Motion

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Period ending 2026-09-21

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A weekly snapshot of new work published in Motion.

Period ending 2026-09-07

12 new papers

A weekly snapshot of new work published in Motion.

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447 papers

Latest in Motion

Sep 22, 2026cs.RO

Sample, Simulate, Select: Physics-in-the-Loop Text-to-Motion for Humanoids Without Training

Text-to-motion models generate plausible human motion but do not model a robot's dynamics; whole-body tracking controllers execute robot references reliably but cannot replan an infeasible one. Recent language-to-humanoid systems bridge this gap by training. We measure how much of the gap closes with no training at all, by putting the deployment controller itself in the loop. Sample-simulate-select (S3^3) draws NN motions per prompt from a frozen text-to-motion model, retargets each to a Unitree G1 by direction-matching inverse kinematics, rolls all of them out under full rigid-body dynamics with the pretrained SONIC tracking policy, and keeps the candidate the policy executed best. Because the verifier is the deterministic simulator itself, S3^3 attains the any-of-NN ceiling by construction; what we measure is where that ceiling lies and what falls short of it. On 200 stratified HumanML3D test prompts with N=8N=8, upright execution rises from 83.5% to 89.5% and hardware-gate passes from 33 to 85; on the complete test split (4,184 prompts) it rises from 80.5% to 89.5%. A kinematic verifier that predicts falls well (AUROC 0.90) recovers only a quarter of this gain: ranking a prompt's own candidates is harder than classifying the population. What selection cannot fix is one class, prompts that lower the pelvis, which a generator trained on retargeted robot data does execute. We further score the semantic fidelity of the executed motion with the standard text-motion evaluator, with a real-mocap control that attributes the loss to the robot projection, ablate the retargeter against GMR (complementary failures: the any-of-8 ceiling rises to 95.0% over both), and execute all 177 gate-selected clips on the real G1: every one completes standing, with hardware tracking error matching simulation (r=0.94r=0.94).
Raphael Memmesheimer, Sven Behnke
Sep 17, 2026cs.RO

V2-STRep: VLM-Grounded Structured Task Representations for Reusable Robot Skills Acquired from Generated Videos

Human manipulation videos provide rich motion and interaction cues for acquiring robot skills without robot demonstrations. Video generation models synthesize such demonstrations from an initial scene image and task instruction, avoiding the need to record demonstrations for each task. However, the recovered motion captures only one scene-specific realization, leaving task structure, geometric relations, and constraints implicit. We present V2-STRep, a zero-shot framework that converts generated video motion into reusable robot skills through VLM-grounded structured task representations. The representation specifies motion phases, references, and task-relevant constraints, with targets described by minimal geometric structures: points, point-normals, axes, planes, and full 6D poses. VLM-provided 2D image-space cues are lifted into 3D using RGB-D observations to reconstruct task geometry and candidate grasp poses. Geometry-specific rules transfer motion to new scenes, while task-constrained trajectory optimization couples grasp selection with complete robot motion planning. It preserves task requirements while using remaining rotational freedom to accommodate joint limits. Updating deployment grounding and constraints enables reuse under new compatible instructions without generating another video. Experiments on six real-world manipulation tasks demonstrate improved execution success over baselines, reliable cross-scene transfer of successfully acquired skills, and adaptation to changed deployment instructions.
Yexin Hu, Dongheui Lee
Sep 17, 2026cs.RO

OmniMimic: Dynamics-completed Motion Augmentation for Multi-style Omnidirectional Quadruped Locomotion

Animal demonstrations provide quadruped robots with natural and distinctive gait styles that are difficult to specify through hand-crafted rewards. However, their narrow directional coverage leaves little style-consistent supervision for backward, lateral, and turning commands. We present OmniMimic, a training framework that turns directionally limited animal demonstrations into a single multi-gait policy over target per-axis velocity ranges. OmniMimic first combines temporal reversal, constrained dynamics completion, and sagittal reflection to construct robot-specific kinematic and physical supervision beyond the observed directions. It then expands commands progressively from the demonstrated velocity distribution toward the target per-axis bounds, and uses a shared actor with soft-gated, gait-specialized residual experts to balance reusable locomotion skills with gait-specific corrections. Across four gaits in simulation, OmniMimic reduces mean foot-position RMSE at forward and backward reference velocities by 12.9% and velocity-tracking RMSE on a uniform Cartesian command grid by 63.1%, compared with the matched APEX baseline. The project page is at https://OmniMimic.github.io.
Sheng Wu, Guoqiang Zhao, Zhe Yang +7
Sep 17, 2026cs.RO

Learning Slope-Adaptive Whole-Body Locomotion for Humanoid Robots in Roofing Construction

Roofing requires workers to coordinate locomotion, balance, and work-related body motions on pitched surfaces, creating a challenging application for humanoid robots. Directly retargeted human demonstrations, however, may preserve motion appearance while placing the robot's feet or hands incorrectly relative to the roof. This study presents a task-semantic scene-grounded framework for learning roofer-style whole-body motions on a Unitree G1. Human demonstrations are captured using a tracking system and retargeted to the robot, while a metric roof model supplies the spatial reference unavailable from the tracking system. A trajectory-level optimization grounds inferred support contacts and annotated work relations to the roof, and execution-aware reinforcement learning encourages the resulting policy to preserve these relations under dynamic tracking errors. The framework is evaluated through a multi-motion tracking study, a roof-pitch coverage matrix, a five-way nailgun ablation, cross-task experiments on hammering and lateral pushing, and comparisons with pure reinforcement learning and zero-shot teleoperation. Our method enables the robot to satisfy support, work-clearance, and nonpenetration criteria across all evaluated seeds. Across nailgun, hammering, and pushing, it achieves work-clearance errors between 0.256 and 0.531 cm and 3/3 successful evaluations per task. Physical experiments reproduce uphill walking, nailgun, hammering, and bending motions with mean base-frame motion errors below 80 mm. These findings establish scene-grounded human motion learning as a promising basis for construction-oriented humanoid motion primitives.
Songyang Liu, Shuai Li
Sep 17, 2026cs.CV

DirtyMoCap: Robust Motion Capture from Unconstrained Markers

Optical motion capture delivers high-fidelity human motion, but its reliance on strict marker layouts and clean trajectories severely limits its real-world applicability. In practice, tracking systems frequently output unconstrained markers: sparse, noisy, and unordered point clouds with unknown or varying configurations. To bridge the gap between corrupted raw markers and parametric human models, we introduce DirtyMoCap, a robust, marker-layout-free framework. Our core insight is to map unordered marker observations to a fixed set of "proxy anchors" comprising skeletal joints and body surface points, which serve as a stable intermediate representation. We first initialize and track these anchors over long sequences using a recurrent sliding-window architecture. Then, a custom differentiable Gauss-Newton solver fits the SMPL-H model to the tracked anchors to recover full-body pose, translation, and shape. By explicitly deriving geometric residuals, our solver learns adaptive observation confidence, smoothness, and prior weights end-to-end, adapting dynamically to the reliability of the input data. Extensive experiments on diverse, noisy marker configurations demonstrate that DirtyMoCap successfully generalizes across arbitrary layouts using only a single trained model. It consistently outperforms state-of-the-art configuration-specific baselines in both joint and vertex reconstruction accuracy, while our custom CUDA solver achieves up to a 100x speedup over standard PyTorch implementations. We further apply DirtyMoCap to heterogeneous raw optical MoCap recordings of traditional Chinese martial arts, yielding a Kung Fu motion dataset of temporally coherent SMPL-H reconstructions. Code and data are available at https://wanglongzju.github.io/DirtyMoCap-Project-Page.
Long Wang, Shuting Zhao, Shen Yan +5
Sep 16, 2026cs.RO

ViLoMan: Learning Visual-Proprioceptive Whole-Body Loco-Manipulation Skills for Humanoid Robots

Humanoid loco-manipulation requires adaptive whole-body coordination to seamlessly integrate locomotion and physical interaction. Despite recent advances, learning autonomous loco-manipulation remains challenging due to the scarcity of diverse, physically executable robot-object interaction data and the difficulty of learning unified whole-body control directly from onboard observations. We present ViLoMan, a scalable framework for autonomous humanoid loco-manipulation. ViLoMan first transforms partial kinematic demonstrations of human-object interactions into complete, physically executable robot trajectories. It then leverages these trajectories within a teacher-student distillation framework to learn a unified policy that maps egocentric depth observations and proprioceptive measurements directly to joint-level whole-body actions. During deployment, the policy requires neither reference motions nor intermediate commands. We evaluate ViLoMan on door-closing tasks across diverse door configurations and robot initial conditions in both simulation and the real world. Experimental results demonstrate that a single policy enables a Unitree G1 humanoid to complete the full task using only onboard depth sensing and proprioception, while generalizing robustly across task variations and transferring effectively from simulation to reality. Project page: viloman-anonymous.pages.dev.
Zejie Tian, Ruibing Hou, Bingpeng Ma +2
Sep 16, 2026cs.RO

OHRID-Retail: An Open Multimodal Dataset of Human Activity in Retail Environments

Open datasets describing human behavior in environments shared with mobile robots remain limited, particularly for retail activities that combine locomotion, reaching, object handling, and robot guided movement. This paper introduces OHRID Retail, an open, human centered multimodal dataset collected from 16 healthy adults performing a simulated shelf picking task under three within participant conditions: no robot, low speed robot guidance, and high speed robot guidance. Each participant completed two trials per condition. Whole body kinematics were recorded using 17 Xsens Awinda inertial sensors and muscle activity was measured at 10 locations using Delsys Trigno surface electromyography sensors. Descriptive analyses demonstrate variation in whole body movement intensity and muscle activation across robot interaction conditions and body locations. OHRID Retail provides openly available raw recordings, processed measures, documentation, and reproducible analysis resources. The dataset can support research in human activity recognition, multimodal sensor fusion, occupational biomechanics, ergonomics, human aware robot navigation, and human robot interaction in retail and related shared environments.
Xiangrui Wang, Yuetong Wu, Jalen Beeman +6
Sep 16, 2026cs.RO

