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Aug 6

Retargeting Matters: General Motion Retargeting for Humanoid Motion Tracking

Humanoid motion tracking policies are central to building teleoperation pipelines and hierarchical controllers, yet they face a fundamental challenge: the embodiment gap between humans and humanoid robots. Current approaches address this gap by retargeting human motion data to humanoid embodiments and then training reinforcement learning (RL) policies to imitate these reference trajectories. However, artifacts introduced during retargeting, such as foot sliding, self-penetration, and physically infeasible motion are often left in the reference trajectories for the RL policy to correct. While prior work has demonstrated motion tracking abilities, they often require extensive reward engineering and domain randomization to succeed. In this paper, we systematically evaluate how retargeting quality affects policy performance when excessive reward tuning is suppressed. To address issues that we identify with existing retargeting methods, we propose a new retargeting method, General Motion Retargeting (GMR). We evaluate GMR alongside two open-source retargeters, PHC and ProtoMotions, as well as with a high-quality closed-source dataset from Unitree. Using BeyondMimic for policy training, we isolate retargeting effects without reward tuning. Our experiments on a diverse subset of the LAFAN1 dataset reveal that while most motions can be tracked, artifacts in retargeted data significantly reduce policy robustness, particularly for dynamic or long sequences. GMR consistently outperforms existing open-source methods in both tracking performance and faithfulness to the source motion, achieving perceptual fidelity and policy success rates close to the closed-source baseline. Website: https://jaraujo98.github.io/retargeting_matters. Code: https://github.com/YanjieZe/GMR.

  • 5 authors
·
Oct 1, 2025

Universal Humanoid Motion Representations for Physics-Based Control

We present a universal motion representation that encompasses a comprehensive range of motor skills for physics-based humanoid control. Due to the high-dimensionality of humanoid control as well as the inherent difficulties in reinforcement learning, prior methods have focused on learning skill embeddings for a narrow range of movement styles (e.g. locomotion, game characters) from specialized motion datasets. This limited scope hampers its applicability in complex tasks. Our work closes this gap, significantly increasing the coverage of motion representation space. To achieve this, we first learn a motion imitator that can imitate all of human motion from a large, unstructured motion dataset. We then create our motion representation by distilling skills directly from the imitator. This is achieved using an encoder-decoder structure with a variational information bottleneck. Additionally, we jointly learn a prior conditioned on proprioception (humanoid's own pose and velocities) to improve model expressiveness and sampling efficiency for downstream tasks. Sampling from the prior, we can generate long, stable, and diverse human motions. Using this latent space for hierarchical RL, we show that our policies solve tasks using natural and realistic human behavior. We demonstrate the effectiveness of our motion representation by solving generative tasks (e.g. strike, terrain traversal) and motion tracking using VR controllers.

  • 7 authors
·
Oct 6, 2023

BeyondMimic: From Motion Tracking to Versatile Humanoid Control via Guided Diffusion

The human-like form of humanoid robots positions them uniquely to achieve the agility and versatility in motor skills that humans possess. Learning from human demonstrations offers a scalable approach to acquiring these capabilities. However, prior works either produce unnatural motions or rely on motion-specific tuning to achieve satisfactory naturalness. Furthermore, these methods are often motion- or goal-specific, lacking the versatility to compose diverse skills, especially when solving unseen tasks. We present BeyondMimic, a framework that scales to diverse motions and carries the versatility to compose them seamlessly in tackling unseen downstream tasks. At heart, a compact motion-tracking formulation enables mastering a wide range of radically agile behaviors, including aerial cartwheels, spin-kicks, flip-kicks, and sprinting, with a single setup and shared hyperparameters, all while achieving state-of-the-art human-like performance. Moving beyond the mere imitation of existing motions, we propose a unified latent diffusion model that empowers versatile goal specification, seamless task switching, and dynamic composition of these agile behaviors. Leveraging classifier guidance, a diffusion-specific technique for test-time optimization toward novel objectives, our model extends its capability to solve downstream tasks never encountered during training, including motion inpainting, joystick teleoperation, and obstacle avoidance, and transfers these skills zero-shot to real hardware. This work opens new frontiers for humanoid robots by pushing the limits of scalable human-like motor skill acquisition from human motion and advancing seamless motion synthesis that achieves generalization and versatility beyond training setups.

  • 7 authors
·
Aug 11, 2025

TextOp: Real-time Interactive Text-Driven Humanoid Robot Motion Generation and Control

Recent advances in humanoid whole-body motion tracking have enabled the execution of diverse and highly coordinated motions on real hardware. However, existing controllers are commonly driven either by predefined motion trajectories, which offer limited flexibility when user intent changes, or by continuous human teleoperation, which requires constant human involvement and limits autonomy. This work addresses the problem of how to drive a universal humanoid controller in a real-time and interactive manner. We present TextOp, a real-time text-driven humanoid motion generation and control framework that supports streaming language commands and on-the-fly instruction modification during execution. TextOp adopts a two-level architecture in which a high-level autoregressive motion diffusion model continuously generates short-horizon kinematic trajectories conditioned on the current text input, while a low-level motion tracking policy executes these trajectories on a physical humanoid robot. By bridging interactive motion generation with robust whole-body control, TextOp unlocks free-form intent expression and enables smooth transitions across multiple challenging behaviors such as dancing and jumping, within a single continuous motion execution. Extensive real-robot experiments and offline evaluations demonstrate instant responsiveness, smooth whole-body motion, and precise control. The project page and the open-source code are available at https://text-op.github.io/

  • 7 authors
·
Feb 6

Learning Whole-Body Humanoid Locomotion via Motion Generation and Motion Tracking

Whole-body humanoid locomotion is challenging due to high-dimensional control, morphological instability, and the need for real-time adaptation to various terrains using onboard perception. Directly applying reinforcement learning (RL) with reward shaping to humanoid locomotion often leads to lower-body-dominated behaviors, whereas imitation-based RL can learn more coordinated whole-body skills but is typically limited to replaying reference motions without a mechanism to adapt them online from perception for terrain-aware locomotion. To address this gap, we propose a whole-body humanoid locomotion framework that combines skills learned from reference motions with terrain-aware adaptation. We first train a diffusion model on retargeted human motions for real-time prediction of terrain-aware reference motions. Concurrently, we train a whole-body reference tracker with RL using this motion data. To improve robustness under imperfectly generated references, we further fine-tune the tracker with a frozen motion generator in a closed-loop setting. The resulting system supports directional goal-reaching control with terrain-aware whole-body adaptation, and can be deployed on a Unitree G1 humanoid robot with onboard perception and computation. The hardware experiments demonstrate successful traversal over boxes, hurdles, stairs, and mixed terrain combinations. Quantitative results further show the benefits of incorporating online motion generation and fine-tuning the motion tracker for improved generalization and robustness.

  • 10 authors
·
Apr 18

SONIC: Supersizing Motion Tracking for Natural Humanoid Whole-Body Control

Despite the rise of billion-parameter foundation models trained across thousands of GPUs, similar scaling gains have not been shown for humanoid control. Current neural controllers for humanoids remain modest in size, target a limited set of behaviors, and are trained on a handful of GPUs over several days. We show that scaling up model capacity, data, and compute yields a generalist humanoid controller capable of creating natural and robust whole-body movements. Specifically, we posit motion tracking as a natural and scalable task for humanoid control, leveraging dense supervision from diverse motion-capture data to acquire human motion priors without manual reward engineering. We build a foundation model for motion tracking by scaling along three axes: network size (from 1.2M to 42M parameters), dataset volume (over 100M frames, 700 hours of high-quality motion data), and compute (9k GPU hours). Beyond demonstrating the benefits of scale, we show the practical utility of our model through two mechanisms: (1) a real-time universal kinematic planner that bridges motion tracking to downstream task execution, enabling natural and interactive control, and (2) a unified token space that supports various motion input interfaces, such as VR teleoperation devices, human videos, and vision-language-action (VLA) models, all using the same policy. Scaling motion tracking exhibits favorable properties: performance improves steadily with increased compute and data diversity, and learned representations generalize to unseen motions, establishing motion tracking at scale as a practical foundation for humanoid control.

  • 26 authors
·
Nov 10, 2025

Perceptive Humanoid Parkour: Chaining Dynamic Human Skills via Motion Matching

While recent advances in humanoid locomotion have achieved stable walking on varied terrains, capturing the agility and adaptivity of highly dynamic human motions remains an open challenge. In particular, agile parkour in complex environments demands not only low-level robustness, but also human-like motion expressiveness, long-horizon skill composition, and perception-driven decision-making. In this paper, we present Perceptive Humanoid Parkour (PHP), a modular framework that enables humanoid robots to autonomously perform long-horizon, vision-based parkour across challenging obstacle courses. Our approach first leverages motion matching, formulated as nearest-neighbor search in a feature space, to compose retargeted atomic human skills into long-horizon kinematic trajectories. This framework enables the flexible composition and smooth transition of complex skill chains while preserving the elegance and fluidity of dynamic human motions. Next, we train motion-tracking reinforcement learning (RL) expert policies for these composed motions, and distill them into a single depth-based, multi-skill student policy, using a combination of DAgger and RL. Crucially, the combination of perception and skill composition enables autonomous, context-aware decision-making: using only onboard depth sensing and a discrete 2D velocity command, the robot selects and executes whether to step over, climb onto, vault or roll off obstacles of varying geometries and heights. We validate our framework with extensive real-world experiments on a Unitree G1 humanoid robot, demonstrating highly dynamic parkour skills such as climbing tall obstacles up to 1.25m (96% robot height), as well as long-horizon multi-obstacle traversal with closed-loop adaptation to real-time obstacle perturbations.

