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.
30.1CVOct 6, 2023
Universal Humanoid Motion Representations for Physics-Based ControlZhengyi Luo, Jinkun Cao, Josh Merel et al. · cmu
We present a universal motion representation that encompasses a comprehensive range of motor skills for physics-based humanoid control. Due to the high dimensionality of humanoids and the inherent difficulties in reinforcement learning, prior methods have focused on learning skill embeddings for a narrow range of movement styles (e.g. locomotion, game characters) from specialized motion datasets. This limited scope hampers their applicability in complex tasks. We close this gap by significantly increasing the coverage of our motion representation space. To achieve this, we first learn a motion imitator that can imitate all of human motion from a large, unstructured motion dataset. We then create our motion representation by distilling skills directly from the imitator. This is achieved by using an encoder-decoder structure with a variational information bottleneck. Additionally, we jointly learn a prior conditioned on proprioception (humanoid's own pose and velocities) to improve model expressiveness and sampling efficiency for downstream tasks. By sampling from the prior, we can generate long, stable, and diverse human motions. Using this latent space for hierarchical RL, we show that our policies solve tasks using human-like behavior. We demonstrate the effectiveness of our motion representation by solving generative tasks (e.g. strike, terrain traversal) and motion tracking using VR controllers.
26.7CVSep 20, 2022
QuestSim: Human Motion Tracking from Sparse Sensors with Simulated AvatarsAlexander Winkler, Jungdam Won, Yuting Ye · eth-zurich
Real-time tracking of human body motion is crucial for interactive and immersive experiences in AR/VR. However, very limited sensor data about the body is available from standalone wearable devices such as HMDs (Head Mounted Devices) or AR glasses. In this work, we present a reinforcement learning framework that takes in sparse signals from an HMD and two controllers, and simulates plausible and physically valid full body motions. Using high quality full body motion as dense supervision during training, a simple policy network can learn to output appropriate torques for the character to balance, walk, and jog, while closely following the input signals. Our results demonstrate surprisingly similar leg motions to ground truth without any observations of the lower body, even when the input is only the 6D transformations of the HMD. We also show that a single policy can be robust to diverse locomotion styles, different body sizes, and novel environments.
15.8GRJun 9, 2023
QuestEnvSim: Environment-Aware Simulated Motion Tracking from Sparse SensorsSunmin Lee, Sebastian Starke, Yuting Ye et al. · eth-zurich
Replicating a user's pose from only wearable sensors is important for many AR/VR applications. Most existing methods for motion tracking avoid environment interaction apart from foot-floor contact due to their complex dynamics and hard constraints. However, in daily life people regularly interact with their environment, e.g. by sitting on a couch or leaning on a desk. Using Reinforcement Learning, we show that headset and controller pose, if combined with physics simulation and environment observations can generate realistic full-body poses even in highly constrained environments. The physics simulation automatically enforces the various constraints necessary for realistic poses, instead of manually specifying them as in many kinematic approaches. These hard constraints allow us to achieve high-quality interaction motions without typical artifacts such as penetration or contact sliding. We discuss three features, the environment representation, the contact reward and scene randomization, crucial to the performance of the method. We demonstrate the generality of the approach through various examples, such as sitting on chairs, a couch and boxes, stepping over boxes, rocking a chair and turning an office chair. We believe these are some of the highest-quality results achieved for motion tracking from sparse sensor with scene interaction.
17.8CVMar 11, 2024
Real-Time Simulated Avatar from Head-Mounted SensorsZhengyi Luo, Jinkun Cao, Rawal Khirodkar et al. · cmu
We present SimXR, a method for controlling a simulated avatar from information (headset pose and cameras) obtained from AR / VR headsets. Due to the challenging viewpoint of head-mounted cameras, the human body is often clipped out of view, making traditional image-based egocentric pose estimation challenging. On the other hand, headset poses provide valuable information about overall body motion, but lack fine-grained details about the hands and feet. To synergize headset poses with cameras, we control a humanoid to track headset movement while analyzing input images to decide body movement. When body parts are seen, the movements of hands and feet will be guided by the images; when unseen, the laws of physics guide the controller to generate plausible motion. We design an end-to-end method that does not rely on any intermediate representations and learns to directly map from images and headset poses to humanoid control signals. To train our method, we also propose a large-scale synthetic dataset created using camera configurations compatible with a commercially available VR headset (Quest 2) and show promising results on real-world captures. To demonstrate the applicability of our framework, we also test it on an AR headset with a forward-facing camera.
