36.5CVSep 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.
27.6CVDec 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.
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/.
13.8GRJan 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.
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.
36.5AIOct 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.
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.
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.
17.5CVAug 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/.
9.2GRSep 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.
17.8CVSep 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.
32.2CVJun 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).
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.
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
30.1CVDec 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.
20.2GRSep 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..
38.7ROMay 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
18.1GRDec 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.
11.3CVMay 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.
24.9ROSep 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 .
25.7ROOct 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/ .
7.8RODec 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.
5.9GRSep 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.
14.4CVAug 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.
20.9ROSep 12, 2021
Learning to Navigate Sidewalks in Outdoor EnvironmentsMaks Sorokin, Jie Tan, C. Karen Liu et al.
Outdoor navigation on sidewalks in urban environments is the key technology behind important human assistive applications, such as last-mile delivery or neighborhood patrol. This paper aims to develop a quadruped robot that follows a route plan generated by public map services, while remaining on sidewalks and avoiding collisions with obstacles and pedestrians. We devise a two-staged learning framework, which first trains a teacher agent in an abstract world with privileged ground-truth information, and then applies Behavior Cloning to teach the skills to a student agent who only has access to realistic sensors. The main research effort of this paper focuses on overcoming challenges when deploying the student policy on a quadruped robot in the real world. We propose methodologies for designing sensing modalities, network architectures, and training procedures to enable zero-shot policy transfer to unstructured and dynamic real outdoor environments. We evaluate our learning framework on a quadrupedal robot navigating sidewalks in the city of Atlanta, USA. Using the learned navigation policy and its onboard sensors, the robot is able to walk 3.2 kilometers with a limited number of human interventions.
39.0ROAug 6, 2021
BEHAVIOR: Benchmark for Everyday Household Activities in Virtual, Interactive, and Ecological EnvironmentsSanjana Srivastava, Chengshu Li, Michael Lingelbach et al.
We introduce BEHAVIOR, a benchmark for embodied AI with 100 activities in simulation, spanning a range of everyday household chores such as cleaning, maintenance, and food preparation. These activities are designed to be realistic, diverse, and complex, aiming to reproduce the challenges that agents must face in the real world. Building such a benchmark poses three fundamental difficulties for each activity: definition (it can differ by time, place, or person), instantiation in a simulator, and evaluation. BEHAVIOR addresses these with three innovations. First, we propose an object-centric, predicate logic-based description language for expressing an activity's initial and goal conditions, enabling generation of diverse instances for any activity. Second, we identify the simulator-agnostic features required by an underlying environment to support BEHAVIOR, and demonstrate its realization in one such simulator. Third, we introduce a set of metrics to measure task progress and efficiency, absolute and relative to human demonstrators. We include 500 human demonstrations in virtual reality (VR) to serve as the human ground truth. Our experiments demonstrate that even state of the art embodied AI solutions struggle with the level of realism, diversity, and complexity imposed by the activities in our benchmark. We make BEHAVIOR publicly available at behavior.stanford.edu to facilitate and calibrate the development of new embodied AI solutions.
8.9ROMay 25, 2021
Characterizing Multidimensional Capacitive Servoing for Physical Human-Robot InteractionZackory Erickson, Henry M. Clever, Vamsee Gangaram et al.
Towards the goal of robots performing robust and intelligent physical interactions with people, it is crucial that robots are able to accurately sense the human body, follow trajectories around the body, and track human motion. This study introduces a capacitive servoing control scheme that allows a robot to sense and navigate around human limbs during close physical interactions. Capacitive servoing leverages temporal measurements from a multi-electrode capacitive sensor array mounted on a robot's end effector to estimate the relative position and orientation (pose) of a nearby human limb. Capacitive servoing then uses these human pose estimates from a data-driven pose estimator within a feedback control loop in order to maneuver the robot's end effector around the surface of a human limb. We provide a design overview of capacitive sensors for human-robot interaction and then investigate the performance and generalization of capacitive servoing through an experiment with 12 human participants. The results indicate that multidimensional capacitive servoing enables a robot's end effector to move proximally or distally along human limbs while adapting to human pose. Using a cross-validation experiment, results further show that capacitive servoing generalizes well across people with different body size.
5.1GRMar 3, 2021
Learning to Manipulate Amorphous MaterialsYunbo Zhang, Wenhao Yu, C. Karen Liu et al.