  • 11 authors
·
May 5

Adversarial Locomotion and Motion Imitation for Humanoid Policy Learning

Humans exhibit diverse and expressive whole-body movements. However, attaining human-like whole-body coordination in humanoid robots remains challenging, as conventional approaches that mimic whole-body motions often neglect the distinct roles of upper and lower body. This oversight leads to computationally intensive policy learning and frequently causes robot instability and falls during real-world execution. To address these issues, we propose Adversarial Locomotion and Motion Imitation (ALMI), a novel framework that enables adversarial policy learning between upper and lower body. Specifically, the lower body aims to provide robust locomotion capabilities to follow velocity commands while the upper body tracks various motions. Conversely, the upper-body policy ensures effective motion tracking when the robot executes velocity-based movements. Through iterative updates, these policies achieve coordinated whole-body control, which can be extended to loco-manipulation tasks with teleoperation systems. Extensive experiments demonstrate that our method achieves robust locomotion and precise motion tracking in both simulation and on the full-size Unitree H1 robot. Additionally, we release a large-scale whole-body motion control dataset featuring high-quality episodic trajectories from MuJoCo simulations deployable on real robots. The project page is https://almi-humanoid.github.io.

  • 8 authors
·
Apr 19, 2025

Heracles: Bridging Precise Tracking and Generative Synthesis for General Humanoid Control

Achieving general-purpose humanoid control requires a delicate balance between the precise execution of commanded motions and the flexible, anthropomorphic adaptability needed to recover from unpredictable environmental perturbations. Current general controllers predominantly formulate motion control as a rigid reference-tracking problem. While effective in nominal conditions, these trackers often exhibit brittle, non-anthropomorphic failure modes under severe disturbances, lacking the generative adaptability inherent to human motor control. To overcome this limitation, we propose Heracles, a novel state-conditioned diffusion middleware that bridges precise motion tracking and generative synthesis. Rather than relying on rigid tracking paradigms or complex explicit mode-switching, Heracles operates as an intermediary layer between high-level reference motions and low-level physics trackers. By conditioning on the robot's real-time state, the diffusion model implicitly adapts its behavior: it approximates an identity map when the state closely aligns with the reference, preserving zero-shot tracking fidelity. Conversely, when encountering significant state deviations, it seamlessly transitions into a generative synthesizer to produce natural, anthropomorphic recovery trajectories. Our framework demonstrates that integrating generative priors into the control loop not only significantly enhances robustness against extreme perturbations but also elevates humanoid control from a rigid tracking paradigm to an open-ended, generative general-purpose architecture.

  • 16 authors
·
Mar 30

TEXEDO : Test Time Scaling for Controller-aware Language-conditioned Humanoid Motion Generation

Text-conditioned motion generation is a promising interface for programming humanoid robots, yet current generators are often trained on human motion datasets retargeted to robot morphologies. Although such data provides rich semantic and kinematic priors, it fails to capture the nuances of whole-body tracking controllers, including balance, contact dynamics, actuation limits, and controller-specific failure modes. As a result, generated motions can be semantically plausible but difficult or impossible for the robot to execute. We introduce TEXEDO, a test-time scaling framework for humanoid motion generation that improves motion quality without requiring a stronger underlying generator. Given a text prompt, TEXEDO samples multiple candidate motions from a pretrained text-conditioned generator and selects the best motion that is both executable and task-aligned. The reward model combines a dynamic feasibility verifier, distilled from whole-body tracking rollouts to predict physical executability, with a semantic alignment verifier that measures text-motion alignment in a learned co-embedding space. Our pipeline treats dynamic feasibility as a hard constraint and semantic alignment as the selection objective within the feasible set. Through large-scale simulation studies and real-world deployment on a Unitree G1 humanoid robot, we show that TEXEDO consistently improves both tracking fidelity and text alignment. These results demonstrate that grounded verification is an effective path toward deployable language-guided humanoid motion generation. Project website: https://jianuocao.github.io/TEXEDO/

  • 6 authors
·
Jun 21

Agility Meets Stability: Versatile Humanoid Control with Heterogeneous Data

Humanoid robots are envisioned to perform a wide range of tasks in human-centered environments, requiring controllers that combine agility with robust balance. Recent advances in locomotion and whole-body tracking have enabled impressive progress in either agile dynamic skills or stability-critical behaviors, but existing methods remain specialized, focusing on one capability while compromising the other. In this work, we introduce AMS (Agility Meets Stability), the first framework that unifies both dynamic motion tracking and extreme balance maintenance in a single policy. Our key insight is to leverage heterogeneous data sources: human motion capture datasets that provide rich, agile behaviors, and physically constrained synthetic balance motions that capture stability configurations. To reconcile the divergent optimization goals of agility and stability, we design a hybrid reward scheme that applies general tracking objectives across all data while injecting balance-specific priors only into synthetic motions. Further, an adaptive learning strategy with performance-driven sampling and motion-specific reward shaping enables efficient training across diverse motion distributions. We validate AMS extensively in simulation and on a real Unitree G1 humanoid. Experiments demonstrate that a single policy can execute agile skills such as dancing and running, while also performing zero-shot extreme balance motions like Ip Man's Squat, highlighting AMS as a versatile control paradigm for future humanoid applications.

  • 11 authors
·
Nov 21, 2025

FRoM-W1: Towards General Humanoid Whole-Body Control with Language Instructions

Humanoid robots are capable of performing various actions such as greeting, dancing and even backflipping. However, these motions are often hard-coded or specifically trained, which limits their versatility. In this work, we present FRoM-W1, an open-source framework designed to achieve general humanoid whole-body motion control using natural language. To universally understand natural language and generate corresponding motions, as well as enable various humanoid robots to stably execute these motions in the physical world under gravity, FRoM-W1 operates in two stages: (a) H-GPT: utilizing massive human data, a large-scale language-driven human whole-body motion generation model is trained to generate diverse natural behaviors. We further leverage the Chain-of-Thought technique to improve the model's generalization in instruction understanding. (b) H-ACT: After retargeting generated human whole-body motions into robot-specific actions, a motion controller that is pretrained and further fine-tuned through reinforcement learning in physical simulation enables humanoid robots to accurately and stably perform corresponding actions. It is then deployed on real robots via a modular simulation-to-reality module. We extensively evaluate FRoM-W1 on Unitree H1 and G1 robots. Results demonstrate superior performance on the HumanML3D-X benchmark for human whole-body motion generation, and our introduced reinforcement learning fine-tuning consistently improves both motion tracking accuracy and task success rates of these humanoid robots. We open-source the entire FRoM-W1 framework and hope it will advance the development of humanoid intelligence.

OpenMOSS-Team OpenMOSS
·
Jan 19

ASAP: Aligning Simulation and Real-World Physics for Learning Agile Humanoid Whole-Body Skills

Humanoid robots hold the potential for unparalleled versatility in performing human-like, whole-body skills. However, achieving agile and coordinated whole-body motions remains a significant challenge due to the dynamics mismatch between simulation and the real world. Existing approaches, such as system identification (SysID) and domain randomization (DR) methods, often rely on labor-intensive parameter tuning or result in overly conservative policies that sacrifice agility. In this paper, we present ASAP (Aligning Simulation and Real-World Physics), a two-stage framework designed to tackle the dynamics mismatch and enable agile humanoid whole-body skills. In the first stage, we pre-train motion tracking policies in simulation using retargeted human motion data. In the second stage, we deploy the policies in the real world and collect real-world data to train a delta (residual) action model that compensates for the dynamics mismatch. Then, ASAP fine-tunes pre-trained policies with the delta action model integrated into the simulator to align effectively with real-world dynamics. We evaluate ASAP across three transfer scenarios: IsaacGym to IsaacSim, IsaacGym to Genesis, and IsaacGym to the real-world Unitree G1 humanoid robot. Our approach significantly improves agility and whole-body coordination across various dynamic motions, reducing tracking error compared to SysID, DR, and delta dynamics learning baselines. ASAP enables highly agile motions that were previously difficult to achieve, demonstrating the potential of delta action learning in bridging simulation and real-world dynamics. These results suggest a promising sim-to-real direction for developing more expressive and agile humanoids.

  • 18 authors
·
Feb 3, 2025

SafeFlow: Real-Time Text-Driven Humanoid Whole-Body Control via Physics-Guided Rectified Flow and Selective Safety Gating

Recent advances in real-time interactive text-driven motion generation have enabled humanoids to perform diverse behaviors. However, kinematics-only generators often exhibit physical hallucinations, producing motion trajectories that are physically infeasible to track with a downstream motion tracking controller or unsafe for real-world deployment. These failures often arise from the lack of explicit physics-aware objectives for real-robot execution and become more severe under out-of-distribution (OOD) user inputs. Hence, we propose SafeFlow, a text-driven humanoid whole-body control framework that combines physics-guided motion generation with a 3-Stage Safety Gate driven by explicit risk indicators. SafeFlow adopts a two-level architecture. At the high level, we generate motion trajectories using Physics-Guided Rectified Flow Matching in a VAE latent space to improve real-robot executability, and further accelerate sampling via Reflow to reduce the number of function evaluations (NFE) for real-time control. The 3-Stage Safety Gate enables selective execution by detecting semantic OOD prompts using a Mahalanobis score in text-embedding space, filtering unstable generations via a directional sensitivity discrepancy metric, and enforcing final hard kinematic constraints such as joint and velocity limits before passing the generated trajectory to a low-level motion tracking controller. Extensive experiments on the Unitree G1 demonstrate that SafeFlow outperforms prior diffusion-based methods in success rate, physical compliance, and inference speed, while maintaining diverse expressiveness.

