CVSep 28, 2023
Object Motion Guided Human Motion SynthesisJiaman Li, Jiajun Wu, C. Karen Liu · stanford
Modeling human behaviors in contextual environments has a wide range of applications in character animation, embodied AI, VR/AR, and robotics. In real-world scenarios, humans frequently interact with the environment and manipulate various objects to complete daily tasks. In this work, we study the problem of full-body human motion synthesis for the manipulation of large-sized objects. We propose Object MOtion guided human MOtion synthesis (OMOMO), a conditional diffusion framework that can generate full-body manipulation behaviors from only the object motion. Since naively applying diffusion models fails to precisely enforce contact constraints between the hands and the object, OMOMO learns two separate denoising processes to first predict hand positions from object motion and subsequently synthesize full-body poses based on the predicted hand positions. By employing the hand positions as an intermediate representation between the two denoising processes, we can explicitly enforce contact constraints, resulting in more physically plausible manipulation motions. With the learned model, we develop a novel system that captures full-body human manipulation motions by simply attaching a smartphone to the object being manipulated. Through extensive experiments, we demonstrate the effectiveness of our proposed pipeline and its ability to generalize to unseen objects. Additionally, as high-quality human-object interaction datasets are scarce, we collect a large-scale dataset consisting of 3D object geometry, object motion, and human motion. Our dataset contains human-object interaction motion for 15 objects, with a total duration of approximately 10 hours.
CVApr 20, 2022Code
GIMO: Gaze-Informed Human Motion Prediction in ContextYang Zheng, Yanchao Yang, Kaichun Mo et al.
Predicting human motion is critical for assistive robots and AR/VR applications, where the interaction with humans needs to be safe and comfortable. Meanwhile, an accurate prediction depends on understanding both the scene context and human intentions. Even though many works study scene-aware human motion prediction, the latter is largely underexplored due to the lack of ego-centric views that disclose human intent and the limited diversity in motion and scenes. To reduce the gap, we propose a large-scale human motion dataset that delivers high-quality body pose sequences, scene scans, as well as ego-centric views with the eye gaze that serves as a surrogate for inferring human intent. By employing inertial sensors for motion capture, our data collection is not tied to specific scenes, which further boosts the motion dynamics observed from our subjects. We perform an extensive study of the benefits of leveraging the eye gaze for ego-centric human motion prediction with various state-of-the-art architectures. Moreover, to realize the full potential of the gaze, we propose a novel network architecture that enables bidirectional communication between the gaze and motion branches. Our network achieves the top performance in human motion prediction on the proposed dataset, thanks to the intent information from eye gaze and the denoised gaze feature modulated by the motion. Code and data can be found at https://github.com/y-zheng18/GIMO.
CVDec 9, 2022
Ego-Body Pose Estimation via Ego-Head Pose EstimationJiaman Li, C. Karen Liu, Jiajun Wu · stanford
Estimating 3D human motion from an egocentric video sequence plays a critical role in human behavior understanding and has various applications in VR/AR. However, naively learning a mapping between egocentric videos and human motions is challenging, because the user's body is often unobserved by the front-facing camera placed on the head of the user. In addition, collecting large-scale, high-quality datasets with paired egocentric videos and 3D human motions requires accurate motion capture devices, which often limit the variety of scenes in the videos to lab-like environments. To eliminate the need for paired egocentric video and human motions, we propose a new method, Ego-Body Pose Estimation via Ego-Head Pose Estimation (EgoEgo), which decomposes the problem into two stages, connected by the head motion as an intermediate representation. EgoEgo first integrates SLAM and a learning approach to estimate accurate head motion. Subsequently, leveraging the estimated head pose as input, EgoEgo utilizes conditional diffusion to generate multiple plausible full-body motions. This disentanglement of head and body pose eliminates the need for training datasets with paired egocentric videos and 3D human motion, enabling us to leverage large-scale egocentric video datasets and motion capture datasets separately. Moreover, for systematic benchmarking, we develop a synthetic dataset, AMASS-Replica-Ego-Syn (ARES), with paired egocentric videos and human motion. On both ARES and real data, our EgoEgo model performs significantly better than the current state-of-the-art methods.
CVMar 31, 2023
CIRCLE: Capture In Rich Contextual EnvironmentsJoao Pedro Araujo, Jiaman Li, Karthik Vetrivel et al. · stanford
Synthesizing 3D human motion in a contextual, ecological environment is important for simulating realistic activities people perform in the real world. However, conventional optics-based motion capture systems are not suited for simultaneously capturing human movements and complex scenes. The lack of rich contextual 3D human motion datasets presents a roadblock to creating high-quality generative human motion models. We propose a novel motion acquisition system in which the actor perceives and operates in a highly contextual virtual world while being motion captured in the real world. Our system enables rapid collection of high-quality human motion in highly diverse scenes, without the concern of occlusion or the need for physical scene construction in the real world. We present CIRCLE, a dataset containing 10 hours of full-body reaching motion from 5 subjects across nine scenes, paired with ego-centric information of the environment represented in various forms, such as RGBD videos. We use this dataset to train a model that generates human motion conditioned on scene information. Leveraging our dataset, the model learns to use ego-centric scene information to achieve nontrivial reaching tasks in the context of complex 3D scenes. To download the data please visit https://stanford-tml.github.io/circle_dataset/.
GRJan 4, 2023
Scene Synthesis from Human MotionSifan Ye, Yixing Wang, Jiaman Li et al. · stanford
Large-scale capture of human motion with diverse, complex scenes, while immensely useful, is often considered prohibitively costly. Meanwhile, human motion alone contains rich information about the scene they reside in and interact with. For example, a sitting human suggests the existence of a chair, and their leg position further implies the chair's pose. In this paper, we propose to synthesize diverse, semantically reasonable, and physically plausible scenes based on human motion. Our framework, Scene Synthesis from HUMan MotiON (SUMMON), includes two steps. It first uses ContactFormer, our newly introduced contact predictor, to obtain temporally consistent contact labels from human motion. Based on these predictions, SUMMON then chooses interacting objects and optimizes physical plausibility losses; it further populates the scene with objects that do not interact with humans. Experimental results demonstrate that SUMMON synthesizes feasible, plausible, and diverse scenes and has the potential to generate extensive human-scene interaction data for the community.
RONov 1, 2023
Learning to Design and Use Tools for Robotic ManipulationZiang Liu, Stephen Tian, Michelle Guo et al. · stanford
When limited by their own morphologies, humans and some species of animals have the remarkable ability to use objects from the environment toward accomplishing otherwise impossible tasks. Robots might similarly unlock a range of additional capabilities through tool use. Recent techniques for jointly optimizing morphology and control via deep learning are effective at designing locomotion agents. But while outputting a single morphology makes sense for locomotion, manipulation involves a variety of strategies depending on the task goals at hand. A manipulation agent must be capable of rapidly prototyping specialized tools for different goals. Therefore, we propose learning a designer policy, rather than a single design. A designer policy is conditioned on task information and outputs a tool design that helps solve the task. A design-conditioned controller policy can then perform manipulation using these tools. In this work, we take a step towards this goal by introducing a reinforcement learning framework for jointly learning these policies. Through simulated manipulation tasks, we show that this framework is more sample efficient than prior methods in multi-goal or multi-variant settings, can perform zero-shot interpolation or fine-tuning to tackle previously unseen goals, and allows tradeoffs between the complexity of design and control policies under practical constraints. Finally, we deploy our learned policies onto a real robot. Please see our supplementary video and website at https://robotic-tool-design.github.io/ for visualizations.
