Human Motion

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

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

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Period ending 2026-09-21

7 new papers

A weekly snapshot of new work published in Human Motion.

Period ending 2026-09-14

1 new paper

A weekly snapshot of new work published in Human Motion.

79 papers

Latest in Human Motion

Sep 17, 2026cs.RO

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

Roofing requires workers to coordinate locomotion, balance, and work-related body motions on pitched surfaces, creating a challenging application for humanoid robots. Directly retargeted human demonstrations, however, may preserve motion appearance while placing the robot's feet or hands incorrectly relative to the roof. This study presents a task-semantic scene-grounded framework for learning roofer-style whole-body motions on a Unitree G1. Human demonstrations are captured using a tracking system and retargeted to the robot, while a metric roof model supplies the spatial reference unavailable from the tracking system. A trajectory-level optimization grounds inferred support contacts and annotated work relations to the roof, and execution-aware reinforcement learning encourages the resulting policy to preserve these relations under dynamic tracking errors. The framework is evaluated through a multi-motion tracking study, a roof-pitch coverage matrix, a five-way nailgun ablation, cross-task experiments on hammering and lateral pushing, and comparisons with pure reinforcement learning and zero-shot teleoperation. Our method enables the robot to satisfy support, work-clearance, and nonpenetration criteria across all evaluated seeds. Across nailgun, hammering, and pushing, it achieves work-clearance errors between 0.256 and 0.531 cm and 3/3 successful evaluations per task. Physical experiments reproduce uphill walking, nailgun, hammering, and bending motions with mean base-frame motion errors below 80 mm. These findings establish scene-grounded human motion learning as a promising basis for construction-oriented humanoid motion primitives.
Songyang Liu, Shuai Li
Sep 16, 2026cs.RO

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

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

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

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

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

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

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

Humanoid whole-body manipulation requires coordinated whole-body dynamics, yet large-scale trajectories from a target robot are expensive to collect and difficult to scale. In contrast, whole-body motion from human and humanoid sources is abundantly available, although such data cannot be directly used as embodiment-specific robot actions. This work asks whether these scalable motion resources can instead provide a transferable predictive prior for humanoid world-action modeling. We introduce WholeBodyWAM, a humanoid world-action model that learns whole-body dynamics from large-scale heterogeneous motion before target-robot training. We curate UniMotion-4K, a motion corpus spanning more than 4K hours from human videos, native 3D motion datasets, and heterogeneous humanoid platforms, and canonicalize these diverse sources into a unified motion space. A language-conditioned Motion Expert is then pretrained to predict future whole-body motion without target-robot action supervision. During robot post-training, the pretrained Motion Expert is integrated with Video and Action Experts through asymmetric Mixture-of-Transformers (MoT) attention, enabling predictive scene dynamics and whole-body motion to jointly inform embodiment-specific action generation. Experiments show that WholeBodyWAM consistently benefits from increased motion-pretraining scale, improves future-motion prediction and downstream task performance, and transfers effectively to real-world humanoid manipulation. Moreover, the pretrained motion prior substantially improves data efficiency under limited target-robot demonstrations.
Bowei Zhang, Qiyao Zhang, Shuanghao Bai +8
Sep 15, 2026cs.RO

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

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

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

World Action Models (WAMs) offer a promising approach to general-purpose robot manipulation by jointly modeling visual dynamics and actions. However, most WAM studies focus on tabletop or arm-centric manipulation, while humanoid loco-manipulation remains less explored. To address this gap, we introduce WholeBodyWAM, which jointly predicts future visual dynamics, manipulation actions, and whole-body control intents for generalizable humanoid loco-manipulation. It preserves pre-trained world-action priors while grounding heterogeneous whole-body controller (WBC) semantics and coordinating whole-body behavior. Extensive experiments show that WholeBodyWAM achieves an overall simulation task success rate of 91.9%, with a 0.23 improvement in real-world out-of-distribution task progress and a 70% reduction in success-rate variance across WBCs relative to the respective baselines. These results suggest a path toward scalable humanoid whole-body intelligence by extending pre-trained world-action priors through structured WBC grounding and coordination, rather than relearning whole-body behavior from scratch. Project page: https://wholebodywam.github.io/.
Zhuo Li, Yiming Yao, Jim Tan +3
Sep 8, 2026cs.RO