Dreaming the Sound of Contact: Leveraging Video and Audio Generation for Zero-Shot Force-Aware Manipulation and Data Generation

Video generation models have advanced rapidly and can now synthesize plausible videos of robot manipulation from image and text prompts. Recent work extracts robot actions directly from such generated videos, but the result is purely kinematic and lacks force information, causing failures in contact-rich tasks where appropriate contact forces are essential for success. We present a pipeline that jointly leverages generated video and audio to derive motion trajectories and desired-force profiles. The force profile is shaped by the loudness of the generated contact sound, and we execute the resulting force-aware trajectories on a Franka robot using a closed-loop force regulator. We evaluate our pipeline on multiple tasks that require making contact and demonstrate successful zero-shot manipulation where a kinematic-only baseline fails. We also show that the pipeline can be used as a data generation engine to train policies that achieve the tasks in a closed-loop manner. Project website, videos, and dataset: https://dreamingcontactsound.github.io/
Guanhua Ji, Tianyu Li, Dayoon Suh +3
Sep 16, 2026cs.RO

CaSCo: Cascade-Aware Soft-Collision Motion Planning

Conventional motion planning treats collision as a binary constraint, although contact with different objects can have drastically different consequences. A robot may safely brush against a cardboard box while even minor contact with a glass, laptop, or unstable object may be undesirable. Moreover, a direct robot--object collision can move the contacted object and trigger secondary object--object collisions, making the risk of a motion depend on the physical evolution of the scene rather than only on the robot's geometric path. We present CaSCo, a cascade-aware soft-collision motion planning framework in which a vision-language or language model assigns semantic risk to objects and a physics simulator predicts the consequences of candidate robot motions. CaSCo searches for a path that minimizes the total semantic risk of the unique objects displaced either directly by the robot or indirectly through cascaded collisions. Because collisions change the environment, we augment roadmap states with the predicted object arrangement and the set of objects whose risk has already been incurred. We develop an optimal graph-search algorithm with an admissible and consistent cascade-relaxed heuristic and caching and pruning mechanisms for efficient search. Experiments in cluttered manipulation environments evaluate semantic risk, cascade reasoning, planning efficiency, and real-robot operation.
Shivaram Kumar, Gaoyuan Liu, Yoonchang Sung
Sep 16, 2026cs.RO

Gated Residual Body-Hand Coordination for Whole-Body Humanoid Teleoperation

Whole-body humanoid teleoperation commonly combines a motion-tracking policy with a separate dexterous-hand retargeter. However, independently generated commands do not explicitly preserve body-hand geometric relations, leading to mismatches in relative wrist poses and fingertip positions during bimanual interaction. We present a gated residual coordination framework that keeps both modules frozen and applies bounded corrections to their outputs. A motion-conditioned action gate allocates correction authority across joint groups, while reference-geometry-dependent reward gates emphasize relevant interaction objectives during training. To establish the nominal body controller on Agile One, we introduce multi-pose morphology calibration that jointly estimates triaxial scales and effector-local offsets, together with staged motion dataset curation for training a SONIC-based tracker. The residual policy uses human motion references, initial commands, and robot proprioception without explicit object or contact observations. In simulation, it reduces wrist and fingertip geometry errors by 39.2-56.3% over direct composition on held-out GRAB motions, while preserving whole-body tracking on AMASS, with success rates of 89.03% without residual coordination and 89.29% with it. Ablations characterize the contributions of reward gating, adaptive correction authority, and separate body and hand correction heads.
Ruiming Wu, Shuang Li, Liding Zhang +2
Sep 16, 2026cs.RO

PASSAGE: Scaling Scene-Aligned Motion Learning for Perceptive Humanoid Traversal in Cluttered Environments

Humanoid robots can step over, squeeze past, and duck under obstacles, but learning to select and coordinate these behaviors from onboard perception remains challenging. Many existing approaches rely on task-specific reinforcement-learning objectives or curated motion libraries, making broad behavioral coverage costly. We present PASSAGE, a perception-conditioned planner--tracker framework for humanoid traversal. Using virtual reality and inertial motion capture, we collect 100 h of scene-aligned human motion across 1,500 cluttered scenes. A conditional flow-matching planner generates short-horizon references from motion history, a local destination, and a robot-centric multi-layer elevation map, while a perceptive whole-body tracker executes them at 50 Hz with geometric feedback. Real-time chunking promotes inter-chunk consistency, and planner-side RL post-training under the frozen tracker further improves closed-loop performance. Without skill annotations or obstacle-specific policies, one planner--tracker pair selects and composes traversal behaviors across unseen geometries. In simulation, component ablations quantify the contribution of each stage. Across three independent training seeds, scaling captured data from 6 to 100 h increases mean contact-free success from 48.1% to 68.9% on held-out scenes, while the final model with validated scene augmentation reaches 70.3%. The fully onboard system integrates egocentric 3D LiDAR perception, online occupancy mapping, 6.25 Hz planning, and 50 Hz control on a Jetson AGX Orin; tests across 50 unseen physical layouts demonstrate traversal without prebuilt maps or offboard computation.
Yuxuan Ma, Zicheng Zeng, Chunlin Peng +17
Sep 16, 2026cs.RO

ForwardDLO: Model-Based Bimanual Shape Matching of Unconstrained Deformable Linear Objects

Ropes, cables, and other deformable linear objects appear in tasks from untangling to cable routing and suturing, yet controlling their shape remains a challenge in robot manipulation. We study model-based shape control in a general setting: the object lies unfixated on a support surface and two arms may grasp and move it anywhere along its length. Because each arm chooses a grasp point, direction, and magnitude, the joint action space is combinatorially large, and the dynamics model's per-prediction cost bounds how much of it a planner can search. We present ForwardDLO, a recurrent latent dynamics model for this unfixated bimanual setting that predicts per-segment displacements grounded in the observed rope state at every step. Our model reaches accuracy comparable to more expensive baselines while containing no explicit segment-to-segment operations, which makes batched evaluation of candidate actions cheap. On open-loop prediction of real rope motion it reaches the lowest error of the learned models we evaluate, 13% below the strongest baseline. Within a fixed time budget it scores 8 to 22 times more candidate actions than models of comparable accuracy while matching them in real-world shape matching; and on a simulated routing task at a 30Hz control rate, this throughput converts into 98% task success versus at most 30% for the baselines at their own budgets. We release the model, code, and a dataset of 2.42 million simulated and 14,107 real rope transitions at https://anonymous.4open.science/r/ForwardDLO/
Tim Missal, Berk Guler, Lucas Domingues +3
Sep 16, 2026cs.RO

WholeBodyWAM: Learning Whole-Body World Action Models with Scalable Motion Priors

Humanoid whole-body manipulation requires coordinated whole-body dynamics, yet large-scale trajectories from a target robot are expensive to collect and difficult to scale. In contrast, whole-body motion from human and humanoid sources is abundantly available, although such data cannot be directly used as embodiment-specific robot actions. This work asks whether these scalable motion resources can instead provide a transferable predictive prior for humanoid world-action modeling. We introduce WholeBodyWAM, a humanoid world-action model that learns whole-body dynamics from large-scale heterogeneous motion before target-robot training. We curate UniMotion-4K, a motion corpus spanning more than 4K hours from human videos, native 3D motion datasets, and heterogeneous humanoid platforms, and canonicalize these diverse sources into a unified motion space. A language-conditioned Motion Expert is then pretrained to predict future whole-body motion without target-robot action supervision. During robot post-training, the pretrained Motion Expert is integrated with Video and Action Experts through asymmetric Mixture-of-Transformers (MoT) attention, enabling predictive scene dynamics and whole-body motion to jointly inform embodiment-specific action generation. Experiments show that WholeBodyWAM consistently benefits from increased motion-pretraining scale, improves future-motion prediction and downstream task performance, and transfers effectively to real-world humanoid manipulation. Moreover, the pretrained motion prior substantially improves data efficiency under limited target-robot demonstrations.
Bowei Zhang, Qiyao Zhang, Shuanghao Bai +8
Sep 16, 2026cs.CV

PRISM: Predictive Representation of Interaction Style and Motion for Social Robot Navigation

Humans often observe others before interacting and adjust their behavior accordingly. Robot navigation in crowds, however, often represents pedestrians mainly by observed geometric states, leaving individual differences in interaction tendencies implicit. We propose PRISM (Predictive Representation of Interaction Style and Motion), a framework that infers interaction traits from passive observations of human-human interactions. PRISM encodes human trajectories into a continuous ordinal latent space with a transformer encoder trained by Rank-N-Contrast loss, and pairs each inferred trait with a temporal-stability score supplied to the navigation policy. In randomized crowd simulations, PRISM reduces collision rates over the geometry-only baseline and yields small improvements in navigation-time and path-length metrics. These results suggest the utility of passive latent-trait inference for social navigation in dynamic crowds.
Bo-Han Chen, Hiromu Taketsugu, Norimichi Ukita
Sep 15, 2026cs.RO