CVMar 29, 2022
Transformer Inertial Poser: Real-time Human Motion Reconstruction from Sparse IMUs with Simultaneous Terrain GenerationYifeng Jiang, Yuting Ye, Deepak Gopinath et al. · eth-zurich
Real-time human motion reconstruction from a sparse set of (e.g. six) wearable IMUs provides a non-intrusive and economic approach to motion capture. Without the ability to acquire position information directly from IMUs, recent works took data-driven approaches that utilize large human motion datasets to tackle this under-determined problem. Still, challenges remain such as temporal consistency, drifting of global and joint motions, and diverse coverage of motion types on various terrains. We propose a novel method to simultaneously estimate full-body motion and generate plausible visited terrain from only six IMU sensors in real-time. Our method incorporates 1. a conditional Transformer decoder model giving consistent predictions by explicitly reasoning prediction history, 2. a simple yet general learning target named "stationary body points" (SBPs) which can be stably predicted by the Transformer model and utilized by analytical routines to correct joint and global drifting, and 3. an algorithm to generate regularized terrain height maps from noisy SBP predictions which can in turn correct noisy global motion estimation. We evaluate our framework extensively on synthesized and real IMU data, and with real-time live demos, and show superior performance over strong baseline methods.
AIOct 11, 2023
State of the Art on Diffusion Models for Visual ComputingRyan Po, Wang Yifan, Vladislav Golyanik et al.
The field of visual computing is rapidly advancing due to the emergence of generative artificial intelligence (AI), which unlocks unprecedented capabilities for the generation, editing, and reconstruction of images, videos, and 3D scenes. In these domains, diffusion models are the generative AI architecture of choice. Within the last year alone, the literature on diffusion-based tools and applications has seen exponential growth and relevant papers are published across the computer graphics, computer vision, and AI communities with new works appearing daily on arXiv. This rapid growth of the field makes it difficult to keep up with all recent developments. The goal of this state-of-the-art report (STAR) is to introduce the basic mathematical concepts of diffusion models, implementation details and design choices of the popular Stable Diffusion model, as well as overview important aspects of these generative AI tools, including personalization, conditioning, inversion, among others. Moreover, we give a comprehensive overview of the rapidly growing literature on diffusion-based generation and editing, categorized by the type of generated medium, including 2D images, videos, 3D objects, locomotion, and 4D scenes. Finally, we discuss available datasets, metrics, open challenges, and social implications. This STAR provides an intuitive starting point to explore this exciting topic for researchers, artists, and practitioners alike.
CVDec 9, 2022
Physically Plausible Animation of Human Upper Body from a Single ImageZiyuan Huang, Zhengping Zhou, Yung-Yu Chuang et al. · stanford
We present a new method for generating controllable, dynamically responsive, and photorealistic human animations. Given an image of a person, our system allows the user to generate Physically plausible Upper Body Animation (PUBA) using interaction in the image space, such as dragging their hand to various locations. We formulate a reinforcement learning problem to train a dynamic model that predicts the person's next 2D state (i.e., keypoints on the image) conditioned on a 3D action (i.e., joint torque), and a policy that outputs optimal actions to control the person to achieve desired goals. The dynamic model leverages the expressiveness of 3D simulation and the visual realism of 2D videos. PUBA generates 2D keypoint sequences that achieve task goals while being responsive to forceful perturbation. The sequences of keypoints are then translated by a pose-to-image generator to produce the final photorealistic video.
ROJun 4
LadderMan: Learning Humanoid Perceptive Ladder ClimbingSiheng Zhao, Yuanhang Zhang, Ziqi Lu et al.
Humanoid robots hold great promise for operating in human-centered environments, yet ladder climbing remains one of the most challenging tasks due to sparse footholds and handholds, complex whole-body coordination, and sensitivity to perception and control errors. We present \textbf{LadderMan}, a unified system that enables humanoid robots to robustly climb diverse ladders and perform manipulation under such constrained conditions. Our climbing policy is built on a scalable two-stage learning pipeline, where we use hybrid motion tracking to learn multiple climbing experts from a single reference motion, and distill these experts into a unified depth-based visuomotor climbing policy via hybrid imitation and reinforcement learning. To enable real-world deployment, we leverage vision foundation models to bridge the sim-to-real gap in depth perception. Building on the learned climbing policy, we further train a separate manipulation policy using a dual-agent formulation, allowing stable on-ladder manipulation via teleoperation. Experiments demonstrate that LadderMan achieves robust ladder climbing across a wide range of geometries, successfully transfers to real-world hardware in a zero-shot manner, and supports various manipulation tasks under challenging ladder constraints. Video results are available at https://ladderman-robot.github.io .
RONov 4, 2025Code
TWIST2: Scalable, Portable, and Holistic Humanoid Data Collection SystemYanjie Ze, Siheng Zhao, Weizhuo Wang et al.
Large-scale data has driven breakthroughs in robotics, from language models to vision-language-action models in bimanual manipulation. However, humanoid robotics lacks equally effective data collection frameworks. Existing humanoid teleoperation systems either use decoupled control or depend on expensive motion capture setups. We introduce TWIST2, a portable, mocap-free humanoid teleoperation and data collection system that preserves full whole-body control while advancing scalability. Our system leverages PICO4U VR for obtaining real-time whole-body human motions, with a custom 2-DoF robot neck (cost around $250) for egocentric vision, enabling holistic human-to-humanoid control. We demonstrate long-horizon dexterous and mobile humanoid skills and we can collect 100 demonstrations in 15 minutes with an almost 100% success rate. Building on this pipeline, we propose a hierarchical visuomotor policy framework that autonomously controls the full humanoid body based on egocentric vision. Our visuomotor policy successfully demonstrates whole-body dexterous manipulation and dynamic kicking tasks. The entire system is fully reproducible and open-sourced at https://yanjieze.com/TWIST2 . Our collected dataset is also open-sourced at https://twist-data.github.io .
CVDec 28, 2022
NeMo: 3D Neural Motion Fields from Multiple Video Instances of the Same ActionKuan-Chieh Wang, Zhenzhen Weng, Maria Xenochristou et al. · stanford
The task of reconstructing 3D human motion has wideranging applications. The gold standard Motion capture (MoCap) systems are accurate but inaccessible to the general public due to their cost, hardware and space constraints. In contrast, monocular human mesh recovery (HMR) methods are much more accessible than MoCap as they take single-view videos as inputs. Replacing the multi-view Mo- Cap systems with a monocular HMR method would break the current barriers to collecting accurate 3D motion thus making exciting applications like motion analysis and motiondriven animation accessible to the general public. However, performance of existing HMR methods degrade when the video contains challenging and dynamic motion that is not in existing MoCap datasets used for training. This reduces its appeal as dynamic motion is frequently the target in 3D motion recovery in the aforementioned applications. Our study aims to bridge the gap between monocular HMR and multi-view MoCap systems by leveraging information shared across multiple video instances of the same action. We introduce the Neural Motion (NeMo) field. It is optimized to represent the underlying 3D motions across a set of videos of the same action. Empirically, we show that NeMo can recover 3D motion in sports using videos from the Penn Action dataset, where NeMo outperforms existing HMR methods in terms of 2D keypoint detection. To further validate NeMo using 3D metrics, we collected a small MoCap dataset mimicking actions in Penn Action,and show that NeMo achieves better 3D reconstruction compared to various baselines.
