Cross-Embodiment Transfer

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7 papers in the last 28 days · 0.1% of indexed attention

Twelve weeks of publication activity for this topic as it is defined today.

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Period ending 2026-09-21

4 new papers

A weekly snapshot of new work published in Cross-Embodiment Transfer.

Period ending 2026-09-14

1 new paper

A weekly snapshot of new work published in Cross-Embodiment Transfer.

Period ending 2026-09-07

2 new papers

A weekly snapshot of new work published in Cross-Embodiment Transfer.

71 papers

Latest in Cross-Embodiment Transfer

Apr 21, 2026cs.RO

UniT: Toward a Unified Physical Language for Human-to-Humanoid Policy Learning and World Modeling

Scaling humanoid foundation models is bottlenecked by the scarcity of robotic data. While massive egocentric human data offers a scalable alternative, bridging the cross-embodiment chasm remains a fundamental challenge due to kinematic mismatches. We introduce UniT (Unified Latent Action Tokenizer via Visual Anchoring), a framework that establishes a unified physical language for human-to-humanoid transfer. Grounded in the philosophy that heterogeneous kinematics share universal visual consequences, UniT employs a tri-branch cross-reconstruction mechanism: actions predict vision to anchor kinematics to physical outcomes, while vision reconstructs actions to filter out irrelevant visual confounders. Concurrently, a fusion branch synergies these purified modalities into a shared discrete latent space of embodiment-agnostic physical intents. We validate UniT across two paradigms: 1) Policy Learning (VLA-UniT): By predicting these unified tokens, it effectively leverages diverse human data to achieve state-of-the-art data efficiency and robust out-of-distribution (OOD) generalization on both humanoid simulation benchmark and real-world deployments, notably demonstrating zero-shot task transfer. 2) World Modeling (WM-UniT): By aligning cross-embodiment dynamics via unified tokens as conditions, it realizes direct human-to-humanoid action transfer. This alignment ensures that human data seamlessly translates into enhanced action controllability for humanoid video generation. Ultimately, by inducing a highly aligned cross-embodiment representation (empirically verified by t-SNE visualizations revealing the convergence of human and humanoid features into a shared manifold), UniT offers a scalable path to distill vast human knowledge into general-purpose humanoid capabilities.
Boyu Chen, Yi Chen, Lu Qiu +3
Apr 20, 2026cs.CV

Ego-InBetween: Generating Object State Transitions in Ego-Centric Videos

Understanding physical transformation processes is crucial for both human cognition and artificial intelligence systems, particularly from an egocentric perspective, which serves as a key bridge between humans and machines in action modeling. We define this modeling process as Egocentric Instructed Visual State Transition (EIVST), which involves generating intermediate frames that depict object transformations between initial and target states under a brief action instruction. EIVST poses two challenges for current generative models: (1) understanding the visual scenes of the initial and target states and reasoning about transformation steps from an egocentric view, and (2) generating a consistent intermediate transition that follows the given instruction while preserving object appearance across the two visual states. To address these challenges, we propose the EgoIn framework. It first infers the multi-step transition process between two given states using TransitionVLM, fine-tuned on our curated dataset to better adapt to this task and reduce hallucinated information. It then generates a sequence of frames based on transition conditions produced by the proposed Transition Conditioning module. Additionally, we introduce Object-aware Auxiliary Supervision to preserve consistent object appearance throughout the transition. Extensive experiments on human-object and robot-object interaction datasets demonstrate EgoIn's superior performance in generating semantically meaningful and visually coherent transformation sequences.
Mengmeng Ge, Takashi Isobe, Xu Jia +7
Apr 17, 2026cs.CV

Watching Movies Like a Human: Egocentric Emotion Understanding for Embodied Companions

Embodied robotic agents often perceive movies through an egocentric screen-view interface rather than native cinematic footage, introducing domain shifts such as viewpoint distortion, scale variation, illumination changes, and environmental interference. However, existing research on movie emotion understanding is almost exclusively conducted on cinematic footage, limiting cross-domain generalization to real-world viewing scenarios. To bridge this gap, we introduce EgoScreen-Emotion (ESE), the first benchmark dataset for egocentric screen-view movie emotion understanding. ESE contains 224 movie trailers captured under controlled egocentric screen-view conditions, producing 28,667 temporally aligned key-frames annotated by multiple raters with a confidence-aware multi-label protocol to address emotional ambiguity. We further build a multimodal long-context emotion reasoning framework that models temporal visual evidence, narrative summaries, compressed historical context, and audio cues. Cross-domain experiments reveal a severe domain gap: models trained on cinematic footage drop from 27.99 to 16.69 Macro-F1 when evaluated on realistic egocentric screen-view observations. Training on ESE substantially improves robustness under realistic viewing conditions. Our approach achieves competitive performance compared with strong closed-source multimodal models, highlighting the importance of domain-specific data and long-context multimodal reasoning.
Ze Dong, Hao Shi, Zejia Gao +3
Apr 16, 2026cs.LG

π0.7π_{0.7}: a Steerable Generalist Robotic Foundation Model with Emergent Capabilities