  • 4 authors
·
Mar 25

CoorDex: Coordinating Body and Hand Priors for Continuous Dexterous Humanoid Loco-Manipulation

Humanoid loco-manipulation is often simplified into a stop-and-go process: walking to an object, stopping to manipulate it, and then resuming locomotion. It also commonly relies on low degree-of-freedom (DoF) end effectors that behave like an open-close grasp primitive. We introduce CoorDex, a learning pipeline that converts high-dimensional body and dexterous hand control into coordinated latent residual control, enabling high-DoF dexterous loco-manipulation on the move. Starting from simulated whole-body and hand demonstrations, CoorDex trains privileged motion tracking teachers for the humanoid body and dexterous hand, distills them into proprioception-conditioned latent priors, and uses the frozen priors as the action space for downstream residual reinforcement learning. A coordinated latent residual policy composes these priors through shared task context and separate body-hand residual heads, preserving natural whole-body motion while improving finger-level contact reliability. CoorDex enables a Unitree G1 humanoid with a 20-DoF WUJI hand to execute dexterous manipulation while in motion, including non-stop bottle grasping and carrying, fridge door opening on the move, and cube pick-and-turn. Ablations on the walk-grasp-carry task show that joint-space PPO, joint-space hand control, and monolithic latent prediction all fail under the same reward budget, while the latent-prior interface and coordinated residual structure make high-dimensional contact-rich loco-manipulation trainable. Project Page: https://skevinci.github.io/coordex/

  • 6 authors
·
Jun 21

Scaling Behavior Foundation Model for Humanoid Robots

Humanoid control requires natural whole-body coordination, precise real-time responses to control signals, and robust generalization across diverse environmental contexts, making it a cornerstone for generalist embodied agents. Behavior Foundation Models (BFMs) have recently emerged as a promising solution to address these challenges by leveraging large-scale behavioral data to achieve superior expressiveness, versatility and generalization. However, despite growing interest in scaling BFMs to further improve their capabilities, it remains unclear how key factors, including the learning paradigm, behavioral data and model architecture should be coordinated to enable effective scaling. In this work, we revisit the scaling recipe for BFMs and demonstrate that substantial performance gains can be achieved through the coordination of three core components: 1) the learning paradigm of motion tracking that reformulates diverse humanoid control problems as the reproduction of integrated whole-body behaviors in the global frame; 2) the strategic synergy between on-policy rollout quantity and reference motion diversity; and 3) the expressive and scalable model architecture termed Humanoid Transformer that facilitates the natural emergence of structured behavioral representations. Through extensive experiments in both simulation and real-world deployment, we demonstrate that our approach yields significant improvements in control fidelity and task generalization, reducing Mean Per-Keypoint Position Error (MPKPE) on the test set by over 10% in local mode and 82% in global mode compared with existing humanoid controllers. These results establish BFM as a principled and effective foundation for scalable and general-purpose humanoid control.

  • 18 authors
·
Jul 15

BFM-Zero: A Promptable Behavioral Foundation Model for Humanoid Control Using Unsupervised Reinforcement Learning

Building Behavioral Foundation Models (BFMs) for humanoid robots has the potential to unify diverse control tasks under a single, promptable generalist policy. However, existing approaches are either exclusively deployed on simulated humanoid characters, or specialized to specific tasks such as tracking. We propose BFM-Zero, a framework that learns an effective shared latent representation that embeds motions, goals, and rewards into a common space, enabling a single policy to be prompted for multiple downstream tasks without retraining. This well-structured latent space in BFM-Zero enables versatile and robust whole-body skills on a Unitree G1 humanoid in the real world, via diverse inference methods, including zero-shot motion tracking, goal reaching, and reward optimization, and few-shot optimization-based adaptation. Unlike prior on-policy reinforcement learning (RL) frameworks, BFM-Zero builds upon recent advancements in unsupervised RL and Forward-Backward (FB) models, which offer an objective-centric, explainable, and smooth latent representation of whole-body motions. We further extend BFM-Zero with critical reward shaping, domain randomization, and history-dependent asymmetric learning to bridge the sim-to-real gap. Those key design choices are quantitatively ablated in simulation. A first-of-its-kind model, BFM-Zero establishes a step toward scalable, promptable behavioral foundation models for whole-body humanoid control.

  • 13 authors
·
Nov 6, 2025

Immersive Social Interaction with VR and LLM-Assisted Humanoids

Humanoid robots can extend human presence to remote, constrained, or hazardous environments, but existing teleoperation interfaces often require physically demanding motion tracking or cognitively demanding low-level control. This paper presents an immersive teleoperation framework that integrates voice-controlled locomotion, VR-based manipulation, and bidirectional social interaction for whole-body humanoid control. Using Apple Vision Pro, the operator receives egocentric visual feedback, issues natural-language locomotion commands, and teleoperates the robot's arms and dexterous hands through wrist and finger tracking. An LLM-assisted voice-control module converts spoken instructions into high-level locomotion commands, while the manipulation module retargets human hand motions to the robot through inverse kinematics and PD control. The system also records multimodal data, including egocentric RGB observations, voice/text commands, joint states, hand motions, and eye-gaze signals, supporting future imitation learning and autonomy. We evaluate the framework on a Unitree H1 humanoid equipped with dexterous hands in manipulation and social interaction tasks. Results show that novice users can successfully operate the system after brief familiarization, achieving 80\% success in object manipulation and 70\% success in a social cube-passing task. These results demonstrate the potential of immersive, language-assisted teleoperation as an accessible interface for humanoid interaction, remote assistance, and multimodal data collection.

  • 5 authors
·
Jul 7

From Generated Human Videos to Physically Plausible Robot Trajectories

Video generation models are rapidly improving in their ability to synthesize human actions in novel contexts, holding the potential to serve as high-level planners for contextual robot control. To realize this potential, a key research question remains open: how can a humanoid execute the human actions from generated videos in a zero-shot manner? This challenge arises because generated videos are often noisy and exhibit morphological distortions that make direct imitation difficult compared to real video. To address this, we introduce a two-stage pipeline. First, we lift video pixels into a 4D human representation and then retarget to the humanoid morphology. Second, we propose GenMimic-a physics-aware reinforcement learning policy conditioned on 3D keypoints, and trained with symmetry regularization and keypoint-weighted tracking rewards. As a result, GenMimic can mimic human actions from noisy, generated videos. We curate GenMimicBench, a synthetic human-motion dataset generated using two video generation models across a spectrum of actions and contexts, establishing a benchmark for assessing zero-shot generalization and policy robustness. Extensive experiments demonstrate improvements over strong baselines in simulation and confirm coherent, physically stable motion tracking on a Unitree G1 humanoid robot without fine-tuning. This work offers a promising path to realizing the potential of video generation models as high-level policies for robot control.

  • 8 authors
·
Dec 4, 2025

EmbodMocap: In-the-Wild 4D Human-Scene Reconstruction for Embodied Agents

Human behaviors in the real world naturally encode rich, long-term contextual information that can be leveraged to train embodied agents for perception, understanding, and acting. However, existing capture systems typically rely on costly studio setups and wearable devices, limiting the large-scale collection of scene-conditioned human motion data in the wild. To address this, we propose EmbodMocap, a portable and affordable data collection pipeline using two moving iPhones. Our key idea is to jointly calibrate dual RGB-D sequences to reconstruct both humans and scenes within a unified metric world coordinate frame. The proposed method allows metric-scale and scene-consistent capture in everyday environments without static cameras or markers, bridging human motion and scene geometry seamlessly. Compared with optical capture ground truth, we demonstrate that the dual-view setting exhibits a remarkable ability to mitigate depth ambiguity, achieving superior alignment and reconstruction performance over single iphone or monocular models. Based on the collected data, we empower three embodied AI tasks: monocular human-scene-reconstruction, where we fine-tune on feedforward models that output metric-scale, world-space aligned humans and scenes; physics-based character animation, where we prove our data could be used to scale human-object interaction skills and scene-aware motion tracking; and robot motion control, where we train a humanoid robot via sim-to-real RL to replicate human motions depicted in videos. Experimental results validate the effectiveness of our pipeline and its contributions towards advancing embodied AI research.

  • 11 authors
·
Feb 26 2

ULTRA: Unified Multimodal Control for Autonomous Humanoid Whole-Body Loco-Manipulation

Achieving autonomous and versatile whole-body loco-manipulation remains a central barrier to making humanoids practically useful. Yet existing approaches are fundamentally constrained: retargeted data are often scarce or low-quality; methods struggle to scale to large skill repertoires; and, most importantly, they rely on tracking predefined motion references rather than generating behavior from perception and high-level task specifications. To address these limitations, we propose ULTRA, a unified framework with two key components. First, we introduce a physics-driven neural retargeting algorithm that translates large-scale motion capture to humanoid embodiments while preserving physical plausibility for contact-rich interactions. Second, we learn a unified multimodal controller that supports both dense references and sparse task specifications, under sensing ranging from accurate motion-capture state to noisy egocentric visual inputs. We distill a universal tracking policy into this controller, compress motor skills into a compact latent space, and apply reinforcement learning finetuning to expand coverage and improve robustness under out-of-distribution scenarios. This enables coordinated whole-body behavior from sparse intent without test-time reference motions. We evaluate ULTRA in simulation and on a real Unitree G1 humanoid. Results show that ULTRA generalizes to autonomous, goal-conditioned whole-body loco-manipulation from egocentric perception, consistently outperforming tracking-only baselines with limited skills.