SDNov 19, 2022
EDGE: Editable Dance Generation From MusicJonathan Tseng, Rodrigo Castellon, C. Karen Liu
Dance is an important human art form, but creating new dances can be difficult and time-consuming. In this work, we introduce Editable Dance GEneration (EDGE), a state-of-the-art method for editable dance generation that is capable of creating realistic, physically-plausible dances while remaining faithful to the input music. EDGE uses a transformer-based diffusion model paired with Jukebox, a strong music feature extractor, and confers powerful editing capabilities well-suited to dance, including joint-wise conditioning, and in-betweening. We introduce a new metric for physical plausibility, and evaluate dance quality generated by our method extensively through (1) multiple quantitative metrics on physical plausibility, beat alignment, and diversity benchmarks, and more importantly, (2) a large-scale user study, demonstrating a significant improvement over previous state-of-the-art methods. Qualitative samples from our model can be found at our website.
CVAug 31, 2023
DiffusionPoser: Real-time Human Motion Reconstruction From Arbitrary Sparse Sensors Using Autoregressive DiffusionTom Van Wouwe, Seunghwan Lee, Antoine Falisse et al.
Motion capture from a limited number of body-worn sensors, such as inertial measurement units (IMUs) and pressure insoles, has important applications in health, human performance, and entertainment. Recent work has focused on accurately reconstructing whole-body motion from a specific sensor configuration using six IMUs. While a common goal across applications is to use the minimal number of sensors to achieve required accuracy, the optimal arrangement of the sensors might differ from application to application. We propose a single diffusion model, DiffusionPoser, which reconstructs human motion in real-time from an arbitrary combination of sensors, including IMUs placed at specified locations, and, pressure insoles. Unlike existing methods, our model grants users the flexibility to determine the number and arrangement of sensors tailored to the specific activity of interest, without the need for retraining. A novel autoregressive inferencing scheme ensures real-time motion reconstruction that closely aligns with measured sensor signals. The generative nature of DiffusionPoser ensures realistic behavior, even for degrees-of-freedom not directly measured. Qualitative results can be found on our website: https://diffusionposer.github.io/.
GRMar 7, 2022
A Survey on Reinforcement Learning Methods in Character AnimationAriel Kwiatkowski, Eduardo Alvarado, Vicky Kalogeiton et al.
Reinforcement Learning is an area of Machine Learning focused on how agents can be trained to make sequential decisions, and achieve a particular goal within an arbitrary environment. While learning, they repeatedly take actions based on their observation of the environment, and receive appropriate rewards which define the objective. This experience is then used to progressively improve the policy controlling the agent's behavior, typically represented by a neural network. This trained module can then be reused for similar problems, which makes this approach promising for the animation of autonomous, yet reactive characters in simulators, video games or virtual reality environments. This paper surveys the modern Deep Reinforcement Learning methods and discusses their possible applications in Character Animation, from skeletal control of a single, physically-based character to navigation controllers for individual agents and virtual crowds. It also describes the practical side of training DRL systems, comparing the different frameworks available to build such agents.
CVApr 20
AnyLift: Scaling Motion Reconstruction from Internet Videos via 2D DiffusionHongjie Li, Heng Yu, Jiaman Li et al. · pku
Reconstructing 3D human motion and human-object interactions (HOI) from Internet videos is a fundamental step toward building large-scale datasets of human behavior. Existing methods struggle to recover globally consistent 3D motion under dynamic cameras, especially for motion types underrepresented in current motion-capture datasets, and face additional difficulty recovering coherent human-object interactions in 3D. We introduce a two-stage framework leveraging 2D diffusion that reconstructs 3D human motion and HOI from Internet videos. In the first stage, we synthesize multi-view 2D motion data for each domain, leveraging 2D keypoints extracted from Internet videos to incorporate human motions that rarely appear in existing MoCap datasets. In the second stage, a camera-conditioned multi-view 2D motion diffusion model is trained on the domain-specific synthetic data to recover 3D human motion and 3D HOI in the world space. We demonstrate the effectiveness of our method on Internet videos featuring challenging motions such as gymnastics, as well as in-the-wild HOI videos, and show that it outperforms prior work in producing realistic human motion and human-object interaction.
GRSep 24, 2023
DROP: Dynamics Responses from Human Motion Prior and Projective DynamicsYifeng Jiang, Jungdam Won, Yuting Ye et al.
Synthesizing realistic human movements, dynamically responsive to the environment, is a long-standing objective in character animation, with applications in computer vision, sports, and healthcare, for motion prediction and data augmentation. Recent kinematics-based generative motion models offer impressive scalability in modeling extensive motion data, albeit without an interface to reason about and interact with physics. While simulator-in-the-loop learning approaches enable highly physically realistic behaviors, the challenges in training often affect scalability and adoption. We introduce DROP, a novel framework for modeling Dynamics Responses of humans using generative mOtion prior and Projective dynamics. DROP can be viewed as a highly stable, minimalist physics-based human simulator that interfaces with a kinematics-based generative motion prior. Utilizing projective dynamics, DROP allows flexible and simple integration of the learned motion prior as one of the projective energies, seamlessly incorporating control provided by the motion prior with Newtonian dynamics. Serving as a model-agnostic plug-in, DROP enables us to fully leverage recent advances in generative motion models for physics-based motion synthesis. We conduct extensive evaluations of our model across different motion tasks and various physical perturbations, demonstrating the scalability and diversity of responses.
ROFeb 17
Perceptive Humanoid Parkour: Chaining Dynamic Human Skills via Motion MatchingZhen Wu, Xiaoyu Huang, Lujie Yang et al.
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.
RONov 6, 2025
GentleHumanoid: Learning Upper-body Compliance for Contact-rich Human and Object InteractionQingzhou Lu, Yao Feng, Baiyu Shi et al.
Humanoid robots are expected to operate in human-centered environments where safe and natural physical interaction is essential. However, most recent reinforcement learning (RL) policies emphasize rigid tracking and suppress external forces. Existing impedance-augmented approaches are typically restricted to base or end-effector control and focus on resisting extreme forces rather than enabling compliance. We introduce GentleHumanoid, a framework that integrates impedance control into a whole-body motion tracking policy to achieve upper-body compliance. At its core is a unified spring-based formulation that models both resistive contacts (restoring forces when pressing against surfaces) and guiding contacts (pushes or pulls sampled from human motion data). This formulation ensures kinematically consistent forces across the shoulder, elbow, and wrist, while exposing the policy to diverse interaction scenarios. Safety is further supported through task-adjustable force thresholds. We evaluate our approach in both simulation and on the Unitree G1 humanoid across tasks requiring different levels of compliance, including gentle hugging, sit-to-stand assistance, and safe object manipulation. Compared to baselines, our policy consistently reduces peak contact forces while maintaining task success, resulting in smoother and more natural interactions. These results highlight a step toward humanoid robots that can safely and effectively collaborate with humans and handle objects in real-world environments.
CVSep 20, 2024
HMD^2: Environment-aware Motion Generation from Single Egocentric Head-Mounted DeviceVladimir Guzov, Yifeng Jiang, Fangzhou Hong et al.