Waggle Dance Inspired Motion Communication for Multiple UAVs in MuJoCo

The honeybee waggle dance motivates a communication mechanism in which one agent's movement conveys spatial information that guides other agents' actions. This paper presents a MuJoCo system that extends the point-to-point motion communication setting of MoCom to one performer and multiple observers. A performer broadcasts a six-bit navigation payload using four flight primitives and explicit null signals. Each of one to five observers processes its own onboard RGB images, extracts optical-flow trajectories, recognizes symbols, parses the message, and starts navigation only after confirming its own complete frame. Reception states and execution triggers are separate across observers, while simulation control and safety checks use shared ground truth. With stationary observers, 25 Hz image input, and ideal state-feedback control, a fixed standard suite yielded 44 correct complete messages from 53 receiver exposures across 17 nominal broadcasts; 13 broadcasts passed all group-level decoding and execution checks. Three additional no-message or input-fault controls met their expected outcomes. A separately reported supplemental suite, using the same frozen code at the default geometry, achieved 14 successful receiver exposures across three broadcasts. Near-range and wide-angle configurations exposed tracking and recognition failures, while unsuccessful receivers remained stationary. These finite simulation results support the feasibility of a waggle-dance-inspired broadcast-to-action mechanism under the tested conditions and identify the present perceptual and protocol limits.
Zhang Nengbo
Sep 15, 2026cs.RO

Weave: Learning Whole-Body Dexterous Loco-Manipulation from Human-Object Interactions

Learning humanoid-object interaction requires coordinating whole-body balance, locomotion, and dexterous hand contact to control both robot and object motion. Human demonstrations provide examples of coordinated interaction, but transferring these behaviors to humanoid robots requires learning how to establish and maintain effective contacts under different embodiments and dynamics. We present Weave, a unified framework for learning whole-body dexterous humanoid-object interaction from captured human demonstrations. Weave first converts captured human-object interactions into executable robot-object references through contact-aware retargeting and approach-motion completion. At its core is a contact- and geometry-aware policy that jointly commands 29 body joints and 12 actuated finger joints across multiple objects and interaction sequences. Evaluation across nine objects yields a 92.5% success rate on trained interactions and, without any additional training, 65.0% on sequences never seen during training. We additionally release ~9,000 physically executed rollouts spanning ~23 hours, providing robot-object trajectories with contact annotations for downstream interaction-policy learning and physically consistent HOI motion generation. Project website: https://xiaohu-art.github.io/Weave/
Liu Cao, Xingze Wu, Jingzhi Cui +4
Sep 15, 2026cs.RO

WholeBodyWAM: Generalizing Pre-trained World-Action Priors to Humanoid Loco-Manipulation via WBC-Grounded Coordination

World Action Models (WAMs) offer a promising approach to general-purpose robot manipulation by jointly modeling visual dynamics and actions. However, most WAM studies focus on tabletop or arm-centric manipulation, while humanoid loco-manipulation remains less explored. To address this gap, we introduce WholeBodyWAM, which jointly predicts future visual dynamics, manipulation actions, and whole-body control intents for generalizable humanoid loco-manipulation. It preserves pre-trained world-action priors while grounding heterogeneous whole-body controller (WBC) semantics and coordinating whole-body behavior. Extensive experiments show that WholeBodyWAM achieves an overall simulation task success rate of 91.9%, with a 0.23 improvement in real-world out-of-distribution task progress and a 70% reduction in success-rate variance across WBCs relative to the respective baselines. These results suggest a path toward scalable humanoid whole-body intelligence by extending pre-trained world-action priors through structured WBC grounding and coordination, rather than relearning whole-body behavior from scratch. Project page: https://wholebodywam.github.io/.
Zhuo Li, Yiming Yao, Jim Tan +3
Sep 14, 2026cs.CV

Sequence Recognition in Bharatnatyam dance

Bharatanatyam is the oldest Indian Classical Dance (ICD) which is learned and practiced across India and the world. Adavu is the core of this dance form. There exist 15 Adavus and 58 variations. Each Adavu variation comprises a well-defined set of motions and postures (called dance steps) that occur in a particular order. So, while learning Adavus, students not only learn the dance steps but also take care of its sequence of occurrences. This paper proposed a method to recognize these sequences. In this work, firstly, we recognize the involved Key Postures (KPs) and motions in the Adavu using Convolutional Neural Network (CNN) and Support Vector Machine (SVM), respectively. In this, CNN achieves 99% and SVM's recognition accuracy becomes 84%. Next, we compare these KP and motion sequences with the ground truth to find the best match using the Edit Distance algorithm with an accuracy of 98%. The paper contributes hugely to the state-of-the-art in the form of digital heritage, dance tutoring system, and many more. The paper addresses three novelties; (a) Recognizing the sequences based on the KPs and motions rather than only KPs as reported in the earlier works. (b) The performance of the proposed work is measured by analyzing the prediction time per sequence. We also compare our proposed approach with the previous works that deal with the same problem statement. (c) It tests the scalability of the proposed approach by including all the Adavu variations, unlike the earlier literature, which uses only one/two variations.
Himadri Bhuyan, Rohit Dhaipule, Partha Pratim Das
Sep 14, 2026cs.RO

Flow-Matched Motion Priors: Online Optimal-Transport Rewards for Imitation Learning

Learning a motion prior requires a reward that guides a policy from its current behavior toward demonstrated motion. Adversarial Motion Priors (AMP) provide such a reward with a discriminator. However, adversarial objectives can become uninformative when policy and expert supports are far apart. A naive use of optimal transport (OT) averages matched expert successors into a barycentric target. Averaging across gait phases can weaken the target's joint motion. We introduce Flow-Matched Motion Priors (FMP), an online scalar reward learned from paths connecting current rollout histories to an expert motion bank. Entropic OT supplies the coupling. Before each policy update, we train a neural potential with flow matching (FM) along the rollout-to-expert paths, endpoint-gradient supervision, and relative-value calibration. The actor receives only physical observations and the reward remains a scalar, as in AMP. Controlled reward-model experiments show substantially better generalization beyond the fitting rollout than value-only or endpoint-only fitting. On Unitree G1, matched 50-million-transition experiments compare FMP with AMP, a barycentric OT reward, and nested ablations under demonstration and fixed-pose initialization. FMP produces stable forward walking at 0.727 m/s from demonstration resets and 0.338 m/s from a fixed default pose. In the fixed-pose condition, it incurs 129 falls versus 243 for the endpoint-only control. Against a static score-gradient teacher, dynamic FM reduces score-increment error at interpolation fractions 0.25 and 0.50 while using 29% less offline fitting time.
Yilin Zou, Chenghua Liu, Chenglong Wu +1
Sep 14, 2026cs.CV

CapsuleMotion: A Lightweight Real-Time Visual Motion Predictor for Capsule Endoscopy

Video Capsule Endoscopy (VCE) is a non-invasive medical examination that allows for the observation of the small intestine, which is otherwise difficult to access. A fundamental challenge persists in the form of their limited size in order to still be swallowable. The resulting restricted battery capacity, however, contradicts with the power-intensive nature of image capture and transmission. Therefore, we propose CapsuleMotion, a patient-specific dynamic capsule behavior that utilizes the available energy in a goal-oriented manner to increase the likelihood of a complete screening of the gastrointestinal tract. By investigating and combining metrics from the on-device image compression, CapsuleMotion predicts the motion between two successive frames. The camera's frame rate will be modified in accordance with the predicted magnitude of motion. Furthermore, prior to entering the small intestine, the capsule operates in a low power mode with a significantly reduced frame rate. In this mode, the LocalizationNet is employed to determine the current organ, provided that motion was predicted. The proposed framework is evaluated on the Rhode Island VCE dataset and deployed on an ultra-low power single-core RISC-V demonstrator with an integrated hardware accelerator. CapsuleMotion demonstrated the capability to reduce electric energy consumption by up to 20.66% in comparison with conventional capsules that lack a dynamic frame rate. Additionally, the accuracy of detecting the entry point of the small intestine has been improved.
Oliver Bause, Julia Werner, Oliver Bringmann
Sep 14, 2026cs.RO

X-WBC: A Cross-Embodiment Foundation Model for Humanoid Whole-Body Control

Scaling humanoid whole-body control toward general-purpose deployment requires large human motion corpora and training experience shared across robot bodies. Existing methods usually train one policy per robot, leaving motion experience isolated across embodiments. We introduce X-WBC, a cross-embodiment foundation framework that separates relatively shared human motion semantics from embodiment-specific physical execution. Human-centered command tokens align full human motion, robot reference motion, and sparse VR observations. A causal Transformer learns reusable temporal structure from mixed multi-robot rollouts, while lightweight robot-specific modules map the shared representation to each robot's proprioception and action space. Across nine simulated embodiments, external motions, and four real robots, experiments show that joint training improves tracking, the aligned representation supports consistent control across command sources, and the learned policy remains competitive beyond the training corpus. These results support heterogeneous humanoids as joint data sources and establish cross-embodiment joint training as a practical route toward whole-body control foundation models.
Juntong Zhang, Chun Gu, Li Zhang
Sep 14, 2026cs.RO

Atomic Motion Coordinate for Language-Steerable and Force-Responsive Manipulation

Can changing only the language instruction redirect a VLA policy's end effector, or does the visually driven motion prior dominate? We present Atomic Motion Coordinate, a geometry-grounded coordinate for steerable and force-responsive manipulation. Each arm owns thirteen signed translation, rotation, and hold atoms grounded from text and forward kinematics with vision withheld, and the coordinate is injected into every action-expert block via weighted codebook alignment. Contact history modulates the same coordinate through a bounded spherical residual that is recomputed from a fixed nominal latent to regenerate only the unexecuted horizon suffix. Across 7,520 offline horizon interventions, opposite-atom separation reaches 92.5/83.1% (single/dual) versus 39.1/24.0% for LA4VLA-style. Across 50 real-robot trials per task, AMC raises OOD fruit progress from 60.5% to 87.8%; force adaptation raises Plug/Vase from 59.0/71.5% to 78.5/75.2%.
Jiaqi Zhai, Jingkai Zhao, Chen Yang +10
Sep 14, 2026cs.CV

