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Marc Pollefeys

Publications and source records attributed to Marc Pollefeys.

At least 19 recordsLinked to original sources

EgoHTR: Egocentric 4D Demonstrations of Human Terrain Traversal

Deploying humanoid robots in unstructured terrain remains an open problem. While classic reinforcement learning struggles with the sheer complexity of real-world interactions, more promising methods leveraging human priors remain limited to models lacking contextual awareness. The restricted motion synthesis is a direct consequence of existing dataset pipelines failing to capture human-scene sequences in challenging environments. To bridge this gap between humanoid learning and scene reconstruction, we introduce the Egocentric Human-Terrain Reconstruction (EgoHTR) dataset. We develop and open-source a reconstruction pipeline capturing 55 scene-aligned 4D human motion sequences in diverse, complex environments using a multi-sensor setup of egocentric wearables and a portable 3D scanner. The resulting dataset comprises over 150k frames, which we evaluate against motion-capture ground truth, demonstrating state-of-the-art accuracy and establishing a rigorous benchmark for human motion analysis and synthesis. Further, we leverage this data to train perceptive locomotion policies, demonstrating hardware deployment on a Unitree G1 for reconstructed reference motions. Our pipeline enables community-driven dataset extensions and factors the problem to help researchers build foundational, context-aware robots that reliably traverse uneven terrain.

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EgoContact: Evaluating Physical Intelligence with Egocentric Video

Egocentric video has emerged as one of the most scalable sources of data for learning generalizable manipulation priors. Yet, despite its growing use in pretraining robotic policies, it has been underutilized as a validation tool for physical intelligence, a key component of which is understanding where to make contact with an object to achieve an intended interaction. We present EgoContact, a large-scale egocentric dataset for evaluating the generalizability and precision of learned manipulation priors through future contact-point prediction. EgoContact contains 22.5K manually verified interaction events, each with a pre-contact observation, semantic intent, and pixel-precise contact locations. We find that current methods often struggle to predict precise interaction contacts and sometimes fail to localize the target object in diverse, in-the-wild scenes, even when allowed multiple predictions. Furthermore, we demonstrate the usefulness of EgoContact's annotated interactions for robotic manipulation: simply using EgoContact as the memory bank of an existing affordance-transfer policy improves grasp success from 14.2% to 31.2% in simulation and from 16% to 58% on a real robot.

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From Frames to Temporal Graphs: In-Context Egocentric Action Recognition with Vision-Language Models

Action reasoning in egocentric video requires capturing fine-grained transitions of hand-object interactions, a task where general-purpose Vision-Language Models (VLMs) often struggle when operating directly on raw pixels. We propose to decouple visual perception from symbolic reasoning by converting videos into Temporal Action Graphs. In a multi-stage prompting pipeline, we first generate dense natural language narratives over short temporal windows as a semantic bottleneck, then formalize them into structured, open-vocabulary graph representations. On the EGTEA and Epic-Kitchens-100 datasets, the symbolic representation unlocks efficient in-context learning: few-shot graph demonstrations yield substantial accuracy gains over zero-shot frame-based inference. Even in the zero-shot setting, graph-based reasoning remains competitive with pixel-based inference despite potential pretraining contamination favoring the latter. Across 11 open-weight VLMs from 6 model families ranging from 2B to 235B parameters, our findings indicate that current VLMs are more effective as symbolic reasoners than as direct visual observers. By projecting video into the language domain, we provide a scalable, fine-tuning-free alternative to end-to-end approaches that better leverages these models' latent reasoning strengths. The code will be made public.

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FlexGlue: Sparse-to-Dense Feature Matching and Visual Disambiguation

To estimate correspondences across images, existing approaches match either sparse interest points, which is highly efficient but limited by repeatability, or dense pixel grids, which is robust but expensive. Furthermore, these approaches are trained with only matching pairs and thus often fail to reject unrelated pairs that exhibit visual symmetries, which is equally important in applications like Structure-from-Motion (SfM). We bridge these gaps by introducing FlexGlue, a neural network for asymmetric sparse-to-dense matching and disambiguation. Given two images and coordinates of points in the first image, FlexGlue estimates the coordinates of the corresponding points in the second image while simultaneously rejecting the pair if non-matching. By searching for a limited set of correspondences among dense pixels, our approach is both fast and effective at both matching and disambiguation: it combines the sub-pixel accuracy of dense matching with the speed of sparse matching, while rejecting incorrect pairs with high precision. Experiments on multiple datasets show that FlexGlue pushes the Pareto frontier in relative pose estimation and significantly outperforms existing approaches for SfM and visual localization. FlexGlue is publicly available at https://github.com/cvg/flexglue .