This paper investigates the generation of realistic full-body human motion using a single head-mounted device with an outward-facing color camera and the ability to perform visual SLAM. To address the ambiguity of this setup, we present HMD^2, a novel system that balances motion reconstruction and generation. From a reconstruction standpoint, it aims to maximally utilize the camera streams to produce both analytical and learned features, including head motion, SLAM point cloud, and image embeddings. On the generative front, HMD^2 employs a multi-modal conditional motion diffusion model with a Transformer backbone to maintain temporal coherence of generated motions, and utilizes autoregressive inpainting to facilitate online motion inference with minimal latency (0.17 seconds). We show that our system provides an effective and robust solution that scales to a diverse dataset of over 200 hours of motion in complex indoor and outdoor environments.
CVFeb 25
WHOLE: World-Grounded Hand-Object Lifted from Egocentric VideosYufei Ye, Jiaman Li, Ryan Rong et al.
Egocentric manipulation videos are highly challenging due to severe occlusions during interactions and frequent object entries and exits from the camera view as the person moves. Current methods typically focus on recovering either hand or object pose in isolation, but both struggle during interactions and fail to handle out-of-sight cases. Moreover, their independent predictions often lead to inconsistent hand-object relations. We introduce WHOLE, a method that holistically reconstructs hand and object motion in world space from egocentric videos given object templates. Our key insight is to learn a generative prior over hand-object motion to jointly reason about their interactions. At test time, the pretrained prior is guided to generate trajectories that conform to the video observations. This joint generative reconstruction substantially outperforms approaches that process hands and objects separately followed by post-processing. WHOLE achieves state-of-the-art performance on hand motion estimation, 6D object pose estimation, and their relative interaction reconstruction. Project website: https://judyye.github.io/whole-www
ROOct 11, 2024Code
ARCap: Collecting High-quality Human Demonstrations for Robot Learning with Augmented Reality FeedbackSirui Chen, Chen Wang, Kaden Nguyen et al.
Recent progress in imitation learning from human demonstrations has shown promising results in teaching robots manipulation skills. To further scale up training datasets, recent works start to use portable data collection devices without the need for physical robot hardware. However, due to the absence of on-robot feedback during data collection, the data quality depends heavily on user expertise, and many devices are limited to specific robot embodiments. We propose ARCap, a portable data collection system that provides visual feedback through augmented reality (AR) and haptic warnings to guide users in collecting high-quality demonstrations. Through extensive user studies, we show that ARCap enables novice users to collect robot-executable data that matches robot kinematics and avoids collisions with the scenes. With data collected from ARCap, robots can perform challenging tasks, such as manipulation in cluttered environments and long-horizon cross-embodiment manipulation. ARCap is fully open-source and easy to calibrate; all components are built from off-the-shelf products. More details and results can be found on our website: https://stanford-tml.github.io/ARCap
ROMay 20
Safe and Steerable Geometric Motion Policies for Robotic Dexterous ManipulationAlbert Wu, Riccardo Bonalli, Thomas Lew et al.
Robotic dexterous manipulation requires continuously reconciling objectives and constraints defined on heterogeneous geometric spaces: a robot controlled on a $\mathbb{R}^7$ configuration manifold may need to track end effector poses on $\mathrm{SE}(3)$ while satisfying obstacle avoidance margins in $\mathbb{R}$. We present Safe Pullback Bundle Dynamical Systems (SafePBDS), a geometrically consistent framework that computes optimal, certifiably safe configuration manifold accelerations from objectives and safety requirements on arbitrary task manifolds. SafePBDS builds on prior work that combines predefined task manifold dynamical systems to produce autonomous motion. Its first innovation is a pullback control barrier function construction, which converts task manifold safety conditions into linear constraints on configuration manifold accelerations. The second innovation is a task manifold action interface that allows a high-level policy to inject low dimensional residual motions; zero input recovers the autonomous behavior, while safety is preserved under arbitrary inputs. This lets high-level policies efficiently steer exploration while leaving precise motion to the autonomous behavior. We validate SafePBDS in simulation and on a 23-DOF Franka Panda-Allegro Hand platform. On dexterous grasping, SafePBDS achieves a $92.5\%$ success rate across 20 household objects and 120 trials. Using the action interface, the method can exclude any one of the four fingers during grasping via a one-dimensional action, achieving $94.4\%$ 3-finger grasp success across 3 objects and 36 trials. The efficient planning and safety guarantee of SafePBDS also enables the first model-based, fully actuated palm-down in-hand reorientation, exceeding $360^\circ$ of yaw rotation in both directions under varying object weight and wrist motion. Demo video and details: https://tml.stanford.edu/safe-pbds
AIFeb 9, 2025Code
Training Language Models for Social Deduction with Multi-Agent Reinforcement LearningBidipta Sarkar, Warren Xia, C. Karen Liu et al.
Communicating in natural language is a powerful tool in multi-agent settings, as it enables independent agents to share information in partially observable settings and allows zero-shot coordination with humans. However, most prior works are limited as they either rely on training with large amounts of human demonstrations or lack the ability to generate natural and useful communication strategies. In this work, we train language models to have productive discussions about their environment in natural language without any human demonstrations. We decompose the communication problem into listening and speaking. Our key idea is to leverage the agent's goal to predict useful information about the world as a dense reward signal that guides communication. Specifically, we improve a model's listening skills by training them to predict information about the environment based on discussions, and we simultaneously improve a model's speaking skills with multi-agent reinforcement learning by rewarding messages based on their influence on other agents. To investigate the role and necessity of communication in complex social settings, we study an embodied social deduction game based on Among Us, where the key question to answer is the identity of an adversarial imposter. We analyze emergent behaviors due to our technique, such as accusing suspects and providing evidence, and find that it enables strong discussions, doubling the win rates compared to standard RL. We release our code and models at https://socialdeductionllm.github.io/
ROApr 1
Learning Humanoid Navigation from Human DataWeizhuo Wang, Yanjie Ze, C. Karen Liu et al.
We present EgoNav, a system that enables a humanoid robot to traverse diverse, unseen environments by learning entirely from 5 hours of human walking data, with no robot data or finetuning. A diffusion model predicts distributions of plausible future trajectories conditioned on past trajectory, a 360 deg visual memory fusing color, depth, and semantics, and video features from a frozen DINOv3 backbone that capture appearance cues invisible to depth sensors. A hybrid sampling scheme achieves real-time inference in 10 denoising steps, and a receding-horizon controller selects paths from the predicted distribution. We validate EgoNav through offline evaluations, where it outperforms baselines in collision avoidance and multi-modal coverage, and through zero-shot deployment on a Unitree G1 humanoid across unseen indoor and outdoor environments. Behaviors such as waiting for doors to open, navigating around crowds, and avoiding glass walls emerge naturally from the learned prior. We will release the dataset and trained models. Our website: https://egonav.weizhuowang.com
LGNov 17, 2024Code
Constrained Diffusion with Trust SamplingWilliam Huang, Yifeng Jiang, Tom Van Wouwe et al.