UniMo: Unifying Human and Animal Motion Generation

The conditional generation of 3D motion has emerged as a key research topic due to its wide applicability across robotics, AR/VR, gaming, and content creation. However, extending recent advances in text-driven human motion generation to the animal domain remains challenging due to two core limitations. First, animals exhibit highly diverse skeletal topologies, unlike the standard human structure, making unified modeling across species difficult and leading to inefficient per-species models. Second, existing animal motion datasets suffer from limited scale and annotation quality, constraining model performance. To address these challenges, we propose UniMo, a unified point cloud-based motion generation framework that bypasses topological discrepancies by converting parametric skeletons into unparametric representations, further enhanced by dynamic sampling that allocates more points to active joints. Additionally, we present UniML3D, a large-scale motion-language dataset spanning both human and animal categories, containing 145,907 motion sequences and 433,388 captions-over 102x larger than existing animal datasets. Our method achieves state-of-the-art results on UniML3D and three public benchmarks including HumanML3D, KIT-ML, and AnimalML3D, demonstrating the feasibility and effectiveness of unified human-animal motion generation. Website: https://steve-zeyu-zhang.github.io/UniMo.
Zeyu Zhang, Zhiyuan Zhang, Siheng Wang +4
Sep 14, 2026cs.RO

Pneumatic neurons for soft robots enable inflate-and-fire networks for rhythmic motion

Animals coordinate their movements through distributed neural circuits, but soft robots still typically depend on external, centralized electronics for control. Building soft robots that operate without centralized electronic controllers while remaining responsive to their environment remains a frontier challenge in soft robotics. In this work we introduce a soft-robot control architecture inspired by leaky integrate-and-fire models of biological neural circuits. The Pneumatic neuron (Pneu-ron) is a soft actuator that unifies energy conversion, logic, and actuation in one component. Each module combines a low-boiling-point fluid (LBF), a heater, and a mechanical switch into a self-excitable unit. Boiling the LBF inflates the module and triggers excitation and inhibition of adjacent modules in a process we call "inflate-and-fire". When interconnected into excitatory-inhibitory rings, Pneu-rons generate stable, sequential oscillations whose frequency emerges from the material dynamics and environmental conditions. By harnessing the inflation of Pneu-rons for actuation these networks can drive oscillatory locomotion of soft robots. Pneu-ron networks sustain oscillation under mechanical load and thermal variations, adapting through material physics rather than computation. Dynamical modeling of these networks reveals a dimensionless bifurcation diagram that dictates the network's oscillatory behavior. Encoding logic and actuation into material-level modules presents a new avenue for adaptive, electronics controller-free, soft robots.
Dongting Li, Michael Tolley, Nick Gravish
Sep 14, 2026cs.CV

MoVT: Video-Augmented Motion Tokenizer for Text-to-Motion Generation

Text-driven 3D human motion generation models face significant challenges in responding to diverse and unconstrained textual prompts, primarily due to the limited availability of 3D motion training data. To address this, we introduce MoVT, a novel framework that effectively leverages the extensive range of human action videos to enhance text-to-motion generation. At the core of our approach is the cross-modal augmented motion tokenizer, which projects discrete 3D motion tokens into the 2D domain. This projection allows us to enrich the motion codebook with complex, real-world motion patterns derived from videos. The enriched discrete tokens are then mapped back to the 3D domain, resulting in aligned 3D and 2D codebooks with an enhanced capacity to represent intricate motions. These enhanced codebooks are integrated into a generative masked transformer, which predicts masked motion token indices in a modality-agnostic manner. This enables the use of text-index pairs, generated from the 2D codebook and annotated motion videos, to further enhance the generator. Extensive empirical evaluations show that MoVT performs favorably against prior state-of-the-art methods across multiple key metrics.
Beibei Jing, Tianle Guo, Youjia Zhang +5
Sep 12, 2026cs.RO

GeomVLA: Unifying Scene, Motion, and Action in 3D

We present GeomVLA, a Vision-Language-Action (VLA) model that unifies perception, latent scene motion prediction, and action generation within a shared robot-centric 3D coordinate frame. Our approach lifts pretrained VLM features into spatially grounded 3D scene tokens using depth and camera calibration, while retaining the semantic representations learned during VLM pretraining. We further introduce a 3D Scene Trajectory Denoiser, a task-conditioned module that learns a latent representation of how scene points are expected to move in 3D. Rather than executing the predicted trajectory as an open-loop plan, GeomVLA extracts intermediate motion tokens from the trajectory denoiser and uses them to condition a 3D flow-based action denoiser through geometry-aware attention. GeomVLA achieves state-of-the-art performance on CALVIN, competitive performance on LIBERO and RoboTwin2.0, and outperforms strong baselines in real-world manipulation settings without robot-action pretraining. Extensive ablations show that future-motion reasoning alone is insufficient: the primary gains are associated with maintaining geometric consistency among scene representation, motion prediction, and robot actions throughout the perception-to-action pipeline.
Ziyin Xiong, Nikolaos Gkanatsios, Moritz Reuss +1
Sep 11, 2026cs.RO

Morphology-Aware Human Motion Retargeting for Wheeled-Humanoid Loco-Manipulation

Human-to-humanoid retargeting has largely been studied on legged platforms, while comparatively few wheeled-humanoid systems support coupled locomotion and manipulation from general human motion. Building on GMR's configurable general-motion retargeting and BeyondMimic's physically simulated R1 Pro learning framework, we present a reproducible pipeline that converts multi-dataset SMPLX motion into executable loco-manipulation behavior for the Galaxea R1 Pro wheeled humanoid. The robot has a planar three-wheel base, a serial torso, and two arms but no leg joints, so human lower-body motion must be redistributed across base motion and torso posture without sacrificing manipulation-relevant arm geometry. Our pipeline combines canonical body-shape preprocessing, planar-base normalization, morphology-aware differential inverse kinematics, shoulder-rooted hierarchical arm retargeting, and continuous torso substitution for bending and squatting. A reference-twist-driven planning layer then decodes planar base motion into continuous three-wheel steering and rolling commands subject to hysteresis, kinematic continuity, acceleration, and actuator-rate limits. Finally, a 21-dimensional BaseDecode policy is trained in Isaac Lab with directional joint-limit scaling, focused upper-body tracking, and a staged wheel-contact reward. The resulting system provides a complete bridge from human motion data to physically trackable wheeled-humanoid loco-manipulation rather than a visualization-only retargeter; quantitative policy comparisons remain scheduled for a later revision.
Chenbo Xia, Chao Ye
Sep 11, 2026cs.CV

Multi-Modal Controlled Coherent Motion Generation

It is natural for humans to walk and talk simultaneously. This paper tackles the challenge of replicating such natural behaviors in 3D avatar motion generation driven by concurrent multimodal inputs, such as a text description of a man walking alongside speech audio. Existing methods, constrained by the scarcity of aligned multimodal data, typically combine motions from individual modalities sequentially or through weighted sums. However, they often result in mismatched or unrealistic movements. To overcome these limitations, we propose MOCO, a novel diffusion-based framework capable of processing multiple simultaneous inputs, including speech audio, text descriptions, and trajectory data, to generate coherent and lifelike motions without requiring aligned multimodal data. Our key innovation lies in decoupling the motion generation process. During each denoising step, the diffusion model independently generates motions for each modality from the input noise and assembles the body parts according to predefined spatial rules. The resulting combined motion is then diffused and serves as the input noise for the subsequent denoising step. This iterative approach enables each modality to refine its contribution within the context of the overall motion, progressively harmonizing movements across modalities. Consequently, the generated motions become increasingly natural and fluid with each iteration, achieving coherent and synchronized behaviors. We evaluate our approach using a purpose-built multimodal benchmark. Experimental results demonstrate that MOCO outperforms existing baselines, advancing the field of multimodal motion generation for 3D avatars.
Yifei Liu, Qiong Cao, Hongwei Yi +2
Sep 11, 2026cs.CV

Predictive Multi-Landmark OCT Tracking for Increased Motion Robustness

Optical coherence tomography is a promising modality for markerless motion tracking due to its high spatial resolution and inherent depth perception. However, existing OCT-based tracking approaches are limited in terms of trackable velocity, particularly when multiple landmarks are tracked sequentially for 6D pose estimation. In this work, we present a predictive tracking approach that propagates positional updates between multiple tracked landmarks to obtain a global pose prediction. This enables more robust tracking under high velocities. Our results demonstrate RMSEs below 1 mm for velocities up to 100 mm/s and up to nine consecutively tracked landmarks, highlighting the potential of global motion propagation and prediction for improving the robustness of OCT-based tracking.
Konrad Reuter, Suresh Guttikonda, Chaitali Uday Karekar +2
Sep 9, 2026cs.RO

What Symmetry Buys a Learned Motion Planner

Learning-based motion planners pay at training what classical planners pay per query. Trained in world coordinates, they relearn the same motion at every position and orientation. Existing work restores the missing rigid-body equivariance in the training data, in the inference operator, or in the weights, and each carries a cost. We ask how much of that equivariance the planning query supplies for free. A start s and a goal g determine a frame in closed form, with origin at their midpoint and first axis along g-s. Expressing trajectory and obstacles in that frame removes three translations and two rotations of SE(3), at initialisation, for one cross product per query and with no constraint on the architecture. A single rotation about the start-goal axis remains, and no continuous rule removes it. On a cluttered 3D benchmark, holding architecture, data and budget fixed, the frame raises the held-out collision-free rate from 14.60% to 51.10%, where a straight segment from start to goal scores 15.6% and the world-frame model does not beat it. We build all three mechanisms for the residual rotation and each is worth under a point, though the equivariant backbone reaches any given level two to three times sooner. What the representation supplies therefore dominates what any mechanism enforces, and the standard diagnostic does not see the difference: two models with indistinguishable non-equivariance residuals differ by 28 points. Calibrated against a non-symmetry intervention, the frame is not even the largest effect available, since local geometry is worth +40.0 where the frame is worth +36.5.
Andrea Emir Sevincel
Sep 9, 2026cs.RO