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No Pose, No Problem in 4D: Feed-Forward Dynamic Gaussians from Unposed Multi-View Videos

Recent feed-forward 3D gaussian splatting methods have made dramatic progress on individual aspects of 3D scene reconstruction, but no existing method jointly addresses dynamic content, multi-view input, and unknown camera poses in a single feed-forward pass. Methods that handle dynamics either require accurate camera poses or accept only monocular input; pose-free multi-view methods address only static scenes; and per-scene optimization methods bridge some of these gaps but at minutes-to-hours cost per scene. We introduce NoPo4D, the first feed-forward system that addresses this empty quadrant. Building on a pretrained geometry backbone and recent 4D Gaussian frameworks, NoPo4D introduces a velocity decomposition that splits Gaussian motion into per-pixel image-plane shifts and depth changes, allowing direct supervision from pseudo ground-truth optical flow on the 2D component. This sidesteps both the differentiable rendering that couples prior posed methods to pose accuracy and the 3D motion ground truth that prior pose-free methods require. The system is rounded out by a bidirectional motion encoder for cross-view and cross-frame feature aggregation, and view-dependent opacity that mitigates cross-view and cross-timestep Gaussian misalignments. On four multi-view dynamic benchmarks, NoPo4D consistently outperforms prior feed-forward baselines, and with an optional post-optimization stage surpasses per-scene optimization methods, while running orders of magnitude faster.

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Learning the 4D World through Point Trajectory Forecasting

Reliable multi-view forecasting requires videos from different cameras to describe the same evolving 3D scene. To this end, we introduce Video-Point Model (VPM), a world model that conditions on multi-view video histories and a language instruction to jointly forecast future videos from arbitrary viewpoints and the 3D trajectories of persistent scene points. We extend a pretrained world model with camera-conditioned multi-view processing that integrates complementary observations across cameras, and add a trajectory head that predicts how physical points move through time. Each trajectory tracks a single point across all views, and supervising these trajectories alongside video generation therefore anchors appearance changes in every camera to a shared description of 3D motion. To support training and evaluation, we build VPM-Data, a simulation corpus pairing synchronized multi-view videos with persistent point trajectories, and VP-WorldBench, a forecasting benchmark spanning simulated and real environments. We further extend VPM to robot control by adding robot actions as a token modality in the generator. Action tokens share the point-supervised backbone and are denoised jointly with future videos, thereby grounding the policy in the same 3D-aware representation. On VP-WorldBench and existing 4D generation benchmarks, point supervision improves both video fidelity and 3D motion accuracy over a video-only counterpart, and in simulated and real-robot experiments, it also raises the manipulation success of the action-enabled model.

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ZipSplat: Fewer Gaussians, Better Splats

Feed-forward 3D Gaussian Splatting reconstructs scenes from images in seconds. Pixel-aligned methods keep every Gaussian grounded in an observation, but produce redundant, potentially misaligned Gaussians across views. Token-based methods instead aggregate all views into a fixed set of learned tokens but lack explicit observation support and use a fixed reconstruction budget. We introduce ZipSplat, a method that predicts a compact, observation-grounded scene representation whose size is set at inference. It derives each scene token from an image patch rather than a learned query, and decodes it into freely placed 3D Gaussians. Tokens across views are merged into a compact set whose size is adjustable at inference. However, without geometric supervision, decoded Gaussians can drift from their source patch, and merging can mix tokens from different surfaces. We therefore introduce two geometric losses to ground and shape this representation. A cone loss ties each token's Gaussians to its source patch, and GeoCE aligns token similarity with 3D proximity so that tokens observing the same surface merge together. Building on these observation--geometry associations, we further introduce TokenBA, a token-level bundle adjustment that refines scene tokens and camera poses in a few seconds. ZipSplat requires neither camera poses nor intrinsics, yet outperforms pixel-aligned and token-based baselines on DL3DV and RealEstate10K, even those given ground-truth cameras. It further generalizes zero-shot to Mip-NeRF360 and ScanNet++. Our project page is at https://veichta.com/zipsplat.