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

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

PGMT: Perceptive General Motion Tracking for Humanoid Robots

Humanoid motion trackers can reproduce diverse whole-body motions, but their performance degrades on complex terrain where terrain-agnostic references become physically infeasible. We present PGMT, a Perceptive General Motion Tracking pipeline for humanoid robots that learns terrain adaptation from independently selected motion references and terrains. PGMT first learns a general tracking and recovery prior, then incorporates terrain perception through motion-conditioned terrain glimpses that selectively encode regions relevant to the current motion. Terrain-aware tracking relaxation allows necessary deviations from the reference while preserving its motion intent. Zero-shot deployment on a Unitree G1 demonstrates robust terrain-adaptive locomotion and whole-body motion execution over real-world terrain with obstacles up to 37 cm high, while supporting teleoperation, dynamic motion tracking, and fall recovery. PGMT extends general humanoid motion tracking beyond flat ground, providing a unified policy for terrain-adaptive locomotion, diverse whole-body behaviors, and teleoperation in complex environments. Project homepage: https://luyili.github.io/pgmt/
Hongyi Li, Li Peizhuo, Yucheng Tao +9
Aug 17, 2026cs.RO

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

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

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

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

Capturing Uncertainty in Human Motion for Representation Learning in Soccer

This paper presents a self-supervised representation learning framework for understanding 3D skeleton-based human motion in soccer, using future motion prediction as the learning objective. Since human motion is inherently uncertain, accounting for multiple plausible futures is essential for capturing the underlying motion dynamics and learning effective representations. To this end, we introduce a conditioning module for motion prediction that models a probabilistic distribution over discretized future motions in 3D Euclidean space, learning multimodality with explicit supervision from future trajectories. Experiments on large-scale soccer player tracking data show that our approach substantially improves motion prediction accuracy. Moreover, the learned representations effectively transfer to multiple soccer downstream applications, demonstrating strong cross-task generalization.
Yizhou Xu, Lars Bretzner, Tiesheng Wang +1
Aug 10, 2026cs.RO

Whole-Body Planning for Humanoids Navigating Confined Spaces via Self-Collision Avoidance References

Humanoid locomotion in highly confined environments requires navigating dense environmental obstacles and complex self-collision bounds while maintaining multi-contact dynamic feasibility. Traditional trajectory optimizers frequently struggle in these restricted spaces, as navigating the large collision space with splines on particle abstractions is insufficient and leads to poor local minima. To address this, we propose a three-stage whole-body planning framework that formulates kinematic path planning directly over kinematically reachable rigid-body volumes. By integrating differentiable collision avoidance into a reachability-constrained formulation, our framework synthesizes volume-informed guides that reliably guide a full-order trajectory optimizer over long horizons. We show that these optimized plans serve as high-quality references to train a residual reinforcement learning policy for robust online execution. We validate our approach on the Unitree G1 humanoid across three benchmark testbeds exceeding NIST emergency response standards, achieving restricted confinement ratios (Cr<1.5C_r < 1.5). Our framework generates feasible trajectories across 12-to-18-second tasks with complex foot and hand contacts where standard baselines fail, while the learned policy successfully tracks these plans under extensive domain randomization in physics simulation.
Carlos Gonzalez, Luis Sentis
Aug 10, 2026cs.HC

Intuitive Directional Sense Presentation to the Torso Using McKibben-Based Surface Haptic Sensation in Immersive Space

In recent years, systems that utilize immersive space have been developed in various fields. Immersive spaces often contain considerable amounts of visual information; therefore, users often fail to obtain their desired information. Therefore, various methods have been developed to guide users toward haptic sensations. However, many of these methods have limitations in terms of the intuitive perception of haptic sensation and require practice for familiarization with haptic sensation. Fabric actuators are wearable haptic devices that combine fabric and McKibben artificial muscles to provide wearers with surface haptic sensation. These sensations can be provided to a wide area of the body with intuitive perception, instead of only to a part of the body. This paper presents a novel air pressure adjustment method for whole-body motion guidance using surface haptic sensations provided by a wearable fabric actuator. The proposed system can provide users with a directional sense without visual information in an immersive space. The effectiveness of the proposed system was evaluated through subject experiments and statistical data analysis. Finally, a directional sense presentation was conducted for users performing micromanipulations in a mixed-reality space to demonstrate the applicability of the proposed system for teleoperation.
Kenta Yokoe, Tadayoshi Aoyama, Yuki Funabora +2
Aug 10, 2026cs.CV

UniMoFlow: Grounding Instruction-Driven 3D Human Motion Editing in Generation

Instruction-driven editing of 3D human motion requires precise spatiotemporal localization, rich semantic grounding, and strict preservation of unmodified content. Existing methods either resort to training-free adaptation of generative models or rely solely on triplet supervision; however, adaptation often yields suboptimal control, and manually curated triplet datasets remain severely limited in scale and semantic diversity. To overcome this bottleneck, we ground motion editing directly within text-to-motion generation across data, architecture, and inference. At the data level, we develop a closed-loop synthesis-and-verification pipeline that produces Omni-MoEdit, a large-scale dataset spanning body-part, amplitude, temporal, action, and style edits. At the architectural level, we introduce UniMoFlow, a unified latent flow-matching model that shares broad semantic and kinematic knowledge between generation and editing. At the inference level, SAFE (Source-Anchored Flow Editing) complements UniMoFlow with controllable, source-anchored refinement. Furthermore, we augment standard evaluations with semantics-aware metrics to account for valid edits that inherently deviate from a single ground-truth reference. Extensive experiments demonstrate improved target-text alignment, edit effectiveness, and cycle consistency, while maintaining competitive source fidelity and text-to-motion generation quality.
Yilei Hua, Beibei Jing, Ce Zheng +3
Aug 4, 2026cs.CV

