Motion

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Period ending 2026-09-21

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447 papers

Latest in Motion

Jun 29, 2026cs.RO

VLK: Learning Humanoid Loco-Manipulation from Synthetic Interactions in Reconstructed Scenes

Perception-based humanoid loco-manipulation requires connecting egocentric observations and task instructions to whole-body motion. Learning this mapping requires synchronized egocentric images, language commands, and robot-compatible kinematic trajectories, yet no existing data source provides this complete tuple at scale. We address this bottleneck by generating vision-language-kinematics (VLK) supervision synthetically in reconstructed scenes. Our pipeline leverages 3D Gaussian Splatting to reconstruct metric-scale indoor environments, synthesizes navigation and object-interaction trajectories using privileged scene information, and renders paired egocentric observations after the fact. We produce 48,000 paired trajectories with no human intervention and train a VLK policy that predicts short-horizon whole-body kinematic trajectories. A whole-body tracker converts these predictions into actions on the physical humanoid. We evaluate on the physical Unitree G1 performing navigation and single-object transport, demonstrating that synthesized interactions in reconstructed scenes provide effective supervision for sim-to-real perception-based humanoid loco-manipulation. Project Website: https://vision-language-kinematics.github.io/
Yen-Jen Wang, Jiaman Li, Sirui Chen +9
Jun 29, 2026cs.LG

Towards Continual Motion-Language Agents: LoRA Variants for Incremental Motion Understanding and Generation

Motion-language agents must possess the bidirectional capability to both understand human movement (motion-to-text, M2T) and generate it from natural language (text-to-motion, T2M). While foundational models have achieved strong performance in static settings, autonomous agents operating in dynamic environments must continuously incorporate new motion concepts -- such as novel athletic styles or specialized gestures -- without catastrophic forgetting of previously acquired skills. We investigate the stability-plasticity trade-off in bidirectional motion-language learning under sequential task exposure. Building on a frozen large language model backbone, we introduce low-rank adaptation (LoRA) variants designed to mitigate inter-task interference. We specifically propose mixture-of-experts architectures that utilize an autoencoder-based router to select task-specific experts at inference time, so that no task-label is needed. To evaluate these methods, we establish a reproducible five-task benchmark derived from HumanML3D through semantic clustering of motion descriptions. Our experimental results demonstrate near-zero forgetting across both M2T and T2M directions while maintaining high generation and captioning quality. Furthermore, we show that hard expert selection via routing significantly outperforms soft expert blending in quality metrics, indicating that preserving expert isolation is critical for maintaining performance in our continual learning setting. Finally, we observe that a divergence between token-level accuracy and downstream generation quality may occur, highlighting the need for more comprehensive evaluation protocols in future research on lifelong motion-language agents.
Bertram Taetz, Hugo Albuquerque Cosme da Silva, Gabriele Bleser-Taetz
Jun 29, 2026cs.CV

CylindTrack: Depth-Aware Cylindrical Motion Modeling for Panoramic Multi-Object Tracking

Multi-Object Tracking (MOT) is a core capability for embodied perception, and panoramic cameras are attractive for embodied systems because their 360° field of view reduces blind spots and keeps surrounding targets observable for longer durations. However, panoramic MOT is not a straightforward extension of perspective MOT. In equirectangular panoramic videos, the horizontal image domain is periodic rather than Euclidean, which breaks planar motion assumptions and makes IoU-based association unreliable near the 0°/360° seam. Meanwhile, large-FoV scenes often contain more objects, stronger scale variation, and more frequent interactions, making online association particularly sensitive to unstable frame-wise depth cues. To address these issues, we propose CylindTrack, a depth-aware cylindrical tracking-by-detection framework for panoramic MOT. CylindTrack first introduces Depth-Temporal Trajectory Modeling (DTM), which promotes instance depth from an isolated frame-wise cue to a temporally filtered trajectory-level state. To improve the reliability of depth observations, we further develop Spherical Spatio-Temporal Consistency Learning (SSTC), which combines a Temporal Mixer and Spherical Geometry-aware Attention to enhance temporal coherence and panoramic geometric alignment in depth-aware representations. Finally, we design a Topology-Aware Cylindrical Motion Model (TCMM) that lifts horizontal motion into a continuous angular state space and performs seam-consistent motion prediction and association in the periodic panoramic domain. By jointly modeling trajectory-level depth consistency and panoramic topology, CylindTrack improves identity preservation and trajectory continuity in challenging panoramic scenes. The source code will be released at https://github.com/warriordby/CylindTrack.
Buyin Deng, Kai Luo, Lingxin Huang +5
Jun 29, 2026cs.RO

WARP: Whole-Body Retargeting for Learning from Offline Human Demonstrations

Direct transfer from human demonstration to learnable robot action is a crucial step towards scalable whole-body mobile manipulation. While human data scales better than mobile teleoperation, it requires overcoming significant embodiment gaps. Existing retargeting methods yield imprecise or inconsistent solutions, causing action multi-modality that prevents supervised policies from reliably converging. We present Whole-body-Aware Retargeting from human Pose (WARP), an offline pipeline that explicitly models embodiment differences to extract precise, unique whole-body actions. WARP leverages a closed-form Shoulder-Elbow-Wrist (SEW) geometric solver for exact end-effector tracking while preserving whole-body structural intent. Paired with lazy mobile-base control, it extracts accurate, consistent robot trajectories. Evaluations show WARP provides highly reliable data for open-loop real-world replay. To our knowledge, WARP is the first framework to achieve zero-shot whole-body mobile manipulation directly from offline human demonstrations, eliminating the need for human-in-the-loop teleoperation action data. More details on https://warp-retarget.github.io/
Zhenyang Chen, Chuizheng Kong, Chuye Zhang +4
Jun 29, 2026cs.CV

SUMO: Segment and Track Any Motion with Nonlinear State Space Models

Visual Object Tracking (VOT) and Moving Object Segmentation (MOS) are two fundamental tasks in computer vision that involve both spatial and temporal object dynamics. Existing methods rely predominantly on visual cues and thus often falter in real-world scenarios where object motions are inherently complex and nonlinear. To address this limitation, we propose SUMO, a zero-shot, training-free, unified framework integrating nonlinear dynamics with vision-based segmentation for accurate and consistent VOT and MOS. Specifically, we develop a nonlinear State Space Model (SSM) inspired by robotics principles to capture the complex object dynamics. Building on this model, we propose a Selective Unscented Filter (SUF) for accurate state estimation, which features a joint scoring mechanism and dynamically fuses multi-source predictions to identify the most plausible object state over time. Furthermore, we apply a memory selection mechanism to evaluate the reliability of memory frames. Our extensive experimental results show that SUMO achieves state-of-the-art performance on both VOT and MOS tasks.
Kexin Tian, Sixu Li, Keshu Wu +2
Jun 29, 2026cs.RO

Legible Shared Autonomy: Implicit Communication of Robot Belief through Motion

Shared autonomy systems combine user input with autonomous assistance to help users with motor impairments control robot arms to perform everyday manipulation tasks, by inferring user goals and providing appropriate guidance. However, the robot's internal beliefs about user goals cannot be observed by users. Traditional shared autonomy systems provide assistance along efficient shortest paths toward inferred goals, but when multiple objects lie in similar directions, such assistive motion remains ambiguous and fails to reveal the specific goal identified by the robot. This creates two critical problems. First, when the robot correctly infers the goal, users continue controlling because they cannot perceive understanding from ambiguous assistive motion, wasting effort when autonomous completion would suffice. Second, when the robot misunderstands intent, users cannot quickly detect errors until assistive motion diverges significantly, requiring substantial corrective input. We address this by introducing legible motion into shared autonomy, where robot actions must both advance toward the goal and clearly reveal which goal has been inferred, enabling users to understand the robot's beliefs and adjust control accordingly. The robot modulates communication strength through confidence-aware adaptive authority allocation by providing assertive legible assistive actions when confident while increasing user authority when uncertain, transforming shared autonomy into transparent bidirectional collaboration. User studies including simulation, and physical experiments with a six-degree-of-freedom robot arm demonstrate that legible shared autonomy significantly improves users' understanding of robot beliefs and reduces user control effort compared to standard shared autonomy.
Jinwei Liu, Pengfei Li, Shaofeng Chen +2
Jun 29, 2026cs.CV

PoseShield: Neural Collision Fields for Human Self-Collision Resolution

Self-collision remains a persistent challenge in SMPL-based human pose estimation and motion generation. Under extreme articulations or stochastic motion synthesis, generated meshes frequently exhibit self-penetrations, leading to physically implausible results. We propose PoseShield, a neural collision constraint defined directly in SMPL pose space. We formulate collision correction as a constrained optimization problem and connect the learned constraint with the Eikonal equation. Enforcing Eikonal regularization ensures non-vanishing gradients near the collision boundary, improving numerical stability and robustness of the optimization process. Unlike prior methods that operate in the mesh space or rely on heuristic penalties, our approach operates directly in the low-dimensional space of human poses and is theoretically grounded. The same learned constraint extends to human motion sequences, providing a generator-agnostic post-hoc collision corrector without retraining the underlying motion model. Experiments on a newly constructed SMPL pose benchmark show that our method achieves a 95.8% success rate and outperforms state-of-the-art baselines.
Zhengyuan Li, Zeyun Deng, Yifan Shen +7
Jun 28, 2026cs.CV

