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Aug 11

Dexora: Open-source VLA for High-DoF Bimanual Dexterity

Vision-Language-Action (VLA) models have recently become a central direction in embodied AI, but current systems are restricted to either dual-gripper control or single-arm dexterous hand manipulation. While low-dimensional gripper control can often be handled with simpler methods, high-dimensional dexterous hand control benefits greatly from full end-to-end VLA learning. In this work, we introduce Dexora, the first open-source VLA system that natively targets dual-arm, dual-hand high-DoF manipulation. We design a hybrid teleoperation pipeline that decouples gross arm kinematics (captured with a custom exoskeleton backpack) from fine finger motion (markerless hand tracking via Apple Vision Pro), and that drives both a physical dual-arm dual-hand platform and an identical MuJoCo digital twin. Using that interface, we assemble a large training corpus: an embodiment-matched synthetic corpus (100K simulated trajectories, 6.5M frames) and a real-world dataset of 10K teleoperated episodes (2.92M frames). To mitigate noisy teleoperation demonstrations, we propose a data-quality-aware training recipe: an offline discriminator provides clip-level weights for diffusion-transformer policy training, down-weighting low-quality demonstrations. Empirically, Dexora outperforms competitive VLA baselines on both basic and dexterous benchmarks (e.g., average dexterous success 66.7% vs. 51.7%), attains 90% success on basic tasks, and shows robust out-of-distribution and cross-embodiment generalization. Ablations confirm the importance of real data and the discriminator for dexterity.

  • 25 authors
·
May 17

Ultrafast Sampling-based Kinodynamic Planning via Differential Flatness

Motion planning under dynamics constraints, i.e., kinodynamic planning, enables safe robot operation by generating dynamically feasible trajectories that the robot can accurately track. For high-\dof robots such as manipulators, sampling-based motion planners are commonly used, especially for complex tasks in cluttered environments. However, enforcing constraints on robot dynamics in such planners requires solving either challenging two-point boundary value problems (BVPs) or propagating robot dynamics over time, both of which are computational bottlenecks that drastically increase planning times. Meanwhile, recent efforts have shown that sampling-based motion planners can generate plans in microseconds using parallelization, but are limited to geometric paths. This paper develops AkinoPDF, a fast parallelized sampling-based kinodynamic motion planning technique for a broad class of differentially flat robot systems, including manipulators, ground and aerial vehicles, and more. Differential flatness allows us to transform the motion planning problem from the original state space to a flat output space, where an analytical time-parameterized solution of the BVP and dynamics integration can be obtained. A trajectory in the flat output space is then converted back to a closed-form dynamically feasible trajectory in the original state space, enabling fast validation via ``single instruction, multiple data" parallelism. Our method is fast, exact, and compatible with any sampling-based motion planner. We extensively verify the effectiveness of our approach in both simulated benchmarks and real experiments with cluttered and dynamic environments, requiring mere microseconds to milliseconds of planning time.

  • 5 authors
·
Mar 16

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

PACE: Data-Driven Virtual Agent Interaction in Dense and Cluttered Environments

We present PACE, a novel method for modifying motion-captured virtual agents to interact with and move throughout dense, cluttered 3D scenes. Our approach changes a given motion sequence of a virtual agent as needed to adjust to the obstacles and objects in the environment. We first take the individual frames of the motion sequence most important for modeling interactions with the scene and pair them with the relevant scene geometry, obstacles, and semantics such that interactions in the agents motion match the affordances of the scene (e.g., standing on a floor or sitting in a chair). We then optimize the motion of the human by directly altering the high-DOF pose at each frame in the motion to better account for the unique geometric constraints of the scene. Our formulation uses novel loss functions that maintain a realistic flow and natural-looking motion. We compare our method with prior motion generating techniques and highlight the benefits of our method with a perceptual study and physical plausibility metrics. Human raters preferred our method over the prior approaches. Specifically, they preferred our method 57.1% of the time versus the state-of-the-art method using existing motions, and 81.0% of the time versus a state-of-the-art motion synthesis method. Additionally, our method performs significantly higher on established physical plausibility and interaction metrics. Specifically, we outperform competing methods by over 1.2% in terms of the non-collision metric and by over 18% in terms of the contact metric. We have integrated our interactive system with Microsoft HoloLens and demonstrate its benefits in real-world indoor scenes. Our project website is available at https://gamma.umd.edu/pace/.

