels is ill-posed and therefore benefits from physically meaningful representations to constrain the space of plausible solutions. We propose a physically structured framework for single-image mass estimation that addresses this ambiguity by aligning visual cues with the physical factors governing mass. From a single RGB image, we recover object-centric three-dimensional geometry via monocular depth estimation to inform volume and extract coarse material semantics using a vision-language model to guide density-related reasoning. These geometry, semantic, and appearance representations are fused through an instance-adaptive gating mechanism, and two physically guided latent factors (volume- and density-related) are predicted through separate regression heads under mass-only supervision. Experiments on image2mass and ABO-500 show that the proposed method consistently outperforms state-of-the-art methods.
We present a semantics modulated, multi scale Transformer for 3D gaze estimation. Our model conditions CLIP global features with learnable prototype banks (illumination, head pose, background, direction), fuses these prototype-enriched global vectors with CLIP patch tokens and high-resolution CNN tokens in a unified attention space, and replaces several FFN blocks with routed/shared Mixture of Experts to increase conditional capacity. Evaluated on MPIIFaceGaze, EYEDIAP, Gaze360 and ETH-XGaze, our model achieves new state of the art angular errors of 2.49°, 3.22°, 10.16°, and 1.44°, demonstrating up to a 64% relative improvement over previously reported results. ablations attribute gains to prototype conditioning, cross scale fusion, MoE and hyperparameter. Our code is publicly available at https://github. com/AIPMLab/Gazeformer.
Transformer-based general visual geometry frameworks have shown promising performance in camera pose estimation and 3D scene understanding. Recent advancements in Visual Geometry Grounded Transformer (VGGT) models have shown great promise in camera pose estimation and 3D reconstruction. However, these models typically rely on ground truth labels for training, posing challenges when adapting to unlabeled and unseen scenes. In this paper, we propose a self-supervised framework to train VGGT with unlabeled data, thereby enhancing its localization capability in large-scale environments. To achieve this, we extend conventional pair-wise relations to sequence-wise geometric constraints for self-supervised learning. Specifically, in each sequence, we sample multiple source frames and geometrically project them onto different target frames, which improves temporal feature consistency. We formulate physical photometric consistency and geometric constraints as a joint optimization loss to circumvent the requirement for hard labels. By training the model with this proposed method, not only the local and global cross-view attention layers but also the camera and depth heads can effectively capture the underlying multi-view geometry. Experiments demonstrate that the model converges within hundreds of iterations and achieves significant improvements in large-scale localization. Our code will be released at https://github.com/X-yangfan/GPA-VGGT.
We present UIKA, a feed-forward animatable Gaussian head model from an arbitrary number of unposed inputs, including a single image, multi-view captures, and smartphone-captured videos. Unlike the traditional avatar method, which requires a studio-level multi-view capture system and reconstructs a human-specific model through a long-time optimization process, we rethink the task through the lenses of model representation, network design, and data preparation. First, we introduce a UV-guided avatar modeling strategy, in which each input image is associated with a pixel-wise facial correspondence estimation. Such correspondence estimation allows us to reproject each valid pixel color from screen space to UV space, which is independent of camera pose and character expression. Furthermore, we design learnable UV tokens on which the attention mechanism can be applied at both the screen and UV levels. The learned UV tokens can be decoded into canonical Gaussian attributes using aggregated UV information from all input views. To train our large avatar model, we additionally prepare a large-scale, identity-rich synthetic training dataset. Our method significantly outperforms existing approaches in both monocular and multi-view settings. Project page: https://zijian-wu.github.io/uika-page/