34.7AISep 22, 2024
MaskedMimic: Unified Physics-Based Character Control Through Masked Motion InpaintingChen Tessler, Yunrong Guo, Ofir Nabati et al.
Crafting a single, versatile physics-based controller that can breathe life into interactive characters across a wide spectrum of scenarios represents an exciting frontier in character animation. An ideal controller should support diverse control modalities, such as sparse target keyframes, text instructions, and scene information. While previous works have proposed physically simulated, scene-aware control models, these systems have predominantly focused on developing controllers that each specializes in a narrow set of tasks and control modalities. This work presents MaskedMimic, a novel approach that formulates physics-based character control as a general motion inpainting problem. Our key insight is to train a single unified model to synthesize motions from partial (masked) motion descriptions, such as masked keyframes, objects, text descriptions, or any combination thereof. This is achieved by leveraging motion tracking data and designing a scalable training method that can effectively utilize diverse motion descriptions to produce coherent animations. Through this process, our approach learns a physics-based controller that provides an intuitive control interface without requiring tedious reward engineering for all behaviors of interest. The resulting controller supports a wide range of control modalities and enables seamless transitions between disparate tasks. By unifying character control through motion inpainting, MaskedMimic creates versatile virtual characters. These characters can dynamically adapt to complex scenes and compose diverse motions on demand, enabling more interactive and immersive experiences.
18.8LGJul 15, 2024
SuperPADL: Scaling Language-Directed Physics-Based Control with Progressive Supervised DistillationJordan Juravsky, Yunrong Guo, Sanja Fidler et al.
Physically-simulated models for human motion can generate high-quality responsive character animations, often in real-time. Natural language serves as a flexible interface for controlling these models, allowing expert and non-expert users to quickly create and edit their animations. Many recent physics-based animation methods, including those that use text interfaces, train control policies using reinforcement learning (RL). However, scaling these methods beyond several hundred motions has remained challenging. Meanwhile, kinematic animation models are able to successfully learn from thousands of diverse motions by leveraging supervised learning methods. Inspired by these successes, in this work we introduce SuperPADL, a scalable framework for physics-based text-to-motion that leverages both RL and supervised learning to train controllers on thousands of diverse motion clips. SuperPADL is trained in stages using progressive distillation, starting with a large number of specialized experts using RL. These experts are then iteratively distilled into larger, more robust policies using a combination of reinforcement learning and supervised learning. Our final SuperPADL controller is trained on a dataset containing over 5000 skills and runs in real time on a consumer GPU. Moreover, our policy can naturally transition between skills, allowing for users to interactively craft multi-stage animations. We experimentally demonstrate that SuperPADL significantly outperforms RL-based baselines at this large data scale.
MimicKit: A Reinforcement Learning Framework for Motion Imitation and ControlXue Bin Peng
MimicKit is an open-source framework for training motion controllers using motion imitation and reinforcement learning. The codebase provides implementations of commonly-used motion-imitation techniques and RL algorithms. This framework is intended to support research and applications in computer graphics and robotics by providing a unified training framework, along with standardized environment, agent, and data structures. The codebase is designed to be modular and easily configurable, enabling convenient modification and extension to new characters and tasks. The open-source codebase is available at: https://github.com/xbpeng/MimicKit.
30.1CVApr 16, 2024
Generating Human Interaction Motions in Scenes with Text ControlHongwei Yi, Justus Thies, Michael J. Black et al.
We present TeSMo, a method for text-controlled scene-aware motion generation based on denoising diffusion models. Previous text-to-motion methods focus on characters in isolation without considering scenes due to the limited availability of datasets that include motion, text descriptions, and interactive scenes. Our approach begins with pre-training a scene-agnostic text-to-motion diffusion model, emphasizing goal-reaching constraints on large-scale motion-capture datasets. We then enhance this model with a scene-aware component, fine-tuned using data augmented with detailed scene information, including ground plane and object shapes. To facilitate training, we embed annotated navigation and interaction motions within scenes. The proposed method produces realistic and diverse human-object interactions, such as navigation and sitting, in different scenes with various object shapes, orientations, initial body positions, and poses. Extensive experiments demonstrate that our approach surpasses prior techniques in terms of the plausibility of human-scene interactions, as well as the realism and variety of the generated motions. Code will be released upon publication of this work at https://research.nvidia.com/labs/toronto-ai/tesmo.
25.9LGDec 7, 2023
Trajeglish: Traffic Modeling as Next-Token PredictionJonah Philion, Xue Bin Peng, Sanja Fidler
A longstanding challenge for self-driving development is simulating dynamic driving scenarios seeded from recorded driving logs. In pursuit of this functionality, we apply tools from discrete sequence modeling to model how vehicles, pedestrians and cyclists interact in driving scenarios. Using a simple data-driven tokenization scheme, we discretize trajectories to centimeter-level resolution using a small vocabulary. We then model the multi-agent sequence of discrete motion tokens with a GPT-like encoder-decoder that is autoregressive in time and takes into account intra-timestep interaction between agents. Scenarios sampled from our model exhibit state-of-the-art realism; our model tops the Waymo Sim Agents Benchmark, surpassing prior work along the realism meta metric by 3.3% and along the interaction metric by 9.9%. We ablate our modeling choices in full autonomy and partial autonomy settings, and show that the representations learned by our model can quickly be adapted to improve performance on nuScenes. We additionally evaluate the scalability of our model with respect to parameter count and dataset size, and use density estimates from our model to quantify the saliency of context length and intra-timestep interaction for the traffic modeling task.
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
Generalizable Humanoid Manipulation with 3D Diffusion PoliciesYanjie Ze, Zixuan Chen, Wenhao Wang et al.