Make Tracking Easy: Neural Motion Retargeting for Humanoid Whole-body Control

Humanoid robots require diverse motor skills to integrate into complex environments, but bridging the kinematic and dynamic embodiment gap from human data remains a major bottleneck. We demonstrate through Hessian analysis that traditional optimization-based retargeting is inherently non-convex and prone to local optima, leading to physical artifacts like joint jumps and self-penetration. To address this, we reformulate the targeting problem as learning data distribution rather than optimizing optimal solutions, where we propose NMR, a Neural Motion Retargeting framework that transforms static geometric mapping into a dynamics-aware learned process. We first propose Clustered-Expert Physics Refinement (CEPR), a hierarchical data pipeline that leverages VAE-based motion clustering to group heterogeneous movements into latent motifs. This strategy significantly reduces the computational overhead of massively parallel reinforcement learning experts, which project and repair noisy human demonstrations onto the robot's feasible motion manifold. The resulting high-fidelity data supervises a non-autoregressive CNN-Transformer architecture that reasons over global temporal context to suppress reconstruction noise and bypass geometric traps. Experiments on the Unitree G1 humanoid across diverse dynamic tasks (e.g., martial arts, dancing) show that NMR eliminates joint jumps and significantly reduces self-collisions compared to state-of-the-art baselines. Furthermore, NMR-generated references accelerate the convergence of downstream whole-body control policies, establishing a scalable path for bridging the human-robot embodiment gap.

  • 10 authors
·
Apr 16

ReactiveBFM: Reactive Closed-Loop Motion Planning Towards Universal Humanoid Whole-Body Control

While current Behavior Foundation Models (BFMs) provide robust control priors for humanoids, they only execute pre-defined reference motions. As a result, they are vulnerable to environmental shifts and incapable of reactive whole-body coordination. Naively cascading them with generative motion planners fails to achieve true reactivity, as inevitable tracking discrepancies induce fatal cumulative exposure bias. To bridge this gap, we propose ReactiveBFM, a real-time closed-loop planning-control framework. At its core, we effectively mitigate exposure bias via a scheduled prefix sampling curriculum, forcing the generative planner to actively learn error-recovery behaviors from imperfect physical states rather than ground-truth trajectories. Systematically, to reconcile the severe latency mismatch between auto-regressive planning and high-frequency tracking, we introduce an asynchronous replanning mechanism. Combined with trajectory chunking to temporally ensemble spatial references, our system guarantees spatio-temporally fluid execution without physical jitter. Deployed on the Unitree G1 humanoid, ReactiveBFM demonstrates unprecedented physical agility across a vast repertoire of text-conditioned closed-loop motions. Notably, ReactiveBFM achieves zero-shot moving target reaching, showcasing intricate whole-body coordination and on-the-fly replanning. In sim-to-sim benchmarking under severe perturbations, ReactiveBFM achieves a 93.1% success rate, significantly outperforming cascaded open-loop baselines by 28.6%.

  • 15 authors
·
Jun 28

GRAIL: Generating Humanoid Loco-Manipulation from 3D Assets and Video Priors

Scaling humanoid loco-manipulation requires robot-compatible demonstrations across diverse objects, whole-body motions, and scene geometries, but teleoperation and motion capture are difficult to scale because each collection depends on physical setups, instrumented actors, and robot operation. We present GRAIL, a digital generation pipeline that remains fully virtual until deployment: it composes 3D assets, simulator-ready scenes, and priors from video foundation models (VFMs) to synthesize interactions without rebuilding physical environments or teleoperating the robot. Rather than reconstructing unconstrained in-the-wild videos, GRAIL starts from fully specified 3D configurations in which object geometry, camera parameters, metric scale, environment depth, and a robot-proportioned character are known before video generation and reused during reconstruction. This privileged setup better conditions 4D recovery, allowing model-based object tracking, human motion estimation, and interaction-aware optimization to reconstruct metric 4D human-object interaction (HOI) trajectories with reduced depth ambiguity and morphology mismatch. We retarget the recovered motions to a humanoid robot and train complementary task-general trackers: an object-aware latent adaptor for manipulation and a scene-aware tracker for terrain traversal. GRAIL produces over 20,000 sequences spanning pick-up, object manipulation, sitting, and terrain traversal. Using only GRAIL-generated data, we train egocentric visual policies through a sim-to-real pipeline and deploy them on a Unitree G1 humanoid, achieving 84\% real-world success on diverse object pick-up and 90\% success on stair-climbing.

nvidia NVIDIA
·
Jun 2 1

MambaTrack: A Simple Baseline for Multiple Object Tracking with State Space Model

Tracking by detection has been the prevailing paradigm in the field of Multi-object Tracking (MOT). These methods typically rely on the Kalman Filter to estimate the future locations of objects, assuming linear object motion. However, they fall short when tracking objects exhibiting nonlinear and diverse motion in scenarios like dancing and sports. In addition, there has been limited focus on utilizing learning-based motion predictors in MOT. To address these challenges, we resort to exploring data-driven motion prediction methods. Inspired by the great expectation of state space models (SSMs), such as Mamba, in long-term sequence modeling with near-linear complexity, we introduce a Mamba-based motion model named Mamba moTion Predictor (MTP). MTP is designed to model the complex motion patterns of objects like dancers and athletes. Specifically, MTP takes the spatial-temporal location dynamics of objects as input, captures the motion pattern using a bi-Mamba encoding layer, and predicts the next motion. In real-world scenarios, objects may be missed due to occlusion or motion blur, leading to premature termination of their trajectories. To tackle this challenge, we further expand the application of MTP. We employ it in an autoregressive way to compensate for missing observations by utilizing its own predictions as inputs, thereby contributing to more consistent trajectories. Our proposed tracker, MambaTrack, demonstrates advanced performance on benchmarks such as Dancetrack and SportsMOT, which are characterized by complex motion and severe occlusion.

  • 4 authors
·
Aug 17, 2024

Motion Tracks: A Unified Representation for Human-Robot Transfer in Few-Shot Imitation Learning

Teaching robots to autonomously complete everyday tasks remains a challenge. Imitation Learning (IL) is a powerful approach that imbues robots with skills via demonstrations, but is limited by the labor-intensive process of collecting teleoperated robot data. Human videos offer a scalable alternative, but it remains difficult to directly train IL policies from them due to the lack of robot action labels. To address this, we propose to represent actions as short-horizon 2D trajectories on an image. These actions, or motion tracks, capture the predicted direction of motion for either human hands or robot end-effectors. We instantiate an IL policy called Motion Track Policy (MT-pi) which receives image observations and outputs motion tracks as actions. By leveraging this unified, cross-embodiment action space, MT-pi completes tasks with high success given just minutes of human video and limited additional robot demonstrations. At test time, we predict motion tracks from two camera views, recovering 6DoF trajectories via multi-view synthesis. MT-pi achieves an average success rate of 86.5% across 4 real-world tasks, outperforming state-of-the-art IL baselines which do not leverage human data or our action space by 40%, and generalizes to scenarios seen only in human videos. Code and videos are available on our website https://portal-cornell.github.io/motion_track_policy/.

  • 5 authors
·
Jan 12, 2025

EMOSH: Expressive Motion and Shape Disentanglement for Human Animation

High-fidelity and expressive controllable human animation is essential for content creation and digital avatar applications. However, existing methods face a dilemma between expressiveness and disentanglement. Mainstream 2D pose-conditioned approaches suffer from "motion-shape entanglement", leading to the leakage of the driving subject's body shape. Conversely, methods relying on 3D priors (e.g., SMPL) achieve geometric disentanglement but struggle to capture facial expressions and complex gestures, resulting in rigid animations. To this end, we propose EMOSH, a novel framework for high-fidelity controllable human video generation. First, an Expressive Human Model (EHM) is introduced as the core control representation. By explicitly disentangling shape and pose parameters, we fundamentally resolve the body shape leakage issue. Alongside this, a robust motion tracker is designed to accurately estimate EHM parameters from video. Second, we propose a Coarse-to-Fine Hybrid Motion Injection strategy, enabling more fine-grained control over expressions and gestures. Furthermore, we introduce a Spatially-Aligned Conditioning mechanism to bridge the domain gap between training and inference, improving identity consistency. Extensive experiments demonstrate that EMOSH outperforms previous methods in both self-driven and cross-driven scenarios, producing high-fidelity videos with vivid expressions while maintaining shape disentanglement.

  • 8 authors
·
Jun 25

InterTrack: Tracking Human Object Interaction without Object Templates

Tracking human object interaction from videos is important to understand human behavior from the rapidly growing stream of video data. Previous video-based methods require predefined object templates while single-image-based methods are template-free but lack temporal consistency. In this paper, we present a method to track human object interaction without any object shape templates. We decompose the 4D tracking problem into per-frame pose tracking and canonical shape optimization. We first apply a single-view reconstruction method to obtain temporally-inconsistent per-frame interaction reconstructions. Then, for the human, we propose an efficient autoencoder to predict SMPL vertices directly from the per-frame reconstructions, introducing temporally consistent correspondence. For the object, we introduce a pose estimator that leverages temporal information to predict smooth object rotations under occlusions. To train our model, we propose a method to generate synthetic interaction videos and synthesize in total 10 hour videos of 8.5k sequences with full 3D ground truth. Experiments on BEHAVE and InterCap show that our method significantly outperforms previous template-based video tracking and single-frame reconstruction methods. Our proposed synthetic video dataset also allows training video-based methods that generalize to real-world videos. Our code and dataset will be publicly released.

