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Δynamics: Language-Based Representation for Inferring Rigid-Body Dynamics From Videos

Conference: CVPR 2026
arXiv: 2605.20576
Code: None (Project page https://iandrover.github.io/2026_dynamics/)
Area: Physics-Aware / Video Understanding / Multi-modal VLM
Keywords: Rigid-Body Dynamics, Video-to-Simulation, Language-based Scene Representation, Optical Flow, Test-Time Optimization

TL;DR

The task of "inferring rigid-body physical states and parameters from monocular video" is reformulated as a text generation problem. A VLM is trained to take optical flow as input and directly output a YAML scene configuration (geometry, initial state, materials, camera) executable by a physics engine. It achieves a segmentation IoU of 0.30 on CLEVRER, 7 times the performance of mainstream VLMs, and zero-shot transfers to 235 real-world videos.

Background & Motivation

Background: Inferring physical properties (friction, elasticity, mass, initial velocity) and camera geometry from video is the foundation for "physics-aware sensing + simulation." Prior works (Vid2Param, experiments with sliders, billiards, projectiles, etc.) can estimate physical parameters in constrained scenarios.

Limitations of Prior Work: These methods parameterize scenes into model-specific, fixed-length numerical vectors, targeting only a specific class of objects (balls/boxes) or motions (sliding/projectile). Such representations are not scalable (failing when object counts or interaction types change) and typically assume known or fixed camera poses, preventing application to real-world scenes with varying distances or viewpoints.

Key Challenge: The root problem lies in "how the scene is parameterized." Fixed-length numerical vectors inherently cannot carry the combinatorial diversity of "arbitrary number of objects + multi-type interactions + unknown cameras"—the dimensions of regression heads are hard-coded and cannot accommodate additional objects.

Goal: A unified and scalable representation that covers single/multiple objects and various dynamics (sliding, rolling, bouncing, collision) while simultaneously estimating camera poses and generalizing from the synthetic domain to real videos.

Key Insight: The authors observe that if a scene configuration is written as structured text (YAML), then "object geometry, initial state, material, and camera" all become readable, editable, and variable-length symbolic sequences. This naturally fits the autoregressive generation of VLMs; as objects increase, the model simply writes more lines without needing changes to the network architecture.

Core Idea: Use language as a unified representation for rigid-body dynamics. Physical parameter estimation is rewritten from "numerical regression" to "generating a scene configuration text consumable by a physics engine," supported by optical flow input and motion language reasoning to enhance generalization.

Method

Overall Architecture

Δynamics addresses video → simulation: given a monocular video \(\mathbf{X}\), the model \(\mathcal{F}_\theta\) predicts a set of scene configurations \(\mathbf{c}=\mathcal{F}_\theta(\mathbf{X})\), which are fed to a physics engine \(\mathcal{S}\) to re-simulate \(\hat{\mathbf{X}}=\mathcal{S}(\mathbf{c})\), with the goal that the dynamics of \(\hat{\mathbf{X}}\) faithfully reproduce the original video. The pipeline consists of three stages: Training—sampling 400,000 scene configurations in MuJoCo, rendering synthetic videos, calculating optical flow with RAFT, and training the VLM for "Optical Flow → YAML Config"; Evaluation/Inference—calculating optical flow for real videos, feeding it to the model to generate configurations, re-simulating with the engine, and scoring based on segmentation IoU and optical flow EPE alignment with the original video.

The model backbone is Qwen2.5-VL-3B. The input consists of 10 uniformly sampled frames (or corresponding optical flow maps) from a 1s, 30FPS video. The output is a YAML configuration in <answer> config </answer> format. Two enhancements are added: using optical flow instead of RGB as a semantics-agnostic input and training the model to output a motion event description before generating the configuration (<think> description </think> <answer> config </answer>). During inference, three types of test-time optimization (best-of-K sampling / preference optimization / CMA-ES evolutionary search) are superimposed to further improve instance-level accuracy.

%%{init: {'flowchart': {'rankSpacing': 24, 'nodeSpacing': 28, 'padding': 6, 'wrappingWidth': 400}}}%%
flowchart TD
    A["Monocular Video"] --> B["Motion-Aware Input<br/>RAFT Optical Flow instead of RGB"]
    B --> C["Language-Based Scene Representation<br/>VLM generates YAML configuration"]
    C -->|Training Augmentation| D["Motion Reasoning<br/>Generate motion event descriptions before config"]
    D --> E["Synthetic Data Training<br/>400k MuJoCo Scenes"]
    E --> F["Test-Time Optimization<br/>best-of-32 + CMA-ES"]
    F --> G["Physics Engine Re-simulation<br/>IoU / EPE Alignment Scoring"]