Surface Keypoint Representation for Multi-Object and Articulated Human-Object Interaction Generation

Daily activities require humans to coordinate whole-body motion with the motion of surrounding objects. Despite recent progress in human-object interaction (HOI) generation, most existing methods assume interactions with a single rigid object and do not extend well to scenarios involving a variable number of objects or articulated objects with diverse joint mechanisms. We propose surface keypoint trajectories as an object motion representation: for each rigid component, whether a standalone object or one part of an articulated assembly, we track a small set of non-collinear surface points over time. This representation handles multi-object coordination and diverse articulation mechanisms directly from point dynamics without requiring explicit joint-type specification. To model when and where each body region contacts each object, we introduce a spatio-temporal contact distance field that extends distance-based contact modeling to whole-body, multi-object, and articulated settings. We factorize HOI generation into three stages: generating object motions from text or waypoints, predicting the contact distance field, and synthesizing whole-body motion with contact-guided optimization. Experiments on ParaHome, HIMO, ARCTIC, and OMOMO demonstrate better or comparable performance to existing methods across single-object, multi-object, and articulated interaction settings.
Xiaogang Peng, Zeyu Han, Zichong Meng +4
Aug 3, 2026cs.RO

Learning Panorama-Aware VLA for Mobile Manipulation with Whole-Body Teleoperation

Mobile manipulation is a key capability for embodied intelligence, enabling robots to accomplish complex multi-stage tasks in open-world environments. However, mobile manipulation poses two key challenges for vision-language-action (VLA) policies: At the data level, the efficient collection of high-quality whole-body demonstrations demands the coordinated control of both the mobile base and the robotic arms; at the model level, existing VLA models predominantly rely on local camera observations, whose limited field of view hinders global spatial understanding. To address these challenges, we develop a whole-body teleoperation system and a panoramic-aware VLA policy. The system enables coordinated control of a wheeled bimanual robot through a single VR interface and supports the acquisition of a real-world mobile manipulation dataset comprising 5.5 hours of multimodal demonstrations. Building upon this dataset, we propose PanoVLA, a panorama-aware vision-language-action policy for mobile bimanual manipulation. Built upon a Mixture-of-Transformers architecture, PanoVLA introduces global spatial context through dedicated panorama encoding and fusion modules, enabling effective integration of panoramic observations with language instructions and robot states for action generation. Evaluation on four real-world mobile manipulation tasks demonstrates that PanoVLA achieves an average stage completion rate of 91.3% and an end-to-end success rate of 73.4%, substantially outperforming local-view baselines. These results demonstrate that incorporating panoramic spatial context improves spatial understanding and closed-loop manipulation performance in mobile robots.
Donglin Yang, Haoran Chen, Xingyu Chen +6
Aug 3, 2026cs.CV

UniMoCa: Unifying Motion and Camera Controls as Visual Proxies for Faithful Human Video Generation

Controlling human motion and camera movement is essential for faithful human-oriented video generation, yet remains challenging in multi-person scenes with large body motions, occlusions, and dynamic cameras. Existing pipelines typically rely on visual motion sequences, such as skeleton maps, pose maps, or rendered body representations, for motion control, while using camera embeddings for camera control. Such heterogeneous control interfaces force video generation models to reconcile pixel-aligned visual cues with non-visual geometric embeddings, making motion-camera attribution difficult and sensitive to camera estimation errors. We propose \textbf{UniMoCa}, a representation-driven framework that unifies motion and camera controls in visual space. At the core of UniMoCa is \textbf{Motion-Camera Visual Proxy} (\textbf{MCVP}), a mutually-sharable novel representation that converts 3D human motion and camera trajectories extracted from driving videos into an identity-neutral visual proxy. MCVP renders temporally aligned human geometry under the recovered camera trajectory and augments it with explicit camera trajectory markers, replacing heterogeneous visual-parametric controls with distinguishable visual cues. As both control factors are represented in the same visual space, they become mutually compatible rather than heterogeneous, enabling consistent joint reasoning and editing during video generation. We further curate a \textbf{MCVP-Video} dataset covering complex actions, multi-person interactions, and diverse camera trajectories. Experiments based on the Wan2.2 I2V show that UniMoCa achieves substantial gains in human motion control, camera control, temporal consistency, and camera-aware robustness with minimal additional complexity. More details are shown in our Project page: https://tanliming-daniel.github.io/UniMoCa/.
Liming Tan, Ye Chen, Hao Zhang +3
Aug 3, 2026cs.RO