Zero-Gated Language-conditioned Human Motion Prediction

Pose histories provide the core kinematic evidence for 3D human motion prediction, but they lack explicit high-level semantic guidance. This paper introduces ZGL, a lightweight language-conditioned predictor that uses captions of the observed motion as a semantic prior while preserving a strong motion backbone as the main source of dynamics. We render only the observed poses, generate a one-sentence description with a vision-language model, encode the caption with a frozen CLIP-L text tower, and project it into a small set of conditioning tokens. These tokens are injected into a DCT-based spatial-temporal Transformer by compact crossattention adapters with zero gates: each adapter output is multiplied by a learnable gate initialized to zero, so the full network is numerically identical to the pose-only baseline at initialization and can learn to use language only when it reduces prediction error. On Human3.6M, ZGL improves overall MPJPE over representative motion-prediction baselines in our comparison. Results on CMUMocap further show that compact caption conditioning transfers to a second benchmark and provides a practical semantic cue for 3D human motion prediction.
Guanhui Qiao, Lu Zhou, Ding Jiang +1
Jun 27, 2026cs.LG

Priced Motion Through Optimal Faces: A Normal-Fan Geometry for Non-Stationary Adversarial MDPs

In a changing decision problem, standard dynamic-regret analyses have often equated the cost of non-stationarity to how far loss moves. However, it is simultaneously possible for a loss sequence to travel far and retain the same optimal policy, or for a small movement in loss to force the optimal policy to change completely. Thus, the size of the movement through loss variation, transition variation, or comparator path length describe the adversary's motion, but not the cost of that motion to the control problem. For a more faithful analytic interpretation, this paper develops a normal-fan geometry for finite-horizon adversarial MDPs with fixed transitions. Occupancy measures form a polytope, and each loss vector exposes an optimal face of that polytope. Non-stationarity in rewards is therefore a path through the normal fan, where motion inside one cone leaves the optimal face unchanged, while crossing a wall may carry regret. We pose the notion of a face-crossing price, which is the minimum regret incurred by remaining on the previous optimal face under the new loss. For any learner that tracks the previous face, dynamic regret decomposes exactly into intrinsic priced face motion plus within-face selection error. The resulting theory separates consequential from harmless non-stationarity, where loss variation can be arbitrarily large at zero price, and identical one-coordinate variation can hide horizon-scale differences in regret.
Kai Hidajat
Jun 27, 2026cs.CV

Semantic-Aware, Physics-Informed, Geometry-Grounded Weather Video Synthesis

Weather synthesis aims to add weather effects to input videos while preserving scene identity, structure, and motion. The key limitation of existing methods is the lack of diversity in weather appearance and effective control over weather dynamics (e.g., temporal evolution and particle motion). Most approaches rely on text prompts, which are inherently underspecified and often fail to produce detailed weather characteristics. Additionally, general-purpose video editors optimized for clean and aesthetic outputs tend to suppress heavy weather phenomena, making dense particle effects difficult to generate. To address these, we propose a Semantic-Aware, Physics-Informed, and Geometry-Grounded framework that steers an off-the-shelf video editor to synthesize diverse global appearances and detailed particle dynamics. We factorize the synthesis into three conditional signals, so that each provides a distinct and stable source of guidance: semantics specifies what the weather should look like, dynamics governs how it evolves over time, and geometry determines where it should appear in the scene. Specifically, we introduce (1) semantic-aware appearance anchoring to establish the target appearance from scene semantics and user input; (2) physics-informed dynamic simulation to generate particle effects by simulating a Gaussian-represented particle field under gravity, wind, and turbulence; and (3) geometry-grounded video synthesis to align the simulated particles with target scene geometry and synthesize the final video. Experiments demonstrate that our method produces diverse, physically and visually realistic weather effects. Furthermore, we show that our synthesized data significantly improves the robustness of autonomous driving semantic segmentation under adverse weather conditions. Project page: https://jumponthemoon.github.io/w-crafter/.
Chenghao Qian, Nedko Savov, Lingdong Kong +7
Jun 27, 2026cs.RO

HJ-SafeDMP: Hamilton-Jacobi Reachability-Guided Dynamic Movement Primitives for Provably Safe Robot Motion

Robots deployed in safety-critical environments must execute motions that are simultaneously robust to disturbances and provably safe from collisions. Dynamic Movement Primitives (DMPs) offer inherent stability, temporal flexibility, and efficient trajectory generalization from single demonstrations, but they lack formal safety certificates. Conversely, Hamilton-Jacobi (HJ) Reachability analysis provides a principled framework for computing worst-case safety margins and forward-invariant safe sets, but classical grid-based methods suffer from the curse of dimensionality and are impractical for real-time control. This paper introduces HJ-SafeDMP, a framework that integrates DMPs with learned HJ Reachability-based safety value functions to achieve provably safe, robust, and computationally efficient robot motion. We learn a Control Barrier Value Function (CBVF) from offline demonstration data using a model-free, finite-difference HJ recursion and deploy it as a real-time safety filter via a closed-form control law that modulates the DMP output. Unlike optimization-based CBF-QP approaches, our method achieves safety filtering without online quadratic program solves, preserving the computational efficiency of DMPs. We further incorporate an expectile-based offline learning objective that avoids querying out-of-distribution actions, and a conformal prediction calibration step that provides finite-sample probabilistic safety coverage. Experimental evaluation on a 7-DOF robot manipulator demonstrates that HJ-SafeDMP achieves formal safety guarantees with orders-of-magnitude faster execution than optimization-based baselines, while maintaining the robustness and adaptability of DMPs for human-robot interaction.
Siddhanth Ramesh, Ravi Prakash
Jun 27, 2026cs.LG

Generative Learning as a Tool to Improve Perception of Emotional Body Motion Expressions

Emotional body motion expressions are an essential element of non-verbal communication. Effectively conveying these expressions through technology is of utmost importance, for example, with virtual reality avatars and in social robotics. Recent advances in generative models have opened new opportunities for advancing research on emotional body motion learning. However, generating accurate emotional expression representations is challenging, given the subtlety of emotional cues, individual variability, and cultural differences. We investigate whether a generative model can implicitly learn emotional body motions directly from culturally grounded motion-capture data, without explicit emotion-motion guidance. Using a dataset of emotional performances by 49 Japanese actors, we trained a Transformer-based generative model to generate expressive motions conditioned on 13 discrete emotion labels. We evaluate the generated motions from two perspectives: (1) an LSTM-based classifier to assess recognizability by machine observers, achieving a recognition accuracy of 22.80%, and (2) a human perception study with Japanese raters to assess alignment with human affective interpretations, yielding a recognition accuracy of 24.91%. Beyond these, we evaluate the utility of generative modeling for three practical tasks: augmenting emotion recognition models, extracting representative emotion-specific motion patterns, and synthesizing smooth transitions between emotion intensities. Our findings highlight the potential of implicit, data-driven generative modeling to enhance affective computing applications and our understanding of emotion expressions.
Huakun Liu, Miao Cheng, Xin Wei +6
Jun 26, 2026cs.CV

IMU-HOI: A Symbiotic Framework for Coherent Human-Object Interaction and Motion Capture via Contact-Conscious Inertial Fusion

Capturing full-body human motion with object interactions is crucial for AR/VR and robotics applications, yet it remains challenging for conventional vision-based methods due to occlusions and constrained capture volumes. Inertial measurement units (IMUs) offer a compelling alternative without line-of-sight requirements, but existing IMU-based motion capture assumes an isolated human and ignores object contacts and dynamics. To bridge this gap, we present IMU-HOI, a novel framework that jointly recovers full-body human pose and 6-DoF object trajectory from sparse IMUs on the body and object, explicitly modeling human-object interaction. Our approach first infers probabilistic hand-object contacts directly from IMU streams and uses them as a high-level signal to route between kinematic and inertial reasoning. These contact cues drive a three-stage fusion pipeline that refines human pose and root translation, and fuses hand-based forward kinematics with object-IMU integration for object motion, yielding coherent, drift-resilient trajectories for both human and object. Experiments on challenging human-object interaction scenarios demonstrate substantial accuracy gains over prior inertial motion capture methods. Moreover, IMU-HOI can be plugged into existing sparse-IMU mocap backbones with minimal changes, effectively extending the scope of purely inertial motion capture from isolated humans to full human-object interaction and joint motion estimation.
Lizhou Lin, Songpengcheng Xia, Zengyuan Lai +3
Jun 26, 2026cs.RO

Unleashing Infinite Motion: Scaling Expressive Quadrupedal Motion via Generative Video Priors

Quadruped robots have achieved remarkable locomotion, yet their behavioral repertoire remains confined to a few gaits--far from the expressive, companion-like presence long envisioned for them. Attempts to import the humanoid recipe of large-scale motion data have inherited one tacit assumption: that robot motion must first pass through an animal body, making data collection dependent on cooperative animals, reconstruction fragile across species, and retargeting ill-posed across incompatible morphologies. We propose Uni-Mo, a fully automated pipeline that removes the animal from the loop by reframing data scarcity as a generation problem: an LLM proposes motion prompts, a video diffusion model synthesizes the corresponding robot behaviors, and the generated videos are lifted into 3D reference trajectories used to train tracking policies deployed on a real Unitree Go2. To make naively-drifting generations reliably extractable, we introduce an Identity Consistency Loss that enforces appearance coherence across frames. We release Quad-Imaginarium at https://github.com/Amap-Robotics/Quad-Imaginarium, the resulting open-source dataset of 7,488 language-annotated quadruped motions (18.5 hours) spanning acrobatic and performative behaviors. We validate 392 randomly sampled motions on a real Unitree Go2 with a 96.7% deployment success rate, complemented by a 97.6% success rate across the full dataset in simulation.
Youzhi Liu, Li Gao, Yifei Qian +3
Jun 26, 2026cs.CV

Cross-view Multimodal Vision-Based Assessment Framework for Traditional Chinese Medicine Rehabilitation Training