Key Designs

1. Language-based Unified Scene Representation: Replacing fixed vectors with variable-length YAML

This approach directly addresses the pain point that "fixed vectors cannot accommodate arbitrary scenes." The authors no longer regress fixed-dimension parameter vectors but instead let the model output YAML encoding the entire scene's object geometry, initial states, materials, camera, and gravity. Parameters are categorized into: object attributes (radius/height/width/depth/mass, rolling+sliding friction, damping), initial state (position, linear velocity, angular velocity, quaternion orientation), and global parameters (camera height/pitch/FOV, gravity). Scenes are constructed from spheres, cylinders, and boxes, covering common objects like tennis balls, cans, mugs, books, and crates. This representation is inherently variable-length: a scene with four boxes involves \(20\times4\) parameters + 3 camera parameters + 1 gravity term = 84 total, while adding more objects simply requires more YAML lines without changing the network. Textual representation also provides readability, editability, and counterfactual analysis (video editing), while unifying "simulation" into "text generation."

2. Motion-Aware Input: Using optical flow to decouple non-motion semantics

Original RGB videos contain textures, backgrounds, and colors irrelevant to motion, which act as distractors for physical parameter estimation and cause synthetic-to-real domain gaps. The authors use optical flow fields from RAFT as input. Optical flow is agnostic to appearance and background semantics, carrying explicit motion cues. Converted into a 2D array per color channel, it is fed directly into the VLM without structural changes. The result is immediate: on CLEVRER, this step alone improves full-sequence segmentation IoU from 0.19 to 0.24 (+26%) and significantly reduces optical flow EPE. One trade-off is that RGB occasionally performs slightly better for damping estimation (checkerboard floors provide additional visual cues).

3. Motion Reasoning: Generating natural language descriptions before configuration

Directly outputting configurations lacks explicit modeling of the "dynamical process." The authors train a variant where the model first describes the observed dynamics in natural language (when objects enter/leave the view, stop rolling/sliding, or collide), followed by the configuration in a <think> description </think> <answer> config </answer> format. These descriptions are not manually annotated; they are generated using rule-based event mining scripts that process simulation trajectories (state history, contact logs, segmentation maps) to extract visibility, motion changes, and collision events, which are then mapped to templates. Reasoning before configuring provides a more structured, physically meaningful intermediate representation, making it more robust for complex multi-object scenes and allowing test-time sampling to explore "physically plausible" solution spaces.

4. Test-Time Optimization (TTO): Using re-simulation alignment signals for unsupervised selection/search

Greedy decoding does not guarantee the best quality solution in the distribution. Three strategies are used during inference: best-of-32 sampling (temperature 0.1, top-p 0.9); preference optimization (using mask IoU between forward rendering and input video as an implicit reward for ranking, without ground truth); and CMA-ES evolutionary search (initialized with Best@32, optimizing object sizes, initial states, physical parameters, and camera pose, using \(\text{IoU}-\text{EPE}\) as the fitness function, with a population of 128 and 100 iterations). Crucially, these signals come from "alignment after re-simulation," making them applicable to real scenes without objective ground truth.

Loss & Training

The training target is to minimize the autoregressive negative log-likelihood of the configuration \(\mathbf{c}\) as a token sequence:

\[p_\theta(\mathbf{c}\mid\mathbf{X})=\prod_{t=1}^{|\mathbf{c}|}p_\theta(c_t\mid\mathbf{X},c_{<t}),\qquad \mathcal{L}_{\text{VLM}}=-\!\!\sum_{(\mathbf{X},\mathbf{c})\in\mathcal{D}}\log p_\theta(\mathbf{c}\mid\mathbf{X}).\]

Data consists of 400,000 unique MuJoCo scenes. YAML configs are sampled \(\rightarrow\) converted to XML \(\rightarrow\) rendered as RGB videos with up to 4 objects (480×320, 1s 30FPS). Scenes with initial overlap, objects leaving the view, or objects too small (area < 8000 px) are filtered. Four-object combinations are held out for compositional generalization. Qwen2.5-VL-3B is fully fine-tuned for 10 epochs (bf16, 8×A100-40G, AdamW, LR \(2\times10^{-5}\)). Evaluation metrics include segmentation IoU (↑), optical flow EPE (↓), composition accuracy, and physical parameter L1 distance.

Key Experimental Results

Main Results

On synthetic in-distribution data (1–3 objects, 100 samples each), compared to non-VLM (ViViT regression) and VLM baselines (3-shot ICL):

Model Input Comp. Acc↑ Initial IoU↑ Full Seq. IoU↑ Full Seq. EPE↓ Slide Frict. MAE↓
ViViT Regression Flow 0.00 0.07 0.06 8.90
InternVL3-8B RGB 0.02 0.05 0.05 15.77 0.81
Qwen2.5-VL-7B RGB 0.27 0.03 0.03 16.33 0.66
Claude-4-Sonnet RGB 0.45 0.09 0.07 11.07 0.43
Δynamics RGB 0.60 0.52 0.32 19.66 0.16
Δynamics Flow 0.97 0.88 0.49 9.24 0.16
+ Motion Reasoning Flow 0.99 0.91 0.54 8.52 0.15

The strongest baseline (Claude-4-Sonnet) can only roughly identify object compositions (IoU ≤ 0.09). Δynamics significantly outperforms them. The RGB version's EPE is higher due to occasional interpenetration in predicted initial states, leading to sudden corrective forces in MuJoCo; switching to flow improves composition accuracy to 97% and drastically reduces EPE.