We present a new robotic foundation model, called π0.7π_{0.7}, that can enable strong out-of-the-box performance in a wide range of scenarios. π0.7π_{0.7} can follow diverse language instructions in unseen environments, including multi-stage tasks with various kitchen appliances, provide zero-shot cross-embodiment generalization, for example enabling a robot to fold laundry without seeing the task before, and perform challenging tasks such as operating an espresso machine out of the box at a level of performance that matches much more specialized RL-finetuned models. The main idea behind π0.7π_{0.7} is to use diverse context conditioning during training. This conditioning information, contained in the prompt, makes it possible to steer the model precisely to perform many tasks with different strategies. It is conditioned not just on a language command that describes what it should do, but on additional multimodal information that also describes the manner or strategy in which it should do it, including metadata about task performance and subgoal images. This enables π0.7π_{0.7} to use very diverse data, including demonstrations, potentially suboptimal (autonomous) data including failures, and data from non-robot sources. Our experiments evaluate π0.7π_{0.7} across numerous tasks with multiple robot platforms, on tasks that require speed and dexterity, language following, and compositional task generalization.
Physical Intelligence, Bo Ai, Ali Amin +85
Apr 16, 2026cs.CV

R3D: Revisiting 3D Policy Learning

3D policy learning promises superior generalization and cross-embodiment transfer, but progress has been hindered by training instabilities and severe overfitting, precluding the adoption of powerful 3D perception models. In this work, we systematically diagnose these failures, identifying the omission of 3D data augmentation and the adverse effects of Batch Normalization as primary causes. We propose a new architecture coupling a scalable transformer-based 3D encoder with a diffusion decoder, engineered specifically for stability at scale and designed to leverage large-scale pre-training. Our approach significantly outperforms state-of-the-art 3D baselines on challenging manipulation benchmarks, establishing a new and robust foundation for scalable 3D imitation learning. Project Page: https://r3d-policy.github.io/
Zhengdong Hong, Shenrui Wu, Haozhe Cui +8
Apr 16, 2026cs.RO

Foundation Models in Robotics: A Comprehensive Review of Methods, Models, Datasets, Challenges and Future Research Directions

Over the recent years, the field of robotics has been undergoing a transformative paradigm shift from fixed, single-task, domain-specific solutions towards adaptive, multi-function, general-purpose agents, capable of operating in complex, open-world, and dynamic environments. This tremendous advancement is primarily driven by the emergence of Foundation Models (FMs), i.e., large-scale neural-network architectures trained on massive, heterogeneous datasets that provide unprecedented capabilities in multi-modal understanding and reasoning, long-horizon planning, and cross-embodiment generalization. In this context, the current study provides a holistic, systematic, and in-depth review of the research landscape of FMs in robotics. In particular, the evolution of the field is initially delineated through five distinct research phases, spanning from the early incorporation of Natural Language Processing (NLP) and Computer Vision (CV) models to the current frontier of multi-sensory generalization and real-world deployment. Subsequently, a highly-granular taxonomic investigation of the literature is performed, examining the following key aspects: a) the employed FM types, including LLMs, VFMs, VLMs, and VLAs, b) the underlying neural-network architectures, c) the adopted learning paradigms, d) the different learning stages of knowledge incorporation, e) the major robotic tasks, and f) the main real-world application domains. For each aspect, comparative analysis and critical insights are provided. Moreover, a report on the publicly available datasets used for model training and evaluation across the considered robotic tasks is included. Furthermore, a hierarchical discussion on the current open challenges and promising future research directions in the field is incorporated.
Aggelos Psiris, Vasileios Argyriou, Evangelos K. Markakis +4
Apr 16, 2026cs.RO

Differentiable Object Pose Connectivity Metrics for Regrasp Sequence Optimization

Regrasp planning is often required when one pick-and-place cannot transfer an object from an initial pose to a goal pose while maintaining grasp feasibility. The main challenge is to reason about shared-grasp connectivity across intermediate poses, where discrete search becomes brittle. We propose an implicit multi-step regrasp planning framework based on differentiable pose sequence connectivity metrics. We model grasp feasibility under an object pose using an Energy-Based Model (EBM) and leverage energy additivity to construct a continuous energy landscape that measures pose-pair connectivity, enabling gradient-based optimization of intermediate object poses. An adaptive iterative deepening strategy is introduced to determine the minimum number of intermediate steps automatically. Experiments show that the proposed cost formulation provides smooth and informative gradients, improving planning robustness over other alternatives. They also demonstrate generalization to unseen grasp poses and cross-end-effector transfer, where a model trained with suction constraints can guide parallel gripper grasp manipulation. The multi-step planning results further highlight the effectiveness of adaptive deepening and minimum-step search.
Liang Qin, Weiwei Wan, Kensuke Harada
Apr 1, 2026cs.CV