  • 3 authors
·
Aug 25, 2024

SUGAR: A Scalable Human-Video-Driven Generalizable Humanoid Loco-Manipulation Learning Framework

Building humanoid robots capable of generalizable whole-body loco-manipulation in the real world remains a fundamental challenge. Existing methods either rely on laborious task-specific reward engineering, rigidly replay reference motions that fail to generalize, or depend on costly teleoperation that limits scalability. While human videos capture diverse human behaviors, motion priors inferred from them are inherently imperfect, suffering from occlusion, contact artifacts, and retargeting errors that render them unsuitable for direct policy learning. To address this, we present SUGAR, a scalable data-driven framework that converts diverse human videos into deployable humanoid loco-manipulation skills, without any task-specific reward engineering or reference-motion conditioning at inference. SUGAR proceeds in three stages. First, a fully automated pipeline extracts kinematic interaction priors including human-object motion trajectories and contact labels from unstructured human videos. Second, a privileged physics-based refiner uses a unified mimic reward and progressive state pool to transform imperfect priors into physically feasible, high-fidelity skills. Third, refined skills are distilled into a hierarchical autonomous policy consisting of a command generator and a command tracker. We evaluate SUGAR on six representative loco-manipulation tasks in simulation and real-world humanoid hardware. Our method substantially outperforms reference-tracking baselines, and performance scales clearly with the amount of human video data. It also achieves zero-shot real-world transfer with reliable closed-loop execution, autonomous failure recovery, and stable long-horizon performance under external perturbations. Project Page: https://tianshuwu.github.io/sugar-humanoid/

  • 8 authors
·
May 18

TrajBooster: Boosting Humanoid Whole-Body Manipulation via Trajectory-Centric Learning

Recent Vision-Language-Action models show potential to generalize across embodiments but struggle to quickly align with a new robot's action space when high-quality demonstrations are scarce, especially for bipedal humanoids. We present TrajBooster, a cross-embodiment framework that leverages abundant wheeled-humanoid data to boost bipedal VLA. Our key idea is to use end-effector trajectories as a morphology-agnostic interface. TrajBooster (i) extracts 6D dual-arm end-effector trajectories from real-world wheeled humanoids, (ii) retargets them in simulation to Unitree G1 with a whole-body controller trained via a heuristic-enhanced harmonized online DAgger to lift low-dimensional trajectory references into feasible high-dimensional whole-body actions, and (iii) forms heterogeneous triplets that couple source vision/language with target humanoid-compatible actions to post-pre-train a VLA, followed by only 10 minutes of teleoperation data collection on the target humanoid domain. Deployed on Unitree G1, our policy achieves beyond-tabletop household tasks, enabling squatting, cross-height manipulation, and coordinated whole-body motion with markedly improved robustness and generalization. Results show that TrajBooster allows existing wheeled-humanoid data to efficiently strengthen bipedal humanoid VLA performance, reducing reliance on costly same-embodiment data while enhancing action space understanding and zero-shot skill transfer capabilities. For more details, For more details, please refer to our https://jiachengliu3.github.io/TrajBooster/.

  • 11 authors
·
Sep 15, 2025

TrackSSM: A General Motion Predictor by State-Space Model

Temporal motion modeling has always been a key component in multiple object tracking (MOT) which can ensure smooth trajectory movement and provide accurate positional information to enhance association precision. However, current motion models struggle to be both efficient and effective across different application scenarios. To this end, we propose TrackSSM inspired by the recently popular state space models (SSM), a unified encoder-decoder motion framework that uses data-dependent state space model to perform temporal motion of trajectories. Specifically, we propose Flow-SSM, a module that utilizes the position and motion information from historical trajectories to guide the temporal state transition of object bounding boxes. Based on Flow-SSM, we design a flow decoder. It is composed of a cascaded motion decoding module employing Flow-SSM, which can use the encoded flow information to complete the temporal position prediction of trajectories. Additionally, we propose a Step-by-Step Linear (S^2L) training strategy. By performing linear interpolation between the positions of the object in the previous frame and the current frame, we construct the pseudo labels of step-by-step linear training, ensuring that the trajectory flow information can better guide the object bounding box in completing temporal transitions. TrackSSM utilizes a simple Mamba-Block to build a motion encoder for historical trajectories, forming a temporal motion model with an encoder-decoder structure in conjunction with the flow decoder. TrackSSM is applicable to various tracking scenarios and achieves excellent tracking performance across multiple benchmarks, further extending the potential of SSM-like temporal motion models in multi-object tracking tasks. Code and models are publicly available at https://github.com/Xavier-Lin/TrackSSM.

  • 5 authors
·
Aug 31, 2024

MotionVLA: Vision-Language-Action Model for Humanoid Motion

Generating realistic humanoid motion from scene images and text involves both low-frequency pose semantics and high-frequency physical dynamics. However, many existing methods tokenize motion with a single shared codebook, forcing heterogeneous motion signals into the same quantization space. Our frequency-domain analysis of human motion data reveals a clear mismatch between single-codebook quantization and motion statistics: five DCT coefficients capture 93% of joint-position energy but only 37% of joint-velocity energy, which can bias quantization toward pose statistics and under-represent high-frequency velocity components. A second challenge lies in adapting a standard autoregressive model to effectively model high-frequency physical signals in motion sequences. Therefore, we propose DSFT, a dual-stream frequency tokenizer that separates motion into Base and physical streams and compresses them independently with DCT truncation and BPE. Furthermore, we present MotionVLA, a Qwen3.5-based model that arranges Base and physical tokens in a unified sequence, where Phys tokens are predicted after Base tokens. Experiments on HumanML3D and MBench show that, despite using a lightweight 2B backbone, MotionVLA reduces the Diversity gap to real data by over 50% on HumanML3D and improves Motion-Condition Consistency by 3.8% on MBench, supporting frequency-aware dual-stream decoupling as an effective formulation for autoregressive motion generation. Code: https://github.com/AIGeeksGroup/MotionVLA. Website: https://aigeeksgroup.github.io/MotionVLA.

Optimal-state Dynamics Estimation for Physics-based Human Motion Capture from Videos

Human motion capture from monocular videos has made significant progress in recent years. However, modern approaches often produce temporal artifacts, e.g. in form of jittery motion and struggle to achieve smooth and physically plausible motions. Explicitly integrating physics, in form of internal forces and exterior torques, helps alleviating these artifacts. Current state-of-the-art approaches make use of an automatic PD controller to predict torques and reaction forces in order to re-simulate the input kinematics, i.e. the joint angles of a predefined skeleton. However, due to imperfect physical models, these methods often require simplifying assumptions and extensive preprocessing of the input kinematics to achieve good performance. To this end, we propose a novel method to selectively incorporate the physics models with the kinematics observations in an online setting, inspired by a neural Kalman-filtering approach. We develop a control loop as a meta-PD controller to predict internal joint torques and external reaction forces, followed by a physics-based motion simulation. A recurrent neural network is introduced to realize a Kalman filter that attentively balances the kinematics input and simulated motion, resulting in an optimal-state dynamics prediction. We show that this filtering step is crucial to provide an online supervision that helps balancing the shortcoming of the respective input motions, thus being important for not only capturing accurate global motion trajectories but also producing physically plausible human poses. The proposed approach excels in the physics-based human pose estimation task and demonstrates the physical plausibility of the predictive dynamics, compared to state of the art. The code is available on https://github.com/cuongle1206/OSDCap

  • 4 authors
·
May 13, 2025

AMP: Adversarial Motion Priors for Stylized Physics-Based Character Control

Synthesizing graceful and life-like behaviors for physically simulated characters has been a fundamental challenge in computer animation. Data-driven methods that leverage motion tracking are a prominent class of techniques for producing high fidelity motions for a wide range of behaviors. However, the effectiveness of these tracking-based methods often hinges on carefully designed objective functions, and when applied to large and diverse motion datasets, these methods require significant additional machinery to select the appropriate motion for the character to track in a given scenario. In this work, we propose to obviate the need to manually design imitation objectives and mechanisms for motion selection by utilizing a fully automated approach based on adversarial imitation learning. High-level task objectives that the character should perform can be specified by relatively simple reward functions, while the low-level style of the character's behaviors can be specified by a dataset of unstructured motion clips, without any explicit clip selection or sequencing. These motion clips are used to train an adversarial motion prior, which specifies style-rewards for training the character through reinforcement learning (RL). The adversarial RL procedure automatically selects which motion to perform, dynamically interpolating and generalizing from the dataset. Our system produces high-quality motions that are comparable to those achieved by state-of-the-art tracking-based techniques, while also being able to easily accommodate large datasets of unstructured motion clips. Composition of disparate skills emerges automatically from the motion prior, without requiring a high-level motion planner or other task-specific annotations of the motion clips. We demonstrate the effectiveness of our framework on a diverse cast of complex simulated characters and a challenging suite of motor control tasks.