We present a method of training character manipulation of amorphous materials such as those often used in cooking. Common examples of amorphous materials include granular materials (salt, uncooked rice), fluids (honey), and visco-plastic materials (sticky rice, softened butter). A typical task is to spread a given material out across a flat surface using a tool such as a scraper or knife. We use reinforcement learning to train our controllers to manipulate materials in various ways. The training is performed in a physics simulator that uses position-based dynamics of particles to simulate the materials to be manipulated. The neural network control policy is given observations of the material (e.g. a low-resolution density map), and the policy outputs actions such as rotating and translating the knife. We demonstrate policies that have been successfully trained to carry out the following tasks: spreading, gathering, and flipping. We produce a final animation by using inverse kinematics to guide a character's arm and hand to match the motion of the manipulation tool such as a knife or a frying pan.
5.7RODec 11, 2020
Protective Policy TransferWenhao Yu, C. Karen Liu, Greg Turk
Being able to transfer existing skills to new situations is a key capability when training robots to operate in unpredictable real-world environments. A successful transfer algorithm should not only minimize the number of samples that the robot needs to collect in the new environment, but also prevent the robot from damaging itself or the surrounding environment during the transfer process. In this work, we introduce a policy transfer algorithm for adapting robot motor skills to novel scenarios while minimizing serious failures. Our algorithm trains two control policies in the training environment: a task policy that is optimized to complete the task of interest, and a protective policy that is dedicated to keep the robot from unsafe events (e.g. falling to the ground). To decide which policy to use during execution, we learn a safety estimator model in the training environment that estimates a continuous safety level of the robot. When used with a set of thresholds, the safety estimator becomes a classifier for switching between the protective policy and the task policy. We evaluate our approach on four simulated robot locomotion problems and a 2D navigation problem and show that our method can achieve successful transfer to notably different environments while taking the robot's safety into consideration.
Policy Transfer via Kinematic Domain Randomization and AdaptationIoannis Exarchos, Yifeng Jiang, Wenhao Yu et al.
Transferring reinforcement learning policies trained in physics simulation to the real hardware remains a challenge, known as the "sim-to-real" gap. Domain randomization is a simple yet effective technique to address dynamics discrepancies across source and target domains, but its success generally depends on heuristics and trial-and-error. In this work we investigate the impact of randomized parameter selection on policy transferability across different types of domain discrepancies. Contrary to common practice in which kinematic parameters are carefully measured while dynamic parameters are randomized, we found that virtually randomizing kinematic parameters (e.g., link lengths) during training in simulation generally outperforms dynamic randomization. Based on this finding, we introduce a new domain adaptation algorithm that utilizes simulated kinematic parameters variation. Our algorithm, Multi-Policy Bayesian Optimization, trains an ensemble of universal policies conditioned on virtual kinematic parameters and efficiently adapts to the target environment using a limited number of target domain rollouts. We showcase our findings on a simulated quadruped robot in five different target environments covering different aspects of domain discrepancies.
5.4LGSep 17, 2019
Visualizing Movement Control Optimization LandscapesPerttu Hämäläinen, Juuso Toikka, Amin Babadi et al.
A large body of animation research focuses on optimization of movement control, either as action sequences or policy parameters. However, as closed-form expressions of the objective functions are often not available, our understanding of the optimization problems is limited. Building on recent work on analyzing neural network training, we contribute novel visualizations of high-dimensional control optimization landscapes; this yields insights into why control optimization is hard and why common practices like early termination and spline-based action parameterizations make optimization easier. For example, our experiments show how trajectory optimization can become increasingly ill-conditioned with longer trajectories, but parameterizing control as partial target states---e.g., target angles converted to torques using a PD-controller---can act as an efficient preconditioner. Both our visualizations and quantitative empirical data also indicate that neural network policy optimization scales better than trajectory optimization for long planning horizons. Our work advances the understanding of movement optimization and our visualizations should also provide value in educational use.
18.5ROSep 14, 2019
Learning to Collaborate from Simulation for Robot-Assisted DressingAlexander Clegg, Zackory Erickson, Patrick Grady et al.
We investigated the application of haptic feedback control and deep reinforcement learning (DRL) to robot-assisted dressing. Our method uses DRL to simultaneously train human and robot control policies as separate neural networks using physics simulations. In addition, we modeled variations in human impairments relevant to dressing, including unilateral muscle weakness, involuntary arm motion, and limited range of motion. Our approach resulted in control policies that successfully collaborate in a variety of simulated dressing tasks involving a hospital gown and a T-shirt. In addition, our approach resulted in policies trained in simulation that enabled a real PR2 robot to dress the arm of a humanoid robot with a hospital gown. We found that training policies for specific impairments dramatically improved performance; that controller execution speed could be scaled after training to reduce the robot's speed without steep reductions in performance; that curriculum learning could be used to lower applied forces; and that multi-modal sensing, including a simulated capacitive sensor, improved performance.
