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Jun 26

A Multimodal RGB and Events Dataset for Hand Detection in First-Person View

Existing hand detection algorithms work on images and the detection rate is restricted by the frame rate of the camera. In hand detection applications for moving robotic systems, conventional cameras cause motion blur, especially in darker lighting conditions. We can leverage the use of event-based cameras which possess a high dynamic range, high temporal resolution, and low power consumption. Recent work has shown that using a stereo setup of an event-based and a frame-based camera improves detection accuracy and the bandwidth-latency tradeoff. The main bottleneck in using event-based cameras in object detection and recognition tasks is a relatively low amount of training data. In this work, we propose a methodology and an exemplary synthetic event-based hand dataset from an egocentric, first-person view perspective. The data is synthesized from the existing RGB Egohands dataset with the v2e toolbox. Parameters of the v2e toolbox are varied to provide versions of the dataset with different lighting conditions and scales. Ground truth detections are generated with a fine-tuned YOLOv8 model which is applied to the RGB images in the Egohands dataset and interpolated on the high-temporal resolution events. We use the multi-modal dataset to perform hand detection with existing object detection algorithms which use a multi-modal setup of event and RGB cameras and demonstrate performance comparable to the state-of-the-art.

  • 2 authors
·
Jun 8

EvHand-FPV: Efficient Event-Based 3D Hand Tracking from First-Person View

Hand tracking holds great promise for intuitive interaction paradigms, but frame-based methods often struggle to meet the requirements of accuracy, low latency, and energy efficiency, especially in resource-constrained settings such as Extended Reality (XR) devices. Event cameras provide μs-level temporal resolution at mW-level power by asynchronously sensing brightness changes. In this work, we present EvHand-FPV, a lightweight framework for egocentric First-Person-View 3D hand tracking from a single event camera. We construct an event-based FPV dataset that couples synthetic training data with 3D labels and real event data with 2D labels for evaluation to address the scarcity of egocentric benchmarks. EvHand-FPV also introduces a wrist-based region of interest (ROI) that localizes the hand region via geometric cues, combined with an end-to-end mapping strategy that embeds ROI offsets into the network to reduce computation without explicit reconstruction, and a multi-task learning strategy with an auxiliary geometric feature head that improves representations without test-time overhead. On our real FPV test set, EvHand-FPV improves 2D-AUCp from 0.77 to 0.85 while reducing parameters from 11.2M to 1.2M by 89% and FLOPs per inference from 1.648G to 0.185G by 89%. It also maintains a competitive 3D-AUCp of 0.84 on synthetic data. These results demonstrate accurate and efficient egocentric event-based hand tracking suitable for on-device XR applications. The dataset and code are available at https://github.com/zen5x5/EvHand-FPV.

  • 4 authors
·
Sep 16, 2025

RefEgo: Referring Expression Comprehension Dataset from First-Person Perception of Ego4D

Grounding textual expressions on scene objects from first-person views is a truly demanding capability in developing agents that are aware of their surroundings and behave following intuitive text instructions. Such capability is of necessity for glass-devices or autonomous robots to localize referred objects in the real-world. In the conventional referring expression comprehension tasks of images, however, datasets are mostly constructed based on the web-crawled data and don't reflect diverse real-world structures on the task of grounding textual expressions in diverse objects in the real world. Recently, a massive-scale egocentric video dataset of Ego4D was proposed. Ego4D covers around the world diverse real-world scenes including numerous indoor and outdoor situations such as shopping, cooking, walking, talking, manufacturing, etc. Based on egocentric videos of Ego4D, we constructed a broad coverage of the video-based referring expression comprehension dataset: RefEgo. Our dataset includes more than 12k video clips and 41 hours for video-based referring expression comprehension annotation. In experiments, we combine the state-of-the-art 2D referring expression comprehension models with the object tracking algorithm, achieving the video-wise referred object tracking even in difficult conditions: the referred object becomes out-of-frame in the middle of the video or multiple similar objects are presented in the video.

  • 3 authors
·
Aug 23, 2023

EgoPrivacy: What Your First-Person Camera Says About You?

While the rapid proliferation of wearable cameras has raised significant concerns about egocentric video privacy, prior work has largely overlooked the unique privacy threats posed to the camera wearer. This work investigates the core question: How much privacy information about the camera wearer can be inferred from their first-person view videos? We introduce EgoPrivacy, the first large-scale benchmark for the comprehensive evaluation of privacy risks in egocentric vision. EgoPrivacy covers three types of privacy (demographic, individual, and situational), defining seven tasks that aim to recover private information ranging from fine-grained (e.g., wearer's identity) to coarse-grained (e.g., age group). To further emphasize the privacy threats inherent to egocentric vision, we propose Retrieval-Augmented Attack, a novel attack strategy that leverages ego-to-exo retrieval from an external pool of exocentric videos to boost the effectiveness of demographic privacy attacks. An extensive comparison of the different attacks possible under all threat models is presented, showing that private information of the wearer is highly susceptible to leakage. For instance, our findings indicate that foundation models can effectively compromise wearer privacy even in zero-shot settings by recovering attributes such as identity, scene, gender, and race with 70-80% accuracy. Our code and data are available at https://github.com/williamium3000/ego-privacy.