  • 5 authors
·
May 11, 2022

ReferTrack: Referring Then Tracking for Embodied Visual Tracking

Embodied visual tracking (EVT) requires a mobile agent to continuously follow a specific target described in natural language using only onboard vision. While recent vision-language-action (VLA) policies unify target identification and trajectory planning, their chain-of-thought (CoT) reasoning often operates in abstract spatial latents that are difficult to supervise and weakly aligned with explicit image-space detections. To address this, we introduce ReferTrack, a referring-then-tracking paradigm that grounds EVT using a single forward-facing camera. Our model first selects the target from an indexed set of bounding boxes, then decodes tracking waypoints conditioned on this image-grounded decision. To preserve target motion cues over time, ReferTrack maintains a sliding-window queue of previously selected bounding boxes, injecting their geometric features into the visual history via temporal-viewpoint-bbox indicator (TVBI) tokens. We further enhance target identification by co-training on a custom Refer-QA dataset. On EVT-Bench, ReferTrack achieves state-of-the-art single-view performance with success rates of 89.4%, 73.3%, and 74.1% on the single-target, distracted, and ambiguity tracking splits, respectively -- matching or even surpassing several multi-camera baselines on identification-heavy tasks. Finally, real-world deployments on legged and humanoid robots validate its robust sim-to-real transfer capabilities. Code is available at https://github.com/MedlarTea/referTrack.

tencent Tencent
·
Jul 21 11

KMM: Key Frame Mask Mamba for Extended Motion Generation

Human motion generation is a cut-edge area of research in generative computer vision, with promising applications in video creation, game development, and robotic manipulation. The recent Mamba architecture shows promising results in efficiently modeling long and complex sequences, yet two significant challenges remain: Firstly, directly applying Mamba to extended motion generation is ineffective, as the limited capacity of the implicit memory leads to memory decay. Secondly, Mamba struggles with multimodal fusion compared to Transformers, and lack alignment with textual queries, often confusing directions (left or right) or omitting parts of longer text queries. To address these challenges, our paper presents three key contributions: Firstly, we introduce KMM, a novel architecture featuring Key frame Masking Modeling, designed to enhance Mamba's focus on key actions in motion segments. This approach addresses the memory decay problem and represents a pioneering method in customizing strategic frame-level masking in SSMs. Additionally, we designed a contrastive learning paradigm for addressing the multimodal fusion problem in Mamba and improving the motion-text alignment. Finally, we conducted extensive experiments on the go-to dataset, BABEL, achieving state-of-the-art performance with a reduction of more than 57% in FID and 70% parameters compared to previous state-of-the-art methods. See project website: https://steve-zeyu-zhang.github.io/KMM

  • 8 authors
·
Nov 10, 2024 2

Harmony4D: A Video Dataset for In-The-Wild Close Human Interactions

Understanding how humans interact with each other is key to building realistic multi-human virtual reality systems. This area remains relatively unexplored due to the lack of large-scale datasets. Recent datasets focusing on this issue mainly consist of activities captured entirely in controlled indoor environments with choreographed actions, significantly affecting their diversity. To address this, we introduce Harmony4D, a multi-view video dataset for human-human interaction featuring in-the-wild activities such as wrestling, dancing, MMA, and more. We use a flexible multi-view capture system to record these dynamic activities and provide annotations for human detection, tracking, 2D/3D pose estimation, and mesh recovery for closely interacting subjects. We propose a novel markerless algorithm to track 3D human poses in severe occlusion and close interaction to obtain our annotations with minimal manual intervention. Harmony4D consists of 1.66 million images and 3.32 million human instances from more than 20 synchronized cameras with 208 video sequences spanning diverse environments and 24 unique subjects. We rigorously evaluate existing state-of-the-art methods for mesh recovery and highlight their significant limitations in modeling close interaction scenarios. Additionally, we fine-tune a pre-trained HMR2.0 model on Harmony4D and demonstrate an improved performance of 54.8% PVE in scenes with severe occlusion and contact. Code and data are available at https://jyuntins.github.io/harmony4d/.

  • 5 authors
·
Oct 26, 2024

DeVI: Physics-based Dexterous Human-Object Interaction via Synthetic Video Imitation

Recent advances in video generative models enable the synthesis of realistic human-object interaction videos across a wide range of scenarios and object categories, including complex dexterous manipulations that are difficult to capture with motion capture systems. While the rich interaction knowledge embedded in these synthetic videos holds strong potential for motion planning in dexterous robotic manipulation, their limited physical fidelity and purely 2D nature make them difficult to use directly as imitation targets in physics-based character control. We present DeVI (Dexterous Video Imitation), a novel framework that leverages text-conditioned synthetic videos to enable physically plausible dexterous agent control for interacting with unseen target objects. To overcome the imprecision of generative 2D cues, we introduce a hybrid tracking reward that integrates 3D human tracking with robust 2D object tracking. Unlike methods relying on high-quality 3D kinematic demonstrations, DeVI requires only the generated video, enabling zero-shot generalization across diverse objects and interaction types. Extensive experiments demonstrate that DeVI outperforms existing approaches that imitate 3D human-object interaction demonstrations, particularly in modeling dexterous hand-object interactions. We further validate the effectiveness of DeVI in multi-object scenes and text-driven action diversity, showcasing the advantage of using video as an HOI-aware motion planner.

MotionWAM: Towards Foundation World Action Models for Real-Time Humanoid Loco-Manipulation

World Action Models (WAMs) couple a video dynamics prior to the policy and have shown encouraging results on tabletop manipulation, but iterative denoising over high-dimensional video-action latents leaves them too slow for real-time humanoid loco-manipulation. The problem is compounded by the dominant hierarchical paradigm, in which a high-level manipulation policy controls only the upper body while a low-level controller tracks coarse base commands -- placing upper and lower body in inconsistent action spaces and reducing the legs to balance-preserving locomotion. We present MotionWAM, a real-time WAM that drives autonomous humanoid loco-manipulation from a single egocentric camera by conditioning the policy on the intermediate denoising features of a video world model. MotionWAM replaces the upper-lower split with a unified motion latent and predicts whole-body motion tokens that jointly cover locomotion, torso motion, height regulation, foot interaction, and hand manipulation in a single action space. A three-stage learning framework progressively adapts the video world model to egocentric visual dynamics and to the target humanoid embodiment. On nine real-world Unitree G1 tasks, MotionWAM runs in real time, substantially outperforms Vision-Language-Action (VLA) baselines fine-tuned on the same demonstrations by over 30% in overall success rate, and executes task-driven foot interaction that decoupled upper-lower policies cannot reach. Our results suggest that video-pretrained WAMs can be lifted from tabletop manipulation to coordinated, human-like whole-body humanoid control.

  • 6 authors
·
Jun 7

CRISP: Contact-Guided Real2Sim from Monocular Video with Planar Scene Primitives

We introduce CRISP, a method that recovers simulatable human motion and scene geometry from monocular video. Prior work on joint human-scene reconstruction relies on data-driven priors and joint optimization with no physics in the loop, or recovers noisy geometry with artifacts that cause motion tracking policies with scene interactions to fail. In contrast, our key insight is to recover convex, clean, and simulation-ready geometry by fitting planar primitives to a point cloud reconstruction of the scene, via a simple clustering pipeline over depth, normals, and flow. To reconstruct scene geometry that might be occluded during interactions, we make use of human-scene contact modeling (e.g., we use human posture to reconstruct the occluded seat of a chair). Finally, we ensure that human and scene reconstructions are physically-plausible by using them to drive a humanoid controller via reinforcement learning. Our approach reduces motion tracking failure rates from 55.2\% to 6.9\% on human-centric video benchmarks (EMDB, PROX), while delivering a 43\% faster RL simulation throughput. We further validate it on in-the-wild videos including casually-captured videos, Internet videos, and even Sora-generated videos. This demonstrates CRISP's ability to generate physically-valid human motion and interaction environments at scale, greatly advancing real-to-sim applications for robotics and AR/VR.

Humanoid Everyday: A Comprehensive Robotic Dataset for Open-World Humanoid Manipulation

From loco-motion to dextrous manipulation, humanoid robots have made remarkable strides in demonstrating complex full-body capabilities. However, the majority of current robot learning datasets and benchmarks mainly focus on stationary robot arms, and the few existing humanoid datasets are either confined to fixed environments or limited in task diversity, often lacking human-humanoid interaction and lower-body locomotion. Moreover, there are a few standardized evaluation platforms for benchmarking learning-based policies on humanoid data. In this work, we present Humanoid Everyday, a large-scale and diverse humanoid manipulation dataset characterized by extensive task variety involving dextrous object manipulation, human-humanoid interaction, locomotion-integrated actions, and more. Leveraging a highly efficient human-supervised teleoperation pipeline, Humanoid Everyday aggregates high-quality multimodal sensory data, including RGB, depth, LiDAR, and tactile inputs, together with natural language annotations, comprising 10.3k trajectories and over 3 million frames of data across 260 tasks across 7 broad categories. In addition, we conduct an analysis of representative policy learning methods on our dataset, providing insights into their strengths and limitations across different task categories. For standardized evaluation, we introduce a cloud-based evaluation platform that allows researchers to seamlessly deploy their policies in our controlled setting and receive performance feedback. By releasing Humanoid Everyday along with our policy learning analysis and a standardized cloud-based evaluation platform, we intend to advance research in general-purpose humanoid manipulation and lay the groundwork for more capable and embodied robotic agents in real-world scenarios. Our dataset, data collection code, and cloud evaluation website are made publicly available on our project website.