Teleopit: A Full-Embodiment Humanoid Teleoperation System

Humanoid teleoperation for demonstration collection requires coordinated whole-body motion, continuous dexterous hand control, and viewpoint control. Existing systems either simplify hand commands or depend on dedicated wearable sensors for fine-grained hand motion. We introduce Teleopit, a full-embodiment teleoperation system that maps body, hand, and head signals from VR to a humanoid body, configurable dexterous hands, and a 2-DoF active vision module. A history encoder and failure-aware rewind sampling improve the motion tracker on both motion-capture and live VR references. An optimization-based hand retargeter combines normalized finger directions, fingertip closure, and thumb-frame alignment to map human hand motion to different dexterous hands without tuning hand-specific objective or solver hyperparameters. Component experiments evaluate tracking success rate and retargeting behavior, while real-robot teleoperation demonstrates coordinated locomotion, manipulation, and viewpoint control. ACT and GR00T N1.7 policies trained on 96 successful demonstrations collected with Teleopit achieve task success rates of 90.0% and 95.0%, respectively, when deployed on the humanoid. The project page is available at https://botrunner64.github.io/teleopit-page.
Bingqian Wu, Zicheng Xu, Xianghui Fan +2
Aug 2, 2026cs.CV

Astrolabe: Spherical-Map Guidance Across Diffusion Pipelines for Full-Body Capture from Unconstrained Images

Full-body capture from unconstrained photographs requires global correspondence across arbitrary views, poses, crops, and occlusions. Yet pose, geometry, and foundation features estimated in this setting are too unreliable for dense matching or appearance transfer, while diffusion rectifiers and optimization pipelines expose no common interface for consuming such uncertain correspondence. Our insight is that correspondence need not be locally accurate: its coarse viewpoint and body layout can still organize how a diffusion prior adapts and guides reconstruction. We introduce \emph{Astrolabe}, a host-portable adapter built on frozen viewpoint-guided spherical maps (SPH). A fixed bounded transform converts SPH into a spatial noise shift, which is matched during prior adaptation and reused during downstream denoising or score-distillation guidance in both pipeline categories. When a rectifier exposes a reference router, the same target/reference SPH additionally supplies coarse compatibility scores to select native appearance features; router-free optimization uses only the shared shift path. Astrolabe therefore follows one SPH--shift--adapt--guide process without dense warping or a learned control branch. Across Puzzle-IOI and 4D-Dress, it improves all reported image metrics in both hosts and all paired Puzzle-IOI geometry metrics; image gains extend to rear views, while 4D-Dress geometry remains stable overall.
Shuliang Zhu, Qi Wang, Ryugo Morita +1
Aug 1, 2026cs.RO

First Deployable Dynamic-CoM: A Unified Policy and Method-Agnostic Benchmark for Humanoid Single-Leg Balance

Unified humanoid policies handle agile whole-body motion, yet stumble on a simple demand: staying balanced on one leg. On our single-leg-balance benchmark, eight released state-of-the-art general policies hold a clean single-leg stance on 0 of 90 test motions; they stay up only by stepping or hopping, recovering from imbalance rather than preventing it. Prevention needs the capture point (xCoM), the center of mass (CoM) extrapolated by its velocity, which has never driven a hardware policy because it requires a base linear velocity no on-board sensor provides; expressed relative to the support foot, that velocity cancels exactly, leaving an observation reconstructible from encoders and IMU alone. We put this first deployable dynamic-CoM observation directly into the actor that runs on hardware, and pair it with a reward library translated term by term from human postural control, under one principle: prevention over repair. Trained by asymmetric FastSAC with a privileged critic and no distillation, the resulting policy, FDDC (First Deployable Dynamic-CoM), holds clean single-leg balance on 86 of 90 held-out motions across nine stratified pose classes and transfers to a real Unitree G1; in ablation, the dynamic-CoM observation is the single largest driver: removing it alone costs 40 points of clean single-leg balance. We release the full stack with the first method-agnostic, reproducible sim2sim benchmark for humanoid single-leg balance, scoring each policy in a simulator distinct from its training one, a step toward turning balance from a per-task trick into a capability the field can measure.
Yikai Zhou, Xingyun Wang, Jieming Cui +4
Jul 30, 2026cs.RO