37.0CVMay 10, 2023
Perpetual Humanoid Control for Real-time Simulated AvatarsZhengyi Luo, Jinkun Cao, Alexander Winkler et al.
We present a physics-based humanoid controller that achieves high-fidelity motion imitation and fault-tolerant behavior in the presence of noisy input (e.g. pose estimates from video or generated from language) and unexpected falls. Our controller scales up to learning ten thousand motion clips without using any external stabilizing forces and learns to naturally recover from fail-state. Given reference motion, our controller can perpetually control simulated avatars without requiring resets. At its core, we propose the progressive multiplicative control policy (PMCP), which dynamically allocates new network capacity to learn harder and harder motion sequences. PMCP allows efficient scaling for learning from large-scale motion databases and adding new tasks, such as fail-state recovery, without catastrophic forgetting. We demonstrate the effectiveness of our controller by using it to imitate noisy poses from video-based pose estimators and language-based motion generators in a live and real-time multi-person avatar use case.
14.8ROApr 7, 2019
On-line and on-board planning and perception for quadrupedal locomotionCarlos Mastalli, Ioannis Havoutis, Alexander W. Winkler et al.
We present a legged motion planning approach for quadrupedal locomotion over challenging terrain. We decompose the problem into body action planning and footstep planning. We use a lattice representation together with a set of defined body movement primitives for computing a body action plan. The lattice representation allows us to plan versatile movements that ensure feasibility for every possible plan. To this end, we propose a set of rules that define the footstep search regions and footstep sequence given a body action. We use Anytime Repairing A* (ARA*) search that guarantees bounded suboptimal plans. Our main contribution is a planning approach that generates on-line versatile movements. Experimental trials demonstrate the performance of our planning approach in a set of challenging terrain conditions. The terrain information and plans are computed on-line and on-board.
10.3SYAug 30, 2017
Optimal and Learning Control for Autonomous RobotsJonas Buchli, Farbod Farshidian, Alexander Winkler et al.
Optimal and Learning Control for Autonomous Robots has been taught in the Robotics, Systems and Controls Masters at ETH Zurich with the aim to teach optimal control and reinforcement learning for closed loop control problems from a unified point of view. The starting point is the formulation of of an optimal control problem and deriving the different types of solutions and algorithms from there. These lecture notes aim at supporting this unified view with a unified notation wherever possible, and a bit of a translation help to compare the terminology and notation in the different fields. The course assumes basic knowledge of Control Theory, Linear Algebra and Stochastic Calculus.
22.7ROJul 15, 2016
Trajectory Optimization Through Contacts and Automatic Gait Discovery for QuadrupedsMichael Neunert, Farbod Farshidian, Alexander W. Winkler et al.
In this work we present a trajectory Optimization framework for whole-body motion planning through contacts. We demonstrate how the proposed approach can be applied to automatically discover different gaits and dynamic motions on a quadruped robot. In contrast to most previous methods, we do not pre-specify contact switches, timings, points or gait patterns, but they are a direct outcome of the optimization. Furthermore, we optimize over the entire dynamics of the robot, which enables the optimizer to fully leverage the capabilities of the robot. To illustrate the spectrum of achievable motions, here we show eight different tasks, which would require very different control structures when solved with state-of-the-art methods. Using our trajectory Optimization approach, we are solving each task with a simple, high level cost function and without any changes in the control structure. Furthermore, we fully integrated our approach with the robot's control and estimation framework such that optimization can be run online. By demonstrating a rough manipulation task with multiple dynamic contact switches, we exemplarily show how optimized trajectories and control inputs can be directly applied to hardware.
5.4ROOct 6, 2015
Projection based whole body motion planning for legged robotsDiego Pardo, Michael Neunert, Alexander W. Winkler et al.
In this paper we present a new approach for dynamic motion planning for legged robots. We formulate a trajectory optimization problem based on a compact form of the robot dynamics. Such a form is obtained by projecting the rigid body dynamics onto the null space of the Constraint Jacobian. As consequence of the projection, contact forces are removed from the model but their effects are still taken into account. This approach permits to solve the optimal control problem of a floating base constrained multibody system while avoiding the use of an explicit contact model. We use direct transcription to numerically solve the optimization. As the contact forces are not part of the decision variables the size of the resultant discrete mathematical program is reduced and therefore solutions can be obtained in a tractable time. Using a predefined sequence of contact configurations (phases), our approach solves motions where contact switches occur. Transitions between phases are automatically resolved without using a model for switching dynamics. We present results on a hydraulic quadruped robot (HyQ), including single phase (standing, crouching) as well as multiple phase (rearing, diagonal leg balancing and stepping) dynamic motions.