  • 10 authors
·
Jun 13, 2025 2

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

Map It Anywhere (MIA): Empowering Bird's Eye View Mapping using Large-scale Public Data

Top-down Bird's Eye View (BEV) maps are a popular representation for ground robot navigation due to their richness and flexibility for downstream tasks. While recent methods have shown promise for predicting BEV maps from First-Person View (FPV) images, their generalizability is limited to small regions captured by current autonomous vehicle-based datasets. In this context, we show that a more scalable approach towards generalizable map prediction can be enabled by using two large-scale crowd-sourced mapping platforms, Mapillary for FPV images and OpenStreetMap for BEV semantic maps. We introduce Map It Anywhere (MIA), a data engine that enables seamless curation and modeling of labeled map prediction data from existing open-source map platforms. Using our MIA data engine, we display the ease of automatically collecting a dataset of 1.2 million pairs of FPV images & BEV maps encompassing diverse geographies, landscapes, environmental factors, camera models & capture scenarios. We further train a simple camera model-agnostic model on this data for BEV map prediction. Extensive evaluations using established benchmarks and our dataset show that the data curated by MIA enables effective pretraining for generalizable BEV map prediction, with zero-shot performance far exceeding baselines trained on existing datasets by 35%. Our analysis highlights the promise of using large-scale public maps for developing & testing generalizable BEV perception, paving the way for more robust autonomous navigation.

  • 10 authors
·
Jul 11, 2024 4

MV-UMI: A Scalable Multi-View Interface for Cross-Embodiment Learning

Recent advances in imitation learning have shown great promise for developing robust robot manipulation policies from demonstrations. However, this promise is contingent on the availability of diverse, high-quality datasets, which are not only challenging and costly to collect but are often constrained to a specific robot embodiment. Portable handheld grippers have recently emerged as intuitive and scalable alternatives to traditional robotic teleoperation methods for data collection. However, their reliance solely on first-person view wrist-mounted cameras often creates limitations in capturing sufficient scene contexts. In this paper, we present MV-UMI (Multi-View Universal Manipulation Interface), a framework that integrates a third-person perspective with the egocentric camera to overcome this limitation. This integration mitigates domain shifts between human demonstration and robot deployment, preserving the cross-embodiment advantages of handheld data-collection devices. Our experimental results, including an ablation study, demonstrate that our MV-UMI framework improves performance in sub-tasks requiring broad scene understanding by approximately 47% across 3 tasks, confirming the effectiveness of our approach in expanding the range of feasible manipulation tasks that can be learned using handheld gripper systems, without compromising the cross-embodiment advantages inherent to such systems.

  • 5 authors
·
Sep 23, 2025

Cross-View Exocentric to Egocentric Video Synthesis

Cross-view video synthesis task seeks to generate video sequences of one view from another dramatically different view. In this paper, we investigate the exocentric (third-person) view to egocentric (first-person) view video generation task. This is challenging because egocentric view sometimes is remarkably different from the exocentric view. Thus, transforming the appearances across the two different views is a non-trivial task. Particularly, we propose a novel Bi-directional Spatial Temporal Attention Fusion Generative Adversarial Network (STA-GAN) to learn both spatial and temporal information to generate egocentric video sequences from the exocentric view. The proposed STA-GAN consists of three parts: temporal branch, spatial branch, and attention fusion. First, the temporal and spatial branches generate a sequence of fake frames and their corresponding features. The fake frames are generated in both downstream and upstream directions for both temporal and spatial branches. Next, the generated four different fake frames and their corresponding features (spatial and temporal branches in two directions) are fed into a novel multi-generation attention fusion module to produce the final video sequence. Meanwhile, we also propose a novel temporal and spatial dual-discriminator for more robust network optimization. Extensive experiments on the Side2Ego and Top2Ego datasets show that the proposed STA-GAN significantly outperforms the existing methods.

  • 5 authors
·
Jul 6, 2021

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

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

How You Move Tells What You'll Do: Trajectory-Conditioned Egocentric Prediction

Predicting how a person's first-person view will evolve (what action will follow, what plan completes a task, whether an in-progress shot will score) is fundamentally under-specified: the same context admits many plausible futures, and a model trained to minimize prediction error is forced to hedge or average across them, getting it wrong either way. Two findings shape our approach. First, the future camera trajectory, the path the head carves through space, lets the model commit to one of those futures: it carries the operator's intent in a form fine enough to determine how an action will unfold, substantially outperforming language as a conditioning signal. Second, this same intent makes the trajectory itself partially predictable from the context at hand, enough that trajectory need not be observed at test time to recover most of the gain. We instantiate these findings as TrajPilot, a model that predicts candidate future trajectories from egocentric context and uses them to pilot action prediction in an action-aligned embedding space where language shapes the structure but is never used as a conditioning input. TrajPilot beats VLM and structured-planner baselines on procedural planning across Ego-Exo4D atomic, Ego-Exo4D Keystep, Ego4D GoalStep, and EgoPER, with the trajectory advantage widening with horizon (exactly where prior planners collapse) and holding under RGB-only camera-pose estimation. With the goal masked at inference, the same model performs goal-free anticipation, beating VLM baselines on Ego-Exo4D atomic and extending to EPIC-Kitchens-100 and basketball shot-outcome prediction.

  • 4 authors
·
May 18

Select2Plan: Training-Free ICL-Based Planning through VQA and Memory Retrieval

This study explores the potential of off-the-shelf Vision-Language Models (VLMs) for high-level robot planning in the context of autonomous navigation. Indeed, while most of existing learning-based approaches for path planning require extensive task-specific training/fine-tuning, we demonstrate how such training can be avoided for most practical cases. To do this, we introduce Select2Plan (S2P), a novel training-free framework for high-level robot planning which completely eliminates the need for fine-tuning or specialised training. By leveraging structured Visual Question-Answering (VQA) and In-Context Learning (ICL), our approach drastically reduces the need for data collection, requiring a fraction of the task-specific data typically used by trained models, or even relying only on online data. Our method facilitates the effective use of a generally trained VLM in a flexible and cost-efficient way, and does not require additional sensing except for a simple monocular camera. We demonstrate its adaptability across various scene types, context sources, and sensing setups. We evaluate our approach in two distinct scenarios: traditional First-Person View (FPV) and infrastructure-driven Third-Person View (TPV) navigation, demonstrating the flexibility and simplicity of our method. Our technique significantly enhances the navigational capabilities of a baseline VLM of approximately 50% in TPV scenario, and is comparable to trained models in the FPV one, with as few as 20 demonstrations.