PAC-MAN: Perception-Aware CBF-RL for Whole-Body Safety in Humanoid Dodgeball

We present PAC-MAN, a perception-aware CBF-RL framework that couples control-barrier safety with deployment-realistic onboard sensing for whole-body humanoid dodgeball. The deployed policy sees the ball only as segmentation-masked depth from a head-mounted camera, while training-time CBF guidance represents clearance to every body link, and an adversarial motion prior regularizes the resulting evasive reflexes. We evaluate on a controlled any-link contact benchmark with seeded throws in two regimes: single throws and a deployment loop in which the robot walks back to its station and recovers between throws. On this benchmark, the policy comes within a few points of a privileged state oracle: a fixed onboard camera alone is adequate for evasion. We find that usable barrier structure depends on perceptual observability: Joint-CBF gives the best performance with accurate ball states, degrades under fixed-camera observations when used only as training guidance, and recovers with a ball-tracking gimbal or privileged runtime filter. We therefore deploy a lightweight Link-CBF policy zero-shot on the Unitree G1 in the real world, where it tolerates imperfect perception, succeeds on 95% of throws, and uses semantic segmentation to dodge different balls.
Lizhi Yang, Junheng Li, Aaron D. Ames
Jul 30, 2026cs.CV

Learning to Understand Body Language from Flight through Robust 3D Avatar Placing

Perceiving human motion and intent at long range is a prerequisite for socially intelligent aerial robots, yet the data to learn it barely exists. We introduce Drones2BodyLanguage, a dataset grounding human motion in real UAV footage: avatars manifesting ten communicative intents are placed into unmodified 4K drone scenes with metrically correct position, scale and orientation, maintained over hundreds of frames of camera motion. Enabling it is a lightweight geometric world model of the local scene - semantically selected anchors lifted to 3D through streaming monocular depth - in which a placement point is predicted as an affine anchor combination with provably rigid-invariant weights, and re-rendered under an SVD-fitted ground rotation. Across twelve architectures on scene- and motion-disjoint splits, training on placed data lifts mean intent accuracy by a wide margin for real, retargeted and generated motion alike, with gains confirmed on two in-the-wild scenes.
Dragos Costea, Alina Marcu, Cristina Lazar +1
Jul 29, 2026cs.CV

HumanCLAW: Can Vision-Language Models Act Through a Body?

Evaluating whether a vision-language model (VLM) can act through a physical body is challenging. The outcome of an action couples the VLM's decision with motor control. When a task fails, it is hard to tell whether the VLM made a bad choice or the motor controller simply failed to execute it, e.g., losing balance and falling. In this work, we introduce HumanCLAW, an evaluation framework that decouples action decision-making from low-level execution. At every step, a harnessed, off-the-shelf VLM issues an atomic skill command, and the command is translated into a sub-second chunk of continuous full-body motion with real physical consequences, including gravity and collisions. The body can therefore act freely in the physical world, while execution-side disturbances, balance and motor errors, are factored out. What remains measurable is the model's action intelligence: its moment-to-moment choice of what the body should execute next. Based on this framework, we build HumanCLAW-Bench: 1,218 long-horizon, egocentric find-navigate-interact episodes across 41 indoor scenes. We test nine state-of-the-art VLMs and find that none solves the benchmark; the best model reaches only a 16.8% success rate. Recognizing the target is not the bottleneck. What current VLMs lack is embodied self-awareness: they lose track of their own body, failing to tell where it is, whether it has reached the goal, or whether it has hit an obstacle.
Li Siyao, Jiawei Gu, Shuai Liu +15
Jul 28, 2026cs.GR

Two2Four: Generative Quadruped Puppeteering from Human Motion

Realistic animal motion for virtual production is typically obtained either through motion capture of highly trained performers who accurately mimic animal behavior, or by retargeting ordinary human motion using complex control setups. Both approaches are challenging and often fail to fully reproduce the nuances of natural animal motion, motivating data-driven alternatives. We present an automatic human-to-quadruped puppeteering framework that produces plausible and controllable quadruped motions from ordinary human motion data. Our approach employs a two-stage generative diffusion model trained purely on quadruped motion data. By introducing a structured conditioning and inpainting strategy, our method supports a wide range of actions, including walking, running, jumping, sitting, and lying. Furthermore, we enable fine-grained intuitive control of the quadruped motion such as head movement control and individual limb puppeteering. Experimental results demonstrate improved motion realism and controllability compared to existing retargeting approaches, highlighting the effectiveness of our framework as a tool for animation and virtual production applications.
Fatemeh Zargarbashi, Zehong Qiu, Dhruv Agrawal +4
Jul 28, 2026cs.RO

SONG: A Photorealistic 3D Gaussian Simulation Platform for Benchmarking Social Navigation