12.3ROJul 9, 2019
Estimating Mass Distribution of Articulated Objects using Non-prehensile ManipulationK. Niranjan Kumar, Irfan Essa, Sehoon Ha et al.
We explore the problem of estimating the mass distribution of an articulated object by an interactive robotic agent. Our method predicts the mass distribution of an object by using the limited sensing and actuating capabilities of a robotic agent that is interacting with the object. We are inspired by the role of exploratory play in human infants. We take the combined approach of supervised and reinforcement learning to train an agent that learns to strategically interact with the object to estimate the object's mass distribution. Our method consists of two neural networks: (i) the policy network which decides how to interact with the object, and (ii) the predictor network that estimates the mass distribution given a history of observations and interactions. Using our method, we train a robotic arm to estimate the mass distribution of an object with moving parts (e.g. an articulated rigid body system) by pushing it on a surface with unknown friction properties. We also demonstrate how our training from simulations can be transferred to real hardware using a small amount of real-world data for fine-tuning. We use a UR10 robot to interact with 3D printed articulated chains with varying mass distributions and show that our method significantly outperforms the baseline system that uses random pushes to interact with the object.
29.0ROMar 4, 2019
Sim-to-Real Transfer for Biped LocomotionWenhao Yu, Visak CV Kumar, Greg Turk et al.
We present a new approach for transfer of dynamic robot control policies such as biped locomotion from simulation to real hardware. Key to our approach is to perform system identification of the model parameters μ of the hardware (e.g. friction, center-of-mass) in two distinct stages, before policy learning (pre-sysID) and after policy learning (post-sysID). Pre-sysID begins by collecting trajectories from the physical hardware based on a set of generic motion sequences. Because the trajectories may not be related to the task of interest, presysID does not attempt to accurately identify the true value of μ, but only to approximate the range of μ to guide the policy learning. Next, a Projected Universal Policy (PUP) is created by simultaneously training a network that projects μ to a low-dimensional latent variable η and a family of policies that are conditioned on η. The second round of system identification (post-sysID) is then carried out by deploying the PUP on the robot hardware using task-relevant trajectories. We use Bayesian Optimization to determine the values for η that optimizes the performance of PUP on the real hardware. We have used this approach to create three successful biped locomotion controllers (walk forward, walk backwards, walk sideways) on the Darwin OP2 robot.
Policy Transfer with Strategy OptimizationWenhao Yu, C. Karen Liu, Greg Turk
Computer simulation provides an automatic and safe way for training robotic control policies to achieve complex tasks such as locomotion. However, a policy trained in simulation usually does not transfer directly to the real hardware due to the differences between the two environments. Transfer learning using domain randomization is a promising approach, but it usually assumes that the target environment is close to the distribution of the training environments, thus relying heavily on accurate system identification. In this paper, we present a different approach that leverages domain randomization for transferring control policies to unknown environments. The key idea that, instead of learning a single policy in the simulation, we simultaneously learn a family of policies that exhibit different behaviors. When tested in the target environment, we directly search for the best policy in the family based on the task performance, without the need to identify the dynamic parameters. We evaluate our method on five simulated robotic control problems with different discrepancies in the training and testing environment and demonstrate that our method can overcome larger modeling errors compared to training a robust policy or an adaptive policy.
5.6ROSep 23, 2017
Multi-task Learning with Gradient Guided Policy SpecializationWenhao Yu, C. Karen Liu, Greg Turk
We present a method for efficient learning of control policies for multiple related robotic motor skills. Our approach consists of two stages, joint training and specialization training. During the joint training stage, a neural network policy is trained with minimal information to disambiguate the motor skills. This forces the policy to learn a common representation of the different tasks. Then, during the specialization training stage we selectively split the weights of the policy based on a per-weight metric that measures the disagreement among the multiple tasks. By splitting part of the control policy, it can be further trained to specialize to each task. To update the control policy during learning, we use Trust Region Policy Optimization with Generalized Advantage Function (TRPOGAE). We propose a modification to the gradient update stage of TRPO to better accommodate multi-task learning scenarios. We evaluate our approach on three continuous motor skill learning problems in simulation: 1) a locomotion task where three single legged robots with considerable difference in shape and size are trained to hop forward, 2) a manipulation task where three robot manipulators with different sizes and joint types are trained to reach different locations in 3D space, and 3) locomotion of a two-legged robot, whose range of motion of one leg is constrained in different ways. We compare our training method to three baselines. The first baseline uses only joint training for the policy, the second trains independent policies for each task, and the last randomly selects weights to split. We show that our approach learns more efficiently than each of the baseline methods.