PccDiffuser: Multi-solution Motion Planning for Continuum Robots

We present the PccDiffuser, a conditional diffusion framework for continuum robots that learns a multimodal distribution over complete configuration-space paths and samples multiple candidate solutions in parallel, which are subsequently converted into an executable trajectory by time allocation considering actuator constraints. Under the piecewise constant-curvature model, we use exponential co-ordinates to describe the robot kinematics, and use graph neural network to encode a variable number of environment obstacles. Analytical differential kinematics is incorporated in the denoising process to improve terminal accuracy and whole-body clearance. On a mixed test set comprising workspace with zero to four obstacles, PccDiffuser achieved a success rate of 91%. Compared with existing sampling- and optimisation-based benchmarks, it delivered both a higher success rate and greater computational efficiency, with the latter advantage becoming more substantial when sampling more candidate solutions. Experiments on a three-section tendon-driven continuum robot further demonstrate consecutive planning, multi-solution planning, and whole-body obstacle avoidance.
Ke Qiu, Sifan Chen, Si Wang +3
Sep 8, 2026cs.CV

MotionBlind: Probing the Illusion of Motion Understanding in Video-LLMs

Video large language models (Video-LLMs) are increasingly used as the perceptual front end of world models, a role that assumes they can read motion: how fast something moves, which way it travels, how hard it is pushed. We show they cannot. A Video-LLM can watch two clips of the same person in the same room, name every object in both, and still fail to say which clip moves faster. We introduce MotionBlind, a contrastive benchmark of self-recorded video for physically grounded motion(speed, magnitude, and direction), the variables a world model must predict. Each instance is a pair of near-identical clips that differ only in motion. Each clip carries two complementary yes/no questions, giving four items per instance, and a model earns credit only if all four are correct. We report Instance Accuracy(IAcc), which has a 6.25% chance floor. Single-frame, appearance, and language-only shortcuts all collapse to it. MotionBlind complements the recent TimeBlind benchmark. We run a controlled study of six open and two frontier Video-LLMs, varying whether the video is present, whether frames are shown in the correct temporal order, and how frames are sampled (1 to 24 frames, four selection strategies). Open models sit near the 6.25% floor, and scale does not help. Removing the video drops every model to zero IAcc, and shuffling frames collapses IAcc to chance, so the task genuinely needs video in order. Neither more frames nor smarter frame selection closes the gap, because these change which frames are seen, not whether motion is read. Only Gemini3.1 Pro clears the benchmark overall, and even it fails on speed. A frontend that cannot tell two speeds of the same action apart is not yet a trustworthy source of supervision, reward, or evaluation for a world model.
Dhairya Bhatia, Bishoy Galoaa, Oliver Fritsche +7
Sep 8, 2026cs.CV

Learning Global Camera Poses from Noisy View-Graphs for Structure from Motion

Camera pose estimation is a key step in 3D reconstruction and view-synthesis pipelines. We present a deep, global Structure-from-Motion framework based on learned view-graph aggregation. Our method employs a permutation-equivariant, edge-conditioned graph neural network that takes noisy pairwise relative poses as input and outputs globally consistent camera extrinsics. The network is trained without ground-truth supervision, relying solely on a relative-pose consistency objective. This is followed by 3D point triangulation and robust bundle adjustment. Our approach is efficient, scalable to more than a thousand images, and robust to graph density. We evaluate our method on MegaDepth, 1DSfM, Strecha, and BlendedMVS. These experiments demonstrate that our method achieves superior rotation and translation accuracy compared to deep track-centric methods while registering more images across many scenes, and competitive results compared to state-of-the-art classical pipelines, while being much faster.
Fadi Khatib, Meirav Galun, Ronen Basri
Sep 8, 2026cs.RO

TANGO: Humanoid Navigation in Cluttered Environments with a Whole-Body Vision-Language-Action Model

We study the problem of navigating cluttered indoor environments with a humanoid robot. Unlike conventional methods that model navigation as a 2D path planning problem, humanoid traversal in cluttered environments requires continuous geometry-aware whole-body adaptation, including coordinated arm placement, torso adjustment, and gait modulation for collision-free movement through complex 3D spaces. We introduce TANGO, the first whole-body vision-language navigation framework for language-conditioned humanoid traversal in cluttered environments. Given a natural-language instruction and egocentric RGB observations, TANGO directly predicts 29-DoF joint-space actions for downstream whole-body control. We train TANGO entirely in simulation by synthesizing diverse collision-free traversal behaviors via global path planning, kinematic whole-body motion generation, obstacle-aware motion editing, and RL-based tracking. This pipeline provides dynamically feasible action supervision for learning language-conditioned whole-body policies. In extensive simulation experiments, TANGO demonstrates state-of-the-art performance in vision-language navigation, while outperforming strong modular baselines in navigating challenging scenes requiring obstacle negotiation. Lastly, we deploy TANGO zero-shot on a Unitree G1 humanoid robot, and observe robust language-guided traversal in cluttered real-world scenes without training on any real-world navigation data.
Anqi Li, Yuxin Chen, Zhaobo Li +4
Sep 8, 2026cs.CV

Point4D: Long-range 4D Motion Reconstruction

We introduce Point4D, a feed-forward model for 4D reconstruction of long-range video sequences. Point4D is able to reliably infer dense per-point 3D trajectories across multi-hundred-frame videos, unlike existing 4D methods that are limited to short input windows of at most a few dozen frames. A key innovation that enables this is our flexible 3D query-based motion decoder that decouples trajectory prediction from image-plane visibility. The predicted 3D endpoints are then directly re-queried in the next chunk without re-projection or matching. Furthermore, we show that extracting and reusing a visual descriptor from an arbitrary frame where the point is visible leads to better performance than relying solely on the source patch. Overall, Point4D achieves state-of-the-art performance across diverse long-video tracking benchmarks spanning over 200 frames and largely outperforms previous feed-forward 4D method. Project page: https://point-4d.github.io
Minsik Jeon, Jay Karhade, Deva Ramanan +1
Sep 8, 2026cs.RO

Online, Reachability-Aware, Sampling-Based Motion Planning

Sampling-Based Model-Predictive Control (MPC) algorithms are a flexible class of controllers used for navigation on a wide range of robotic systems. Historically, such approaches have lacked hard safety guarantees, a shortcoming which we remedy in this work by computing guaranteed reachable-set overapproximations online with a fast, interval-based pipeline. We show that our method achieves similar performance to a state-of-the-art reachability-based planner without the need for the expensive pre-computation step, and can be scaled to systems that are infeasible using existing approaches. Finally, we demonstrate that our technique reduces safety violations by over 99% in a racing simulation and successfully controls a model racecar on real hardware experiments without crashes.
Brendan Gould, Zhiyuan Zhang, Panagiotis Tsiotras +1
Sep 8, 2026cs.RO

Remotely Detectable Keyed Communication through Motion

Messages from electronic devices are conventionally received as text, audio, or radio signals. But robots move with rich, articulate motion in the real world, opening up the possibility of transmitting messages through motion itself. In this paper, we consider the problem of motion-based communication, where we seek to modify a robot's movements so as to transmit messages detectable from remote sensing (e.g., video or motion capture), without degrading policy performance. We introduce a method for messaging through motion capable of encoding arbitrary message content over short payloads - such as an agent's current intent - as noise in any pre-trained policy's actions. This brings a new kind of robustness to robot communication: this 'physical' channel complements standard wireless communications channels but does not depend on them, requiring no extra hardware nor the establishment of a direct link to the robot. We systematically characterize the space of encoding schemes and derive design heuristics, then validate them across simulated environments and real-robot deployment; on real robots running at 50 Hz, four robots jointly recover an 8-bit message at an aggregate 0.67 bits/s.
Benjamin Chang, Michael Amir, Manon Flageat +1
Sep 8, 2026cs.RO

DCLP++: Learning to Navigate with Footprint Clearance and Relative Motion

We present DCLP++, a local navigation frameworkthat uses footprint clearance as the geometric basis for studying relative motion features in dynamic environments. Each valid LiDAR return is mapped to its shortest Euclidean distance from the filled robot footprint before reciprocal encoding, replacing distance from the sensor with distance to the occupied body. Radial measurementsor simulated planar relative velocities provide short-horizon features without static-dynamic labels in the policy input. A preliminary study uses a rectangular robot with a speed limit of 1 m/s among 20 moving obstacles. On 100 fixed validation tasks, two selected training seeds yield mean success rates of 42% with sensor rangeand 70% with footprint clearance after 200,000 environment steps.Motion variants show mixed additional gains. These results supportthe clearance-based observation in the evaluated setting; reliable motion benefits and transfer across robots require further evaluation.
Shanze Wang, Wei Zhang
Sep 8, 2026cs.RO

PGMT: Perceptive General Motion Tracking for Humanoid Robots

Humanoid motion trackers can reproduce diverse whole-body motions, but their performance degrades on complex terrain where terrain-agnostic references become physically infeasible. We present PGMT, a Perceptive General Motion Tracking pipeline for humanoid robots that learns terrain adaptation from independently selected motion references and terrains. PGMT first learns a general tracking and recovery prior, then incorporates terrain perception through motion-conditioned terrain glimpses that selectively encode regions relevant to the current motion. Terrain-aware tracking relaxation allows necessary deviations from the reference while preserving its motion intent. Zero-shot deployment on a Unitree G1 demonstrates robust terrain-adaptive locomotion and whole-body motion execution over real-world terrain with obstacles up to 37 cm high, while supporting teleoperation, dynamic motion tracking, and fall recovery. PGMT extends general humanoid motion tracking beyond flat ground, providing a unified policy for terrain-adaptive locomotion, diverse whole-body behaviors, and teleoperation in complex environments. Project homepage: https://luyili.github.io/pgmt/
Hongyi Li, Li Peizhuo, Yucheng Tao +9
Sep 8, 2026cs.CV