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PlanarCityLoc: Breaking Silhouette Ambiguity in LoD Aerial Localization via 3D Planes

Aerial visual localization is crucial for autonomous drone navigation in urban environments where GNSS signals are often degraded. Lightweight textureless Level-of-Detail (LoD) city models provide a geometric map alternative to textured assets. Existing silhouette-based methods rely on image-space alignment, which can leave different camera poses indistinguishable and favor incorrect poses when segmentation errors distort the building outlines. We present PlanarCityLoc, which moves beyond silhouette overlap by leveraging the planar geometry of building facades and roofs. Following geometry-aware initialization, we match image-side planar patches to LoD model planes and use the resulting 3D-to-2D correspondences to refine pose with Perspective-n-Point (PnP). The framework uses off-the-shelf geometry and segmentation models without dataset-specific training or fine-tuning. Experiments on UAVD4L-LoDv2 and Swiss-EPFLv2 achieve state-of-the-art localization recall among the evaluated off-the-shelf LoD-based methods. By grounding image-space alignment in 3D planes, PlanarCityLoc enables more accurate aerial localization with lightweight, textureless city maps.

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MatchCityLoc: Aerial Localization in LoD City Models via Surface Normal Matching

Autonomous Unmanned Aerial Vehicle (UAV) navigation in urban environments requires precise pose estimation. Because Global Navigation Satellite System (GNSS) signals are often unreliable in cities, visual localization serves as a crucial complement. Within this domain, textureless Level-of-Detail (LoD) city models provide a lightweight and privacy-preserving substitute for heavy 3D textured meshes. However, localizing against abstract geometry is challenging. Existing pipelines typically score 2D silhouette overlaps, which can suffer from severe geometric ambiguities. We present MatchCityLoc, a framework that shifts this paradigm to direct feature matching from a noisy 6-DoF pose prior. By extracting surface normals from the query image using a zero-shot foundation model and matching them against rendered LoD normals, we establish explicit 3D-to-2D correspondences. This enables a Perspective-n-Point (PnP) pose solve, which we iteratively refine through a render-and-match loop. Experiments demonstrate strong pose recall and accurate translation and rotation among the evaluated off-the-shelf LoD-based methods with very few renderings. By bridging the modality gap between aerial imagery and texture-free geometry, MatchCityLoc enables accurate localization using lightweight, privacy-preserving city models.

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Towards Physically Grounded Articulated 3D Assets: A Multi-Agent Pipeline and Benchmark

In this paper, we study physically grounded articulated 3D asset generation---moving the goal from reproducing how objects look to capturing how they move and function. Inspired by the literature on procedural and agentic generation, we present Artisan, a system that extends the latest method Articraft by introducing a multi-agent pipeline with physical simulation feedback, enabling comprehensive attributes beyond geometry, appearance, and physically plausible articulation, such as collision-free motion, stability under gravity, and accurate mass and material properties. Furthermore, we construct a unified benchmark spanning four key aspects: spatial fidelity, physical plausibility, downstream task performance, and overall quality. The benchmark encompasses 100 reference assets from ArtVIP and LightWheel, 50 stability prompts, and 50 ABO objects with reference masses, with protocols evaluating various metrics. Through extensive evaluation of more than 10 representative models, Artisan achieves competitive spatial fidelity while attaining the lowest collision rates and highest stability rates among the evaluated methods. Together, our system and benchmark establish insights for advancing 3D generation towards physically plausible, functionally usable assets.

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StateCraft: Augmenting Video World Models with Abstract-State Reasoning

Video world models aim to simulate complex environments with realistic appearance and dynamics. Maintaining consistency over long interactions requires tracking past actions and understanding how those actions affect the environment. Video world models can only generate partial observations of the entire world at a time. Remembering past observations alone may not be sufficient in every scenario, as they may no longer reflect the world after a sequence of actions. We introduce a paradigm that decouples a persistent, updatable abstract state from the visual state. The abstract state keeps track of the entities' changes as the world evolves, and is used to condition the visual state, which represents the current view. We propose StateCraft, a novel architecture that pairs a language model with a video diffusion model to evolve the dynamic world. We evaluate our approach on generative interfaces, which pose a substantial challenge because a single action may change parts of the state that are not currently visible. To support training and evaluation, we develop a data collection pipeline that produces informative, densely annotated trajectories at scale without human or agent supervision, together with a benchmark measuring generation quality, memory, and controllability. On this benchmark, our approach improves surpasses the state-of-the-art baselines. We demonstrate that StateCraft maintains high self-consistency and strong generation quality over long trajectories. Because the abstract state is explicit, it can be edited directly, and generation follows edits to states never observed in the data. Finally, a proof-of-concept 3D experiment, in which actions change the illumination of an unobserved room, shows that the paradigm can also be applied to spatial environments. Project page: https://insait-institute.github.io/StateCraft/.