Vision-based assessment can provide convenient and cost-effective evaluation in Traditional Chinese Medicine (TCM) rehabilitation training, where action quality assessment (AQA) from computer vision offers a promising solution. Existing automatic AQA frameworks for physical therapy typically rely on skeletal data captured from a single viewpoint, which is inefficient for TCM techniques such as acupuncture or Tuina that involve dense hand self-occlusion and complex hand-object interactions. To address these challenges, we propose CME-AQA, a cross-view, multimodal vision-based assessment framework that integrates visual-pose fusion to enhance understanding of environmental context and leverages both first-person and third-person videos during training to improve inference robustness. We collected two dual-view datasets, TCM-AQA61-A (Acupuncture) and TCM-AQA61-T (Tuina), each containing synchronized first-person and third-person recordings of 61 subjects with expert annotations. Experimental results show that our approach achieves superior or comparable mean performance against competitive baselines, achieving over 10% relative improvement in weighted F1 over the best competing method on key rating tasks such as Needle Depth and Quick Needle Insertion, while also reducing mean absolute error in quantitative measures such as insertion time and manipulation frequency. Testing on a CPR dataset further demonstrates comparable performance on several posture-based criteria, suggesting applicability to related structured simulated clinical skill assessments where participant motion is central to evaluation. Overall, CME-AQA enhances assessment accuracy for structured TCM rehabilitation training and facilitates more convenient and effective training-oriented skill evaluation.
Francis Xiatian Zhang, Hao Yao, Shengxuan Chen +4
Jun 26, 2026cs.CV

EMOSH: Expressive Motion and Shape Disentanglement for Human Animation

High-fidelity and expressive controllable human animation is essential for content creation and digital avatar applications. However, existing methods face a dilemma between expressiveness and disentanglement. Mainstream 2D pose-conditioned approaches suffer from "motion-shape entanglement", leading to the leakage of the driving subject's body shape. Conversely, methods relying on 3D priors (e.g., SMPL) achieve geometric disentanglement but struggle to capture facial expressions and complex gestures, resulting in rigid animations. To this end, we propose EMOSH, a novel framework for high-fidelity controllable human video generation. First, an Expressive Human Model (EHM) is introduced as the core control representation. By explicitly disentangling shape and pose parameters, we fundamentally resolve the body shape leakage issue. Alongside this, a robust motion tracker is designed to accurately estimate EHM parameters from video. Second, we propose a Coarse-to-Fine Hybrid Motion Injection strategy, enabling more fine-grained control over expressions and gestures. Furthermore, we introduce a Spatially-Aligned Conditioning mechanism to bridge the domain gap between training and inference, improving identity consistency. Extensive experiments demonstrate that EMOSH outperforms previous methods in both self-driven and cross-driven scenarios, producing high-fidelity videos with vivid expressions while maintaining shape disentanglement.
Dongbin Zhang, Hao Liu, Binquan Dai +5
Jun 26, 2026cs.CV

HumanMoveVQA: Can Video MLLMs reason about human movement in videos?

Despite the rapid advance of Multimodal Large Language Models (MLLMs) in high-level video understanding, a fundamental bottleneck remains: these models collapse complex human motion into coarse semantic labels. Existing benchmarks mostly focus on scene-centric events or local joint articulations, failing to probe global human motion in space over time (trajectory and orientation changes). We introduce HumanMoveVQA, the first comprehensive benchmark designed to evaluate global trajectory and orientation reasoning from an exocentric perspective. Our benchmark utilizes a first-frame anchored world coordinate system, preserving translation and rotation relative to a fixed starting point. We propose a scalable, multi-stage pipeline that lifts 2D video observations into world-consistent 3D motion tracks to generate over 10K structured question-answer pairs across seven reasoning categories, including motion aggregation, sequential ordering, and trajectory-level inference. Our extensive evaluation reveals a critical capability gap in state-of-the-art proprietary models on deep human motion understanding. However, we demonstrate that this is a learnable problem; by fine-tuning an open-source baseline with our targeted, world-consistent supervision, we achieve a significant improvement. HumanMoveVQA establishes a rigorous geometric foundation for developing next-generation, movement-aware video understanding models.
Pulkit Gera, Faegheh Sardari, Asmar Nadeem +4
Jun 26, 2026cs.CV

Directing the World: Fast Autoregressive Video Generation with Compositional Human-Camera Control

Building interactive world models requires generating realistic videos while maintaining controllable dynamics over long horizons. Autoregressive video generation offers a scalable foundation, but suffers from error accumulation and temporal degradation during extended rollouts. This issue is further amplified under heterogeneous controls such as human motion and camera trajectories, which may interfere and destabilize a pretrained video prior, while existing methods often trade off controllability and visual quality. We propose "Directing the World", a fast autoregressive framework for controllable world-model video generation with compositional human-motion and camera-trajectory control. Our key idea is to decouple control learning while preserving a unified autoregressive video prior. We introduce a Fast-Slow Memory training strategy to stabilize long-horizon rollout learning and improve convergence. For human motion control, we design a t-guided Dynamic Projection mechanism and a refined Motion-CFG strategy, enabling temporally smooth and accurate motion alignment without degrading visual fidelity, and supporting multi-person control.After learning a robust motion prior, we introduce a second-stage camera-trajectory control module to compose human dynamics with viewpoint changes for coherent world exploration. We further construct a large-scale dataset with synchronized video, text, human-motion, and camera-trajectory annotations, organized into motion-centric and camera-centric subsets for decoupled training. Extensive experiments show stable long-horizon generation with precise controllability and high visual quality. See more at https://whydahuzi.github.io/Directing-the-World.github.io/.
Haoyuan Wang, Yabo Chen, Haibin Huang +2
Jun 26, 2026cs.CV

Long-Term Prediction of Local and Global Human Motion with Occlusion Recovery

Human motion describes the three-dimensional full-body movement of a person. Anticipating such motion holds significant relevance across a wide range of application domains such as human-robot interaction, autonomous driving, animation, and healthcare. In recent research, spatial and temporal dependencies are modeled by bidirectional attention mechanisms. These typically anticipate human motion in an autoregressive manner which could cause an accumulation of errors over time. As a consequence, they solely focus on local pose forecasting. To address these limitations, we propose a non-autoregressive transformer based on spatio-temporal attention, and train it not only for local pose anticipation, but also for global motion prediction in space. Furthermore, to enhance its applicability in real-world scenarios, our model is also trained to recover missing joints due to occlusions, and is capable of processing varying lengths of history observations. Our code is publicly available at https://github.com/Q-Y-Yang/Prediction-of-Local-and-Global-Human-Motion.
Qiaoyue Yang, Sven Heutger, Christopher Niemann +3
Jun 26, 2026cs.CV

SIFT: Self-Imagination Fine-Tuning for Physically Plausible Motion in Video Diffusion Models

Recent advances in video diffusion models have greatly improved visual fidelity, yet their generated motions often violate physical plausibility. We observe a common kinematic failure, "motion entanglement", the unintended coupling of independent motion sources, such as camera movement and object motion. We identify that this issue stems from data bias and the reconstruction-based training design of diffusion models. Training on noisy videos that still retain coarse motion cues inadvertently encourages the model to replicate existing motion without an incentive to learn how to model kinematically-grounded motions. To address this, we propose a Self-Imagination Fine-Tuning (SIFT) paradigm, which enables the model to learn from its own generated videos rather than directly reconstructing real ones, breaking the reconstruction shortcut. We further employ motion-aware discriminative supervision and a progressive hard-case replay strategy to stabilize and accelerate learning. By leveraging freely-generated text prompts, our method can densely cover a broad motion space, including rare or finely-disentangled scenarios that would be costly to collect as video data. Extensive experiments demonstrate that our approach substantially improves the physical realism, motion disentanglement, and controllability of generated videos.
Ruoyu Wang, Jialun Liu, Huayang Huang +5
Jun 25, 2026cs.RO

SceneBot: Contact-Prompted General Humanoid Whole Body Tracking with Scene-Interaction

Current humanoid reinforcement-learning policies excel at free-space motions but struggle with contact-rich tasks, as pure kinematic tracking cannot resolve the physical ambiguities of interacting with objects and uneven terrain. To address this, we introduce SceneBot, a unified motion-tracking framework capable of handling freespace locomotion, terrain traversal, and whole-body manipulation. SceneBot conditions a single policy on both reference motions and per-link contact labels, explicitly defining expected environmental interactions. To overcome the lack of annotated interaction data, we propose a hindsight scene reconstruction approach that infers scene-interaction graphs from retargeted human motion. Trained on 7.5 hours of this reconstructed, contact-rich data, SceneBot successfully generalizes to unseen motions and environments. Our results demonstrate that SceneBot is the first general framework to seamlessly unify free-space and contact-rich behaviors executing complex, long-horizon tasks like carrying a box upstairs and establishing contact conditioning as a powerful interface for humanoid control. All code and data will be open-sourced. More demos and information are available at: https://ericcsr.github.io/scenebot/
Sirui Chen, Shibo Zhao, Zhen Wu +3
Jun 25, 2026cs.CV

Beyond MoCap: Scaling Motion Tokenizers with Synthetic Human Motion for Generative Modeling

Human motion generation models are fundamentally constrained by the limited diversity of motion capture datasets, which predominantly contain common, repetitive actions and fail to cover the long tail of complex human movements, resulting in a restricted motion vocabulary in learned latent representations and poor generalization to rare, compositional, and highly dynamic motions. In this work, we propose a framework for expanding the motion representation space by leveraging large-scale synthetic human motion, introducing a data generation pipeline that produces diverse, physically plausible motion sequences beyond the distribution of existing datasets and integrating it with a redesigned VQ-VAE tokenizer that adapts to this expanded motion space. Unlike conventional tokenizers trained on narrow data distributions, our approach jointly scales both the training distribution and the discrete codebook, enabling the model to capture a significantly richer set of motion primitives. We demonstrate that training with synthetic motion substantially improves the coverage and compositionality of the learned motion vocabulary, leading to consistent gains across motion generation tasks such as text-to-motion and motion continuation, while remaining fully compatible with existing frameworks including MotionGPT. Our results suggest that the primary bottleneck lies in the limited support of the learned motion representation, rather than model architecture alone. Scaling synthetic motion in tandem with representation learning offers a principled path toward more expressive, controllable, and generalizable human motion synthesis.
Yiwen Yan, Wanning He, Yu-Wing Tai
Jun 25, 2026cs.RO