  • 2 authors
·
Mar 24, 2023

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

RLDX-1 Technical Report

While Vision-Language-Action models (VLAs) have shown remarkable progress toward human-like generalist robotic policies through the versatile intelligence (i.e. broad scene understanding and language-conditioned generalization) inherited from pre-trained Vision-Language Models, they still struggle with complex real-world tasks requiring broader functional capabilities (e.g. motion awareness, memory-aware decision making, and physical sensing). To address this, we introduce RLDX-1, a general-purpose robotic policy for dexterous manipulation built on the Multi-Stream Action Transformer (MSAT), an architecture that unifies these capabilities by integrating heterogeneous modalities through modality-specific streams with cross-modal joint self-attention. RLDX-1 further combines this architecture with system-level design choices, including synthesizing training data for rare manipulation scenarios, learning procedures specialized for human-like manipulation, and inference optimizations for real-time deployment. Through empirical evaluation, we show that RLDX-1 consistently outperforms recent frontier VLAs (e.g. π_{0.5} and GR00T N1.6) across both simulation benchmarks and real-world tasks that require broad functional capabilities beyond general versatility. In particular, RLDX-1 shows superiority in ALLEX humanoid tasks by achieving success rates of 86.8% while π_{0.5} and GR00T N1.6 achieve around 40%, highlighting the ability of RLDX-1 to control a high-DoF humanoid robot under diverse functional demands. Together, these results position RLDX-1 as a promising step toward reliable VLAs for complex, contact-rich, and dynamic real-world dexterous manipulation.

RLWRLD RLWRLD
·
May 4 3

RoboReact: Agentic Skill Distillation from Generated Egocentric Videos for Generalizable Whole-Body Manipulation

Humanoid robots have the potential to perform dexterous manipulation in human environments, yet acquiring diverse and generalizable skills remains costly due to expensive hardware data collection and labor-intensive annotation. Recent advances in video generative models provide a promising opportunity to synthesize rich manipulation experiences from visual observations, but transferring such imagined behaviors into executable whole-body humanoid skills remains largely unexplored. In this work, we present RoboReact, a framework that automatically synthesizes whole-body humanoid manipulation skills from a single egocentric RGB-D observation. RoboReact generates human manipulation videos, extracts geometry-preserving interaction keyframes through depth-aware 3D reconstruction, and retargets them to high-DoF humanoid platforms while preserving hand-object interaction geometry. To bridge the gap between imagined plans and physical execution, RoboReact performs online object-centric re-grounding and leverages a vision-language model-guided refinement loop to adapt skills under geometric mismatch and execution deviations. The refined skills are executed through a whole-body controller, enabling coordinated whole-body manipulation and dexterous interaction. Experiments on real humanoid robots demonstrate that RoboReact generalizes across diverse object configurations and robustly recovers from execution disturbances without requiring teleoperation or human demonstrations. These results highlight the potential of combining generative models, vision-language reasoning, and closed-loop control for scalable humanoid skill acquisition.

  • 6 authors
·
Aug 4

RoboTurk: A Crowdsourcing Platform for Robotic Skill Learning through Imitation

Imitation Learning has empowered recent advances in learning robotic manipulation tasks by addressing shortcomings of Reinforcement Learning such as exploration and reward specification. However, research in this area has been limited to modest-sized datasets due to the difficulty of collecting large quantities of task demonstrations through existing mechanisms. This work introduces RoboTurk to address this challenge. RoboTurk is a crowdsourcing platform for high quality 6-DoF trajectory based teleoperation through the use of widely available mobile devices (e.g. iPhone). We evaluate RoboTurk on three manipulation tasks of varying timescales (15-120s) and observe that our user interface is statistically similar to special purpose hardware such as virtual reality controllers in terms of task completion times. Furthermore, we observe that poor network conditions, such as low bandwidth and high delay links, do not substantially affect the remote users' ability to perform task demonstrations successfully on RoboTurk. Lastly, we demonstrate the efficacy of RoboTurk through the collection of a pilot dataset; using RoboTurk, we collected 137.5 hours of manipulation data from remote workers, amounting to over 2200 successful task demonstrations in 22 hours of total system usage. We show that the data obtained through RoboTurk enables policy learning on multi-step manipulation tasks with sparse rewards and that using larger quantities of demonstrations during policy learning provides benefits in terms of both learning consistency and final performance. For additional results, videos, and to download our pilot dataset, visit http://roboturk.stanford.edu/{roboturk.stanford.edu}