Cross-engine zero-shot transfer (MuJoCo training → Blender-rendered CLEVRER, 100 videos):

Model Input Initial IoU↑ Full Seq. IoU↑
Claude-4-Sonnet RGB 0.03 0.04
Δynamics RGB 0.43 0.19
Δynamics Flow 0.63 0.24
+ Motion Reasoning Flow 0.67 0.30

Ablation Study

Configuration Full Seq. IoU↑ Note
RGB Input 0.32 (Syn) / 0.19 (CLEVRER) Baseline, high EPE, drops across domains
Flow Input 0.49 / 0.24 Semantic-agnostic input, IoU +26%, EPE drops
+ Motion Reasoning 0.54 / 0.30 Reason before config, more stable for complex scenes
+ best-of-32 0.38 (CLEVRER Initial) Sampling explores long tail, +27% gain with reasoning
+ CMA-ES 0.66 (CLEVRER Full) Evolutionary search from Best@32, best performance

For real-world videos (235 clips), CMA-ES improves full-sequence IoU to 0.65, demonstrating the effectiveness of the re-simulation alignment loop without target ground truth.

Key Findings

  • Optical flow is the main driver of generalization: It decouples background/texture, improving synthetic IoU (+26%) and drastically closing the domain gap.
  • Motion reasoning and sampling have a synergistic effect: Reasoning provides physically plausible intermediate states, enabling best-of-32 to explore within a valid space (+27% vs. +14% without reasoning).
  • CMA-ES provides the performance ceiling: Evolutionary search initialized from Best@32 achieves the best alignment (0.65 IoU on real videos) at the cost of high computation.
  • Interpenetration causes high EPE in RGB models: Initial state overlaps lead to high corrective forces in MuJoCo, highlighting that "physically plausible initialization" is critical for simulation alignment.

Highlights & Insights

  • Paradigm Shift: Reformulating "parameter regression" as "structured text generation" solves the scalability bottleneck of fixed vectors. Object counts, interactions, and cameras are all handled in one YAML—the most significant "Aha!" moment.
  • Optical Flow as VLM Input: A lightweight engineering change (converting flow to 2D arrays) allows the VLM to focus on motion cues rather than appearance, ensuring cross-domain robustness.
  • Unsupervised Test-Time Alignment: Mask IoU / EPE from re-simulation provide intrinsic supervision, making TTO strategies applicable in real-world deployments where ground truth labels are absent.
  • Rule-based Event Mining for Reasoning: Automated extraction of visibility/collision events from simulation traces allows low-cost generation of CoT supervision without manual labeling.

Limitations & Future Work

  • Primitive Constraints: The scene is limited to spheres, cylinders, and boxes; complex objects (e.g., an apple) are only approximated, limiting geometric fidelity.
  • Dependence on MuJoCo Assumptions: Training relies on MuJoCo physics; discrepancies in friction or contact models compared to reality will propagate to parameter estimates.
  • Simplified Camera Parameters: Cameras are constrained to fixed positions \((0, -2, h)\) with limited tilt and no roll/yaw, failing to cover general 6DoF camera motion.
  • Real-Domain IoU: Without CMA-ES, real-video IoU is only 0.29; achieving 0.65 relies on expensive evolutionary search, which lacks real-time performance.
  • EPE and Interpenetration Coupling: Overlaps causing corrective forces pollute EPE, suggesting a need for explicit physical feasibility constraints.
  • vs. Constrained Physics Estimation (Vid2Param / Sliders): These use fixed-length vectors and specific physics models; Δynamics uses variable-length language to estimate geometry/physics/camera for multi-object scenes.
  • vs. Differentiable Simulation: Differentiable methods require gradient-based optimization and differentiable engines; Δynamics uses single-pass inference followed by optional search without requiring a differentiable engine.
  • vs. General VLMs: Generic VLMs fail on this task (IoU ≤ 0.09), indicating that generating executable physics configurations requires specialized training on synthetic physical data rather than generic visual reasoning.

Rating

  • Novelty: ⭐⭐⭐⭐⭐ Transforming physics estimation into executable text generation is a clean and effective paradigm shift.
  • Experimental Thoroughness: ⭐⭐⭐⭐ Comprehensive coverage across synthetic, cross-engine, and real datasets; however, absolute IoU on real videos without search is still modest.
  • Writing Quality: ⭐⭐⭐⭐ Clear motivation and methodology; figures successfully explain the train-inference pipe.
  • Value: ⭐⭐⭐⭐⭐ Provides a unified language bridge between perception and simulation, extensible to robotics and controllable video editing.