ReMoMask-2: Latent Retrieval-Augmented Masked Motion Generation

Text-to-motion (T2M) generation maps natural language to human joint movements, aiding gaming, VR, and robotics. Retrieval-Augmented Text-to-Motion (RAG-T2M) improves generation on complex descriptions by conditioning on retrieved motion-text pairs. However, existing RAG-T2M models face two challenges: coarse-grained retrieval and fusion mechanisms overlook the hierarchical, spatial-temporal topology of human motion, and a representation gap exists because retrieved evidence resides in a semantic space separate from the generator's latents. To address the first, we present ReMoMask, a structure-aware RAG framework coupling Hierarchical Bidirectional Momentum (HBM) contrastive learning to align global and part-level features with text; Semantic Spatial-Temporal Attention (SSTA) for topology-aware fusion; and Topology Structured Masking (TSM) to force robust part-level grounding via adaptive masking. To address the second, we introduce ReMoMask-2, which rebuilds the retrieval database directly within the generator's pre-quantization latent space and aligns text queries via a distilled lightweight projector, allowing the generator to directly consume the retrieved motion's semantic content. Extensive experiments on HumanML3D, KIT-ML, and SnapMoGen demonstrate our retriever achieves state-of-the-art accuracy, while ReMoMask-2 attains the lowest FID on KIT-ML and SnapMoGen; notably, its single mask-transformer stage surpasses ReMoMask's full two-stage pipeline and delivers the fastest inference.
Yiran Wang, Zeyu Zhang, Ling Shao +1
Sep 8, 2026cs.CV

Segment Any Motion with Radar: Robust Multimodal Moving-Object Segmentation and Tracking

Moving-object perception must decide which image regions correspond to real motion and keep every instance identified over time. Methods that read motion from appearance, optical flow, or estimated trajectories lose that evidence under poor illumination, adverse weather, reflections, and occlusion. Radar is a natural remedy because it measures radial velocity directly instead of inferring it from photometric correspondence. However, existing benchmarks do not jointly provide radar measurements, dense moving-instance masks, and temporally consistent identities for surveillance. We therefore introduce RGBTR-Motion, a synchronized and calibrated fixed-camera benchmark that pairs RGB, thermal, and radar streams with dense instance masks and temporally consistent identities across diverse surveillance scenes. We also develop SAM-Radar, an RGB, thermal, and radar-based segmentation and tracking framework built on SAM 3. SAM-Radar's radar-aware detector fuses calibrated RGBT features with radar returns that are grounded at their projected image locations, and motion supervision, implemented as foreground classification of those projected returns, teaches the detector to reject clutter without any text prompt. The tracker associates accepted radar returns with individual trajectories and uses them as physical evidence that a visually degraded target remains present. This allows it to bridge short periods of low visibility or occlusion and reconnect a reappearing target to its existing identity instead of starting a new track. SAM-Radar attains 0.7027 IoU and 0.8090 F1-50, and raises MOTA, HOTA, and IDF1 by 0.2977, 0.1603, and 0.2857 over the strongest competing values.
Jue Wang, Xuan Wang, Hao Zhou +6
Sep 8, 2026cs.CV

PhysFlow: Physics-Aware Optical Flow for Motion Controllable Video Generation

Video generation models have recently attracted substantial attention for their ability to generate visually compelling videos, yet ensuring physically consistent and plausible dynamics still remains a fundamental challenge, driving a growing line of research on physical realism in video generation. To address this challenge, motivated by the fact that physical regularities are primarily encoded in motion patterns, we propose PhysFlow, a novel two-stage framework for improving the physical plausibility of generated videos by decomposing video generation into motion-aware optical flow generation followed by motion-conditioned appearance synthesis. Specifically, PhysFlow consists of a physics-aware optical-flow video generator called PA-Flow and a flow-guided video generator called FlowRender. During the first stage, PA-Flow employs a physics-aware attention module to model how motion attributes and material properties influence global motion and local deformation, respectively, and generates an optical flow video as an explicit representation of motion. In the second stage, FlowRender leverages the decoupled motion representation as guidance to synthesize realistic textures and appearances, ultimately producing the final physically plausible video. To further support model training with explicit physical supervision, we construct PhysVideo, a physics-based video dataset generated with a physics engine and 3D-GS rendering, containing 10K foreground objects and 50K realistic video sequences with annotations of motion and material properties. Extensive experiments demonstrate that our proposed PhysFlow generates videos with superior physical plausibility while maintaining high visual fidelity compared with existing methods.
Cong Wang, Hanxin Zhu, Yonglin Tian +5
Sep 8, 2026cs.CV

SynthGait-19K: A Physically Grounded Synthetic Video Dataset for Gait Parameter Estimation

Accurate estimation of clinically meaningful gait parameters from monocular video is important for scalable mobility assessment, yet progress is limited by the small scale, restricted viewpoints, and limited visual diversity of existing datasets. We introduce SynthGait-19k, a physically grounded synthetic video dataset containing 19,272 walking videos derived from 6,427 MoCap sequences across 437 subjects, with paired SMPL motion and annotations for six gait parameters. To construct the dataset, we develop Gait2Vid, which unifies heterogeneous MoCap recordings through SMPL and synthesizes diverse RGB walking videos under controllable viewpoints and scene appearances. We assess the generated videos for consistency with their conditioning gait kinematics and validate extracted gait events against force-platform measurements. Using SynthGait-19K, we benchmark direct RGB, pose-based, biomechanical, and human-mesh-recovery approaches and analyze viewpoint, training-data scale, and synthetic-to-real domain shift. We also introduce GaitXFormer as a direct RGB reference model for estimating gait parameters. Synthetic supervision transfers effectively to real videos across both GaitXFormer and a pose-based architecture, demonstrating utility across different representations. We further find that spatial gait parameters are more sensitive to visual domain shift and that improved HMR reconstruction alone does not necessarily translate to improved downstream gait estimation.
Soroush Mehraban, Xin Lei Lin, Vida Adeli +5
Sep 4, 2026cs.CV

MINT: A Unified Model for World-Space Camera and Hand Motion Estimation from Scalable Egocentric Pipeline Supervision

Recovering camera and hand motion in world coordinates from egocentric video is a key capability for activity understanding, robot learning, and augmented reality. Existing systems typically decompose this problem into separate stages for camera motion, depth estimation, hand reconstruction, and trajectory refinement, resulting in substantial computational overhead and preventing the joint modeling of camera and hand motion. We introduce MINT (Minting IN-the-Wild Trajectories), a foundation model for world-space hand motion reconstruction from ego-centric RGB video. From a single shared spatiotemporal video representation, MINT jointly predicts the camera trajectory, field of view (FoV), camera-frame hand states, and per-frame hand observability, and then produces world-space hand motion via explicit coordinate transformations. Training such a model at scale is challenging, since paired world-space camera and hand annotations are scarce. We therefore develop an open-source labeling EGOPIPELINE that converts large collections of public egocentric videos into structured camera-and-hand trajectory supervision. MINT is first pretrained on these large-scale pseudo-labels and then fine-tuned on a small set of high-quality camera-and-hand annotations. Across public benchmarks MINT approaches state-of-the-art accuracy without seeing either benchmark in training, reaching 0.945 frame accuracy, 13.646 mm PA-MPJPE-p and 55.058 px EPE-p for camera-frame bimanual reconstruction on HOT3D, 4.690 mm RPE-T and 0.284 degrees RPE-R for camera trajectory, and a 3.67x end-to-end speedup over the labeling pipeline that supervises it. We release the model, training and inference code, labeling pipeline, and a curated 1,021-hour egocentric trajectory dataset.
Zijie Zhu, Weiren Cai, Yizhou Wang +4
Sep 1, 2026cs.AI

Dual Process Motion Planning

Robotic systems are deeply embedded in both industry and everyday life, where they are expected to act with speed, precision, and reliability. Classical control and planning methods have long delivered strong guarantees, but often at the cost of computational efficiency and adaptability. More recently, learning-based approaches have shown promise in overcoming these limitations, enabling agents to leverage experience to accelerate decision-making and address previously intractable problems. In this work, we bridge these two approaches through a neuro-symbolic perspective on nonlinear motion planning. Inspired by the Thinking Fast and Slow paradigm, we introduce a dual-process architecture that combines the strengths of robust reasoning and learning. Our framework integrates state-of-the-art symbolic solvers as a System-2'' component with experience-driven System-1'' modules. A metacognitive controller dynamically orchestrates their interaction, selecting when to rely on fast intuition versus slower, more precise reasoning. By evaluating the framework across diverse nonlinear benchmark environments, we demonstrate that this architecture yields consistent gains in planning efficiency, accuracy, and generalization, while promoting reuse across tasks. The results suggest that tightly coupling learning with structured reasoning offers a scalable path toward more capable and adaptive robotic systems.
Jiayi Yan, Francesco Fabiano, Alessandro Abate
Aug 31, 2026cs.CV

BLARM: Animating 3D Objects from Video via Blending Latent Rigid Motion Primitives

