Papers for

sports coaching teams

Papers whose findings have a practical use for this group, as judged from the abstract. Open a paper to read what it means in practice.

OmniPoser recovers full body motion using flexible sensor data

OmniPoser: Flexible Human Motion Recovery in the Wild with Masked Flow Matching

Abstract: Recovering 3D human motion from sparse wearable sensors is challenging due to the inherent noise, occlusion, and instability of real-world tracking signals. Existing approaches are restricted to fixed sensor configurations and, when built on diffusion models, are computationally prohibitive for real-time deployment. We propose OmniPoser, a universal framework that recovers full-body SMPL motion from a flexible combination of heterogeneous inputs, such as 3D keypoints, sparse IMU rotations, head-mounted 6-DoF poses, or any subset thereof, within a single model. OmniPoser introduces a cross-modal masking mechanism paired with a Masked Conditioning Encoder, enabling one architecture to incorporate diverse sensor configurations through a masked design. A decoupled dual-stream generative backbone generates complete motion via Conditional Flow Matching, requiring only a single ODE integration step at inference. Across three settings and seven benchmarks, including in-the-wild Nymeria and Ego-Exo4D datasets, OmniPoser performs on par with state-of-the-art methods while running at over 700 FPS. The project page is available at https://jamesbridgewater51.github.io/omniposer-eccv/.

Wed 14 OctComputer Vision and Pattern Recognition
The gist
Recovering how a person moves in 3D from a few wearable sensors is hard because these sensors can be noisy, blocked, or unstable in real life. The authors developed OmniPoser, a system that works with different kinds of sensor inputs like motion trackers or head-mounted devices, all at once in a single model. Their design uses a special way to handle missing or mixed data and a fast approach to generate full human motion quickly. OmniPoser works as well as current best methods but is much faster, running at over 700 frames per second.
Open → 2610.19857v1

Deep learning model analyzes table tennis player skills from smart racket data

TTNet: Multi-Task Deep Learning for Table Tennis Player Analysis with Smart Racket

Abstract: The AI CUP 2025 Precise Analysis of Table Tennis Smart Racket Data Competition introduced smart table tennis rackets that collect extensive player swing data, enabling research on table tennis big data. These data support in-depth analysis of players' return techniques and swing-force consistency, improving the accuracy of player skill assessment. This study focuses on six-axis sensor data collected by smart table tennis rackets and proposes TTNet, a novel deep learning model with multitask learning capabilities, to advance table tennis data analysis and related applications. TTNet combines convolutional neural networks (CNNs), residual networks (ResNet), and self-attention mechanisms to simultaneously predict four player attributes: gender, playing hand, years of experience, and skill level. We adopt a two-stage training strategy that incorporates data augmentation and task-specific loss functions to improve generalization on imbalanced data. Our approach achieved second place on the official competition leaderboard.

Tue 6 OctMachine Learning
The gist
Analyzing how people play table tennis can be complicated, but new smart rackets collect detailed swing data to help. The authors created a deep learning model called TTNet that can look at this data and guess things about the player, like their gender, which hand they use, how experienced they are, and their skill level. This helps make better and more precise assessments of player skills. Their smart method performed well in a competition, showing promise for using AI to study sports moves.
Open → 2610.07823v1

System for precise hand and head tracking from egocentric video

MEgoVista: Multi-view Ego-aware Motion Estimation for Metric 4D Hands and Head in the Wild

Abstract: Learning manipulation from human video requires high-fidelity hand-motion reconstruction in metric units. Today's metric hand labels come from studio rigs and instrumented headsets, and both are confined in the same two ways: neither leaves a prepared setting, and neither is checked against an independent reference. Unconstrained head-worn recording promises the opposite trade-off, scaling with the number of people wearing a device. We therefore introduce MEgoVista, an offline pipeline that turns a single unprepared MEgo View recording into metric two-hand and head motion in one gravity-aligned world frame. Three properties set it apart from existing egocentric reconstruction systems: first, it reconstructs in settings studio volumes and tabletop rigs cannot reach, settling hand ownership at detection so bystander hands stay out of the wearer's trajectory; second, it takes its metric gauge from calibrated stereo rather than a monocular prior, installing scale at initialisation so policies receive physical units, not arbitrary coordinates; third, both outputs are scored inside a motion-capture volume against independent Chingmu optical capture, under a protocol that audits its own reference and charges what a method declines to predict. MEgoVista is offered as a measured route from egocentric video to metric hand supervision, one that widens where such labels can be gathered.

Tue 15 SeptComputer Vision and Pattern Recognition
The gist
Tracking hand and head movement in videos is hard, especially outside controlled studios. The authors created MEgoVista, a method that uses video from a wearable camera to accurately measure hand and head motion in real-world settings. It ensures measurements use real-world sizes and separates the wearer's hands from others around them. They tested their method against a standard motion capture system and found it reliable for collecting motion data outside the lab.
Open → 2609.16684v1