Diffusion models have demonstrated significant promise in various generative tasks; however, they often struggle to satisfy challenging constraints. Our approach addresses this limitation by rethinking training-free loss-guided diffusion from an optimization perspective. We formulate a series of constrained optimizations throughout the inference process of a diffusion model. In each optimization, we allow the sample to take multiple steps along the gradient of the proxy constraint function until we can no longer trust the proxy, according to the variance at each diffusion level. Additionally, we estimate the state manifold of diffusion model to allow for early termination when the sample starts to wander away from the state manifold at each diffusion step. Trust sampling effectively balances between following the unconditional diffusion model and adhering to the loss guidance, enabling more flexible and accurate constrained generation. We demonstrate the efficacy of our method through extensive experiments on complex tasks, and in drastically different domains of images and 3D motion generation, showing significant improvements over existing methods in terms of generation quality. Our implementation is available at https://github.com/will-s-h/trust-sampling.
ROFeb 18
SimToolReal: An Object-Centric Policy for Zero-Shot Dexterous Tool ManipulationKushal Kedia, Tyler Ga Wei Lum, Jeannette Bohg et al.
The ability to manipulate tools significantly expands the set of tasks a robot can perform. Yet, tool manipulation represents a challenging class of dexterity, requiring grasping thin objects, in-hand object rotations, and forceful interactions. Since collecting teleoperation data for these behaviors is challenging, sim-to-real reinforcement learning (RL) is a promising alternative. However, prior approaches typically require substantial engineering effort to model objects and tune reward functions for each task. In this work, we propose SimToolReal, taking a step towards generalizing sim-to-real RL policies for tool manipulation. Instead of focusing on a single object and task, we procedurally generate a large variety of tool-like object primitives in simulation and train a single RL policy with the universal goal of manipulating each object to random goal poses. This approach enables SimToolReal to perform general dexterous tool manipulation at test-time without any object or task-specific training. We demonstrate that SimToolReal outperforms prior retargeting and fixed-grasp methods by 37% while matching the performance of specialist RL policies trained on specific target objects and tasks. Finally, we show that SimToolReal generalizes across a diverse set of everyday tools, achieving strong zero-shot performance over 120 real-world rollouts spanning 24 tasks, 12 object instances, and 6 tool categories.
ROMar 12, 2024
DexCap: Scalable and Portable Mocap Data Collection System for Dexterous ManipulationChen Wang, Haochen Shi, Weizhuo Wang et al.
Imitation learning from human hand motion data presents a promising avenue for imbuing robots with human-like dexterity in real-world manipulation tasks. Despite this potential, substantial challenges persist, particularly with the portability of existing hand motion capture (mocap) systems and the complexity of translating mocap data into effective robotic policies. To tackle these issues, we introduce DexCap, a portable hand motion capture system, alongside DexIL, a novel imitation algorithm for training dexterous robot skills directly from human hand mocap data. DexCap offers precise, occlusion-resistant tracking of wrist and finger motions based on SLAM and electromagnetic field together with 3D observations of the environment. Utilizing this rich dataset, DexIL employs inverse kinematics and point cloud-based imitation learning to seamlessly replicate human actions with robot hands. Beyond direct learning from human motion, DexCap also offers an optional human-in-the-loop correction mechanism during policy rollouts to refine and further improve task performance. Through extensive evaluation across six challenging dexterous manipulation tasks, our approach not only demonstrates superior performance but also showcases the system's capability to effectively learn from in-the-wild mocap data, paving the way for future data collection methods in the pursuit of human-level robot dexterity. More details can be found at https://dex-cap.github.io
CVJun 14, 2024Code
Nymeria: A Massive Collection of Multimodal Egocentric Daily Motion in the WildLingni Ma, Yuting Ye, Fangzhou Hong et al.
We introduce Nymeria - a large-scale, diverse, richly annotated human motion dataset collected in the wild with multiple multimodal egocentric devices. The dataset comes with a) full-body ground-truth motion; b) multiple multimodal egocentric data from Project Aria devices with videos, eye tracking, IMUs and etc; and c) a third-person perspective by an additional observer. All devices are precisely synchronized and localized in on metric 3D world. We derive hierarchical protocol to add in-context language descriptions of human motion, from fine-grain motion narration, to simplified atomic action and high-level activity summarization. To the best of our knowledge, Nymeria dataset is the world's largest collection of human motion in the wild; first of its kind to provide synchronized and localized multi-device multimodal egocentric data; and the world's largest motion-language dataset. It provides 300 hours of daily activities from 264 participants across 50 locations, total travelling distance over 399Km. The language descriptions contain 301.5K sentences in 8.64M words from a vocabulary size of 6545. To demonstrate the potential of the dataset, we evaluate several SOTA algorithms for egocentric body tracking, motion synthesis, and action recognition. Data and code are open-sourced for research (c.f. https://www.projectaria.com/datasets/nymeria).
ROAug 6, 2021Code
iGibson 2.0: Object-Centric Simulation for Robot Learning of Everyday Household TasksChengshu Li, Fei Xia, Roberto Martín-Martín et al.
Recent research in embodied AI has been boosted by the use of simulation environments to develop and train robot learning approaches. However, the use of simulation has skewed the attention to tasks that only require what robotics simulators can simulate: motion and physical contact. We present iGibson 2.0, an open-source simulation environment that supports the simulation of a more diverse set of household tasks through three key innovations. First, iGibson 2.0 supports object states, including temperature, wetness level, cleanliness level, and toggled and sliced states, necessary to cover a wider range of tasks. Second, iGibson 2.0 implements a set of predicate logic functions that map the simulator states to logic states like Cooked or Soaked. Additionally, given a logic state, iGibson 2.0 can sample valid physical states that satisfy it. This functionality can generate potentially infinite instances of tasks with minimal effort from the users. The sampling mechanism allows our scenes to be more densely populated with small objects in semantically meaningful locations. Third, iGibson 2.0 includes a virtual reality (VR) interface to immerse humans in its scenes to collect demonstrations. As a result, we can collect demonstrations from humans on these new types of tasks, and use them for imitation learning. We evaluate the new capabilities of iGibson 2.0 to enable robot learning of novel tasks, in the hope of demonstrating the potential of this new simulator to support new research in embodied AI. iGibson 2.0 and its new dataset are publicly available at http://svl.stanford.edu/igibson/.
ROOct 10, 2019Code
Assistive Gym: A Physics Simulation Framework for Assistive RoboticsZackory Erickson, Vamsee Gangaram, Ariel Kapusta et al.
Autonomous robots have the potential to serve as versatile caregivers that improve quality of life for millions of people worldwide. Yet, conducting research in this area presents numerous challenges, including the risks of physical interaction between people and robots. Physics simulations have been used to optimize and train robots for physical assistance, but have typically focused on a single task. In this paper, we present Assistive Gym, an open source physics simulation framework for assistive robots that models multiple tasks. It includes six simulated environments in which a robotic manipulator can attempt to assist a person with activities of daily living (ADLs): itch scratching, drinking, feeding, body manipulation, dressing, and bathing. Assistive Gym models a person's physical capabilities and preferences for assistance, which are used to provide a reward function. We present baseline policies trained using reinforcement learning for four different commercial robots in the six environments. We demonstrate that modeling human motion results in better assistance and we compare the performance of different robots. Overall, we show that Assistive Gym is a promising tool for assistive robotics research.
GRApr 30, 2019Code
Synthesis of Biologically Realistic Human Motion Using Joint Torque ActuationYifeng Jiang, Tom Van Wouwe, Friedl De Groote et al.