  • 10 authors
·
Oct 9, 2025

Human-as-Humanoid: Enabling Zero-Shot Humanoid Learning from Ego-Exo Human Videos with Human-Aligned Embodiments

Vision-language-action (VLA) models across robot embodiments require high-quality observation--action supervision to learn deployable action distributions, yet scaling such robot data remains difficult, especially for high-DoF humanoids. Teleoperation provides controller-aligned supervision, while human egocentric videos capture diverse bimanual manipulation but do not directly provide executable robot actions. We introduce Human-as-Humanoid, a human-to-humanoid supervision framework that enables near-real-time human-centric action generation, making human demonstrations usable for high-DoF humanoid VLA training by jointly aligning the robot embodiment, the sensing setup, and the action-label interface. Built on PrimeU, a human-aligned 60-DoF upper-body humanoid, Human-as-Humanoid uses synchronized ego-exo videos to pair deployment-aligned egocentric observations with exocentric motion recovery, retargets the recovered human motion through staged Inverse Kinematics (IK) into controller-aligned 60-DoF action chunks, and trains the VLA model with Forward Kinematics (FK)-aware supervision to preserve wrist and fingertip task-space geometry. This converts large-scale human demonstrations from visual observations into executable observation--action supervision for the target humanoid. Experiments validate the conversion chain at the motion-recovery, robot-action-space, and real-robot deployment levels. Human-as-Humanoid yields a 4.8--7.2x raw demonstration-throughput gain over humanoid teleoperation in our data-collection analysis, and on several downstream tasks, policies post-trained only with the converted human labels generalize to real-robot deployment without target-task robot demonstrations. The official project website is available at https://zgc-embodyai.github.io/Human-as-Humanoid.

  • 17 authors
·
Jun 29

TrackVLA++: Unleashing Reasoning and Memory Capabilities in VLA Models for Embodied Visual Tracking

Embodied Visual Tracking (EVT) is a fundamental ability that underpins practical applications, such as companion robots, guidance robots and service assistants, where continuously following moving targets is essential. Recent advances have enabled language-guided tracking in complex and unstructured scenes. However, existing approaches lack explicit spatial reasoning and effective temporal memory, causing failures under severe occlusions or in the presence of similar-looking distractors. To address these challenges, we present TrackVLA++, a novel Vision-Language-Action (VLA) model that enhances embodied visual tracking with two key modules, a spatial reasoning mechanism and a Target Identification Memory (TIM). The reasoning module introduces a Chain-of-Thought paradigm, termed Polar-CoT, which infers the target's relative position and encodes it as a compact polar-coordinate token for action prediction. Guided by these spatial priors, the TIM employs a gated update strategy to preserve long-horizon target memory, ensuring spatiotemporal consistency and mitigating target loss during extended occlusions. Extensive experiments show that TrackVLA++ achieves state-of-the-art performance on public benchmarks across both egocentric and multi-camera settings. On the challenging EVT-Bench DT split, TrackVLA++ surpasses the previous leading approach by 5.1 and 12, respectively. Furthermore, TrackVLA++ exhibits strong zero-shot generalization, enabling robust real-world tracking in dynamic and occluded scenarios.

  • 12 authors
·
Oct 8, 2025

AnimateAnywhere: Rouse the Background in Human Image Animation

Human image animation aims to generate human videos of given characters and backgrounds that adhere to the desired pose sequence. However, existing methods focus more on human actions while neglecting the generation of background, which typically leads to static results or inharmonious movements. The community has explored camera pose-guided animation tasks, yet preparing the camera trajectory is impractical for most entertainment applications and ordinary users. As a remedy, we present an AnimateAnywhere framework, rousing the background in human image animation without requirements on camera trajectories. In particular, based on our key insight that the movement of the human body often reflects the motion of the background, we introduce a background motion learner (BML) to learn background motions from human pose sequences. To encourage the model to learn more accurate cross-frame correspondences, we further deploy an epipolar constraint on the 3D attention map. Specifically, the mask used to suppress geometrically unreasonable attention is carefully constructed by combining an epipolar mask and the current 3D attention map. Extensive experiments demonstrate that our AnimateAnywhere effectively learns the background motion from human pose sequences, achieving state-of-the-art performance in generating human animation results with vivid and realistic backgrounds. The source code and model will be available at https://github.com/liuxiaoyu1104/AnimateAnywhere.

  • 8 authors
·
Apr 28, 2025

Decaf: Monocular Deformation Capture for Face and Hand Interactions

Existing methods for 3D tracking from monocular RGB videos predominantly consider articulated and rigid objects. Modelling dense non-rigid object deformations in this setting remained largely unaddressed so far, although such effects can improve the realism of the downstream applications such as AR/VR and avatar communications. This is due to the severe ill-posedness of the monocular view setting and the associated challenges. While it is possible to naively track multiple non-rigid objects independently using 3D templates or parametric 3D models, such an approach would suffer from multiple artefacts in the resulting 3D estimates such as depth ambiguity, unnatural intra-object collisions and missing or implausible deformations. Hence, this paper introduces the first method that addresses the fundamental challenges depicted above and that allows tracking human hands interacting with human faces in 3D from single monocular RGB videos. We model hands as articulated objects inducing non-rigid face deformations during an active interaction. Our method relies on a new hand-face motion and interaction capture dataset with realistic face deformations acquired with a markerless multi-view camera system. As a pivotal step in its creation, we process the reconstructed raw 3D shapes with position-based dynamics and an approach for non-uniform stiffness estimation of the head tissues, which results in plausible annotations of the surface deformations, hand-face contact regions and head-hand positions. At the core of our neural approach are a variational auto-encoder supplying the hand-face depth prior and modules that guide the 3D tracking by estimating the contacts and the deformations. Our final 3D hand and face reconstructions are realistic and more plausible compared to several baselines applicable in our setting, both quantitatively and qualitatively. https://vcai.mpi-inf.mpg.de/projects/Decaf

  • 4 authors
·
Sep 28, 2023 1

ExoActor: Exocentric Video Generation as Generalizable Interactive Humanoid Control

Humanoid control systems have made significant progress in recent years, yet modeling fluent interaction-rich behavior between a robot, its surrounding environment, and task-relevant objects remains a fundamental challenge. This difficulty arises from the need to jointly capture spatial context, temporal dynamics, robot actions, and task intent at scale, which is a poor match to conventional supervision. We propose ExoActor, a novel framework that leverages the generalization capabilities of large-scale video generation models to address this problem. The key insight in ExoActor is to use third-person video generation as a unified interface for modeling interaction dynamics. Given a task instruction and scene context, ExoActor synthesizes plausible execution processes that implicitly encode coordinated interactions between robot, environment, and objects. Such video output is then transformed into executable humanoid behaviors through a pipeline that estimates human motion and executes it via a general motion controller, yielding a task-conditioned behavior sequence. To validate the proposed framework, we implement it as an end-to-end system and demonstrate its generalization to new scenarios without additional real-world data collection. Furthermore, we conclude by discussing limitations of the current implementation and outlining promising directions for future research, illustrating how ExoActor provides a scalable approach to modeling interaction-rich humanoid behaviors, potentially opening a new avenue for generative models to advance general-purpose humanoid intelligence.

CrowdTrack: A Benchmark for Difficult Multiple Pedestrian Tracking in Real Scenarios

Multi-object tracking is a classic field in computer vision. Among them, pedestrian tracking has extremely high application value and has become the most popular research category. Existing methods mainly use motion or appearance information for tracking, which is often difficult in complex scenarios. For the motion information, mutual occlusions between objects often prevent updating of the motion state; for the appearance information, non-robust results are often obtained due to reasons such as only partial visibility of the object or blurred images. Although learning how to perform tracking in these situations from the annotated data is the simplest solution, the existing MOT dataset fails to satisfy this solution. Existing methods mainly have two drawbacks: relatively simple scene composition and non-realistic scenarios. Although some of the video sequences in existing dataset do not have the above-mentioned drawbacks, the number is far from adequate for research purposes. To this end, we propose a difficult large-scale dataset for multi-pedestrian tracking, shot mainly from the first-person view and all from real-life complex scenarios. We name it ``CrowdTrack'' because there are numerous objects in most of the sequences. Our dataset consists of 33 videos, containing a total of 5,185 trajectories. Each object is annotated with a complete bounding box and a unique object ID. The dataset will provide a platform to facilitate the development of algorithms that remain effective in complex situations. We analyzed the dataset comprehensively and tested multiple SOTA models on our dataset. Besides, we analyzed the performance of the foundation models on our dataset. The dataset and project code is released at: https://github.com/loseevaya/CrowdTrack .

  • 6 authors
·
Jul 2, 2025

MoCapAct: A Multi-Task Dataset for Simulated Humanoid Control

Simulated humanoids are an appealing research domain due to their physical capabilities. Nonetheless, they are also challenging to control, as a policy must drive an unstable, discontinuous, and high-dimensional physical system. One widely studied approach is to utilize motion capture (MoCap) data to teach the humanoid agent low-level skills (e.g., standing, walking, and running) that can then be re-used to synthesize high-level behaviors. However, even with MoCap data, controlling simulated humanoids remains very hard, as MoCap data offers only kinematic information. Finding physical control inputs to realize the demonstrated motions requires computationally intensive methods like reinforcement learning. Thus, despite the publicly available MoCap data, its utility has been limited to institutions with large-scale compute. In this work, we dramatically lower the barrier for productive research on this topic by training and releasing high-quality agents that can track over three hours of MoCap data for a simulated humanoid in the dm_control physics-based environment. We release MoCapAct (Motion Capture with Actions), a dataset of these expert agents and their rollouts, which contain proprioceptive observations and actions. We demonstrate the utility of MoCapAct by using it to train a single hierarchical policy capable of tracking the entire MoCap dataset within dm_control and show the learned low-level component can be re-used to efficiently learn downstream high-level tasks. Finally, we use MoCapAct to train an autoregressive GPT model and show that it can control a simulated humanoid to perform natural motion completion given a motion prompt. Videos of the results and links to the code and dataset are available at https://microsoft.github.io/MoCapAct.