Social navigation has progressed from simplified 2D environments toward a more general vision-based setting, in which a robot needs to achieve socially compliant behavior purely from onboard visual observations. Yet supporting simulation platforms have not kept pace: existing options either lack visual observations, lack moving human avatars, or fall short of real-world fidelity in appearance and pedestrian behavior, offering limited support for advancing vision-based social navigation. We introduce SONG, a SOcial Navigation platform powered by 3D Gaussian splatting (3DGS). It leverages 3DGS for both scene and avatar representations, drives pedestrians using semantically grounded trajectories generated by a large language model, and synthesizes their full-body motion with a trajectory-conditioned generator to produce continuous, natural movement. On top of the platform, we curate SONG-Bench, a set of evaluation episodes stratified by difficulty, and propose a multi-dimensional metric suite covering effectiveness, safety, and social compliance. A systematic evaluation of representative navigation baselines reveals three findings: (a) vision-based social navigation is far from solved; (b) a critical safety deficit precedes social etiquette; (c) real-world data matters more than model scale. Crucially, we demonstrate that fine-tuning on our curated data effectively improves the success rate in real-world environments. We hope our platform provides a faithful and rigorous testbed for the next generation of vision-based social navigation research.
Weiqi Huang, Dianyi Yang, Jiaxin Li +4
Jul 22, 2026cs.RO

Extreme-RGMT: Continual Learning of Highly Dynamic Skills for Robust Generalist Humanoid Control

Humans can progressively acquire highly dynamic motor skills while preserving reliable everyday motor abilities. In contrast, existing humanoid controllers face a trade-off between generalist and specialist capabilities: generalist motion tracking policies struggle to reliably execute rare highly dynamic motions, whereas specialist training can degrade previously acquired behaviors. We introduce Extreme-RGMT, a two-stage continual learning framework for robust generalist humanoid control. The method first learns a generalist motion-tracking base policy from diverse multi-source motion data, then employs an asymmetric skill acquisition and capability consolidation mechanism to constrain policy drift on mastered motions while emphasizing difficult dynamic segments. To address the scarcity of highly dynamic motions, their high failure rates, and the resulting shortage of informative samples, Extreme-RGMT combines difficulty-aware sampling with advantage-prioritized trajectory resampling to emphasize critical segments. Experiments show that Extreme-RGMT achieves state-of-the-art generalist whole-body motion-tracking performance, including substantially improved completion of challenging highly dynamic motions. The resulting controller directly executes diverse unseen highly dynamic motions under fixed references and online inertial motion-capture inputs, advancing generalist whole-body motion-tracking controllers toward highly dynamic motor capabilities at the human-expert level.
Yubiao Ma, Han Yu, Kai Guo +5
Jul 20, 2026cs.RO

Closing the Loop in Humanoid VLA: Persistent 3D Object Tokens for Verifiable Loco-Manipulation

Vision-language-action policies are a promising foundation for general robot control, but long-horizon humanoid loco-manipulation requires the robot to treat task objects as persistent physical entities across movement, contact, occlusion, and recovery. We study this problem as object-state divergence: the object state used to condition a whole-body action can differ from the state used to decide whether the action achieved the intended physical relation. We propose \emph{Persistent Object Tokenization} (POT), which maintains role-indexed 3D object records from RGB-D observations and converts them into object tokens for a whole-body action expert. Instantiated as \emph{POT-VLA}, the same object records condition action generation and support geometric predicate checks, yielding a closed-loop execution system in which object state is both actionable and verifiable. On a Unitree G1, POT-VLA improves a matched direct GR00T-N1.7 baseline from 39/80 to 71/80 successes over eight real-world task families. In an external Being-0-aligned reference, POT-VLA achieves 44/50 successes on aligned service tasks, compared with the 37/50 success reported by the Being-0 paper. The largest gains occur on tasks requiring maintained 3D relations, suggesting that persistent object-centered state is a useful abstraction for verifiable humanoid VLA execution.
Peng Ren, Haoyang Ge, Jiang Zhao +4
Jul 16, 2026cs.RO

Scaling Behavior Foundation Model for Humanoid Robots

Humanoid control requires natural whole-body coordination, precise real-time responses to control signals, and robust generalization across diverse environmental contexts, making it a cornerstone for generalist embodied agents. Behavior Foundation Models (BFMs) have recently emerged as a promising solution to address these challenges by leveraging large-scale behavioral data to achieve superior expressiveness, versatility and generalization. However, despite growing interest in scaling BFMs to further improve their capabilities, it remains unclear how key factors, including the learning paradigm, behavioral data and model architecture should be coordinated to enable effective scaling. In this work, we revisit the scaling recipe for BFMs and demonstrate that substantial performance gains can be achieved through the coordination of three core components: 1) the learning paradigm of motion tracking that reformulates diverse humanoid control problems as the reproduction of integrated whole-body behaviors in the global frame; 2) the strategic synergy between on-policy rollout quantity and reference motion diversity; and 3) the expressive and scalable model architecture termed Humanoid Transformer that facilitates the natural emergence of structured behavioral representations. Through extensive experiments in both simulation and real-world deployment, we demonstrate that our approach yields significant improvements in control fidelity and task generalization, reducing Mean Per-Keypoint Position Error (MPKPE) on the test set by over 10% in local mode and 82% in global mode compared with existing humanoid controllers. These results establish BFM as a principled and effective foundation for scalable and general-purpose humanoid control.
Weishuai Zeng, Kangning Yin, Xiaojie Niu +15
Jul 15, 2026cs.RO