  • 6 authors
·
Nov 6, 2024

MoMa-Kitchen: A 100K+ Benchmark for Affordance-Grounded Last-Mile Navigation in Mobile Manipulation

In mobile manipulation, navigation and manipulation are often treated as separate problems, resulting in a significant gap between merely approaching an object and engaging with it effectively. Many navigation approaches primarily define success by proximity to the target, often overlooking the necessity for optimal positioning that facilitates subsequent manipulation. To address this, we introduce MoMa-Kitchen, a benchmark dataset comprising over 100k samples that provide training data for models to learn optimal final navigation positions for seamless transition to manipulation. Our dataset includes affordance-grounded floor labels collected from diverse kitchen environments, in which robotic mobile manipulators of different models attempt to grasp target objects amidst clutter. Using a fully automated pipeline, we simulate diverse real-world scenarios and generate affordance labels for optimal manipulation positions. Visual data are collected from RGB-D inputs captured by a first-person view camera mounted on the robotic arm, ensuring consistency in viewpoint during data collection. We also develop a lightweight baseline model, NavAff, for navigation affordance grounding that demonstrates promising performance on the MoMa-Kitchen benchmark. Our approach enables models to learn affordance-based final positioning that accommodates different arm types and platform heights, thereby paving the way for more robust and generalizable integration of navigation and manipulation in embodied AI. Project page: https://momakitchen.github.io/{https://momakitchen.github.io/}.

  • 9 authors
·
Mar 14, 2025

Video Perception Models for 3D Scene Synthesis

Traditionally, 3D scene synthesis requires expert knowledge and significant manual effort. Automating this process could greatly benefit fields such as architectural design, robotics simulation, virtual reality, and gaming. Recent approaches to 3D scene synthesis often rely on the commonsense reasoning of large language models (LLMs) or strong visual priors of modern image generation models. However, current LLMs demonstrate limited 3D spatial reasoning ability, which restricts their ability to generate realistic and coherent 3D scenes. Meanwhile, image generation-based methods often suffer from constraints in viewpoint selection and multi-view inconsistencies. In this work, we present Video Perception models for 3D Scene synthesis (VIPScene), a novel framework that exploits the encoded commonsense knowledge of the 3D physical world in video generation models to ensure coherent scene layouts and consistent object placements across views. VIPScene accepts both text and image prompts and seamlessly integrates video generation, feedforward 3D reconstruction, and open-vocabulary perception models to semantically and geometrically analyze each object in a scene. This enables flexible scene synthesis with high realism and structural consistency. For more precise analysis, we further introduce First-Person View Score (FPVScore) for coherence and plausibility evaluation, utilizing continuous first-person perspective to capitalize on the reasoning ability of multimodal large language models. Extensive experiments show that VIPScene significantly outperforms existing methods and generalizes well across diverse scenarios. The code will be released.

  • 8 authors
·
Jun 25, 2025

X-Ego: Acquiring Team-Level Tactical Situational Awareness via Cross-Egocentric Contrastive Video Representation Learning

Human team tactics emerge from each player's individual perspective and their ability to anticipate, interpret, and adapt to teammates' intentions. While advances in video understanding have improved the modeling of team interactions in sports, most existing work relies on third-person broadcast views and overlooks the synchronous, egocentric nature of multi-agent learning. We introduce X-Ego-CS, a benchmark dataset consisting of 124 hours of gameplay footage from 45 professional-level matches of the popular e-sports game Counter-Strike 2, designed to facilitate research on multi-agent decision-making in complex 3D environments. X-Ego-CS provides cross-egocentric video streams that synchronously capture all players' first-person perspectives along with state-action trajectories. Building on this resource, we propose Cross-Ego Contrastive Learning (CECL), which aligns teammates' egocentric visual streams to foster team-level tactical situational awareness from an individual's perspective. We evaluate CECL on a teammate-opponent location prediction task, demonstrating its effectiveness in enhancing an agent's ability to infer both teammate and opponent positions from a single first-person view using state-of-the-art video encoders. Together, X-Ego-CS and CECL establish a foundation for cross-egocentric multi-agent benchmarking in esports. More broadly, our work positions gameplay understanding as a testbed for multi-agent modeling and tactical learning, with implications for spatiotemporal reasoning and human-AI teaming in both virtual and real-world domains. Code and dataset are available at https://github.com/HATS-ICT/x-ego.

  • 3 authors
·
Oct 21, 2025

StyleVLA: Driving Style-Aware Vision Language Action Model for Autonomous Driving

Vision Language Models (VLMs) bridge visual perception and linguistic reasoning. In Autonomous Driving (AD), this synergy has enabled Vision Language Action (VLA) models, which translate high-level multimodal understanding into driving behaviors, typically represented as future trajectories. However, existing VLA models mainly generate generic collision-free trajectories. Beyond collision avoidance, adapting to diverse driving styles (e.g., sporty, comfortable) is essential for personalized driving. Moreover, many methods treat trajectory generation as naive token prediction, which can produce kinematically infeasible actions. To address these limitations, we present StyleVLA, a physics-informed VLA framework for generating diverse and physically plausible driving behaviors. We introduce a hybrid loss that combines a kinematic consistency constraint with a continuous regression head to improve trajectory feasibility. To train StyleVLA, built on Qwen3-VL-4B, we construct a large-scale instruction dataset with over 1.2k scenarios, 76k Bird's Eye View (BEV) samples, and 42k First Person View (FPV) samples, with ground-truth trajectories for five driving styles and natural-language instructions. Experiments show that our 4B-parameter StyleVLA significantly outperforms proprietary models (e.g., Gemini-3-Pro) and state-of-the-art VLA models. Using a composite driving score measuring success rate, physical feasibility, and style adherence, StyleVLA achieves 0.55 on BEV and 0.51 on FPV, versus 0.32 and 0.35 for Gemini-3-Pro. These results show that a specialized, physics-informed, lightweight model can surpass closed-source models on domain-specific tasks.