HumanoidUMI: Bridging Robot-Free Demonstrations and Humanoid Whole-Body Manipulation

High-quality demonstration data are essential for humanoid robot skill learning, especially for whole-body behaviors that require coordinated perception, locomotion, and manipulation. Existing data-collection methods largely rely on robot teleoperation, which is constrained by hardware accessibility, operator expertise, and limited efficiency. Inspired by the Universal Manipulation Interface (UMI), we propose HumanoidUMI, a portable and robot-free framework for humanoid whole-body data collection. HumanoidUMI uses lightweight VR devices and UMI-inspired grippers to collect sparse human keypoint trajectories, wrist-view observations, and gripper actions. These demonstrations train a high-level policy to predict future keypoints, which are retargeted to robot-native whole-body references and executed by a whole-body controller. Experiments in five real-world scenarios demonstrate the effectiveness of the proposed framework and validate the collected demonstrations for transferable humanoid whole-body skill learning.
Hongwu Wang, Chenhao Yu, Youhao Hu +3
Jun 25, 2026cs.RO

Learning Motion Feasibility from Point Clouds in Cluttered Environments

Motion feasibility prediction plays a central role in robotics, particularly in task and motion planning and manipulation. A major bottleneck for this problem in cluttered environments is that infeasible planning attempts by Sampling-based motion planners (SBMPs) can incur substantial computational cost. Also existing approaches for infeasibility certification are limited to low-dimensional configuration spaces and often assume simplified geometric environments represented by primitive objects with known parameters. We study the complementary problem of learning motion feasibility prediction directly from raw RGB-D observations for a 7-DOF manipulator operating in realistic cluttered scenes. We introduce the first large-scale benchmark for this setting, comprising 2.7M grasp feasibility labels over 88 scanned objects and 190 cluttered tabletop scenes. We benchmark three representative classifier families spanning MLP- based, volumetric-CNN, and point-cloud-based Transformer architectures under matched training conditions. Our best model, GRASPFC-PTX (a point-cloud transformer), achieves an AUROC of 0.996 on Novel objects while providing predictions significantly faster than SBMPs.
Sajid Ansari, Arthi, Girish Varma +1
Jun 25, 2026cs.CV

Disco-LoRA: Disentangled Composition of Content, Style, and Motion for Multi-concept Video Customization

Video customization based on Text-to-Video (T2V) models aims to learn specific features from reference data to generate controllable videos. While significant strides have been made in image stylization and video motion customization, simultaneously controlling multiple concepts, such as content, style, and motion, remains a major challenge. In this work, we systematically define the task of multi-concept video customization, which requires the joint control of content, style, and motion. To facilitate research in this area, we construct a comprehensive benchmark and propose Disco-LoRA, a unified framework designed to tackle this problem by disentangling and flexibly recombining different concepts in two stages: (1) We decompose the objective into two sub-tasks: Content-Style and Content-Motion. Each sub-task is addressed using our Iterative Dual-LoRA Disentanglement Framework, which effectively disentangles distinct concepts within the data. (2) We identify layer-wise weight trends as crucial for LoRA identity, while weight magnitudes dictate composability. To harmonize these scales, we propose a Z-score-based statistical regularization that aligns weight distributions, preserving layer-wise trends while minimizing interference between different LoRAs. Extensive experiments show that Disco-LoRA excels in multi-concept video customization, effectively preserving appearance, style, and motion for controllable text-to-video generation.
Xuancheng Xu, Gengyun Jia, Bing-Kun Bao
Jun 25, 2026cs.RO

LAMP: Lane-Aligned Motion Primitives for Feasible Trajectory Prediction

Motion forecasting is essential for autonomous driving systems to enable safe decision-making and planning in complex driving scenarios. While existing predictors excel at minimizing standard displacement errors, they often overlook the adherence to lane topology of multimodal predictions, particularly for lower-probability modes. Consequently, predicted trajectories may violate physical and logical constraints, making the prediction set unreliable for safety-critical planning. In this paper, we propose LAMP (Lane-Aligned Motion Primitives), a topology-aware forecasting framework that anchors multimodal prediction to structured motion primitives aligned with lane topology. Specifically, we use a VQ-VAE to learn shape-aware motion primitives as discrete intention queries, capturing spatiotemporal patterns beyond endpoint-based intentions. We further introduce a feasibility-aware intention selector trained with a lane-topology prior for filtering unreachable intention queries, guiding the decoder to prioritize topology-consistent intentions while preserving behavioral diversity. Extensive experiments on the Argoverse 2 dataset demonstrate that LAMP achieves prediction accuracy comparable to state-of-the-art baselines while outperforming them in feasibility and diversity metrics.
Sangjin Han, Hoseong Jung, Jeongtae Her +2
Jun 24, 2026cs.RO

WOLF-VLA: Whole-Body Humanoid Optimal Locomotion Framework for Vision-Language-Action Learning

Vision-Language-Action (VLA) models have recently demonstrated strong generalization in robotic manipulation, yet their applicability to whole-body, contact-rich humanoid locomotion remains severely underexplored due to data scarcity, the absence of dynamically consistent demonstrations, and the difficulty of encoding optimality and safety in learning-based pipelines. This work introduces a unified framework WOLF-VLA that integrates whole-body optimal-control (OC) motion synthesis with large-scale multi-modal dataset to train VLAs capable of generating humanoid locomotion policies directly from natural-language instructions. We construct a comprehensive dataset of dynamically feasible humanoid trajectories across six locomotion-related task families, each parameterized by environmental variations, object colors, placements, and visual distractors. We train a VLA model using the collected joint trajectories, ego-centric visual observations and natural language instruction, yielding a policy that exhibits strong reasoning and robustness to initial-condition variability, and competitive performance across several tasks and environment settings. A systematic ablation study demonstrates the impact of each modality on the model performance. The full dataset, model checkpoints, and benchmarking simulation suite will be openly released, establishing a reproducible dynamically consistent benchmark for whole-body humanoid locomotion rich VLA control and enabling future research in scalable transfer of instruction-driven locomotion policies.
Melya Boukheddimi, Omar Adjali, Daniel Sontag +1
Jun 24, 2026cs.NE

EvoFlock: evolved inverse design of multi-agent motion

This paper describes an automatic method for adjusting or tuning models of multi-agent motion. Simulating the motion of bird flocks, human crowds, vehicle traffic, and other multi-agent systems is a widely used technique. These simulations model the behavior of a single group member (bird, human, or vehicle). The group behaviors (flock, crowd, traffic) emerge from interactions between group members. These models typically have many numerical control parameters. Even if each parameter is intuitive in isolation, their interaction can be complex and nonlinear. It is challenging to determine which parameters to adjust for the desired change in group behavior. Changing one aspect of group behavior often causes other aspects to change, leading to a tedious process of incremental changes. This work takes an inverse design approach. The desired group behavior is measured with a user-defined objective(/fitness/loss) function and optimized with a genetic algorithm. The objective function used here for basic flocking rewards proper spacing with neighbors, flying near a desired speed, and avoiding obstacles. Interestingly, the vivid alignment seen in bird flocks appears to emerge from maintaining proper spacing between flockmates.
Craig Reynolds
Jun 23, 2026cs.RO

BFMTrack: Latent Sequence Optimization for Physics-Based Motion Tracking with Behavioral Foundation Models

Behavioral Foundation Models (BFMs) offer a promising path toward universal physics-based character control by organizing a rich repertoire of physically plausible behaviors into a latent space, guided by a large-scale motion dataset. While these models excel at time-invariant tasks, such as goal-reaching and state-based reward optimization, their latent space does not directly support time-varying objectives, such as tracking a motion sequence. For tracking, existing heuristics rely on moving-window-averaging that fails to capture the nuances of highly dynamic motions. In this work, we propose a novel Latent Sequence Optimization (LSO) to address these shortcomings. Our approach combines simulation rollouts with a policy gradient update to optimize over a sequence of latents, extending the capabilities of BFMs toward precise motion tracking without requiring reward engineering and tuning. To guide the optimization toward smooth, coherent latent trajectories, we model the latent sequence using temporally correlated noise. We validate our approach across dense tracking, sparse keyframing, and direct deployment onto a real humanoid robot.
Thomas Rupf, Agon Serifi, David Müller +4
Jun 23, 2026cs.AI

Assessing Distribution Shift in Human Activity Recognition for Domain Generalization

While the field of Human Activity Recognition (HAR) continues to draw interest from researchers and advance in important ways, some key challenges remain. One of the most difficult aspects of building HAR models that show good performance in real-world settings is dealing with data diversity from device and sensor heterogeneity, and contextual changes that are intrinsic to real-world applications. While data diversity in HAR has been well-acknowledged in the literature, there remains a gap in understanding the effect of various types of distribution shifts on HAR models and the domain generalization problem that arises. Towards that end, this paper systematically evaluates 4 different types of distribution shifts, including variations in device type, sensor placement, sampling rate, and user behavior. Quantifying their effects, we illustrate that diversity shifts predominantly define all types of shifts, indicating the existence of unique features that are not shared across different domains. We then introduce a uniform HAR-based distribution shift benchmarks and conduct a comprehensive evaluation of up to 28 domain generalization methods. Our analysis exposes the limitations of current domain generalization algorithms in achieving model generalizability, marginally outperforming the empirical risk minimization baseline. This work represents the first systematic exploration of domain generalization and adaptation concerning specific distribution shifts in sensor-based HAR, offering an open-source benchmark platform and datasets to spur further research.
Rebecca Adaimi, Edison Thomaz
Jun 23, 2026cs.CV