Semantic Audio-driven Understanding for Dynamic Humanoid Whole Body Control

Recent advances in humanoid robotics and reinforcement learning have enabled the acquisition of highly expressive whole-body motion policies. However, most robotic performances remain based on pre-scripted sequences or externally triggered behaviors, limiting autonomy and responsiveness to dynamic environments. In this work, we introduce a novel multi-modal orchestration framework for semantic audio-driven humanoid control, enabling robots to autonomously select and execute appropriate motion skills in real time. The system processes continuous audio streams and routes them into music or speech branches. Music input is handled via audio fingerprinting and semantic embeddings to retrieve track identity and temporal alignment, allowing dynamic mapping between musical segments and motion policies. Speech input is grounded into a discrete library of imitation-learned skills, enabling direct human-robot interaction. Both modalities share a unified interface that schedules skill execution over a reinforcement learning control pipeline. We validate the approach in simulation and on a Unitree G1 humanoid, showing robust sim-to-real transfer and consistent audio-conditioned policy selection. Supplementary materials are available at the following site: https://lab-rococo-sapienza.github.io/semantic-WBC/
J. M. A. Marcelo, M. Brienza, E. Bugli +4
Jul 15, 2026cs.CV

Human4K: A Large-Scale 4K Multi-View Mocap Dataset for Whole-Body 3D Human Reconstruction

Recent advances in 3D human reconstruction have improved overall performance, yet current models still fail in the most challenging real-world scenarios. They often produce unstable geometry, inaccurate limb articulation and unreliable predictions under depth ambiguity or self-occlusion. A key reason is that existing datasets still lack the combination of high-resolution images, high-precision annotations and diverse whole-body motions required to support robust reconstruction. To address this gap, we present Human4K, a large-scale 4K multi-view whole-body human reconstruction dataset with mocap-accurate SMPL-X annotations. Human4K contains over six million 4K images captured by an eight-view high-resolution camera system synchronized with a professional Vicon motion capture setup, covering 11 subjects performing complex, highly articulated and strongly self-occluded full-body motions. All sequences are processed by a Motion-Retargeting and Refinement Module (MRRM) to ensure precise alignment for the full body and extremities. Experimental results show that training with Human4K consistently improves whole-body reconstruction on standard benchmarks, with particularly large gains for hands, feet and depth-ambiguous limb configurations.
Tianshun Han, Ziyu Shi, Lijian Liu +7
Jul 11, 2026cs.RO

Navigating the Crowd: Non-linear MPC with Social Forces Dynamics for Human-Aware Robot Navigation

Safe and socially compliant navigation remains a fundamental challenge for autonomous robots operating in human-populated environments. Beyond collision avoidance, robots must anticipate human motion and respect personal space to ensure human comfort. Model Predictive Control (MPC) offers a robust alternative to classical and data-driven methods, although its effectiveness strongly depends on accurate human motion prediction and efficient computation. This paper introduces SFM-NMPC, a Social Force Model-based Non-linear Model Predictive Control framework that embeds human motion prediction directly within the optimization loop. By incorporating the Social Force Model into the dynamic model of surrounding agents, the controller jointly predicts the trajectories of humans and robots over the prediction horizon, thereby enabling socially-aware planning. A tailored set of social cost functions guides the optimization toward human-compliant behaviors. Despite the increased model complexity, the proposed formulation runs in real time at 20 Hz. Extensive simulated testing in crowded environments demonstrates that SFM-NMPC outperforms state-of-the-art baselines in social compliance metrics while maintaining efficient and smooth navigation. Visual trajectory analysis and an ablation study further highlight the contribution of the embedded SFM dynamics and social cost terms, confirming the effectiveness of the proposed approach for real-world social navigation.
Stefano Trepella, Andrea Ostuni, Mauro Martini +5
Jul 8, 2026cs.CV