Using joint actuators to drive the skeletal movements is a common practice in character animation, but the resultant torque patterns are often unnatural or infeasible for real humans to achieve. On the other hand, physiologically-based models explicitly simulate muscles and tendons and thus produce more human-like movements and torque patterns. This paper introduces a technique to transform an optimal control problem formulated in the muscle-actuation space to an equivalent problem in the joint-actuation space, such that the solutions to both problems have the same optimal value. By solving the equivalent problem in the joint-actuation space, we can generate human-like motions comparable to those generated by musculotendon models, while retaining the benefit of simple modeling and fast computation offered by joint-actuation models. Our method transforms constant bounds on muscle activations to nonlinear, state-dependent torque limits in the joint-actuation space. In addition, the metabolic energy function on muscle activations is transformed to a nonlinear function of joint torques, joint configuration and joint velocity. Our technique can also benefit policy optimization using deep reinforcement learning approach, by providing a more anatomically realistic action space for the agent to explore during the learning process. We take the advantage of the physiologically-based simulator, OpenSim, to provide training data for learning the torque limits and the metabolic energy function. Once trained, the same torque limits and the energy function can be applied to drastically different motor tasks formulated as either trajectory optimization or policy learning. Codebase: https://github.com/jyf588/lrle and https://github.com/jyf588/lrle-rl-examples
CVDec 6, 2023
Controllable Human-Object Interaction SynthesisJiaman Li, Alexander Clegg, Roozbeh Mottaghi et al. · stanford
Synthesizing semantic-aware, long-horizon, human-object interaction is critical to simulate realistic human behaviors. In this work, we address the challenging problem of generating synchronized object motion and human motion guided by language descriptions in 3D scenes. We propose Controllable Human-Object Interaction Synthesis (CHOIS), an approach that generates object motion and human motion simultaneously using a conditional diffusion model given a language description, initial object and human states, and sparse object waypoints. Here, language descriptions inform style and intent, and waypoints, which can be effectively extracted from high-level planning, ground the motion in the scene. Naively applying a diffusion model fails to predict object motion aligned with the input waypoints; it also cannot ensure the realism of interactions that require precise hand-object and human-floor contact. To overcome these problems, we introduce an object geometry loss as additional supervision to improve the matching between generated object motion and input object waypoints; we also design guidance terms to enforce contact constraints during the sampling process of the trained diffusion model. We demonstrate that our learned interaction module can synthesize realistic human-object interactions, adhering to provided textual descriptions and sparse waypoint conditions. Additionally, our module seamlessly integrates with a path planning module, enabling the generation of long-term interactions in 3D environments.
GRSep 8, 2025
From Skin to Skeleton: Towards Biomechanically Accurate 3D Digital HumansMarilyn Keller, Keenon Werling, Soyong Shin et al.
Great progress has been made in estimating 3D human pose and shape from images and video by training neural networks to directly regress the parameters of parametric human models like SMPL. However, existing body models have simplified kinematic structures that do not correspond to the true joint locations and articulations in the human skeletal system, limiting their potential use in biomechanics. On the other hand, methods for estimating biomechanically accurate skeletal motion typically rely on complex motion capture systems and expensive optimization methods. What is needed is a parametric 3D human model with a biomechanically accurate skeletal structure that can be easily posed. To that end, we develop SKEL, which re-rigs the SMPL body model with a biomechanics skeleton. To enable this, we need training data of skeletons inside SMPL meshes in diverse poses. We build such a dataset by optimizing biomechanically accurate skeletons inside SMPL meshes from AMASS sequences. We then learn a regressor from SMPL mesh vertices to the optimized joint locations and bone rotations. Finally, we re-parametrize the SMPL mesh with the new kinematic parameters. The resulting SKEL model is animatable like SMPL but with fewer, and biomechanically-realistic, degrees of freedom. We show that SKEL has more biomechanically accurate joint locations than SMPL, and the bones fit inside the body surface better than previous methods. By fitting SKEL to SMPL meshes we are able to "upgrade" existing human pose and shape datasets to include biomechanical parameters. SKEL provides a new tool to enable biomechanics in the wild, while also providing vision and graphics researchers with a better constrained and more realistic model of human articulation. The model, code, and data are available for research at https://skel.is.tue.mpg.de..
ROMay 5, 2025
TWIST: Teleoperated Whole-Body Imitation SystemYanjie Ze, Zixuan Chen, João Pedro Araújo et al.
Teleoperating humanoid robots in a whole-body manner marks a fundamental step toward developing general-purpose robotic intelligence, with human motion providing an ideal interface for controlling all degrees of freedom. Yet, most current humanoid teleoperation systems fall short of enabling coordinated whole-body behavior, typically limiting themselves to isolated locomotion or manipulation tasks. We present the Teleoperated Whole-Body Imitation System (TWIST), a system for humanoid teleoperation through whole-body motion imitation. We first generate reference motion clips by retargeting human motion capture data to the humanoid robot. We then develop a robust, adaptive, and responsive whole-body controller using a combination of reinforcement learning and behavior cloning (RL+BC). Through systematic analysis, we demonstrate how incorporating privileged future motion frames and real-world motion capture (MoCap) data improves tracking accuracy. TWIST enables real-world humanoid robots to achieve unprecedented, versatile, and coordinated whole-body motor skills--spanning whole-body manipulation, legged manipulation, locomotion, and expressive movement--using a single unified neural network controller. Our project website: https://humanoid-teleop.github.io
GRDec 15, 2023
Iterative Motion Editing with Natural LanguagePurvi Goel, Kuan-Chieh Wang, C. Karen Liu et al.
Text-to-motion diffusion models can generate realistic animations from text prompts, but do not support fine-grained motion editing controls. In this paper, we present a method for using natural language to iteratively specify local edits to existing character animations, a task that is common in most computer animation workflows. Our key idea is to represent a space of motion edits using a set of kinematic motion editing operators (MEOs) whose effects on the source motion is well-aligned with user expectations. We provide an algorithm that leverages pre-existing language models to translate textual descriptions of motion edits into source code for programs that define and execute sequences of MEOs on a source animation. We execute MEOs by first translating them into keyframe constraints, and then use diffusion-based motion models to generate output motions that respect these constraints. Through a user study and quantitative evaluation, we demonstrate that our system can perform motion edits that respect the animator's editing intent, remain faithful to the original animation (it edits the original animation, but does not dramatically change it), and yield realistic character animation results.
ROApr 17, 2025
Crossing the Human-Robot Embodiment Gap with Sim-to-Real RL using One Human DemonstrationTyler Ga Wei Lum, Olivia Y. Lee, C. Karen Liu et al.
Teaching robots dexterous manipulation skills often requires collecting hundreds of demonstrations using wearables or teleoperation, a process that is challenging to scale. Videos of human-object interactions are easier to collect and scale, but leveraging them directly for robot learning is difficult due to the lack of explicit action labels and human-robot embodiment differences. We propose Human2Sim2Robot, a novel real-to-sim-to-real framework for training dexterous manipulation policies using only one RGB-D video of a human demonstrating a task. Our method utilizes reinforcement learning (RL) in simulation to cross the embodiment gap without relying on wearables, teleoperation, or large-scale data collection. From the video, we extract: (1) the object pose trajectory to define an object-centric, embodiment-agnostic reward, and (2) the pre-manipulation hand pose to initialize and guide exploration during RL training. These components enable effective policy learning without any task-specific reward tuning. In the single human demo regime, Human2Sim2Robot outperforms object-aware replay by over 55% and imitation learning by over 68% on grasping, non-prehensile manipulation, and multi-step tasks. Website: https://human2sim2robot.github.io
GRApr 26
MUSIC: Learning Muscle-Driven Dexterous Hand ControlPei Xu, Yufei Ye, Shuchun Sun et al.