Bengal-HP_RU: A Dataset of Bengal People For Head Pose Estimation

Existing head pose datasets predominantly feature subjects of Western or East Asian origin, leaving South Asian populations, particularly Bengali individuals, largely underrepresented. We introduce Bengal-HP_RU, the first publicly available head pose dataset centred on Bengali subjects, comprising 12,894 labelled head images annotated with continuous yaw, pitch, and roll values. Images were collected from Wikimedia Commons under free licences and processed through an automated pipeline followed by manual label correction. The dataset is partitioned by Wikimedia uploader identity to prevent data contamination, yielding 10,494 training and 2,400 test images across 296 unique uploaders. Bengal-HP_RU exhibits substantial diversity in subject age, gender, occlusion, illumination, and background, reflecting realistic in-the-wild conditions. The dataset is publicly available at https://doi.org/10.17632/xbw9kr37jb.2.
Md. Ahanaf Arif Khan, Md. Tawhidur Rahman, Sangeeta Biswas +4
Jun 22, 2026cs.CV

IMAGIN-4D: Image-Guided Controllable Interaction Generation

Generating human-object interactions (HOI) is central to character animation, robotics, AR/VR, and embodied AI. Recent HOI generation methods synthesize motion from text, object geometry, and sparse waypoints, controlling action semantics and object trajectories. However, these signals underspecify interaction: the same prompt and trajectory can produce different grasps, approach directions, body poses, object poses, contacts, and body-object layouts. We address this ambiguity with a reference image as a visual specification of the desired interaction snapshot. However, a single global image representation conflates distinct cues and conditions all frames on identical visual evidence. We therefore introduce IMAGIN-4D, a diffusion-based HOI generator that decomposes image conditioning spatio-temporally. For spatial conditioning, IMAGIN-4D extracts supervised interaction-state tokens for body pose, object pose, body-object contact, and spatial relationships at the depicted frame. For temporal conditioning, it computes frame-aware tokens by querying image patches per generated frame, allowing sequence segments to attend to different visual cues from the same image. To balance image, text, and waypoint cues, IMAGIN-4D uses role-aware conditioning: text, waypoints, and interaction-state tokens use separate AdaLN streams, while frame-aware visual tokens cross-attend with motion tokens. Since HOI motion datasets lack paired images, we build a synthetic motion-to-image rendering pipeline from FullBodyManipulation (FBM) and introduce an image-adherence metric to evaluate whether generated motions match the reference snapshot. Experiments on FBM and BEHAVE show that IMAGIN-4D improves fine-grained interaction control over single-token and uniformly image-conditioned baselines while preserving waypoint-following and motion quality. Code and models will be released at https://imagin4d.github.io.
Sai Kumar Dwivedi, Federica Bogo, Buğra Tekin +6
Jun 22, 2026cs.GR

VolHuMe: a High-Resolution Large Scale Dataset of Volumetric Human Meshes

We introduce VolHuMe, a dataset of high-quality 4D human scans captured with a state-of-the-art volumetric studio using 64 RGB and 32 depth cameras. VolHuMe contains individual captures of 104 subjects and provides extensive ground truth, including SMPL-X, high-resolution meshes, multi-view RGB/depth images, rigged meshes, point clouds, garment segmentation, and detailed hand and facial geometry. Unlike prior datasets that primarily rely on full-body imagery, VolHuMe uses a close-range, high-resolution capture setup that preserves fine-grained body-part details, improving geometric fidelity and texture resolution. We benchmark VolHuMe on state-of-the-art methods across 3D and 4D human reconstruction tasks, showcasing the dataset's quality and exposing the limitations of current evaluation testbeds.
Giulia Martinelli, Niccolò Bisagno, Nicola Garau +2
Jun 22, 2026cs.CV

MotionMAR: Multi-scale Auto-Regressive Human Motion Reconstruction from Sparse Observations

Human motion follows a temporal hierarchical structure, transitioning from low-frequency global trajectories to high-frequency details. Inspired by the success of multi-level autoregressive models in computer vision, we propose MotionMAR, a coarse-to-fine framework for motion reconstruction from sparse observations. It first estimates the global trajectory of human motion and then gradually refines the temporal details. This architecture consists of four integrated components. The Temporal Multi-scale Tokenization (TMT) VQ-VAE encodes the data at multiple temporal resolutions, separating semantic motion from minor jitters. The Motion Autoregressive Network (MAN) operates in this latent space, predicting motion across scales. It first establishes the global structure through coarse indices and then generates finer indices to recover specific details. Meanwhile, the Scale-Aware Control (SAC) module integrates sparse tracking data to ensure the generated output aligns with actual observations. The Motion Refinement Network (MRN) subsequently smooths consecutive poses and eliminates quantization artifacts. Experiments show that MotionMAR achieves state-of-the-art accuracy on the AMASS dataset, providing a reliable and structure-aware approach for motion reconstruction. The source code is publicly available at http://www.lidarhumanmotion.net/motionmar/.
Yuhua Luo, Junsheng Zhang, Mengyin Liu +7
Jun 22, 2026cs.RO

TEXEDO : Test Time Scaling for Controller-aware Language-conditioned Humanoid Motion Generation

Text-conditioned motion generation is a promising interface for programming humanoid robots, yet current generators are often trained on human motion datasets retargeted to robot morphologies. Although such data provides rich semantic and kinematic priors, it fails to capture the nuances of whole-body tracking controllers, including balance, contact dynamics, actuation limits, and controller-specific failure modes. As a result, generated motions can be semantically plausible but difficult or impossible for the robot to execute. We introduce TEXEDO, a test-time scaling framework for humanoid motion generation that improves motion quality without requiring a stronger underlying generator. Given a text prompt, TEXEDO samples multiple candidate motions from a pretrained text-conditioned generator and selects the best motion that is both executable and task-aligned. The reward model combines a dynamic feasibility verifier, distilled from whole-body tracking rollouts to predict physical executability, with a semantic alignment verifier that measures text-motion alignment in a learned co-embedding space. Our pipeline treats dynamic feasibility as a hard constraint and semantic alignment as the selection objective within the feasible set. Through large-scale simulation studies and real-world deployment on a Unitree G1 humanoid robot, we show that TEXEDO consistently improves both tracking fidelity and text alignment. These results demonstrate that grounded verification is an effective path toward deployable language-guided humanoid motion generation. Project website: https://jianuocao.github.io/TEXEDO/
Jianuo Cao, Yuxin Chen, Yuzhen Song +3
Jun 22, 2026cs.CV

Full-Body Golf Swing Kinematic Reconstruction From a Smartwatch IMU

Quantitative measurement of the golf swing is critical for evaluating technique and enabling individualized feedback. However, existing methods are impractical to use on the golf course: optical motion capture is laboratory-bound, camera-based methods require impractical camera placement, and multi-sensor inertial measurement unit (IMU) systems require multi-segment setup and calibration. We thus propose a single wrist-worn IMU approach for estimating full-body joint angles during golf swings. The proposed Wrist-IMU Temporal Kinematic Network (WIT-KinNet) leverages modality-specific IMU embeddings and temporal kinematic encoding to learn wrist-to-body motion dependencies and estimate full-body joint angles during golf swings. Thirty-six golfers spanning beginner and skilled players, performed full, half, and quarter swings using seven club types: driver, 3-wood, 5-hybrid, 5-iron, 7-iron, 9-iron, and sand wedge. The proposed WIT-KinNet was evaluated under subject-wise cross-validation using synchronized smartwatch IMU data and ground-truth kinematics derived from an optical motion capture system. The proposed approach achieved a mean absolute error of 8.11 ±\pm 1.84∘^\circ across full-body joint angles. High temporal correlation was observed for pelvic rotation and upper torso rotation (r = 0.98 and 0.97, respectively), with X-factor and S-factor also showing strong correlation (r = 0.96 and 0.96). Linear mixed-effects models of the error revealed that swing amplitude, skill level, and club type all significantly affected measurement differences (p << 0.05). The results establish the first single wrist-worn IMU approach for estimating full-body golf swing kinematics, enabling practical swing analysis during real gameplay.
Yuanshuo Tan, Kezhe Zhu, Xiujie Sun +11
Jun 22, 2026cs.CV

OrthoMotion:Disentangling Camera and Subject Motion via Geometry Semantics Orthogonal Attention

Controllable video generation demands independent command of the camera and the subject, yet 2D conditioning entangles them: camera- and object-induced optical flow share the same inverse-depth (1/Z) scaling and cannot be separated from image evidence alone. We first prove that this entanglement is representational, not architectural -- the 2D camera/object split is a non-identifiable inverse problem -- and therefore reframe decoupling as a question of operator design. We resolve it at the level of the attention operator. OrthoMotion routes camera motion into a geometric channel, a norm-preserving rotation of the rotary position embedding (RoPE) phase, and subject motion into a semantic channel, a gated value injection in cross-attention. Because these sub-operators are algebraically complementary -- a rotation versus a translation of the affine action on tokens -- a lightweight decoupling regularizer provably drives their response subspaces to orthogonality, so the two controls stop interfering. To our knowledge OrthoMotion is the first method to guarantee disentanglement by construction rather than hope for it to emerge. It attains state-of-the-art camera and subject accuracy at once while minimizing cross-talk, which we quantify with a new Cross-Talk Error (CTE) metric, cutting cross-talk by more than 2.4x with no loss in fidelity and generalizing across backbones.
Zijie Meng
Jun 21, 2026cs.CV