  • 7 authors
·
Mar 10 2

Socially Compliant Navigation Dataset (SCAND): A Large-Scale Dataset of Demonstrations for Social Navigation

Social navigation is the capability of an autonomous agent, such as a robot, to navigate in a 'socially compliant' manner in the presence of other intelligent agents such as humans. With the emergence of autonomously navigating mobile robots in human populated environments (e.g., domestic service robots in homes and restaurants and food delivery robots on public sidewalks), incorporating socially compliant navigation behaviors on these robots becomes critical to ensuring safe and comfortable human robot coexistence. To address this challenge, imitation learning is a promising framework, since it is easier for humans to demonstrate the task of social navigation rather than to formulate reward functions that accurately capture the complex multi objective setting of social navigation. The use of imitation learning and inverse reinforcement learning to social navigation for mobile robots, however, is currently hindered by a lack of large scale datasets that capture socially compliant robot navigation demonstrations in the wild. To fill this gap, we introduce Socially CompliAnt Navigation Dataset (SCAND) a large scale, first person view dataset of socially compliant navigation demonstrations. Our dataset contains 8.7 hours, 138 trajectories, 25 miles of socially compliant, human teleoperated driving demonstrations that comprises multi modal data streams including 3D lidar, joystick commands, odometry, visual and inertial information, collected on two morphologically different mobile robots a Boston Dynamics Spot and a Clearpath Jackal by four different human demonstrators in both indoor and outdoor environments. We additionally perform preliminary analysis and validation through real world robot experiments and show that navigation policies learned by imitation learning on SCAND generate socially compliant behaviors

  • 9 authors
·
Jun 7, 2022

EgoReID Dataset: Person Re-identification in Videos Acquired by Mobile Devices with First-Person Point-of-View

In recent years, we have seen the performance of video-based person Re-Identification (ReID) methods have improved considerably. However, most of the work in this area has dealt with videos acquired by fixed cameras with wider field of view. Recently, widespread use of wearable cameras and recording devices such as cellphones have opened the door to interesting research in first-person Point-of-view (POV) videos (egocentric videos). Nonetheless, analysis of such videos is challenging due to factors such as poor video quality due to ego-motion, blurriness, severe changes in lighting conditions and perspective distortions. To facilitate the research towards conquering these challenges, this paper contributes a new dataset called EgoReID. The dataset is captured using 3 mobile cellphones with non-overlapping field-of-view. It contains 900 IDs and around 10,200 tracks with a total of 176,000 detections. The dataset also contains 12-sensor meta data e.g. camera orientation pitch and rotation for each video. In addition, we propose a new framework which takes advantage of both visual and sensor meta data to successfully perform Person ReID. We extend image-based re-ID method employing human body parsing trained on ten datasets to video-based re-ID. In our method, first frame level local features are extracted for each semantic region, then 3D convolutions are applied to encode the temporal information in each sequence of semantic regions. Additionally, we employ sensor meta data to predict targets' next camera and their estimated time of arrival, which considerably improves our ReID performance as it significantly reduces our search space.

  • 3 authors
·
Sep 4, 2019

An Unsupervised Domain Adaptation Scheme for Single-Stage Artwork Recognition in Cultural Sites

Recognizing artworks in a cultural site using images acquired from the user's point of view (First Person Vision) allows to build interesting applications for both the visitors and the site managers. However, current object detection algorithms working in fully supervised settings need to be trained with large quantities of labeled data, whose collection requires a lot of times and high costs in order to achieve good performance. Using synthetic data generated from the 3D model of the cultural site to train the algorithms can reduce these costs. On the other hand, when these models are tested with real images, a significant drop in performance is observed due to the differences between real and synthetic images. In this study we consider the problem of Unsupervised Domain Adaptation for object detection in cultural sites. To address this problem, we created a new dataset containing both synthetic and real images of 16 different artworks. We hence investigated different domain adaptation techniques based on one-stage and two-stage object detector, image-to-image translation and feature alignment. Based on the observation that single-stage detectors are more robust to the domain shift in the considered settings, we proposed a new method which builds on RetinaNet and feature alignment that we called DA-RetinaNet. The proposed approach achieves better results than compared methods on the proposed dataset and on Cityscapes. To support research in this field we release the dataset at the following link https://iplab.dmi.unict.it/EGO-CH-OBJ-UDA/ and the code of the proposed architecture at https://github.com/fpv-iplab/DA-RetinaNet.