We introduce BLARM, a feed-forward method for video-driven 3D mesh animation. Given a monocular video and a static object mesh, BLARM predicts a temporally coherent animated mesh whose motion follows the video. Rather than relying on explicit rigs or directly regressing high-dimensional vertex motion, we represent animation using a compact set of learned, time-varying rigid motion components and time-invariant vertex-to-component skinning weights. This yields a low-dimensional deformation space without requiring skeletons, cages, skinning weights, or rig annotations. Our architecture conditions geometry-derived deformation latents on video features through factorized spatial-temporal attention, then decodes rigid transformations blended by predicted skinning weights. Trained with trajectory reconstruction, entropy regularization, and motion-aware contrastive learning, BLARM produces accurate and temporally stable animations while recovering compact, interpretable motion structure from monocular video.
Pradyumn Goyal, Yizhak Ben-Shabat, Hsueh-Ti Derek Liu +6
Aug 31, 2026cs.CV

SMG: Semantic Motion Graph for Monocular Dynamic Gaussian Splatting

We study dynamic Gaussian Splatting from monocular videos. While recent advancements in dynamic Gaussian splatting offer a promising foundation for modeling dynamic scenes, they often overfit to the training views and fail under occlusion or complex scene motion due to the lack of reliable regularization signals in under-constrained regions. We propose Semantic Motion Graph (SMG), a novel approach models the Gaussian motion as the low-rank semantic motion. Our key insight is that the real-world scene motion is often structured by semantic coherence: regions that are spatially close and semantically related tend to exhibit consistent dynamics. To leverage this prior, we construct SMG to model structured motion of the scene. The Gaussian motion is driven by the motion of SMG nodes. We further observe that the uncertainty of Gaussian motion arises from both unreliable off-the-shelf priors and weakly constrained regions during optimization. SMG addresses this by using reliable graph nodes to guide the motion of nearby unreliable nodes. To evaluate dynamic Gaussian splatting under challenging real-world scenarios, we introduce a new multiview dataset collected under an ego-exo setup. Extensive experiments demonstrate that SMG achieves state-of-the-art performance on monocular dynamic Gaussian splatting across challenging real-world benchmarks. Project page: https://smg-gaussian.github.io/.
Haozheng Yu, Xinyu Yang, Rundong Luo +2
Aug 28, 2026cs.CV

SignRR: Retrieve and Refine Real Motion for Sign Language Production

Sign language production (SLP) aims to generate continuous signing motion from spoken language, often through gloss-to-pose generation. Prior work mainly follows two paradigms. Generative models synthesize motion from a learned prior or from noise, without reference to an observed signing instance, making rare hand configurations and signer-specific articulation difficult to preserve. Retrieval-based methods reuse real, well-articulated motion segments, but concatenating segments from different signers and co-articulation contexts can introduce rhythm and style inconsistencies across the full sequence, not only at segment boundaries. These limitations suggest a complementary solution: use retrieval to provide realistic articulation, and use learned refinement to impose the global coherence that retrieval alone lacks. We therefore propose retrieve-and-refine, a paradigm that starts from real retrieved motion and refines it into a globally coherent signing sequence rather than generating motion from scratch. Our framework, SignRR, initializes motion from a dictionary of real sign segments and refines the full sequence with a part-aware Residual VQ-VAE, where residual quantization preserves fine hand articulation and temporal length differences are handled in the latent space. Experiments on PHOENIX14T and CSL-Daily show that SignRR achieves state-of-the-art back-translation performance while maintaining competitive pose quality.
Fidel Omar Tito Cruz, Angie Sanchez Marquina, Summy Farfan +1
Aug 28, 2026cs.RO

PAMoR: Parameterized Affective Motion Generation in Real Time for Humanoid Robots

People read a humanoid robot's motion in social settings not only for the action performed but for the affect conveyed. Motion carrying that affect has so far been generated for human avatars, where style is taken from a reference clip or an emotion word, neither of which can be quantitatively parameterized. We present PAMoR, which turns affect into a measured control parameter: a valence-arousal (V-A) coordinate computed natively on robot kinematics. It is obtained in closed form from postural expansion and movement energy, and these measurements serve directly as generation conditions, with no human annotation. An action prior and two affect priors, trained in a shared latent space, are composed at each denoising step: the action prior fixes what is performed, the affect priors modulate how. Whole-body motion rolls out autoregressively on a 29-DoF Unitree G1 in real time, with action and affect both editable. Generated motion tracks the commanded V-A over its full range while text-to-motion fidelity still matches text-only baselines. In a perceptual study, raters identify the commanded emotion on 0.38 of trials, above both baselines and approaching the 0.44 reported for acted human bodies.
Yan Pan, Lingfan Bao, Tianhu Peng +1
Aug 20, 2026cs.CV

ACE-Ego-Hand: Repurposing Video Diffusion Models for Occlusion-Robust Egocentric 3D Hand Motion Recovery

Egocentric video offers scalable manipulation data for embodied AI, yet recovering metric 3D hand trajectories remains challenging due to severe object occlusion and frequent out-of-sight gaps. Existing single-frame and windowed temporal regressors fail when a hand shortly leaves the frame, while recent video diffusion models (VDMs) rely on heavy, stochastic multi-step sampling as pixel-space renderers. We instead repurpose VDM into a deterministic geometry encoder. A single forward pass over the clean latent exposes scene content beyond current observations, including occluded and out-of-sight hands. We introduce ACE-Ego-Hand, an offline clip-level framework that extracts features via a Deterministic Clean-Latent Encoder and decodes them with a Bidirectional Spatiotemporal Decoder. ACE-Ego-Hand recovers continuous bimanual trajectories with metric placement and no external detector, while a Ray-Based Camera Solver supports a second configuration that requires no test-time camera intrinsics. Across five egocentric benchmarks, ACE-Ego-Hand sets a new state of the art, cutting MPJPE-p by 30% on occlusion-heavy ARCTIC and 40% on HOT3D. These gains reach 46%-61% once out-of-sight hands are included in the evaluation, offering a scalable path from everyday human video to robot manipulation data.
Yufei Liu, Xixi Wang, Hao Li +8
Aug 17, 2026cs.RO

HiPHI: A Large-Scale Benchmark for High-Precision Human Motion and Object-Interaction

Humanoid intelligence requires learning over an extremely diverse space of whole-body motions and physically grounded interactions. However, existing embodied datasets remain fundamentally limited: internet-scale video data lack precise physical states and interaction grounding, while laboratory motion datasets provide high fidelity but only narrow behavioral coverage. This mismatch creates a critical bottleneck for scalable humanoid policy learning. We present HiPHI, a 600+ hour scale high-fidelity whole-body human motion dataset designed to systematically maximize coverage of the human motion and interaction manifold. HiPHI is theoretically guided by FrameNet, a linguistic framework organizing human primitives. Created using an optical motion capture pipeline, HiPHI provides sub-millimeter spatial marker tracking accuracy for full-body human motion and mesh-level object trajectories. We further introduce a benchmark suite evaluating motion-space diversity, interaction grounding, object consistency, and physical AI applications. Our analyses demonstrate that HiPHI significantly expands motion coverage compared to existing motion datasets while maintaining high-fidelity interaction quality, and establishes a scalable data foundation for training, evaluating, and generalizing humanoid policies in real-world embodied tasks, where similar extensions are also applicable to motion prior models in computer graphics. Project page: https://noitom-robotics.github.io/hiphi/
Jiahao Ji, Ji Ma, Runhan Zhang +12
Aug 13, 2026cs.RO

HumanTracker: Towards Comprehensive and Human-Aligned Motion Tracking Benchmark

Humanoid motion tracking is central to teleoperation and whole-body imitation, yet evaluation often disagrees with what people perceive in videos. Kinematic errors average per-frame pose differences but miss the physical artifacts that matter most, particularly unstable support and incorrect contacts such as foot skating and mistimed touch-downs. Meanwhile, widely used test suites are small and lack the diversity needed to stress contact-rich, long-horizon behaviors. We introduce HumanTracker to make humanoid tracking evaluation both perceptually aligned and scalable. The HumanTracker benchmark contains approximately 153 hours of optical motion trajectories from multiple professional performers, organized into four motion families with text labels for fine-grained diagnosis. We further propose HumanScore, a preference-aligned metric trained on 12K motion pairs containing 24K motions. Across representative state-of-the-art trackers, HumanScore better predicts human preferences and reveals contact and stability failures that kinematic metrics often miss.
Dairu Liu, Zekun Qi, Jiayu Zeng +11
Aug 13, 2026cs.AI

Towards Context-Aware Clinical Motion Understanding in Daily Living at Home: Freezing of Gait Detection with Egocentric Vision

Understanding motion in daily living requires context beyond kinematics, because similar inertial patterns during activities of daily living (ADLs) can reflect intentional stopping, object interaction, or pathological movement impairment. Egocentric vision provides task-related context that may help disambiguate these cases. We investigate this challenge through freezing of gait (FOG) detection in Parkinson's disease (PD), a symptom strongly influenced by contextual factors during ADLs. Using synchronized egocentric video, wearable IMUs, and expert-annotated FOG labels collected from 13 PD participants in their homes, we evaluate frozen representations from pretrained ego-video and time-series foundation models, alongside an IMU-based TCN trained from scratch, under leave-one-subject-out evaluation. The IMU-based TCN achieved the strongest event-detection performance, reaching 42.3 F1 and 83.0 AUROC, compared with 32.6 F1 and 77.2 AUROC for V-JEPA2 ego-video features. Although ego-video alone did not outperform IMU-based sensing, it showed above-chance discrimination, and qualitative analyses suggest that egocentric vision may capture FOG-relevant information independent of IMUs. Together, these results support the use of pretrained ego-video representations to add contextual information to wearable-sensor-based clinical motion understanding in daily living.
Vayalet Stefanova, Diwas Lamsal, Margot Genbrugge +5
Aug 13, 2026cs.CV