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PROSE: Training-Free Egocentric Scene Registration with Vision-Language Models

Registering two captures of the same indoor space taken at different times underpins persistent spatial memory for robots and AR systems, yet the realistic version of this task is egocentric and its most scalable form is RGB-only. Head-mounted cameras yield blurry, fast-moving, partially overlapping views from which dense geometry is hard to recover. Classical registration leans on exactly the clean point clouds this setting lacks, while learned scene-graph methods require a pre-built or annotated graph and a trained matcher that we find brittle under egocentric data. We take a different route, using a pretrained vision-language model as the source of both scene understanding and cross-scan matching. Our method, PROSE (Prompted Scene rEgistration), lifts each RGB sequence into an object-level 3D scene graph using off-the-shelf foundation models for geometry, segmentation, and language, then prompts the same VLM to match object instances across the two RGB sequences. To make this matching tractable and reliable, we leverage object heights as a prior and verify each proposed match with a paired same/different query, then solve for the rigid transform by hypothesizing a candidate per matched object and selecting the one with the strongest geometric consensus. PROSE adds no learned parameters and requires no depth sensor, training, or annotated graph. On the egocentric Aria Digital Twin and Aria Everyday Activities benchmarks, it outperforms both geometric and learned scene-graph baselines in registration accuracy, on ground-truth and RGB-reconstructed point clouds alike, and the scene graph it produces transfers directly to downstream tasks.

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LIME: Learning Intent-aware Camera Motion from Egocentric Video

Autonomous robots often need to move their camera before they can act: to inspect an object, reveal an occluded region, or obtain a view that responds to a user's intent. While vision-language navigation translates instructions to base motion and vision-language-action policies map instructions to manipulation actions, vision-language conditioned camera motion remains comparatively underexplored as a first-class action. We formulate vision-language conditioned camera motion generation: given a current RGB observation and a free-form natural-language intent, predict a relative target camera pose for the next observation. The challenge is that useful viewpoint changes depend on latent perceptual intent, ranging from coarse spatial moves to fine-grained inspection or occlusion revealing. To model this structure, we mine multi-intent camera-motion supervision from egocentric video via hindsight labeling, pairing each relative SE(3) target pose with plausible intents and observation-gain descriptions inferred from the reached view. We propose LIME, a vision-language camera-motion generator that combines an autoregressive observation-gain output with a continuous flow-matching pose head. This design lets the model jointly predict what the next view should reveal while representing multi-hypothesis target views. Across viewpoint-prediction experiments and downstream robotic tasks, we show that LIME learns intent-conditioned camera motion from passive egocentric video, turning ordinary human recordings into supervision for a reusable active-perception primitive that supports general-purpose viewpoint selection, manipulation, embodied question answering, and mid-distance navigation.

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Articulated 3D Scene Graphs for Open-World Mobile Manipulation

Semantic scene understanding has enabled robots to reason and perform affordance-driven object interaction. Despite this, real-world manipulation remains fundamentally limited by the inability to predict how objects move and are articulated. Long-horizon mobile manipulation requires closing the gap between semantics, geometry, and kinematics. In this work, we present MoMa-SG, a novel framework for building semantic-kinematic 3D scene graphs of articulated scenes containing a myriad of interactable objects. Given RGB-D sequences containing multiple object articulations, we temporally segment object interactions and infer object motion using occlusion-robust point tracking. We lift point trajectories to 3D and estimate articulation models using a novel unified twist estimation formulation that robustly estimates revolute and prismatic joint parameters in a single optimization pass. Next, we associate objects with articulations and detect contained objects by reasoning over parent-child relations at identified opening states. We also introduce the Arti4D-Semantic dataset, which provides parent-child relation annotations between container and contained objects together with object axis annotations across 62 in-the-wild RGB-D sequences containing 600 object interactions and three distinct observation paradigms. We extensively evaluate the performance of MoMa-SG on two datasets and ablate key design choices of our approach. In addition, real-world experiments on both a quadruped and a mobile manipulator demonstrate robust manipulation of articulated objects in everyday home environments. We provide code and data at: https://momasg.cs.uni-freiburg.de.