  • 4 authors
·
Aug 4, 2020

ACQUIRED: A Dataset for Answering Counterfactual Questions In Real-Life Videos

Multimodal counterfactual reasoning is a vital yet challenging ability for AI systems. It involves predicting the outcomes of hypothetical circumstances based on vision and language inputs, which enables AI models to learn from failures and explore hypothetical scenarios. Despite its importance, there are only a few datasets targeting the counterfactual reasoning abilities of multimodal models. Among them, they only cover reasoning over synthetic environments or specific types of events (e.g. traffic collisions), making them hard to reliably benchmark the model generalization ability in diverse real-world scenarios and reasoning dimensions. To overcome these limitations, we develop a video question answering dataset, ACQUIRED: it consists of 3.9K annotated videos, encompassing a wide range of event types and incorporating both first and third-person viewpoints, which ensures a focus on real-world diversity. In addition, each video is annotated with questions that span three distinct dimensions of reasoning, including physical, social, and temporal, which can comprehensively evaluate the model counterfactual abilities along multiple aspects. We benchmark our dataset against several state-of-the-art language-only and multimodal models and experimental results demonstrate a significant performance gap (>13%) between models and humans. The findings suggest that multimodal counterfactual reasoning remains an open challenge and ACQUIRED is a comprehensive and reliable benchmark for inspiring future research in this direction.

  • 8 authors
·
Nov 2, 2023

WorldMark: A Unified Benchmark Suite for Interactive Video World Models

Interactive video generation models such as Genie, YUME, HY-World, and Matrix-Game are advancing rapidly, yet every model is evaluated on its own benchmark with private scenes and trajectories, making fair cross-model comparison impossible. Existing public benchmarks offer useful metrics such as trajectory error, aesthetic scores, and VLM-based judgments, but none supplies the standardized test conditions -- identical scenes, identical action sequences, and a unified control interface -- needed to make those metrics comparable across models with heterogeneous inputs. We introduce WorldMark, the first benchmark that provides such a common playing field for interactive Image-to-Video world models. WorldMark contributes: (1) a unified action-mapping layer that translates a shared WASD-style action vocabulary into each model's native control format, enabling apples-to-apples comparison across six major models on identical scenes and trajectories; (2) a hierarchical test suite of 500 evaluation cases covering first- and third-person viewpoints, photorealistic and stylized scenes, and three difficulty tiers from Easy to Hard spanning 20-60s; and (3) a modular evaluation toolkit for Visual Quality, Control Alignment, and World Consistency, designed so that researchers can reuse our standardized inputs while plugging in their own metrics as the field evolves. We will release all data, evaluation code, and model outputs to facilitate future research. Beyond offline metrics, we launch World Model Arena (warena.ai), an online platform where anyone can pit leading world models against each other in side-by-side battles and watch the live leaderboard.

  • 8 authors
·
Apr 22 3

H2O: Two Hands Manipulating Objects for First Person Interaction Recognition

We present a comprehensive framework for egocentric interaction recognition using markerless 3D annotations of two hands manipulating objects. To this end, we propose a method to create a unified dataset for egocentric 3D interaction recognition. Our method produces annotations of the 3D pose of two hands and the 6D pose of the manipulated objects, along with their interaction labels for each frame. Our dataset, called H2O (2 Hands and Objects), provides synchronized multi-view RGB-D images, interaction labels, object classes, ground-truth 3D poses for left & right hands, 6D object poses, ground-truth camera poses, object meshes and scene point clouds. To the best of our knowledge, this is the first benchmark that enables the study of first-person actions with the use of the pose of both left and right hands manipulating objects and presents an unprecedented level of detail for egocentric 3D interaction recognition. We further propose the method to predict interaction classes by estimating the 3D pose of two hands and the 6D pose of the manipulated objects, jointly from RGB images. Our method models both inter- and intra-dependencies between both hands and objects by learning the topology of a graph convolutional network that predicts interactions. We show that our method facilitated by this dataset establishes a strong baseline for joint hand-object pose estimation and achieves state-of-the-art accuracy for first person interaction recognition.

  • 5 authors
·
Aug 23, 2021

Leveraging Driver Field-of-View for Multimodal Ego-Trajectory Prediction

Understanding drivers' decision-making is crucial for road safety. Although predicting the ego-vehicle's path is valuable for driver-assistance systems, existing methods mainly focus on external factors like other vehicles' motions, often neglecting the driver's attention and intent. To address this gap, we infer the ego-trajectory by integrating the driver's gaze and the surrounding scene. We introduce RouteFormer, a novel multimodal ego-trajectory prediction network combining GPS data, environmental context, and the driver's field-of-view, comprising first-person video and gaze fixations. We also present the Path Complexity Index (PCI), a new metric for trajectory complexity that enables a more nuanced evaluation of challenging scenarios. To tackle data scarcity and enhance diversity, we introduce GEM, a comprehensive dataset of urban driving scenarios enriched with synchronized driver field-of-view and gaze data. Extensive evaluations on GEM and DR(eye)VE demonstrate that RouteFormer significantly outperforms state-of-the-art methods, achieving notable improvements in prediction accuracy across diverse conditions. Ablation studies reveal that incorporating driver field-of-view data yields significantly better average displacement error, especially in challenging scenarios with high PCI scores, underscoring the importance of modeling driver attention. All data and code are available at https://meakbiyik.github.io/routeformer.

  • 8 authors
·
Dec 13, 2023

EgoTraj-Bench: Towards Robust Trajectory Prediction Under Ego-view Noisy Observations

Reliable trajectory prediction from an ego-centric perspective is crucial for robotic navigation in human-centric environments. However, existing methods typically assume noiseless observation histories, failing to account for the perceptual artifacts inherent in first-person vision, such as occlusions, ID switches, and tracking drift. This discrepancy between training assumptions and deployment reality severely limits model robustness. To bridge this gap, we introduce EgoTraj-Bench, built upon TBD dataset, which is the first real-world benchmark that aligns noisy, first-person visual histories with clean, bird's-eye-view future trajectories, enabling robust learning under realistic perceptual constraints. Building on this benchmark, we propose BiFlow, a dual-stream flow matching model that concurrently denoises historical observations and forecasts future motion. To better model agent intent, BiFlow incorporates our EgoAnchor mechanism, which conditions the prediction decoder on distilled historical features via feature modulation. Extensive experiments show that BiFlow achieves state-of-the-art performance, reducing minADE and minFDE by 10-15% on average and demonstrating superior robustness. We anticipate that our benchmark and model will provide a critical foundation for robust real-world ego-centric trajectory prediction. The benchmark library is available at: https://github.com/zoeyliu1999/EgoTraj-Bench.