Topology-Unified 2D Pose Estimation across Intact, Residual and Prosthetic Limbs

Driven by the availability of large-scale datasets, Human Pose Estimation (HPE) plays a critical role in numerous downstream tasks. However, mainstream benchmarks exhibit severe representation bias, predominantly featuring able-bodied individuals. While a few pioneering datasets have attempted to address limb differences, their annotation protocols fail to generalize, struggling to represent specialized mechanical structures like running blades or unprosthetized residual limbs. To bridge this gap, we introduce ProPose, a large-scale benchmark featuring a novel annotation protocol that unifies the topological representation of biological limbs, diverse prostheses, and physical absences within a single framework. Because real-world prosthetic images are inherently scarce and exhibit extreme long-tail distributions, we design a Real-to-Synthetic data expansion pipeline to explicitly synthesize and expand the underrepresented cases. However, simply training existing models on this enriched dataset often leads to suboptimal solutions, as they estimate each keypoint independently and might hallucinate non-existent joints on mechanical structures. To resolve this, we propose ProLoss, a structure-aware objective that enforces keypoint dependencies within a single limb to prevent unrealistic limb predictions. Extensive experiments demonstrate that our approach improves the classification accuracy of long-tail prosthetic joints by 2% to 6% without compromising spatial coordinate localization performance. This work sets a foundation for inclusive pose estimation, unlocking new possibilities for understanding the interactions between human bodies and assistive devices.
Tianye Qi, Tengyue Zhang, Jiaying Ying +2
Aug 12, 2026cs.CV

Autonomous Telerehabilitation via Skeletal Motion Prediction and Joint-Level Performance Assessment

Autonomous rehabilitation systems must not only recognize human motion but also provide structured feedback to support users without continuous therapist supervision. This paper presents a telerehabilitation pipeline that integrates skeleton-based exercise quality assessment and short-term motion prediction into a two-module system operating on marker-free RGB video. A self-attentive Bidirectional LSTM performs exercise quality classification using MMD-NCA metric learning, while a graph-based motion prediction module computes per-joint position errors between predicted and observed poses, generating spatially localized deviation signals. Each module is evaluated independently on established benchmarks: the classifier achieves 96.45% mean-class accuracy on squat sequences from the PROZIS dataset, and the adopted STARS predictor achieves a mean MPJPE of 75.8 mm at 560 ms on Human3.6M, outperforming graph and recurrent baselines across all prediction horizons. The framework is designed for eventual deployment in assistive robotics and home-based rehabilitation contexts; end-to-end integration and clinical validation are important directions for future work. By combining motion recognition and prediction in a single system, this work contributes a step toward autonomous, feedback-driven telerehabilitation, for more accessible and scalable rehabilitation solutions.
Lara Pereira, João Ruivo Paulo, Pedro Santos +1
Aug 12, 2026cs.CV

LiveAnimate: Stable Long-Form Streaming Human Animation in Real-Time

Pose-driven human animation synthesizes a video of a target person from a single reference image and a driving pose stream. Real-time generation is essential for interactive applications such as live streaming, telepresence, and virtual avatars, yet diffusion-based systems require minutes to hours per clip, precluding responsive interaction. We present LiveAnimate, to our knowledge the first animation system to combine real-time streaming with stable long-form generation at billion scale, built on a 14B-parameter video Diffusion Transformer (DiT). A two-stage training pipeline first adapts a pretrained bidirectional DiT into a block-causal autoregressive generator through Reference-Anchored Teacher-Forcing Adaptation, and then reduces the sampling budget to three steps through Block-wise Self-Forcing Distillation. To preserve appearance over extended streams, we introduce Pose-Retrieval Sink Attention (PR-Sink), a bounded KV-cache mechanism combining a Static Sink that permanently anchors the first generated block, a Dynamic Sink that holds a pose-retrieved historical block, and a three-slot Rolling Window. When a pose recurs, PR-Sink restores the relevant appearance context without retaining the entire sequence, so memory and per-block latency remain constant regardless of stream duration. Together with Ulysses sequence parallelism and operator fusion, these designs enable 19.63,FPS streaming inference on two NVIDIA H100 GPUs. On a three-minute benchmark, LiveAnimate maintains nearly constant perceptual quality and identity from the first 30 seconds to the final minute, while prior systems degrade substantially or require hours of offline computation for the same rollout. These results establish a new operating point in quality, latency, and duration for interactive full-body animation.
Yuxuan Zhang, Haozhong Xiong, Yubo Huang +6
Aug 11, 2026cs.CV

Multi-Agent Target-Existence Verification and Learned Mask Geometry Refinement: Winning Report of the MeViS-Text Track at the 8th LSVOS Challenge 2026

We present the first-place solution to the MeViS-Text track of the 8th Large-scale Video Object Segmentation (LSVOS) Challenge 2026: referring video object segmentation guided by written motion expressions, including deceptive no-target expressions that match no object in the video and must yield empty masks in every frame. Our pipeline, SSUPER, resolves each expression into a visual concept, generates full-video candidate masklets with SAM~3.1, and selects target IDs. At every reasoning stage, three heterogeneous multimodal large language models independently execute the same stage-specific prompt before a single synthesis pass commits one schema-validated verdict. Although this system rejects every no-target expression in validation, the leaderboard reveals that a substantial share of test no-target cases still slips through. The reason is that hard negatives name a plausible object and fail only under the complete temporal predicate, so when selection and existence are decided together, a category-plausible masklet anchors the verdict. Hence, we decouple existence verification into an independent multi-agent audit of the full predicate (category, count, action, trajectory, event order, and semantic role) that distinguishes absence from temporary invisibility, discounts apparent motion caused by camera movement, and requires contradicting evidence rather than mere uncertainty for a no-target verdict. Without any new segmentation call, this audit recovers most of the residual no-target errors. A training-data-only StyleRefiner then aligns mask geometry with the annotation style of MeViSv2 while preserving every presence decision by construction, showing that once the semantics are fixed, part of the remaining error is stylistic rather than semantic. The complete system reaches a Final score of 0.9081339614 on the official challenge leaderboard.
Jungyoon Lee, Gyuil Lim, Doeon Kim +1
Aug 11, 2026cs.CV

Capturing Uncertainty in Human Motion for Representation Learning in Soccer

This paper presents a self-supervised representation learning framework for understanding 3D skeleton-based human motion in soccer, using future motion prediction as the learning objective. Since human motion is inherently uncertain, accounting for multiple plausible futures is essential for capturing the underlying motion dynamics and learning effective representations. To this end, we introduce a conditioning module for motion prediction that models a probabilistic distribution over discretized future motions in 3D Euclidean space, learning multimodality with explicit supervision from future trajectories. Experiments on large-scale soccer player tracking data show that our approach substantially improves motion prediction accuracy. Moreover, the learned representations effectively transfer to multiple soccer downstream applications, demonstrating strong cross-task generalization.
Yizhou Xu, Lars Bretzner, Tiesheng Wang +1
Aug 11, 2026cs.CV

Temporally Grounded Compositional Camera Motion Understanding via Geometric Knowledge Distillation

Understanding camera motion is fundamental to video perception, with applications in spatial intelligence and controllable video generation. Multimodal large language models (MLLMs) provide a natural interface for this task, but existing work typically assigns one or more labels to an entire clip. Such clip-level recognition overlooks two defining properties of real camera motion: it can change within a shot, and multiple movements can occur simultaneously. We therefore formulate camera-motion understanding as temporally grounded, compositional recognition, which requires a model to localize motion-consistent intervals and identify every movement active within each interval. We introduce CamChoreo, a benchmark of 4,229 real single-shot clips with expert-annotated temporal segments. Its annotations use a compact vocabulary of 20 direction-aware labels, and nearly half of the segments contain compound camera motion, with multiple movement primitives active simultaneously. Recognizing such fine-grained, compositional motion is hard for current MLLMs, whose visual encoders emphasize semantic content rather than the geometric evidence on which camera motion depends. Directly injecting features from a frozen 3D foundation model addresses this gap, but requires running the expensive geometry model on every input; we refer to this baseline as CamInject. We instead propose CamDistill, which distills the same geometric knowledge into lightweight camera tokens during training and removes the 3D model at inference. CamDistill matches the accuracy of direct feature injection without running the 3D teacher at inference. Together, CamChoreo and CamDistill advance camera-motion understanding from clip-level labeling to temporally grounded, compositional recognition. Project page: https://ddz16.github.io/cammotion.github.io/.
Dazhao Du, Shiyan Du, Jian Liu +8
Aug 11, 2026cs.RO

BooST: Bridging Semantics and Motions for Efficient Skill Transfer

Skill abstraction---the process of learning reusable and temporally extended behaviors---has emerged as a key paradigm for improving sample efficiency and generalization in robot learning. For efficient skill transfer to real robots, learned skills must generalize across tasks and domains, remain robust to visual and dynamic perturbations, and be efficient enough for practical deployment. However, existing methods typically satisfy only a subset of these properties, as they capture either high-level semantic intent (what) or low-level motion dynamics (how). This incomplete skill transfer yields weak priors for policy learning, thereby demanding substantial in-domain data for downstream adaptation. To address these challenges, we introduce BooST, a two-stage framework that explicitly bridges semantics and motions to satisfy all three desiderata. BooST first leverages a cross-modal VQ-VAE to capture both semantic intent and motion dynamics, yielding a unified skill representation. It then distills this representation into a lightweight policy for efficient downstream adaptation to new tasks. Extensive experiments across simulation and real-robot settings demonstrate that BooST achieves superior few-shot adaptation, cross-domain skill transfer, and robustness to dynamic visual distractors, while maintaining a lightweight yet expressive design suitable for real-world deployment.
Jusuk Lee, Daesol Cho, Jonghun Shin +4