  • 12 authors
·
Nov 6, 2018

OrthoLoC: UAV 6-DoF Localization and Calibration Using Orthographic Geodata

Accurate visual localization from aerial views is a fundamental problem with applications in mapping, large-area inspection, and search-and-rescue operations. In many scenarios, these systems require high-precision localization while operating with limited resources (e.g., no internet connection or GNSS/GPS support), making large image databases or heavy 3D models impractical. Surprisingly, little attention has been given to leveraging orthographic geodata as an alternative paradigm, which is lightweight and increasingly available through free releases by governmental authorities (e.g., the European Union). To fill this gap, we propose OrthoLoC, the first large-scale dataset comprising 16,425 UAV images from Germany and the United States with multiple modalities. The dataset addresses domain shifts between UAV imagery and geospatial data. Its paired structure enables fair benchmarking of existing solutions by decoupling image retrieval from feature matching, allowing isolated evaluation of localization and calibration performance. Through comprehensive evaluation, we examine the impact of domain shifts, data resolutions, and covisibility on localization accuracy. Finally, we introduce a refinement technique called AdHoP, which can be integrated with any feature matcher, improving matching by up to 95% and reducing translation error by up to 63%. The dataset and code are available at: https://deepscenario.github.io/OrthoLoC.

  • 5 authors
·
Sep 29, 2025

Real2Render2Real: Scaling Robot Data Without Dynamics Simulation or Robot Hardware

Scaling robot learning requires vast and diverse datasets. Yet the prevailing data collection paradigm-human teleoperation-remains costly and constrained by manual effort and physical robot access. We introduce Real2Render2Real (R2R2R), a novel approach for generating robot training data without relying on object dynamics simulation or teleoperation of robot hardware. The input is a smartphone-captured scan of one or more objects and a single video of a human demonstration. R2R2R renders thousands of high visual fidelity robot-agnostic demonstrations by reconstructing detailed 3D object geometry and appearance, and tracking 6-DoF object motion. R2R2R uses 3D Gaussian Splatting (3DGS) to enable flexible asset generation and trajectory synthesis for both rigid and articulated objects, converting these representations to meshes to maintain compatibility with scalable rendering engines like IsaacLab but with collision modeling off. Robot demonstration data generated by R2R2R integrates directly with models that operate on robot proprioceptive states and image observations, such as vision-language-action models (VLA) and imitation learning policies. Physical experiments suggest that models trained on R2R2R data from a single human demonstration can match the performance of models trained on 150 human teleoperation demonstrations. Project page: https://real2render2real.com

  • 8 authors
·
May 14, 2025 2

SANA-WM: Efficient Minute-Scale World Modeling with Hybrid Linear Diffusion Transformer

We introduce SANA-WM, an efficient 2.6B-parameter open-source world model natively trained for one-minute generation, synthesizing high-fidelity, 720p, minute-scale videos with precise camera control. SANA-WM achieves visual quality comparable to large-scale industrial baselines such as LingBot-World and HY-WorldPlay, while significantly improving efficiency. Four core designs drive our architecture: (1) Hybrid Linear Attention combines frame-wise Gated DeltaNet (GDN) with softmax attention for memory-efficient long-context modeling. (2) Dual-Branch Camera Control ensures precise 6-DoF trajectory adherence. (3) Two-Stage Generation Pipeline applies a long-video refiner to stage-1 outputs, improving quality and consistency across sequences. (4) Robust Annotation Pipeline extracts accurate metric-scale 6-DoF camera poses from public videos to yield high-quality, spatiotemporally consistent action labels. Driven by these designs, SANA-WMdemonstrates remarkable efficiency across data, training compute, and inference hardware: it uses only sim213K public video clips with metric-scale pose supervision, completes training in 15 days on 64 H100s, and generates each 60s clip on a single GPU; its distilled variant can be deployed on a single RTX 5090 with NVFP4 quantization to denoise a 60s 720p clip in 34s. On our one-minute world-model benchmark, SANA-WM demonstrates stronger action-following accuracy than prior open-source baselines and achieves comparable visual quality at 36times higher throughput for scalable world modeling.

nvidia NVIDIA
·
May 13 3

Residual Off-Policy RL for Finetuning Behavior Cloning Policies

Recent advances in behavior cloning (BC) have enabled impressive visuomotor control policies. However, these approaches are limited by the quality of human demonstrations, the manual effort required for data collection, and the diminishing returns from increasing offline data. In comparison, reinforcement learning (RL) trains an agent through autonomous interaction with the environment and has shown remarkable success in various domains. Still, training RL policies directly on real-world robots remains challenging due to sample inefficiency, safety concerns, and the difficulty of learning from sparse rewards for long-horizon tasks, especially for high-degree-of-freedom (DoF) systems. We present a recipe that combines the benefits of BC and RL through a residual learning framework. Our approach leverages BC policies as black-box bases and learns lightweight per-step residual corrections via sample-efficient off-policy RL. We demonstrate that our method requires only sparse binary reward signals and can effectively improve manipulation policies on high-degree-of-freedom (DoF) systems in both simulation and the real world. In particular, we demonstrate, to the best of our knowledge, the first successful real-world RL training on a humanoid robot with dexterous hands. Our results demonstrate state-of-the-art performance in various vision-based tasks, pointing towards a practical pathway for deploying RL in the real world. Project website: https://residual-offpolicy-rl.github.io