Generative Relightable Avatars

We present Generative Relightable Avatars (GRA), a person-specific method for photorealistic free-view rendering and environment-map relighting of full-body humans. We postulate that modeling fine-grained appearance details is inherently a one-to-many problem that can benefit from a generative formulation. In contrast to fully regressive relightable avatar methods, GRA follows a hybrid approach that combines controllable, physics-grounded relighting with probabilistic refinement. Starting from a tracked animated mesh, we optimize material parameters in UV-space and render a coarse relit appearance under a target HDR environment map. Next, we refine the textures with a feed-forward model to capture pose-dependent texture dynamics and illumination effects beyond simplified reflectance assumptions. Finally, a fine-tuned video-to-video diffusion model transforms the physically grounded renderings into temporally coherent, high-detail videos while preserving 3D control, with an error-recycling strategy for generating long videos. Experimental evaluations demonstrate our method's improved perceptual quality over prior relightable avatar baselines. Project Page: https://vcai.mpi-inf.mpg.de/projects/GRA/
Kunwar Maheep Singh, Christian Theobalt, Rishabh Dabral
Jun 21, 2026cs.RO

PenduMorph: Development and Motion Analysis of Pendulum-Actuated Rolling Reconfigurable Spherical Robot with Magnetic-Coupling

This paper presents "PenduMorph", a wireless reconfigurable rolling spherical robot designed as a modular platform for enclosed locomotion and inter-module interaction in challenging environments. The proposed robot extends our previous pendulum-actuated rolling disk concept to a fully enclosed spherical architecture integrating a 2-DoF internal pendulum, onboard control, battery-powered operation, and magnetic docking. The design aims to combine independent rolling mobility with protected hardware and reliable reconfigurability. We first present the robot design and an analytical study of the magnetic coupling mechanism to evaluate retention and interaction between coupled modules. We then experimentally investigate key motion behaviors at both the single-module and dual-module levels, including independent rolling, magnetic coupling, and coordinated coupled motion. The results show that the proposed platform enables stable wireless operation and a set of distinctive reconfigurable rolling behaviors, providing a useful foundation for future modular spherical robots operating in contact-rich and demanding environments.
Aung Myat, Peter Noyce, May Forgan +2
Jun 19, 2026cs.CV

Odoriko: A Shape-Aware Multimodal Diffusion Framework for Human Motion

Human motion generation has been widely studied across diverse input modalities, text, music, and video, and recent efforts have unified these into single multimodal frameworks. However, while morphological factors such as gender and body shape are known to produce distinct kinematic signatures, no existing unified framework incorporates this into generation, treating all subjects as morphologically equivalent. We present Odoriko, the first unified multimodal motion generation framework that reflects subject bio-morphological information directly in synthesized motion output. Rather than averaging over subject variation, Odoriko generates motion that is consistent with who is moving, not just what they are asked to do, across text, music, and video conditions within a single model. When explicit morphological information is unavailable, Odoriko additionally recovers subject morphology alongside motion, unifying estimation and generation in one framework. Extensive experiments across text-to-motion, music-to-dance, and video-to-motion benchmarks demonstrate that Odoriko matches or exceeds prior specialized models on standard metrics, while enabling morphology-consistent generation that no existing unified framework supports.
Dongseok Shim, Julian Tanke, Kengo Uchida +5
Jun 18, 2026cs.CV

Fine-grained Human Motion Understanding with Language Models

In this work, we propose \methodname, an LLM-based model for fine-grained human motion understanding that represents motion as a sequence of skeletal poses with explicit timestamps for each pose. Each pose encodes body joint positions and is temporally grounded with timestamp tokens, allowing the model to reason about motion order, duration, and rhythm. To study what supervision is needed for motion-language reasoning, we construct a diverse training mixture spanning pose captioning, pose question answering, motion captioning, and motion question answering. Our ablations show that the primary gains come from the diversity of pose- and motion-level supervision, while staged training provides a smaller additional benefit. Different from previous works that rely on ground-truth 3D motion capture, our approach supports both 2D and 3D skeletal motion representations through a unified pose encoder, and can optionally incorporate video to provide contextual information. Extensive experiments on BABEL-QA, HuMMan-QA, CompMo, NTU-RGB+D, and QEVD-Coach demonstrate that our method achieves state-of-the-art performance across multiple benchmarks, highlighting the effectiveness of explicit temporal encoding and diverse pose- and motion-level supervision for fine-grained human motion understanding. Notably, even when using only 2D skeletal input, our approach surpasses previous 3D-based methods.
Thomas Markhorst, Zhi-Yi Lin, Jouh Yeong Chew +2
Jun 18, 2026cs.CV

CalTennis: Large Multi-View Tennis Video Dataset and Benchmark of Monocular-to-3D Pose Estimation

The Caltech Tennis Dataset (CalTennis) is a large-scale video benchmark for evaluating monocular-to-3D pose estimation in the wild. CalTennis comprises over 11 million frames (51 hours) of tennis practice and match play from 40 players, captured with 2-6 synchronized cameras at 60 Hz. It is 10 times larger than existing in-the-wild human motion video datasets and 3 times larger than existing MOCAP-ground-truthed datasets, and it is the first large-scale benchmark to provide synchronized multi-view recordings of expert athletic motion. The multi-view setup enables inexpensive, label-free evaluation of monocular-to-3D pose estimation algorithms. We describe a simple, standardized protocol that enables data collection without specialized equipment or expertise, along with fully automated video calibration and synchronization. Benchmarking state-of-the-art monocular-to-3D pose methods on CalTennis, we find that while 3D joint angle recovery is now quite accurate, all models struggle to estimate depth and foot contact consistently. We further propose two novel performance metrics, footwork and stability, as well as qualitatively study body shape inconsistency. These metrics expose previously underexplored failure modes and point to concrete opportunities for improvement in pose estimation and action analysis.
Ilona Demler, Xinran Xie, Blake Werner +2
Jun 18, 2026cs.RO

Increasing Resilience of Continuum Robots via Motion Planning Algorithms

This paper presents an experimental study of motion planning for resilient continuum robots. In this study we mainly focused on multi-criteria decision-making, its application for path-planning algorithms, impact on the generated path and execution time. To do this, we used two well-known algorithms for path planning, namely Genetic algorithm and A star algorithm, and modified them by adding the Analytical Hierarchy Process algorithm to evaluate the quality of the paths generated. In our experiment the Analytical Hierarchy Process considers four different criteria, i.e. distance, motors damage, mechanical damage of the robot's arm and accuracy, each considered to contribute to the resilience of a continuum robot. The use of different criteria is necessary to increase the time to maintenance operations of the continuum robot. We conducted the experiments using two different simulated environments of the robot. Although we significantly simplified the robot's model and its environment, we still implemented some of the features of the environment based on the real robot prototype. In particular, one of the environments has single- as well as multi-path points, and other consists of the multi-path points only. The results show that, in contrast to A star, the performance time of Genetic algorithm does not depend on the environment's cardinality. It generates more diverse paths, which increases the robot's resilience.
Oxana Shamilyan, Ievgen Kabin, Zoya Dyka +2
Jun 18, 2026cs.CV

TriMotion: Modality-Agnostic Camera Control for Video Generation

Camera motion control is essential for directing viewpoint changes in generative systems. However, existing methods typically condition the generation process on a single specific modality, such as explicit pose trajectories or reference videos, limiting their ability to support heterogeneous user inputs. To address this limitation, we present TriMotion, a modality-agnostic framework for camera-controlled video generation that maps video, pose, and text inputs, describing the same camera trajectory into a shared motion embedding space. Learning such a space requires synchronized supervision across modalities. Therefore, we build the Motion Triplet Dataset by extending a Multi-Cam Video Dataset with geometry-grounded motion descriptions derived from camera extrinsics. We further introduce a latent motion consistency objective that leverages the motion embedding space to encourage the generated video to follow the target camera trajectory directly in latent space, avoiding the cost of pixel-space decoding. Extensive experiments show that TriMotion generates high-quality videos that accurately follow the target camera trajectories across all three modalities. Beyond standard generation, the shared motion embedding space also enables flexible applications such as sequential motion composition and cross-modal motion interpolation.
Seunghyun Shin, Jifei Song, Wooseok Jeon +2
Jun 18, 2026cs.AI

PhysDrift: Bridging the Embodiment Gap in Humanoid Co-Speech Motion Generation

Humanoid robots require co-speech motions that are not only expressive and speech-aligned, but also physically executable under embodiment constraints. Existing co-speech generation pipelines are predominantly human-centric: motions are first generated in human-body representations such as SMPL-X and subsequently retargeted to humanoid robots. In this work, we identify a fundamental embodiment gap in this paradigm, where the mismatch between human motion manifolds and humanoid embodiment constraints disrupts embodiment consistency during motion transfer and physical execution. Through extensive analysis, we show that although retargeting can preserve coarse motion semantics, it significantly compresses motion diversity and weakens prosody-motion synchronization, limiting expressive humanoid behaviors. To address this problem, we first propose IK-EER, a prosody-preserving humanoid motion curation framework that jointly optimizes kinematic feasibility and speech-motion temporal alignment during retargeting. Building upon the curated robot-native motion dataset, we further introduce PhysDrift, an embodiment-aware co-speech motion generation framework that directly predicts executable humanoid joint trajectories from speech without relying on intermediate human-body representations. Unlike conventional human-centric pipelines, PhysDrift maintains embodiment consistency throughout both training and inference while incorporating physical regularization to stabilize robot motion dynamics. Extensive experiments and real-world humanoid deployment demonstrate that embodiment-aware robot-native generation substantially improves speech-motion alignment, physical plausibility, motion smoothness, inference efficiency, and real-time interaction capability.
Zhangzhao Liang, Xiaofen Xing, Mingyue Yang +2
Jun 17, 2026cs.CV

XmoPipe: A Pipeline for Large-Scale In-the-Wild Human Motion Dataset Construction