  • 6 authors
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Mar 4

Gaze2Act: Gaze-Conditioned Vision-Language-Action Policies for Interactive Robot Manipulation

Vision-Language-Action (VLA) models have recently shown strong potential for robot learning by following language instructions. However, in practice, language alone is often insufficient to precisely convey human intent. It is difficult to describe which exact object to interact with among similar candidates, where to act on the object, or how the target may change during execution. To address this limitation, we propose Gaze2Act, a novel VLA framework that leverages human gaze as a dynamic and intuitive intent signal for complex interactive manipulation. Gaze2Act first bridges the ego-exo view gap by mapping first-person gaze into the robot's perspective through cross-view semantic matching, producing both an object mask and a gaze point for coarse-to-fine target specification. These cues are then integrated into the policy through perception-level prompting and action-level conditioning, allowing the robot to attend to relevant regions and execute precise interactions under dynamic intent. In a systematic evaluation across seven task categories and 16 real-robot tasks on a Unitree G1 humanoid, Gaze2Act achieves state-of-the-art performance in both intent accuracy and task success rate. It notably outperforms baselines in object disambiguation, fine-grained interaction, and dynamic intent steering. These results demonstrate that human gaze provides a natural, low-burden, and highly expressive modality for human-in-the-loop VLA control.

  • 12 authors
·
May 27

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.

Learning to Feel the Future: DreamTacVLA for Contact-Rich Manipulation

Vision-Language-Action (VLA) models have shown remarkable generalization by mapping web-scale knowledge to robotic control, yet they remain blind to physical contact. Consequently, they struggle with contact-rich manipulation tasks that require reasoning about force, texture, and slip. While some approaches incorporate low-dimensional tactile signals, they fail to capture the high-resolution dynamics essential for such interactions. To address this limitation, we introduce DreamTacVLA, a framework that grounds VLA models in contact physics by learning to feel the future. Our model adopts a hierarchical perception scheme in which high-resolution tactile images serve as micro-vision inputs coupled with wrist-camera local vision and third-person macro vision. To reconcile these multi-scale sensory streams, we first train a unified policy with a Hierarchical Spatial Alignment (HSA) loss that aligns tactile tokens with their spatial counterparts in the wrist and third-person views. To further deepen the model's understanding of fine-grained contact dynamics, we finetune the system with a tactile world model that predicts future tactile signals. To mitigate tactile data scarcity and the wear-prone nature of tactile sensors, we construct a hybrid large-scale dataset sourced from both high-fidelity digital twin and real-world experiments. By anticipating upcoming tactile states, DreamTacVLA acquires a rich model of contact physics and conditions its actions on both real observations and imagined consequences. Across contact-rich manipulation tasks, it outperforms state-of-the-art VLA baselines, achieving up to 95% success, highlighting the importance of understanding physical contact for robust, touch-aware robotic agents.

  • 7 authors
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May 5

Fool the Hydra: Adversarial Attacks against Multi-view Object Detection Systems

Adversarial patches exemplify the tangible manifestation of the threat posed by adversarial attacks on Machine Learning (ML) models in real-world scenarios. Robustness against these attacks is of the utmost importance when designing computer vision applications, especially for safety-critical domains such as CCTV systems. In most practical situations, monitoring open spaces requires multi-view systems to overcome acquisition challenges such as occlusion handling. Multiview object systems are able to combine data from multiple views, and reach reliable detection results even in difficult environments. Despite its importance in real-world vision applications, the vulnerability of multiview systems to adversarial patches is not sufficiently investigated. In this paper, we raise the following question: Does the increased performance and information sharing across views offer as a by-product robustness to adversarial patches? We first conduct a preliminary analysis showing promising robustness against off-the-shelf adversarial patches, even in an extreme setting where we consider patches applied to all views by all persons in Wildtrack benchmark. However, we challenged this observation by proposing two new attacks: (i) In the first attack, targeting a multiview CNN, we maximize the global loss by proposing gradient projection to the different views and aggregating the obtained local gradients. (ii) In the second attack, we focus on a Transformer-based multiview framework. In addition to the focal loss, we also maximize the transformer-specific loss by dissipating its attention blocks. Our results show a large degradation in the detection performance of victim multiview systems with our first patch attack reaching an attack success rate of 73% , while our second proposed attack reduced the performance of its target detector by 62%

  • 4 authors
·
Nov 30, 2023

TopViewRS: Vision-Language Models as Top-View Spatial Reasoners

Top-view perspective denotes a typical way in which humans read and reason over different types of maps, and it is vital for localization and navigation of humans as well as of `non-human' agents, such as the ones backed by large Vision-Language Models (VLMs). Nonetheless, spatial reasoning capabilities of modern VLMs remain unattested and underexplored. In this work, we thus study their capability to understand and reason over spatial relations from the top view. The focus on top view also enables controlled evaluations at different granularity of spatial reasoning; we clearly disentangle different abilities (e.g., recognizing particular objects versus understanding their relative positions). We introduce the TopViewRS (Top-View Reasoning in Space) dataset, consisting of 11,384 multiple-choice questions with either realistic or semantic top-view map as visual input. We then use it to study and evaluate VLMs across 4 perception and reasoning tasks with different levels of complexity. Evaluation of 10 representative open- and closed-source VLMs reveals the gap of more than 50% compared to average human performance, and it is even lower than the random baseline in some cases. Although additional experiments show that Chain-of-Thought reasoning can boost model capabilities by 5.82% on average, the overall performance of VLMs remains limited. Our findings underscore the critical need for enhanced model capability in top-view spatial reasoning and set a foundation for further research towards human-level proficiency of VLMs in real-world multimodal tasks.