  • 6 authors
·
Aug 15, 2022

HALOMI: Learning Humanoid Loco-Manipulation with Active Perception from Human Demonstrations

Human demonstrations, which can be collected at scale and naturally capture active hand-eye coordination, are a promising data source for learning humanoid loco-manipulation. However, directly transferring human demonstrations to humanoids requires a precise world-frame tracking controller, which is often brittle under Out-of-Distribution(OOD) targets, while human-to-humanoid gaps persist in both egocentric observation and action execution. To address these challenges, we present HALOMI, a scalable framework for learning humanoid loco-manipulation with active perception from human demonstrations. HALOMI extends Universal Manipulation Interface (UMI) with egocentric sensing to collect ego-view and wrist-view observations along with head-hand trajectories at scale. We further propose a manifold-constrained controller that plans in a learned latent behavior manifold to enable precise and robust head-hand tracking in the world frame. To bridge the human-to-humanoid gap, we perform ego-view alignment and introduce a controller-aware reference trajectory adaptation to reduce mismatch in both observation and action execution. We validate HALOMI on a Unitree G1 humanoid robot with an actuated neck across five real-world tasks involving navigation, grasping, bimanual manipulation, whole-body coordination, and dynamic behaviors. Across the three quantitatively evaluated tasks, HALOMI achieves an average success rate of 85\%, while additional qualitative demonstrations show its ability to support dynamic tossing and deep-squat grasping.

  • 6 authors
·
Jun 16

ETAP: Event-based Tracking of Any Point

Tracking any point (TAP) recently shifted the motion estimation paradigm from focusing on individual salient points with local templates to tracking arbitrary points with global image contexts. However, while research has mostly focused on driving the accuracy of models in nominal settings, addressing scenarios with difficult lighting conditions and high-speed motions remains out of reach due to the limitations of the sensor. This work addresses this challenge with the first event camera-based TAP method. It leverages the high temporal resolution and high dynamic range of event cameras for robust high-speed tracking, and the global contexts in TAP methods to handle asynchronous and sparse event measurements. We further extend the TAP framework to handle event feature variations induced by motion -- thereby addressing an open challenge in purely event-based tracking -- with a novel feature-alignment loss which ensures the learning of motion-robust features. Our method is trained with data from a new data generation pipeline and systematically ablated across all design decisions. Our method shows strong cross-dataset generalization and performs 136% better on the average Jaccard metric than the baselines. Moreover, on an established feature tracking benchmark, it achieves a 20% improvement over the previous best event-only method and even surpasses the previous best events-and-frames method by 4.1%. Our code is available at https://github.com/tub-rip/ETAP

  • 5 authors
·
Nov 28, 2024 1

TrajectoryFormer: 3D Object Tracking Transformer with Predictive Trajectory Hypotheses

3D multi-object tracking (MOT) is vital for many applications including autonomous driving vehicles and service robots. With the commonly used tracking-by-detection paradigm, 3D MOT has made important progress in recent years. However, these methods only use the detection boxes of the current frame to obtain trajectory-box association results, which makes it impossible for the tracker to recover objects missed by the detector. In this paper, we present TrajectoryFormer, a novel point-cloud-based 3D MOT framework. To recover the missed object by detector, we generates multiple trajectory hypotheses with hybrid candidate boxes, including temporally predicted boxes and current-frame detection boxes, for trajectory-box association. The predicted boxes can propagate object's history trajectory information to the current frame and thus the network can tolerate short-term miss detection of the tracked objects. We combine long-term object motion feature and short-term object appearance feature to create per-hypothesis feature embedding, which reduces the computational overhead for spatial-temporal encoding. Additionally, we introduce a Global-Local Interaction Module to conduct information interaction among all hypotheses and models their spatial relations, leading to accurate estimation of hypotheses. Our TrajectoryFormer achieves state-of-the-art performance on the Waymo 3D MOT benchmarks. Code is available at https://github.com/poodarchu/EFG .

  • 8 authors
·
Jun 9, 2023

3DTrajMaster: Mastering 3D Trajectory for Multi-Entity Motion in Video Generation

This paper aims to manipulate multi-entity 3D motions in video generation. Previous methods on controllable video generation primarily leverage 2D control signals to manipulate object motions and have achieved remarkable synthesis results. However, 2D control signals are inherently limited in expressing the 3D nature of object motions. To overcome this problem, we introduce 3DTrajMaster, a robust controller that regulates multi-entity dynamics in 3D space, given user-desired 6DoF pose (location and rotation) sequences of entities. At the core of our approach is a plug-and-play 3D-motion grounded object injector that fuses multiple input entities with their respective 3D trajectories through a gated self-attention mechanism. In addition, we exploit an injector architecture to preserve the video diffusion prior, which is crucial for generalization ability. To mitigate video quality degradation, we introduce a domain adaptor during training and employ an annealed sampling strategy during inference. To address the lack of suitable training data, we construct a 360-Motion Dataset, which first correlates collected 3D human and animal assets with GPT-generated trajectory and then captures their motion with 12 evenly-surround cameras on diverse 3D UE platforms. Extensive experiments show that 3DTrajMaster sets a new state-of-the-art in both accuracy and generalization for controlling multi-entity 3D motions. Project page: http://fuxiao0719.github.io/projects/3dtrajmaster

  • 10 authors
·
Jul 3, 2025 2

CoMPAS3D: A Dataset and Benchmark for Interactive Motion

Socially interactive humanoid robots must engage with humans through their bodies, adapting in real time to a partner's movement, intent, and abilities. This requires models that understand not just how bodies move, but what movement means in a shared social context. Yet evaluation frameworks for interactive motion generation do not measure whether generated follower motion is legible within a shared movement vocabulary, nor whether it is appropriate to the partner's proficiency level. This gap has two causes: existing frameworks rely on kinematic metrics such as FID and beat alignment that cannot measure either property, and existing datasets lack the move annotations and proficiency variation needed. Salsa is well-suited as an evaluation domain: improvised, dyadic, and governed by a move vocabulary and judging criteria covering timing, musicality, technique, difficulty, partnering, and originality. We present CoMPAS3D, a motion capture dataset of improvised partner salsa paired with an evaluation framework covering kinematic quality, two objective metrics (move legibility and proficiency appropriateness), and six competition-based subjective dimensions. The dataset includes 3 hours of improvisation by 18 dancers spanning beginner, intermediate, and professional levels, with over 2,800 expert-annotated segments covering move types, errors, and stylistic elements. We define three benchmarks: move classification (analogous to transcription), proficiency estimation (fluency assessment), and follower generation (dialogue response). Fine-tuned vision-language models perform strongly on objective metrics applied to ground-truth motion sequences. Applied to Duolando and InterGen, the metrics reveal failures that kinematic metrics miss. Human evaluations confirm the gap between generated and ground-truth motion. CoMPAS3D, annotations, benchmark code, and baseline results are publicly available.

  • 8 authors
·
Jun 1

HumanoidArena: Benchmarking Egocentric Hierarchical Whole-body Learning

Humanoid robots promise whole-body interaction in human-centered environments, but scalable policy learning remains difficult because task-level decision-making and whole-body dynamic execution are tightly coupled. A practical solution is hierarchical control, where a high-level policy predicts intermediate whole-body actions and low-level general motion trackers (GMTs) execute them as stable humanoid motion. However, existing benchmarks rarely evaluate the policy-tracker interface itself, leaving open whether intermediate whole-body actions are executable, robust under task distribution shifts, and transferable across different GMT backends. We introduce HumanoidArena, a simulation-first benchmark for egocentric hierarchical whole-body learning. The benchmark formulates policy learning as a hierarchical decision making problem: a high-level policy converts egocentric vision, proprioception, and instructions into a compact whole-body action, which is subsequently executed by a low-level GMT. Instead of treating the legs as planar transport tools, HumanoidArena emphasizes interactions where lower-body coordination is structurally necessary in task completion. We therefore design 7 leg-critical HOI/HSI tasks in which success requires foot placement, balance maintenance, posture adjustment, and whole-body reorientation. To further diagnose the hierarchical system, we evaluate policies from two complementary perspectives: perturbation-conditioned generalization and GMT-conditioned transfer. Experiments show that hierarchical control enables learned policies to solve diverse leg-critical interactions, but performance is strongly tracker-conditioned and cross-GMT transfer remains fragile. These results position HumanoidArena as a benchmark for studying transferable intermediate action representations and scalable egocentric whole-body policy learning.

  • 16 authors
·
Jun 15

HumanPlus: Humanoid Shadowing and Imitation from Humans

One of the key arguments for building robots that have similar form factors to human beings is that we can leverage the massive human data for training. Yet, doing so has remained challenging in practice due to the complexities in humanoid perception and control, lingering physical gaps between humanoids and humans in morphologies and actuation, and lack of a data pipeline for humanoids to learn autonomous skills from egocentric vision. In this paper, we introduce a full-stack system for humanoids to learn motion and autonomous skills from human data. We first train a low-level policy in simulation via reinforcement learning using existing 40-hour human motion datasets. This policy transfers to the real world and allows humanoid robots to follow human body and hand motion in real time using only a RGB camera, i.e. shadowing. Through shadowing, human operators can teleoperate humanoids to collect whole-body data for learning different tasks in the real world. Using the data collected, we then perform supervised behavior cloning to train skill policies using egocentric vision, allowing humanoids to complete different tasks autonomously by imitating human skills. We demonstrate the system on our customized 33-DoF 180cm humanoid, autonomously completing tasks such as wearing a shoe to stand up and walk, unloading objects from warehouse racks, folding a sweatshirt, rearranging objects, typing, and greeting another robot with 60-100% success rates using up to 40 demonstrations. Project website: https://humanoid-ai.github.io/

  • 5 authors
·
Jun 14, 2024 1