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SpaceFlow: Locally Controllable 3D Generation

Current 3D generation methods lack explicit local control: geometric adherence is often defined by a global control strength, and appearance cannot be specified locally. We present SpaceFlow, a training-free pipeline for locally controllable 3D generation from text descriptions and a collection of geometric primitives. Each primitive serves as a proxy for an object part and is assigned a local control level, enabling users to specify whether regions should strictly follow the input shape or allow generative completion. During structure generation, we enforce these spatial constraints within the generative flow process. For appearance synthesis, the generated structure is segmented and matched to the primitives. Each generated part is conditioned only on its assigned text or image cue, thereby limiting cross-part leakage. Regional geometry metrics demonstrate that SpaceFlow preserves the specified geometry in high-control regions and enables plausible shape variation in low-control areas. A user study further indicates that the resulting balance between geometric fidelity and generative freedom remains competitive in overall quality. When evaluating appearance on fixed geometry, text-conditioned routing achieves state-of-the-art prompt faithfulness and color/material accuracy. Qualitative results additionally show localized routing of image cues. The project page is available at SpaceFlow3D.github.io.

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Hand-4DGS: Feed-Forward 3D Gaussian Splatting for 4D Hand Reconstruction from Egocentric Videos

Dynamic 3D hand reconstruction from egocentric videos is essential for next-generation computing platforms such as AR/VR and AI glasses. Despite its importance, most prior works focus either on multi-view 3D hand reconstruction or on 4D human body reconstruction. Egocentric 4D hand reconstruction remains difficult due to rapid hand and camera motion, hand-object and inter-hand interactions, and inherent ambiguity from single-view observations. To address these challenges, we introduce Hand-4DGS, a feed-forward framework for dynamic 4D hand reconstruction from egocentric videos. Our approach incorporates a mesh-guided representation for structural priors and temporal convolutions to model dynamic motion. We evaluate our framework on H2O and ARCTIC, two egocentric hand-object interaction datasets, and show improvements over baselines. Our model can efficiently adapt to unseen videos from datasets that are not included in training. In addition, image supervision through differentiable Gaussian rasterization provides an additional signal for appearance optimization and pose adjustment during training and test-time optimization, without ground-truth 3D hand pose annotations.

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ReViV: Reconstructing the Viewer and the View in 4D from Monocular Egocentric Video

Egocentric devices, such as wearable front-facing cameras, provide a unique perspective for capturing the continuous interaction between a human viewer and the surrounding environment. A holistic and efficient multimodal model capable of reconstructing this 4D representation is therefore highly desirable. However, existing approaches often rely on auxiliary inputs such as pre-computed camera trajectories, treat scene perception and human ego-motion modeling as separate problems despite their strong interdependency, and suffer from slow inference time. To address these limitations, we present ReViV, the first unified framework for holistic egocentric 4D reconstruction that extracts both viewer and view dynamics from a single monocular RGB video. We formulate the task as learning the full joint probability distribution over multimodal signals, including RGB video, camera trajectory, gaze direction, full-body motion, hand motion, and depth. Powered by a Masked Generative Egocentric Transformer, ReViV operates within a single feed-forward architecture to simultaneously reconstruct the temporally consistent 4D reconstruction across the viewer and the view with fast inference speed. Extensive experiments on diverse benchmarks, including HoloAssist, HOT3D, ARCTIC, Aria Digital Twin, and TACO, demonstrate that ReViV achieves state-of-the-art accuracy and efficiency across holistic ego-body, hand, and gaze reconstruction, camera tracking, while maintaining highly competitive egocentric depth estimation without relying on heavy task-specific priors. Code and models are fully open-sourced: https://reviv4d.github.io/.

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RIGOR: Rig-Informed Geometry for Omnidirectional Reconstruction

Recent developments in feed-forward 3D reconstruction resulted in models which can recover dense scene representations and camera motion solely from an image stream. However, such predictions are prone to becoming inconsistent over long trajectories, specifically in demanding environments with repetitive structures, weak textures and dynamic objects or people. One way to mitigate those challenges is to use an omnidirectional camera, which provides wide spatial coverage and captures richer visual information. Yet, the majority of models do not offer support for 360-degree imagery or require additional fine-tuning. To bridge these two aspects, we present RIGOR: a large-scale reconstruction pipeline for gravity-aligned omnidirectional videos that retains a frozen feed-forward perspective backbone and exploits each panorama as a four-view virtual rig. The rig structure is used to detect and repair locally inconsistent predictions, to retrieve loop closures through cyclic four-view consensus, and to geometrically verify candidate revisits before global optimization. Verified constraints drive a Sim(3) pose graph that corrects accumulated rotation, translation, and scale drift along the sequence. We demonstrate that the proposed consistency mechanisms improve both trajectory accuracy and reconstructed geometry over a feed-forward baseline on challenging construction-site sequences. The code is made available under this link: https://github.com/TangentH/RIGOR.

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