  • 6 authors
·
Jun 4, 2024

Can Vision-Language Models Think from a First-Person Perspective?

Vision-language models (VLMs) have recently shown promising results in traditional downstream tasks. Evaluation studies have emerged to assess their abilities, with the majority focusing on the third-person perspective, and only a few addressing specific tasks from the first-person perspective. However, the capability of VLMs to "think" from a first-person perspective, a crucial attribute for advancing autonomous agents and robotics, remains largely unexplored. To bridge this research gap, we introduce EgoThink, a novel visual question-answering benchmark that encompasses six core capabilities with twelve detailed dimensions. The benchmark is constructed using selected clips from egocentric videos, with manually annotated question-answer pairs containing first-person information. To comprehensively assess VLMs, we evaluate eighteen popular VLMs on EgoThink. Moreover, given the open-ended format of the answers, we use GPT-4 as the automatic judge to compute single-answer grading. Experimental results indicate that although GPT-4V leads in numerous dimensions, all evaluated VLMs still possess considerable potential for improvement in first-person perspective tasks. Meanwhile, enlarging the number of trainable parameters has the most significant impact on model performance on EgoThink. In conclusion, EgoThink serves as a valuable addition to existing evaluation benchmarks for VLMs, providing an indispensable resource for future research in the realm of embodied artificial intelligence and robotics.

  • 7 authors
·
Nov 27, 2023

Belief in the Machine: Investigating Epistemological Blind Spots of Language Models

As language models (LMs) become integral to fields like healthcare, law, and journalism, their ability to differentiate between fact, belief, and knowledge is essential for reliable decision-making. Failure to grasp these distinctions can lead to significant consequences in areas such as medical diagnosis, legal judgments, and dissemination of fake news. Despite this, current literature has largely focused on more complex issues such as theory of mind, overlooking more fundamental epistemic challenges. This study systematically evaluates the epistemic reasoning capabilities of modern LMs, including GPT-4, Claude-3, and Llama-3, using a new dataset, KaBLE, consisting of 13,000 questions across 13 tasks. Our results reveal key limitations. First, while LMs achieve 86% accuracy on factual scenarios, their performance drops significantly with false scenarios, particularly in belief-related tasks. Second, LMs struggle with recognizing and affirming personal beliefs, especially when those beliefs contradict factual data, which raises concerns for applications in healthcare and counseling, where engaging with a person's beliefs is critical. Third, we identify a salient bias in how LMs process first-person versus third-person beliefs, performing better on third-person tasks (80.7%) compared to first-person tasks (54.4%). Fourth, LMs lack a robust understanding of the factive nature of knowledge, namely, that knowledge inherently requires truth. Fifth, LMs rely on linguistic cues for fact-checking and sometimes bypass the deeper reasoning. These findings highlight significant concerns about current LMs' ability to reason about truth, belief, and knowledge while emphasizing the need for advancements in these areas before broad deployment in critical sectors.

  • 7 authors
·
Oct 28, 2024

Entering Real Social World! Benchmarking the Theory of Mind and Socialization Capabilities of LLMs from a First-person Perspective

In the social world, humans possess the capability to infer and reason about others mental states (such as emotions, beliefs, and intentions), known as the Theory of Mind (ToM). Simultaneously, humans own mental states evolve in response to social situations, a capability we refer to as socialization. Together, these capabilities form the foundation of human social interaction. In the era of artificial intelligence (AI), especially with the development of large language models (LLMs), we raise an intriguing question: How do LLMs perform in terms of ToM and socialization capabilities? And more broadly, can these AI models truly enter and navigate the real social world? Existing research evaluating LLMs ToM and socialization capabilities by positioning LLMs as passive observers from a third person perspective, rather than as active participants. However, compared to the third-person perspective, observing and understanding the world from an egocentric first person perspective is a natural approach for both humans and AI agents. The ToM and socialization capabilities of LLMs from a first person perspective, a crucial attribute for advancing embodied AI agents, remain unexplored. To answer the aforementioned questions and bridge the research gap, we introduce EgoSocialArena, a novel framework designed to evaluate and investigate the ToM and socialization capabilities of LLMs from a first person perspective. It encompasses two evaluation environments: static environment and interactive environment, with seven scenarios: Daily Life, Counterfactual, New World, Blackjack, Number Guessing, and Limit Texas Hold em, totaling 2,195 data entries. With EgoSocialArena, we have conducted a comprehensive evaluation of nine advanced LLMs and observed some key insights regarding the future development of LLMs as well as the capabilities levels of the most advanced LLMs currently available.