  • 6 authors
·
Sep 23, 2025 3

YUBI: Yielding Universal Bidigital Interface for Bimanual Dexterous Manipulation at Scale

We introduce Yielding Universal Bidigital Interface (YUBI), a finger-aligned gripper designed to enable intuitive, ergonomic, and scalable data collection for bimanual dexterous manipulation. While handheld data collection systems such as Universal Manipulation Interface (UMI) enable affordable data collection, their bulky pistol-grip designs can pose ergonomic and usability challenges for fine-grained, dexterous manipulation tasks. To address this, YUBI presents a distinct design principle: yielding, finger-driven actuation that directly maps human finger movements to gripper jaw motion. Using the YUBI devices, we set up a data collection system with integrated VR-based 6 DoF tracking of the gripper, ensuring high-fidelity trajectory data acquisition. We curate a UMI-based dataset of unprecedented scale: 8,434 hours across 1.20M episodes and 119 tasks. Experiments show that YUBI offers advantages over the UMI gripper in versatility for complex bimanual tasks, dexterity, and operational efficiency. A single policy trained on the YUBI dataset transfers across multiple bimanual robots (UR, Franka, and ELEY) simply by mounting the gripper on each platform, confirming that the collected data are directly executable as policy supervision. We release the gripper hardware, data-collection software, and dataset as one integrated stack, offering the open community a reproducible path to large-scale data acquisition for advancing robotic foundation models.

  • 19 authors
·
Jun 7

KITE: Keypoint-Conditioned Policies for Semantic Manipulation

While natural language offers a convenient shared interface for humans and robots, enabling robots to interpret and follow language commands remains a longstanding challenge in manipulation. A crucial step to realizing a performant instruction-following robot is achieving semantic manipulation, where a robot interprets language at different specificities, from high-level instructions like "Pick up the stuffed animal" to more detailed inputs like "Grab the left ear of the elephant." To tackle this, we propose Keypoints + Instructions to Execution (KITE), a two-step framework for semantic manipulation which attends to both scene semantics (distinguishing between different objects in a visual scene) and object semantics (precisely localizing different parts within an object instance). KITE first grounds an input instruction in a visual scene through 2D image keypoints, providing a highly accurate object-centric bias for downstream action inference. Provided an RGB-D scene observation, KITE then executes a learned keypoint-conditioned skill to carry out the instruction. The combined precision of keypoints and parameterized skills enables fine-grained manipulation with generalization to scene and object variations. Empirically, we demonstrate KITE in 3 real-world environments: long-horizon 6-DoF tabletop manipulation, semantic grasping, and a high-precision coffee-making task. In these settings, KITE achieves a 75%, 70%, and 71% overall success rate for instruction-following, respectively. KITE outperforms frameworks that opt for pre-trained visual language models over keypoint-based grounding, or omit skills in favor of end-to-end visuomotor control, all while being trained from fewer or comparable amounts of demonstrations. Supplementary material, datasets, code, and videos can be found on our website: http://tinyurl.com/kite-site.

  • 4 authors
·
Jun 28, 2023

Argoverse 2: Next Generation Datasets for Self-Driving Perception and Forecasting

We introduce Argoverse 2 (AV2) - a collection of three datasets for perception and forecasting research in the self-driving domain. The annotated Sensor Dataset contains 1,000 sequences of multimodal data, encompassing high-resolution imagery from seven ring cameras, and two stereo cameras in addition to lidar point clouds, and 6-DOF map-aligned pose. Sequences contain 3D cuboid annotations for 26 object categories, all of which are sufficiently-sampled to support training and evaluation of 3D perception models. The Lidar Dataset contains 20,000 sequences of unlabeled lidar point clouds and map-aligned pose. This dataset is the largest ever collection of lidar sensor data and supports self-supervised learning and the emerging task of point cloud forecasting. Finally, the Motion Forecasting Dataset contains 250,000 scenarios mined for interesting and challenging interactions between the autonomous vehicle and other actors in each local scene. Models are tasked with the prediction of future motion for "scored actors" in each scenario and are provided with track histories that capture object location, heading, velocity, and category. In all three datasets, each scenario contains its own HD Map with 3D lane and crosswalk geometry - sourced from data captured in six distinct cities. We believe these datasets will support new and existing machine learning research problems in ways that existing datasets do not. All datasets are released under the CC BY-NC-SA 4.0 license.

  • 13 authors
·
Jan 1, 2023