Humanoid robots capable of autonomous operation in diverse environments have long been a goal for roboticists. However, autonomous manipulation by humanoid robots has largely been restricted to one specific scene, primarily due to the difficulty of acquiring generalizable skills and the expensiveness of in-the-wild humanoid robot data. In this work, we build a real-world robotic system to address this challenging problem. Our system is mainly an integration of 1) a whole-upper-body robotic teleoperation system to acquire human-like robot data, 2) a 25-DoF humanoid robot platform with a height-adjustable cart and a 3D LiDAR sensor, and 3) an improved 3D Diffusion Policy learning algorithm for humanoid robots to learn from noisy human data. We run more than 2000 episodes of policy rollouts on the real robot for rigorous policy evaluation. Empowered by this system, we show that using only data collected in one single scene and with only onboard computing, a full-sized humanoid robot can autonomously perform skills in diverse real-world scenarios. Videos are available at https://humanoid-manipulation.github.io .
13.8GRMay 6, 2025
PARC: Physics-based Augmentation with Reinforcement Learning for Character ControllersMichael Xu, Yi Shi, KangKang Yin et al.
Humans excel in navigating diverse, complex environments with agile motor skills, exemplified by parkour practitioners performing dynamic maneuvers, such as climbing up walls and jumping across gaps. Reproducing these agile movements with simulated characters remains challenging, in part due to the scarcity of motion capture data for agile terrain traversal behaviors and the high cost of acquiring such data. In this work, we introduce PARC (Physics-based Augmentation with Reinforcement Learning for Character Controllers), a framework that leverages machine learning and physics-based simulation to iteratively augment motion datasets and expand the capabilities of terrain traversal controllers. PARC begins by training a motion generator on a small dataset consisting of core terrain traversal skills. The motion generator is then used to produce synthetic data for traversing new terrains. However, these generated motions often exhibit artifacts, such as incorrect contacts or discontinuities. To correct these artifacts, we train a physics-based tracking controller to imitate the motions in simulation. The corrected motions are then added to the dataset, which is used to continue training the motion generator in the next iteration. PARC's iterative process jointly expands the capabilities of the motion generator and tracker, creating agile and versatile models for interacting with complex environments. PARC provides an effective approach to develop controllers for agile terrain traversal, which bridges the gap between the scarcity of motion data and the need for versatile character controllers.
3.6CVOct 17, 2025
SHARE: Scene-Human Aligned ReconstructionJoshua Li, Brendan Chharawala, Chang Shu et al.
Animating realistic character interactions with the surrounding environment is important for autonomous agents in gaming, AR/VR, and robotics. However, current methods for human motion reconstruction struggle with accurately placing humans in 3D space. We introduce Scene-Human Aligned REconstruction (SHARE), a technique that leverages the scene geometry's inherent spatial cues to accurately ground human motion reconstruction. Each reconstruction relies solely on a monocular RGB video from a stationary camera. SHARE first estimates a human mesh and segmentation mask for every frame, alongside a scene point map at keyframes. It iteratively refines the human's positions at these keyframes by comparing the human mesh against the human point map extracted from the scene using the mask. Crucially, we also ensure that non-keyframe human meshes remain consistent by preserving their relative root joint positions to keyframe root joints during optimization. Our approach enables more accurate 3D human placement while reconstructing the surrounding scene, facilitating use cases on both curated datasets and in-the-wild web videos. Extensive experiments demonstrate that SHARE outperforms existing methods.
1.2SYAug 10, 2025
Noise-Aware Generative Microscopic Traffic SimulationVindula Jayawardana, Catherine Tang, Junyi Ji et al.
Accurately modeling individual vehicle behavior in microscopic traffic simulation remains a key challenge in intelligent transportation systems, as it requires vehicles to realistically generate and respond to complex traffic phenomena such as phantom traffic jams. While traditional human driver simulation models offer computational tractability, they do so by abstracting away the very complexity that defines human driving. On the other hand, recent advances in infrastructure-mounted camera-based roadway sensing have enabled the extraction of vehicle trajectory data, presenting an opportunity to shift toward generative, agent-based models. Yet, a major bottleneck remains: most existing datasets are either overly sanitized or lack standardization, failing to reflect the noisy, imperfect nature of real-world sensing. Unlike data from vehicle-mounted sensors-which can mitigate sensing artifacts like occlusion through overlapping fields of view and sensor fusion-infrastructure-based sensors surface a messier, more practical view of challenges that traffic engineers encounter. To this end, we present the I-24 MOTION Scenario Dataset (I24-MSD)-a standardized, curated dataset designed to preserve a realistic level of sensor imperfection, embracing these errors as part of the learning problem rather than an obstacle to overcome purely from preprocessing. Drawing from noise-aware learning strategies in computer vision, we further adapt existing generative models in the autonomous driving community for I24-MSD with noise-aware loss functions. Our results show that such models not only outperform traditional baselines in realism but also benefit from explicitly engaging with, rather than suppressing, data imperfection. We view I24-MSD as a stepping stone toward a new generation of microscopic traffic simulation that embraces the real-world challenges and is better aligned with practical needs.
28.8CVMay 2, 2023
CALM: Conditional Adversarial Latent Models for Directable Virtual CharactersChen Tessler, Yoni Kasten, Yunrong Guo et al.
In this work, we present Conditional Adversarial Latent Models (CALM), an approach for generating diverse and directable behaviors for user-controlled interactive virtual characters. Using imitation learning, CALM learns a representation of movement that captures the complexity and diversity of human motion, and enables direct control over character movements. The approach jointly learns a control policy and a motion encoder that reconstructs key characteristics of a given motion without merely replicating it. The results show that CALM learns a semantic motion representation, enabling control over the generated motions and style-conditioning for higher-level task training. Once trained, the character can be controlled using intuitive interfaces, akin to those found in video games.