  • 6 authors
·
Oct 8, 2024

EmbRACE-3K: Embodied Reasoning and Action in Complex Environments

Recent advanced vision-language models(VLMs) have demonstrated strong performance on passive, offline image and video understanding tasks. However, their effectiveness in embodied settings, which require online interaction and active scene understanding remains limited. In such scenarios, an agent perceives the environment from a first-person perspective, with each action dynamically shaping subsequent observations. Even state-of-the-art models such as GPT-4o, Claude 3.5 Sonnet, and Gemini 2.5 Pro struggle in open-environment interactions, exhibiting clear limitations in spatial reasoning and long-horizon planning. To address this gap, we introduce EmRACE-3K, a dataset of over 3,000 language-guided tasks situated in diverse, photorealistic environments constructed using Unreal Engine and the UnrealCV-Zoo framework. The tasks encompass a wide range of embodied challenges, including navigation, object manipulation, and multi-stage goal execution. Each task unfolds as a multi-step trajectory, pairing first-person visual observations with high-level instructions, grounded actions, and natural language rationales that express the agent's intent at every step. Using EmRACE-3K, we establish a benchmark to evaluate the embodied reasoning capabilities of VLMs across three key dimensions: Exploration, Dynamic Spatial-Semantic Reasoning, and Multi-stage Goal Execution. In zero-shot settings, all models achieve success rates below 20%, underscoring the challenge posed by our benchmark and the current limitations of VLMs in interactive environments. To demonstrate the utility of EmRACE-3K, we further fine-tune Qwen2.5-VL-7B using supervised learning followed by reinforcement learning. This approach yields substantial improvements across all three challenge categories, highlighting the dataset's effectiveness in enabling the development of embodied reasoning capabilities.

  • 9 authors
·
Jul 14, 2025 5

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

Reasoning Path and Latent State Analysis for Multi-view Visual Spatial Reasoning: A Cognitive Science Perspective

Spatial reasoning is a core aspect of human intelligence that allows perception, inference and planning in 3D environments. However, current vision-language models (VLMs) struggle to maintain geometric coherence and cross-view consistency for spatial reasoning in multi-view settings. We attribute this gap to the lack of fine-grained benchmarks that isolate multi-view reasoning from single-view perception and temporal factors. To address this, we present ReMindView-Bench, a cognitively grounded benchmark for evaluating how VLMs construct, align and maintain spatial mental models across complementary viewpoints. ReMindView-Bench systematically varies viewpoint spatial pattern and query type to probe key factors of spatial cognition. Evaluations of 15 current VLMs reveals consistent failures in cross-view alignment and perspective-taking in multi-view spatial reasoning, motivating deeper analysis on the reasoning process. Explicit phase-wise analysis using LLM-as-a-judge and self-consistency prompting shows that VLMs perform well on in-frame perception but degrade sharply when integrating information across views. Implicit analysis, including linear probing and entropy dynamics, further show progressive loss of task-relevant information and uncertainty separation between correct and incorrect trajectories. These results provide a cognitively grounded diagnosis of VLM spatial reasoning and reveal how multi-view spatial mental models are formed, degraded and destabilized across reasoning phases. The ReMindView-Bench benchmark is available at https://huggingface.co/datasets/Xue0823/ReMindView-Bench, and the source codes of benchmark construction and VLM reasoning analysis are available at https://github.com/pittisl/ReMindView-Bench.

  • 6 authors
·
Dec 1, 2025

Unsupervised Learning of Important Objects from First-Person Videos

A first-person camera, placed at a person's head, captures, which objects are important to the camera wearer. Most prior methods for this task learn to detect such important objects from the manually labeled first-person data in a supervised fashion. However, important objects are strongly related to the camera wearer's internal state such as his intentions and attention, and thus, only the person wearing the camera can provide the importance labels. Such a constraint makes the annotation process costly and limited in scalability. In this work, we show that we can detect important objects in first-person images without the supervision by the camera wearer or even third-person labelers. We formulate an important detection problem as an interplay between the 1) segmentation and 2) recognition agents. The segmentation agent first proposes a possible important object segmentation mask for each image, and then feeds it to the recognition agent, which learns to predict an important object mask using visual semantics and spatial features. We implement such an interplay between both agents via an alternating cross-pathway supervision scheme inside our proposed Visual-Spatial Network (VSN). Our VSN consists of spatial ("where") and visual ("what") pathways, one of which learns common visual semantics while the other focuses on the spatial location cues. Our unsupervised learning is accomplished via a cross-pathway supervision, where one pathway feeds its predictions to a segmentation agent, which proposes a candidate important object segmentation mask that is then used by the other pathway as a supervisory signal. We show our method's success on two different important object datasets, where our method achieves similar or better results as the supervised methods.

  • 4 authors
·
Aug 1, 2017

Delving into the Devils of Bird's-eye-view Perception: A Review, Evaluation and Recipe

Learning powerful representations in bird's-eye-view (BEV) for perception tasks is trending and drawing extensive attention both from industry and academia. Conventional approaches for most autonomous driving algorithms perform detection, segmentation, tracking, etc., in a front or perspective view. As sensor configurations get more complex, integrating multi-source information from different sensors and representing features in a unified view come of vital importance. BEV perception inherits several advantages, as representing surrounding scenes in BEV is intuitive and fusion-friendly; and representing objects in BEV is most desirable for subsequent modules as in planning and/or control. The core problems for BEV perception lie in (a) how to reconstruct the lost 3D information via view transformation from perspective view to BEV; (b) how to acquire ground truth annotations in BEV grid; (c) how to formulate the pipeline to incorporate features from different sources and views; and (d) how to adapt and generalize algorithms as sensor configurations vary across different scenarios. In this survey, we review the most recent works on BEV perception and provide an in-depth analysis of different solutions. Moreover, several systematic designs of BEV approach from the industry are depicted as well. Furthermore, we introduce a full suite of practical guidebook to improve the performance of BEV perception tasks, including camera, LiDAR and fusion inputs. At last, we point out the future research directions in this area. We hope this report will shed some light on the community and encourage more research effort on BEV perception. We keep an active repository to collect the most recent work and provide a toolbox for bag of tricks at https://github.com/OpenDriveLab/Birds-eye-view-Perception

  • 22 authors
·
Sep 12, 2022