7.6ROMar 8, 2017
Learning a Unified Control Policy for Safe FallingVisak CV Kumar, Sehoon Ha, C Karen Liu
Being able to fall safely is a necessary motor skill for humanoids performing highly dynamic tasks, such as running and jumping. We propose a new method to learn a policy that minimizes the maximal impulse during the fall. The optimization solves for both a discrete contact planning problem and a continuous optimal control problem. Once trained, the policy can compute the optimal next contacting body part (e.g. left foot, right foot, or hands), contact location and timing, and the required joint actuation. We represent the policy as a mixture of actor-critic neural network, which consists of n control policies and the corresponding value functions. Each pair of actor-critic is associated with one of the n possible contacting body parts. During execution, the policy corresponding to the highest value function will be executed while the associated body part will be the next contact with the ground. With this mixture of actor-critic architecture, the discrete contact sequence planning is solved through the selection of the best critics while the continuous control problem is solved by the optimization of actors. We show that our policy can achieve comparable, sometimes even higher, rewards than a recursive search of the action space using dynamic programming, while enjoying 50 to 400 times of speed gain during online execution.
27.4LGFeb 8, 2017
Preparing for the Unknown: Learning a Universal Policy with Online System IdentificationWenhao Yu, Jie Tan, C. Karen Liu et al.
We present a new method of learning control policies that successfully operate under unknown dynamic models. We create such policies by leveraging a large number of training examples that are generated using a physical simulator. Our system is made of two components: a Universal Policy (UP) and a function for Online System Identification (OSI). We describe our control policy as universal because it is trained over a wide array of dynamic models. These variations in the dynamic model may include differences in mass and inertia of the robots' components, variable friction coefficients, or unknown mass of an object to be manipulated. By training the Universal Policy with this variation, the control policy is prepared for a wider array of possible conditions when executed in an unknown environment. The second part of our system uses the recent state and action history of the system to predict the dynamics model parameters mu. The value of mu from the Online System Identification is then provided as input to the control policy (along with the system state). Together, UP-OSI is a robust control policy that can be used across a wide range of dynamic models, and that is also responsive to sudden changes in the environment. We have evaluated the performance of this system on a variety of tasks, including the problem of cart-pole swing-up, the double inverted pendulum, locomotion of a hopper, and block-throwing of a manipulator. UP-OSI is effective at these tasks across a wide range of dynamic models. Moreover, when tested with dynamic models outside of the training range, UP-OSI outperforms the Universal Policy alone, even when UP is given the actual value of the model dynamics. In addition to the benefits of creating more robust controllers, UP-OSI also holds out promise of narrowing the Reality Gap between simulated and real physical systems.
4.5ROFeb 1, 2017
Probabilistic Completeness of Randomized Possibility Graphs Applied to Bipedal Walking in Semi-unstructured EnvironmentsMichael X. Grey, Aaron D. Ames, C. Karen Liu
We present a theoretical analysis of a recent whole body motion planning method, the Randomized Possibility Graph, which uses a high-level decomposition of the feasibility constraint manifold in order to rapidly find routes that may lead to a solution. These routes are then examined by lower-level planners to determine feasibility. In this paper, we show that this approach is probabilistically complete for bipedal robots performing quasi-static walking in "semi-unstructured" environments. Furthermore, we show that the decomposition into higher and lower level planners allows for a considerably higher rate of convergence in the probability of finding a solution when one exists. We illustrate this improved convergence with a series of simulated scenarios.
2.1ROOct 2, 2016
Traversing Environments Using Possibility Graphs with Multiple Action TypesMichael X. Grey, C. Karen Liu, Aaron D. Ames
Locomotion for legged robots poses considerable challenges when confronted by obstacles and adverse environments. Footstep planners are typically only designed for one mode of locomotion, but traversing unfavorable environments may require several forms of locomotion to be sequenced together, such as walking, crawling, and jumping. Multi-modal motion planners can be used to address some of these problems, but existing implementations tend to be time-consuming and are limited to quasi-static actions. This paper presents a motion planning method to traverse complex environments using multiple categories of continuous actions. To this end, this paper formulates and exploits the Possibility Graph---which uses high-level approximations of constraint manifolds to rapidly explore the "possibility" of actions---to utilize lower-level single-action motion planners more effectively. We show that the Possibility Graph can quickly find routes through several different challenging environments which require various combinations of actions in order to traverse.