We present a data-driven approach for physics-based, muscle-driven dexterous control that enables musculoskeletal hands to perform precise piano playing for novel pieces of music outside the reference dataset. Our approach combines high-frequency muscle-level control with low-frequency latent-space coordination in a hierarchical architecture. At the low level, general single-hand policies are trained via reinforcement learning to generate dynamic muscle-tendon activations while tracking trajectories from a large reference motion dataset. The resulting tracking policies are then distilled into variational autoencoder (VAE) models, yielding smooth and structured latent spaces that abstract away low-level muscle dynamics. For the high level, we train piece-specific policies to operate in this latent space, coordinating bimanual motions based on specific goals, denoted by note events extracted from given musical scores, to synthesize performances beyond the reference data. In addition, we present an enhanced musculoskeletal hand model that supports fine control of fingers for accurate low-level motion tracking and diverse high-level motion synthesis. We evaluate the control pipeline of our approach on a diverse piano repertoire spanning multiple musical styles and technical demands. Results demonstrate that our approach can synthesize coordinated bimanual motions with accurate key presses, and achieve the state-of-the-art performance of piano playing in physics-based dexterous control. We also show that our musculoskeletal hand model demonstrates superior biomechanical stability and tracking precision compared to the existing model, and validate that our musculoskeletal hand model and muscle-driven controller can generate physiologically plausible activation patterns that align with human electromyography (EMG) recordings.
CVNov 27, 2024
Lifting Motion to the 3D World via 2D DiffusionJiaman Li, C. Karen Liu, Jiajun Wu
Estimating 3D motion from 2D observations is a long-standing research challenge. Prior work typically requires training on datasets containing ground truth 3D motions, limiting their applicability to activities well-represented in existing motion capture data. This dependency particularly hinders generalization to out-of-distribution scenarios or subjects where collecting 3D ground truth is challenging, such as complex athletic movements or animal motion. We introduce MVLift, a novel approach to predict global 3D motion -- including both joint rotations and root trajectories in the world coordinate system -- using only 2D pose sequences for training. Our multi-stage framework leverages 2D motion diffusion models to progressively generate consistent 2D pose sequences across multiple views, a key step in recovering accurate global 3D motion. MVLift generalizes across various domains, including human poses, human-object interactions, and animal poses. Despite not requiring 3D supervision, it outperforms prior work on five datasets, including those methods that require 3D supervision.
CVMay 16, 2024
AddBiomechanics Dataset: Capturing the Physics of Human Motion at ScaleKeenon Werling, Janelle Kaneda, Alan Tan et al.
While reconstructing human poses in 3D from inexpensive sensors has advanced significantly in recent years, quantifying the dynamics of human motion, including the muscle-generated joint torques and external forces, remains a challenge. Prior attempts to estimate physics from reconstructed human poses have been hampered by a lack of datasets with high-quality pose and force data for a variety of movements. We present the AddBiomechanics Dataset 1.0, which includes physically accurate human dynamics of 273 human subjects, over 70 hours of motion and force plate data, totaling more than 24 million frames. To construct this dataset, novel analytical methods were required, which are also reported here. We propose a benchmark for estimating human dynamics from motion using this dataset, and present several baseline results. The AddBiomechanics Dataset is publicly available at https://addbiomechanics.org/download_data.html.
ROApr 17, 2025
Chain-of-Modality: Learning Manipulation Programs from Multimodal Human Videos with Vision-Language-ModelsChen Wang, Fei Xia, Wenhao Yu et al.
Learning to perform manipulation tasks from human videos is a promising approach for teaching robots. However, many manipulation tasks require changing control parameters during task execution, such as force, which visual data alone cannot capture. In this work, we leverage sensing devices such as armbands that measure human muscle activities and microphones that record sound, to capture the details in the human manipulation process, and enable robots to extract task plans and control parameters to perform the same task. To achieve this, we introduce Chain-of-Modality (CoM), a prompting strategy that enables Vision Language Models to reason about multimodal human demonstration data -- videos coupled with muscle or audio signals. By progressively integrating information from each modality, CoM refines a task plan and generates detailed control parameters, enabling robots to perform manipulation tasks based on a single multimodal human video prompt. Our experiments show that CoM delivers a threefold improvement in accuracy for extracting task plans and control parameters compared to baselines, with strong generalization to new task setups and objects in real-world robot experiments. Videos and code are available at https://chain-of-modality.github.io
ROSep 30, 2025
OmniRetarget: Interaction-Preserving Data Generation for Humanoid Whole-Body Loco-Manipulation and Scene InteractionLujie Yang, Xiaoyu Huang, Zhen Wu et al.
A dominant paradigm for teaching humanoid robots complex skills is to retarget human motions as kinematic references to train reinforcement learning (RL) policies. However, existing retargeting pipelines often struggle with the significant embodiment gap between humans and robots, producing physically implausible artifacts like foot-skating and penetration. More importantly, common retargeting methods neglect the rich human-object and human-environment interactions essential for expressive locomotion and loco-manipulation. To address this, we introduce OmniRetarget, an interaction-preserving data generation engine based on an interaction mesh that explicitly models and preserves the crucial spatial and contact relationships between an agent, the terrain, and manipulated objects. By minimizing the Laplacian deformation between the human and robot meshes while enforcing kinematic constraints, OmniRetarget generates kinematically feasible trajectories. Moreover, preserving task-relevant interactions enables efficient data augmentation, from a single demonstration to different robot embodiments, terrains, and object configurations. We comprehensively evaluate OmniRetarget by retargeting motions from OMOMO, LAFAN1, and our in-house MoCap datasets, generating over 8-hour trajectories that achieve better kinematic constraint satisfaction and contact preservation than widely used baselines. Such high-quality data enables proprioceptive RL policies to successfully execute long-horizon (up to 30 seconds) parkour and loco-manipulation skills on a Unitree G1 humanoid, trained with only 5 reward terms and simple domain randomization shared by all tasks, without any learning curriculum.
ROSep 24, 2025
VisualMimic: Visual Humanoid Loco-Manipulation via Motion Tracking and GenerationShaofeng Yin, Yanjie Ze, Hong-Xing Yu et al.
Humanoid loco-manipulation in unstructured environments demands tight integration of egocentric perception and whole-body control. However, existing approaches either depend on external motion capture systems or fail to generalize across diverse tasks. We introduce VisualMimic, a visual sim-to-real framework that unifies egocentric vision with hierarchical whole-body control for humanoid robots. VisualMimic combines a task-agnostic low-level keypoint tracker -- trained from human motion data via a teacher-student scheme -- with a task-specific high-level policy that generates keypoint commands from visual and proprioceptive input. To ensure stable training, we inject noise into the low-level policy and clip high-level actions using human motion statistics. VisualMimic enables zero-shot transfer of visuomotor policies trained in simulation to real humanoid robots, accomplishing a wide range of loco-manipulation tasks such as box lifting, pushing, football dribbling, and kicking. Beyond controlled laboratory settings, our policies also generalize robustly to outdoor environments. Videos are available at: https://visualmimic.github.io .