Large-scale human motion datasets are essential for training robust motion models for analysis, synthesis, and understanding. While marker-based motion capture provides precise data, it is costly and limited in scale and diversity. Recent advances in monocular motion capture and video-language understanding open the way to extract plausible motion from unconstrained online videos. We present a scalable pipeline for constructing in-the-wild human motion datasets. From a few keywords, the system retrieves videos, extracts 3D body and facial motion, and generates high-level textual descriptions. The pipeline is flexible, enabling targeted collection of various motions, multi-person interactions, or expressive behaviors. We demonstrate its quality by training motion reconstruction and motion generation models, showing performance comparable to models trained on traditional motion capture datasets and strong cross-dataset generalization.
Nathan Salazar, Emmanuel Dellandréa, Mathieu Lefort +1
Jun 17, 2026cs.CV

MolmoMotion: Forecasting Point Trajectories in 3D with Language Instruction

Motion forecasting is central to visual intelligence: agents must anticipate how objects will move in order to plan actions, reason about physical interactions, and synthesize realistic futures. We argue that 3D points in world coordinates provide a general representation that is class-agnostic, view-stable, compact, and directly useful for downstream tasks. We formalize the task of goal-conditioned 3D point motion forecasting: given a short visual history, a set of 3D query points on an object of interest, and a language description of the intended goal, the model predicts the future 3D trajectory of each point. We introduce a full stack to study this task at scale: (1) MolmoMotion-1M is a large corpus of action-described, object-grounded 3D point trajectories annotated from 1.16M unconstrained videos; (2) PointMotionBench is a human-verified benchmark spanning 111 object categories and 61 motion types; and (3) MolmoMotion is a general motion forecasting model that supports both autoregressive coordinate prediction and flow-matching-based trajectory generation. MolmoMotion accurately predicts diverse motion patterns with different language instructions, and significantly outperforms existing motion prediction baselines on PointMotionBench. Finally, we show that the learned 3D motion prior transfers well to downstream applications: it improves training efficiency and generalization for robot manipulation, and its predicted trajectories provide effective motion guidance for generative models to synthesize videos with more realistic object motion.
Jianing Zhang, Chenhao Zheng, Yajun Yang +10
Jun 16, 2026cs.CV

MOCHI: Motion Enhancement of Collaborative Human-object Interactions

Collaborative human-object interaction shows dynamic and complex movements that require mutual anticipation and continuous adjustment between participants and the shared object. Modeling such collaborative multi-human object interaction (MHOI) scenarios requires high-quality data acquisition as a foundational step; however, this is challenging due to the inherent complexity of MHOI where human-human and human-object interactions occur simultaneously. Such complexity leads to noisy MHOI captures characterized by several artifacts: contact misalignment between hands and objects, motion jitter and temporal inconsistencies in the captured sequences, and missing or incomplete finger-level articulation details. To address these challenges, we present MOCHI (MOtion Enhancement of Collaborative Human-object Interactions), a two-stage framework for enhancing noisy MHOI data. Our approach first generates physically plausible hand grasps through optimization from noisy body input, producing grasps that are both physically plausible and semantically consistent with the body pose, where these optimized grasps are extended into complete hand-object interaction sequences. Consequently, the full-body motion for all participants are refined through a diffusion-based noise optimization framework that uses single-person motion priors. During the optimization process, we introduce optimization objectives to encode human-object and human-human interaction information within these single-person priors. Experimental results demonstrate the effectiveness of our pipeline across diverse MHOI data, either acquired by existing capture methods or synthesized by generative models. We further show robustness of our system across varying numbers of participants and types of interactions, and demonstrate various applications including keyframe-based MHOI creation and data augmentation through varying object geometries.
Jiye Lee, Yonghun Choi, Jungdam Won
Jun 15, 2026cs.CV

MotionPyramid: Hierarchical Motion Representation and Residual Interfaces

We ask whether the representational hierarchy seen in perception, from local primitives such as edges to higher level structures such as parts and objects, can be established for motion. In humanoid control, low level actions specify immediate motor commands, while meaningful behavior is organized over longer temporal scales, including contacts, gait fragments, balance recovery, reaching, and whole body skills. We introduce MotionPyramid, a hierarchical action representation that learns such structure from motion data. Starting from a motion tracking teacher, it trains a recursive stack of latent decoders: low level latents decode to immediate full body motor commands, while higher level latents unfold through lower levels into temporally extended motion programs. After pretraining, the hierarchy is frozen and reused by downstream reinforcement learning policies as a family of action interfaces at different control resolutions. Experiments show the learned levels form a motion hierarchy: coarser interfaces improve early learning and motion regularity by constraining exploration to structured segments, while finer interfaces preserve feedback control and final task precision. Representation probes show the hierarchy supports traversal, interpolation, transition, and qualitative composition, exposing editable control handles across temporal scales. Finally, we introduce Residual Interfaces, letting a downstream policy maintain coarse, segment level, and frame level residual commands through the frozen hierarchy. Analogous to residual or skip connections in deep networks, this allows coarse motion programs and fine residual corrections to coexist within one controller. MotionPyramid shows that motion, like perception, can be organized into a reusable multi level representation, providing structured abstraction without sacrificing controllability.
Gao Zhu, Zaishuo Xia, Yubei Chen
Jun 15, 2026cs.RO

VENOM: Versatile Embodied Network for Omni-bodied Motion tracking

Achieving expert-level expressive full-body motion tracking across multiple humanoids solely from demonstration data remains a challenging and relatively an underexplored problem in humanoid robot learning. Cross-embodiment motion tracking policies are mostly trained by decoupling the control problem into upper and lower body control. This work proposes VENOM, a cross-embodiment full-body motion tracking model for humanoids in simulation. VENOM is a GPT-based motion tracker trained on multiple humanoid data that can track the entire body without the requirement to split into upper and lower body control. We curate a multi-humanoid motion tracking dataset called the VENOM dataset that contains states, actions, and rewards and train VENOM and the baselines on this dataset. In this letter, we evaluate VENOM's performance against baselines and show that we can achieve a stable motion tracker across different humanoids more capable than an MLP trained on multiple humanoid data with supervised learning alone, and also show that despite lack of reward feedback, VENOM closely matches the tracking capability of experts that were trained using asymmetric-actor critic reinforcement learning.
Siddharth Padmanabhan, Kazuki Miyazawa, Takato Horii
Jun 14, 2026cs.RO

Perfect Demo Makes Poor Teacher: Learning Robust Alignment from Critical Motion Segments

Expert demonstrations are widely assumed to be the gold standard for robot imitation learning. Yet for fine-grained manipulation such as insertion, stacking, and alignment, we uncover a counterintuitive failure mode: fluent demonstrations can be poor teachers. A skilled teleoperator compresses the decisive moments of alignment and recovery into a brief temporal window, leaving the policy flooded with redundant free-space motion and starved of supervision exactly where precision determines success. We address this bottleneck at two levels. At the data level, slowing down near alignment and resampling critical segments both help, yet the gain comes mainly from broadening the coverage of recovery states the policy must learn, not from reweighting frames it already has. Such data-side fixes, however, leave the policy's per-frame view untouched: a single image still maps directly to an action, and the local motion that governs correction stays implicit. We therefore turn to the representation level and introduce STAIR (\textbf{S}patio-\textbf{T}emporal feature \textbf{A}s an \textbf{I}nterface for \textbf{R}obot learning), a compact dynamic feature that bridges the vision-language model and the action expert, distilling the short-horizon motion already recorded in each trajectory into dense, motion-aware supervision. Trained on fluent data alone, STAIR recovers most of the deliberate-demonstration gain (50.050.0 to 62.2%62.2\% overall, approaching the 64.4%64.4\% of deliberate demonstrations). These results call for a more pedagogical view of robot data, optimized for machine learnability rather than human efficiency alone.
Mingyu Liu, Zeju Li, Jiuhe Shu +4
Jun 14, 2026cs.RO

Transferring Contact, Not Just Motion: Compliant Grasping Across Dexterous Hands

Dexterous grasping depends on contact regulation, not motion alone. Stable manipulation requires fingers to maintain appropriate object loading as contacts slip, deform, or become visually occluded. Existing cross-embodiment dexterous policies unify motion through retargeted hand poses or latent actions, but force feedback remains tied to each hand's sensing and actuation, limiting transfer. This work introduces a cross-embodiment force-position interface for contact-aware manipulation across heterogeneous dexterous hands. Motion intent is represented in a shared hand-pose latent, while each hand's effort signal is calibrated through system identification into physical joint torque in N.m. These torques are mapped to fingertip forces and compact per-finger load descriptors, giving the policy comparable observations of where the hand should move and how the object is loaded. Using this interface, a flow-matching visuomotor policy is trained on vision, proprioception, and calibrated contact, with structured visual masking that encourages reliance on force under grasp-relevant occlusion. The same calibrated signal drives a hybrid force-position controller for demonstration collection and execution, keeping force targets consistent across training and deployment. Experiments across structurally different hands show that calibrated contact feedback enables transferable compliant grasping, with learned primitives reusable in long-horizon manipulation pipelines.
Soofiyan Atar, Yao-Ting Huang, Michael Yip
Jun 13, 2026cs.CV