EgoSim: Egocentric World Simulator for Embodied Interaction Generation

We introduce EgoSim, a closed-loop egocentric world simulator that generates spatially consistent interaction videos and persistently updates the underlying 3D scene state for continuous simulation. Existing egocentric simulators either lack explicit 3D grounding, causing structural drift under viewpoint changes, or treat the scene as static, failing to update world states across multi-stage interactions. EgoSim addresses both limitations by modeling 3D scenes as updatable world states. We generate embodiment interactions via a Geometry-action-aware Observation Simulation model, with spatial consistency from an Interaction-aware State Updating module. To overcome the critical data bottleneck posed by the difficulty in acquiring densely aligned scene-interaction training pairs, we design a scalable pipeline that extracts static point clouds, camera trajectories, and embodiment actions from in-the-wild large-scale monocular egocentric videos. We further introduce EgoCap, a capture system that enables low-cost real-world data collection with uncalibrated smartphones. Extensive experiments demonstrate that EgoSim significantly outperforms existing methods in terms of visual quality, spatial consistency, and generalization to complex scenes and in-the-wild dexterous interactions, while supporting cross-embodiment transfer to robotic manipulation. Codes and datasets will be open soon. The project page is at egosimulator.github.io.
Jinkun Hao, Mingda Jia, Ruiyan Wang +7
Mar 12, 2026cs.CV

Controllable Egocentric Video Generation via Occlusion-Aware Sparse 3D Hand Joints

Controllable video generation for complex hand-object interactions is a critical step toward building visual world models. However, existing methods often struggle to achieve fine-grained, 3D-consistent hand articulation in generated videos. By relying on dense 2D trajectories or implicit pose representations, they collapse crucial geometric structures into spatially ambiguous signals, leading to severe motion inconsistencies and hallucinated artifacts under egocentric occlusions. To address this, we propose leveraging sparse 3D hand joints as explicit control signals with three key advantages: explicit geometry to resolve occlusions, an intuitive interface for interactive editing, and cross-embodiment generalization to robotic hands. Built upon this, our efficient control module extracts occlusion-aware features from the source reference frame by penalizing unreliable visual features from hidden joints, and employs a 3D-based weighting mechanism to handle dynamically occluded target joints during motion propagation. Meanwhile, it directly injects 3D geometric embeddings into the latent space to enforce structural consistency. To facilitate robust training and evaluation, we develop an automated annotation pipeline, yielding 1M high-quality egocentric video clips paired with precise hand trajectories. Experiments demonstrate that our approach outperforms state-of-the-art baselines, generating high-fidelity egocentric videos with realistic hand-object interactions.
Chenyangguang Zhang, Botao Ye, Boqi Chen +4
May 27, 2025cs.RO

Multi-Embodiment Robotic Retargeting via Guided Diffusion Model

Motion retargeting for specific robot from existing motion datasets is one critical step in transferring motion patterns from human behaviors to and across various robots. However, inconsistencies in topological structure, geometrical parameters as well as joint correspondence make it difficult to handle diverse embodiments with a unified retargeting architecture. In this work, we propose a novel unified graph-conditioned diffusion-based motion generation framework for retargeting reference motions across diverse embodiments. The intrinsic characteristics of heterogeneous embodiments are represented with graph structure that effectively captures topological and geometrical features of different robots. Such a graph-based encoding further allows for knowledge exploitation at the joint level with a customized attention mechanisms developed in this work. For lacking ground truth motions of the desired embodiment, we utilize an energy-based guidance formulated as retargeting losses to train the diffusion model. As one of the first cross-embodiment motion retargeting methods in robotics, our experiments validate that the proposed model can retarget motions across heterogeneous embodiments in a unified manner. Moreover, it demonstrates a certain degree of generalization to both diverse skeletal structures and similar motion patterns.
Zhefeng Cao, Ben Liu, Shunpeng Yang +3
Date pendingcs.RO

CLAP: Cross-Embodiment Video World Models are Zero-Shot Physical Simulators

State-of-the-art action-conditioned video models are typically restricted to a single robot embodiment, preventing them from leveraging the vast corpus of heterogeneous video data that contains rich signals for learning generalizable physics. To bridge this gap, we introduce CLAP, a framework for cross-embodiment action-conditioned video generation capable of being trained on diverse, internet-scale videos across human and robotic agents. CLAP is grounded in the insight that universal physical laws govern spatiotemporal dynamics regardless of the actor. However, cross-embodiment learning is non-trivial because action representations vary sharply across robot platforms and are typically absent in human videos. CLAP addresses this fundamental challenge through the following core contributions. First, CLAP reconciles disparate action spaces using end-effector poses, language instructions, and latent actions. Second, to resolve their individual limitations, CLAP introduces a curriculum-based cross-embodiment learning recipe that first learns foundational physical priors across unlabeled video data using latent actions and subsequently grounds them in end-effector action spaces for zero-shot deployment to real-world tasks. Crucially, CLAP approaches or surpasses state-of-the-art single-embodiment video models in challenging environments like DROID. These performance advantages compound via few-shot adaptation to establish a novel paradigm for training single-embodiment video world models. Ultimately, CLAP delivers the most comprehensive suite of action-conditioned video world models to date - spanning diverse action-conditioning spaces (end-effector, language, and latent) and robot morphologies (including cross-embodiment, DROID, Bridge, bimanual YAM robots, and G1 humanoids). We open-source all code and models. Project Website at https://omni-clap.github.io .
Kechen Liu, Ola Shorinwa