GRMar 2, 2025
Generative Motion Infilling From Imprecisely Timed KeyframesPurvi Goel, Haotian Zhang, C. Karen Liu et al.
Keyframes are a standard representation for kinematic motion specification. Recent learned motion-inbetweening methods use keyframes as a way to control generative motion models, and are trained to generate life-like motion that matches the exact poses and timings of input keyframes. However, the quality of generated motion may degrade if the timing of these constraints is not perfectly consistent with the desired motion. Unfortunately, correctly specifying keyframe timings is a tedious and challenging task in practice. Our goal is to create a system that synthesizes high-quality motion from keyframes, even if keyframes are imprecisely timed. We present a method that allows constraints to be retimed as part of the generation process. Specifically, we introduce a novel model architecture that explicitly outputs a time-warping function to correct mistimed keyframes, and spatial residuals that add pose details. We demonstrate how our method can automatically turn approximately timed keyframe constraints into diverse, realistic motions with plausible timing and detailed submovements.
CVMar 27, 2024
EgoNav: Egocentric Scene-aware Human Trajectory PredictionWeizhuo Wang, C. Karen Liu, Monroe Kennedy
Wearable collaborative robots stand to assist human wearers who need fall prevention assistance or wear exoskeletons. Such a robot needs to be able to constantly adapt to the surrounding scene based on egocentric vision, and predict the ego motion of the wearer. In this work, we leveraged body-mounted cameras and sensors to anticipate the trajectory of human wearers through complex surroundings. To facilitate research in ego-motion prediction, we have collected a comprehensive walking scene navigation dataset centered on the user's perspective. We then present a method to predict human motion conditioning on the surrounding static scene. Our method leverages a diffusion model to produce a distribution of potential future trajectories, taking into account the user's observation of the environment. To that end, we introduce a compact representation to encode the user's visual memory of the surroundings, as well as an efficient sample-generating technique to speed up real-time inference of a diffusion model. We ablate our model and compare it to baselines, and results show that our model outperforms existing methods on key metrics of collision avoidance and trajectory mode coverage.
ROOct 6, 2025
ResMimic: From General Motion Tracking to Humanoid Whole-body Loco-Manipulation via Residual LearningSiheng Zhao, Yanjie Ze, Yue Wang et al.
Humanoid whole-body loco-manipulation promises transformative capabilities for daily service and warehouse tasks. While recent advances in general motion tracking (GMT) have enabled humanoids to reproduce diverse human motions, these policies lack the precision and object awareness required for loco-manipulation. To this end, we introduce ResMimic, a two-stage residual learning framework for precise and expressive humanoid control from human motion data. First, a GMT policy, trained on large-scale human-only motion, serves as a task-agnostic base for generating human-like whole-body movements. An efficient but precise residual policy is then learned to refine the GMT outputs to improve locomotion and incorporate object interaction. To further facilitate efficient training, we design (i) a point-cloud-based object tracking reward for smoother optimization, (ii) a contact reward that encourages accurate humanoid body-object interactions, and (iii) a curriculum-based virtual object controller to stabilize early training. We evaluate ResMimic in both simulation and on a real Unitree G1 humanoid. Results show substantial gains in task success, training efficiency, and robustness over strong baselines. Videos are available at https://resmimic.github.io/ .
RODec 16, 2025
CHIP: Adaptive Compliance for Humanoid Control through Hindsight PerturbationSirui Chen, Zi-ang Cao, Zhengyi Luo et al.
Recent progress in humanoid robots has unlocked agile locomotion skills, including backflipping, running, and crawling. Yet it remains challenging for a humanoid robot to perform forceful manipulation tasks such as moving objects, wiping, and pushing a cart. We propose adaptive Compliance Humanoid control through hIsight Perturbation (CHIP), a plug-and-play module that enables controllable end-effector stiffness while preserving agile tracking of dynamic reference motions. CHIP is easy to implement and requires neither data augmentation nor additional reward tuning. We show that a generalist motion-tracking controller trained with CHIP can perform a diverse set of forceful manipulation tasks that require different end-effector compliance, such as multi-robot collaboration, wiping, box delivery, and door opening.
GRSep 26, 2025
Learning to Ball: Composing Policies for Long-Horizon Basketball MovesPei Xu, Zhen Wu, Ruocheng Wang et al.
Learning a control policy for a multi-phase, long-horizon task, such as basketball maneuvers, remains challenging for reinforcement learning approaches due to the need for seamless policy composition and transitions between skills. A long-horizon task typically consists of distinct subtasks with well-defined goals, separated by transitional subtasks with unclear goals but critical to the success of the entire task. Existing methods like the mixture of experts and skill chaining struggle with tasks where individual policies do not share significant commonly explored states or lack well-defined initial and terminal states between different phases. In this paper, we introduce a novel policy integration framework to enable the composition of drastically different motor skills in multi-phase long-horizon tasks with ill-defined intermediate states. Based on that, we further introduce a high-level soft router to enable seamless and robust transitions between the subtasks. We evaluate our framework on a set of fundamental basketball skills and challenging transitions. Policies trained by our approach can effectively control the simulated character to interact with the ball and accomplish the long-horizon task specified by real-time user commands, without relying on ball trajectory references.
CVAug 20, 2025
LookOut: Real-World Humanoid Egocentric NavigationBoxiao Pan, Adam W. Harley, C. Karen Liu et al.
The ability to predict collision-free future trajectories from egocentric observations is crucial in applications such as humanoid robotics, VR / AR, and assistive navigation. In this work, we introduce the challenging problem of predicting a sequence of future 6D head poses from an egocentric video. In particular, we predict both head translations and rotations to learn the active information-gathering behavior expressed through head-turning events. To solve this task, we propose a framework that reasons over temporally aggregated 3D latent features, which models the geometric and semantic constraints for both the static and dynamic parts of the environment. Motivated by the lack of training data in this space, we further contribute a data collection pipeline using the Project Aria glasses, and present a dataset collected through this approach. Our dataset, dubbed Aria Navigation Dataset (AND), consists of 4 hours of recording of users navigating in real-world scenarios. It includes diverse situations and navigation behaviors, providing a valuable resource for learning real-world egocentric navigation policies. Extensive experiments show that our model learns human-like navigation behaviors such as waiting / slowing down, rerouting, and looking around for traffic while generalizing to unseen environments. Check out our project webpage at https://sites.google.com/stanford.edu/lookout.
CVJun 30, 2025
VirtualFencer: Generating Fencing Bouts based on Strategies Extracted from In-the-Wild VideosZhiyin Lin, Purvi Goel, Joy Yun et al.
Fencing is a sport where athletes engage in diverse yet strategically logical motions. While most motions fall into a few high-level actions (e.g. step, lunge, parry), the execution can vary widely-fast vs. slow, large vs. small, offensive vs. defensive. Moreover, a fencer's actions are informed by a strategy that often comes in response to the opponent's behavior. This combination of motion diversity with underlying two-player strategy motivates the application of data-driven modeling to fencing. We present VirtualFencer, a system capable of extracting 3D fencing motion and strategy from in-the-wild video without supervision, and then using that extracted knowledge to generate realistic fencing behavior. We demonstrate the versatile capabilities of our system by having it (i) fence against itself (self-play), (ii) fence against a real fencer's motion from online video, and (iii) fence interactively against a professional fencer.