MotionVLA: Vision-Language-Action Model for Humanoid Motion

Generating realistic humanoid motion from scene images and text involves both low-frequency pose semantics and high-frequency physical dynamics. However, many existing methods tokenize motion with a single shared codebook, forcing heterogeneous motion signals into the same quantization space. Our frequency-domain analysis of human motion data reveals a clear mismatch between single-codebook quantization and motion statistics: five DCT coefficients capture 93% of joint-position energy but only 37% of joint-velocity energy, which can bias quantization toward pose statistics and under-represent high-frequency velocity components. A second challenge lies in adapting a standard autoregressive model to effectively model high-frequency physical signals in motion sequences. Therefore, we propose DSFT, a dual-stream frequency tokenizer that separates motion into Base and physical streams and compresses them independently with DCT truncation and BPE. Furthermore, we present MotionVLA, a Qwen3.5-based model that arranges Base and physical tokens in a unified sequence, where Phys tokens are predicted after Base tokens. Experiments on HumanML3D and MBench show that, despite using a lightweight 2B backbone, MotionVLA reduces the Diversity gap to real data by over 50% on HumanML3D and improves Motion-Condition Consistency by 3.8% on MBench, supporting frequency-aware dual-stream decoupling as an effective formulation for autoregressive motion generation. Code: https://github.com/AIGeeksGroup/MotionVLA. Website: https://aigeeksgroup.github.io/MotionVLA.
Nonghai Zhang, Siyu Zhai, Yanjun Li +5
Jun 12, 2026cs.CV

Giving AI a Headache: Acoustic Adversarial Attacks to Computer Vision Applications

Artificial Intelligence (AI) is increasingly used to automate a variety of real-world computer vision (CV) applications, such as autonomous vehicle control, facial recognition, and security cameras. Recent research has shown that acoustic vibration can induce real physical motion in cameras, interfering with their internal stabilization mechanisms. Because the motion falls outside the conditions the stabilization system was designed to handle, the system introduces artifacts into the frame, causing AI-based CV models to misclassify, miss targets, or hallucinate objects. Previous work used ultrasonic frequencies (>20 kHz) to perform short-range attacks, which limits them to short distances due to the attenuation exhibited by high frequencies. In this work, we investigate acoustic attacks using lower frequencies in the audible range (<20 kHz), and we further expand our analysis to include how various image and object features are affected by the attacks. Specifically, we performed physical experiments to demonstrate the viability of our attacks on an off-the-shelf object detection model (YOLO11) by resonating a commercially available camera with various frequencies. Based on our results, we provide insights into several factors that make an AI CV system more vulnerable to these attacks, which could help inform the development of future mitigation strategies.
Nicole Villavicencio-Garduño, Maksim Ekin Eren, Milo Prisbrey +2
Jun 12, 2026cs.RO

Universal Manipulation Exoskeleton: Learning Compliant Whole-body Policies with Real-time Torque Feedback

For robots to work safely in household environments, they need to be compliant and react to torque and force feedback during contact. However, the majority of existing data collection pipelines still lack the ability to capture force and torque data for learning active compliant policies. In this paper, we present Universal Manipulation Exoskeleton (UME), an upper-limb exoskeleton that provides real-time haptic torque feedback while recording whole-arm configurations and joint torque signals for teleoperation. With transparent torque feedback, human operators can even unsheathe kinematically constrained objects while blindfolded. UME is low-cost, lightweight, and portable. Equipped with an embedded IMU, it enables teleoperation for mobile manipulation. With our proposed universal retargeting algorithm, UME can teleoperate a range of robots, including the 7DoF OpenArm, 7DoF Franka, and 6DoF X-ARM. We demonstrate that this combination of capabilities enables learning bimanual, whole-body, and active compliant policies that operate effectively in highly constrained spaces. The learned robust autonomous policies achieve high success rates across a variety of tasks, including long-horizon mobile manipulation, force-mediated box flipping, visually occluded box pushing, and space-constrained tabletop manipulation. Videos, code, and additional information can be found at https://ume-exo.github.io.
Litian Liang, Jingxi Xu, Xinda Qi +7
Jun 12, 2026cs.CV

A New Multi-Domain Benchmark for Micro-Action Recognition and Detection

Micro-actions are short-duration, low-amplitude subtle body movements at the whole-body level that can reveal latent intentions, involuntary reactions, and fine-grained affective changes. Our previous MA-52 benchmark has provided an important foundation for micro-action recognition, but it remains limited in scale, scene diversity, task coverage, and evaluation protocols. To advance micro-action analysis toward more realistic and comprehensive settings, we introduce MMA-82, a large-scale multi-domain extension of MA-52. MMA-82 expands the label space from 52 to 82 fine-grained micro-action categories and covers four distinct domains, including laboratory interviews, street interviews, psychiatric patient interviews, and emotion-rich television videos, resulting in 77,856 annotated instances from 454 subjects. Built upon MMA-82, we establish two core tasks: Micro-Action Recognition and Multi-label Micro-Action Detection. For recognition, we further define in-domain and cross-domain protocols, including few-shot and zero-shot settings, to evaluate model robustness, transferability, and generalization. Extensive experiments show that current methods still struggle with realistic micro-action understanding, especially under domain shift, long-tailed category distributions, and complex temporal localization. Beyond benchmarking, we investigate the relationship between micro-actions and emotion, showing that micro-actions are strongly associated with emotional states and provide complementary cues to facial micro-expressions for improved emotion recognition. These results demonstrate that MMA-82 serves as a comprehensive and challenging benchmark for realistic micro-action analysis and a valuable resource for human-centered AI. MMA-82 is available at https://lpynow.github.io/MMA-82-AIM/.
Yanbin Hao, Pengyu Liu, Xing Wei +3
Jun 11, 2026cs.CV

Measurement-Calibrated Multi-Camera Fusion for Vision-Based Indoor Localization

Indoor vision-based localization systems are affected by detection noise, occlusions, and limited camera coverage, leading to uncertainty at multiple stages of the pipeline. While multi-camera data fusion is widely used to mitigate these issues, it is typically treated as a black-box component and evaluated solely end-to-end, obscuring its mechanistic contributions. To address this gap, this work investigates whether explicitly characterizing single-camera localization errors can be leveraged to calibrate and optimize multi-camera data fusion. We introduce a measurement-calibrated fusion approach that integrates component-wise error quantification, specifically isolating homography calibration, human detection, and motion tracking. A component-wise evaluation is conducted to quantify error contributions from homography calibration, human detection, and motion tracking. Experimental results show that data fusion improves localization accuracy compared to single-camera baselines. While measurement-calibrated fusion provides only limited improvement in absolute accuracy over standard fusion, it substantially reduces trajectory variance and improves motion smoothness, which are critical for applications requiring stable and continuous motion estimates. These results highlight the value of explicit error characterization when designing data fusion strategies for vision-based indoor positioning systems.
Mateo Toro Diz, Jonathan Hoss, Noah Klarmann
Jun 11, 2026cs.CV

Person Identification from Contextual Motion

We consider the problem of identifying people based on their motion styles. We present a generative model describing the action instance creation process and derive a probabilistic identity inference scheme for two common person identification scenarios motivated by the surveillance and authentication applications. We introduce a novel, \emph{interactive}, scenario for person identification from motion patterns. To this end, we formalize the identification process in the context of a sequential message exchange session between the subject and the system. The subject's behavior is modeled using a probabilistic generative model inspired by the Human Information Processing (HIP) paradigm. At each stage, the system presents a visual stimulus (a cue) to the subject and records their motion response. The cue is selected so as to maximize the mutual information of the expected response and the subject's identity. Once recorded, the response is used to update the a posteriori probability over possible subjects' identities. The process terminates once a sufficient classification confidence level is reached. To the best of our knowledge, this is the first time person identification is addressed in such interactive setting. We report high recognition rates on five publicly available datasets and our own novel dataset consisting of 4,476 recordings of 22 test subjects responding to 15 cues.
Igor Kviatkovsky, Ehud Rivlin, Ilan Shimshoni
Jun 11, 2026cs.LG

VideoMDM: Towards 3D Human Motion Generation From 2D Supervision

We introduce VideoMDM, a diffusion-based framework that trains 3D human motion priors directly from accurate 2D poses extracted from monocular videos, without any 3D ground truth. A pretrained 2D-to-3D lifter provides approximate 3D pose sequences that serve as a noisy teacher: these are diffused, denoised by the model in 3D, and supervised in 2D by reprojecting the prediction and comparing against accurate keypoints. We show that, under mild assumptions, a depth-weighted 2D reprojection loss is equivalent in expectation to direct 3D supervision, and we adapt standard 3D motion regularizers - velocity consistency and over-parameterized representation alignment - to this 2D setting. Unlike methods that lift 2D to 3D only at inference, VideoMDM learns a coherent 3D motion manifold during training. On HumanML3D it nearly closes the gap to fully 3D-supervised MDM (FID 0.88 vs 0.54); On real video datasets Fit3D and NBA the method learns to generate motions consistently preferred by humans, with strong quantitative results.
Amir Mann, Gal Michael Harari, Merav Keidar +1
Jun 11, 2026cs.RO

WT-UMI: Tactile-based Whole-Body Manipulation via Force-Supervised Contact-Aware Planning

Whole-body humanoid manipulation of bulky, deformable, and shared-load objects requires distributed contact sensing and explicit force regulation, yet most imitation policies treat contact force only implicitly. On the other hand, different demonstration sources provide complementary modalities with inherent trade-offs: human demonstrations capture natural contact forces but not robot-executable actions, while teleoperation directly records robot actions but with less natural force regulation. This paper presents \textbf{WT-UMI}, a wearable whole-body tactile interface worn by human operators or mounted on humanoids, providing accurate observations of tactile images, contact forces, and end-effector poses across both human demonstration and humanoid teleoperation modes. We introduce a force-conditioned target-pose correction module that converts measured human poses into contact-aware robot targets by learning corrections from teleoperation data. To leverage the natural force interaction in human data, we propose a force-supervised planner that predicts end-effector pose chunks and contact-force trajectories. The predicted contact force serves as the reference for a tactile-based admittance controller. Across five contact-rich tasks spanning deformable objects, bulky rigid objects, and human--humanoid collaboration, WT-UMI improves success rate and reduces contact-position tracking error over four policy baselines. Our project page is available at https://wt-umi.github.io/WTUMI/.
Jaehwi Jang, Zhaoyuan Gu, Alfred Cueva +15