GIRAF: Towards Generalizable Human Interactions with Articulated Objects

Synthesizing realistic full-body human interactions with articulated objects is a fundamental challenge for embodied AI and graphics, with applications in robotics training and virtual agents. Existing models remain limited: some focus on simple activities with static objects, while others restrict attention to hand-only manipulation. This leaves open the problem of generating coordinated full-body motion that approaches, manipulates, and moves articulated objects in a realistic and generalizable way. The key difficulty lies in reasoning jointly about locomotion, fine-grained contact, and object articulation. Models must capture subtle hand-object correspondences that transfer across object geometries, while also producing seamless transitions from navigation to manipulation. At the same time, the scarcity of large-scale paired motion-scene data makes it difficult to generalize across diverse object positions and shapes. We introduce a text-conditioned diffusion model that addresses these challenges through three core ideas: an object-centric representation that unifies hand-object contact with object surfaces, a mixed-domain training strategy that balances locomotion and interaction, and a contact-based augmentation scheme that expands training diversity. Through experiments, our method demonstrated strong generalization to unseen object configurations, surpassing current state-of-the-art methods.
Xiaohan Zhang, Sebastian Starke, Alexander Winkler +3
Jul 8, 2026cs.CV

Heterogeneity-Adaptive Diffusion Schrodinger Bridge for PET-Guided Whole-Body MRI Translation

While whole-body multimodal medical imaging scanners have been increasingly recognized for more effective medical applications, the excessive long acquisition time in PET-MR scanning is a major obstacle in more efficient clinical practice. Deep learning-based MRI translation provides a potential solution to reduce scan duration. However, current models often focus on specific anatomical regions and face challenges for whole-body scans that consists of highly heterogeneous feature distributions mainly due to (1) different anatomical regions across whole-body, and (2) lesions or pathological tissues. This paper tackles the challenges through a novel Heterogeneity-Adaptive Diffusion Schrodinger Bridge (HA-DSB) framework. By explicitly modeling translation as stochastic transport between source and target distributions, HA-DSB incorporates region context embeddings derived from a vision-language model (VLM) to enable region-specific modeling. To enhance fidelity of the pathological tissue, lesion-aware metabolic prior from PET is integrated directly into the bridge dynamics through a dual-stage guidance mechanism. Specifically, a PET-guided noise modulation module adaptively scales spatial diffusion perturbations during the forward process, while PET features are leveraged during the reverse process to selectively amplify lesion-relevant structures via an attention mechanism. Experiments demonstrate the superiority of our method across different body regions in whole-body MRI translation and show improved translation quality in lesion areas under PET guidance. Our code is available at Github.
Chengbo Wang, Jiacheng Yu, Linjie Bian +7
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.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 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.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 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 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 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.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 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 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 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
Jun 8, 2026cs.CV

Real-time body pose non-verbal communication with a consistency-based reliability measure

Body movement communicates intent at distances and in conditions where neither the face, nor speech can be captured. We study the recognition of communicative intent from 2D body pose alone. We argue that body motion is a reliable signal especially in scenarios that require real time low-cost on-device person-to-robot communication in long distance environments, such as rescue missions. However, existing resources do not isolate this signal. Affective corpora combine body, face, voice and text, while skeleton action-recognition benchmarks label the action performed rather than the message conveyed. We release a dataset of real frames of full-body pose covering ten communicative intents and we compare it against other real (IPC) and synthetic (MotionLCM, VEO3.1, Kimodo) ones that span a range of difficulty. We target systems that can run on a robot's limited onboard hardware. We benchmark multiple models, from skeleton graph classifiers to joint motion-forecasting networks, and report performance metrics together with frame rate on an embedded GPU (NVIDIA Orin~Nano), since speed matters as much as accuracy in our scenario. Finally, we show that a model's own autoregressive self-consistency works as an unsupervised reliability signal. We give a short proof that bounds the probability that a self-consistent prediction is correct, show that this probability grows with the number of consistent steps, and identify the conditions under which a confident prediction can still be false, benchmarked against industry-standard metrics.
Alina Marcu, Dragos Costea, Cristina Lazar +1
Jun 7, 2026cs.RO

EgoPriMo: Egocentric Motion Generation for Interactive Humanoid Control

Humanoid robots require whole-body motions that adapt to scene context, task requirements, and user intent. Motion tracking reproduces specified trajectories, and humanoid vision-language-action systems provide semantic interfaces, but neither offers a scalable and interactive prior for broad full-body behavior. We introduce EgoPriMo (Egocentric Motion Prior for Humanoid Robots), a unified framework that learns such priors from egocentric human demonstrations. Given egocentric observations and a text prompt, EgoPriMo reconstructs, generates, and forecasts SMPL-based full-body motion. Language is used as a high-level control signal rather than a complete motion specification. At the core of EgoPriMo is a Triple-stream DiT that jointly models body dynamics, egocentric visual context, and text; task-conditioning masks route different tasks and missing-modality data through the same checkpoint. Experiments on Nymeria and EgoExo4D show that one checkpoint improves egocentric motion generation over UniEgoMotion while supporting reconstruction and forecasting; the generated SMPL motions can also be executed by a Unitree humanoid controller. These results indicate a practical path from scalable egocentric observations to generalizable and interactive humanoid motion priors.
Haoyang Ge, Peng Ren, Yukun Shi +3
Jun 6, 2026cs.CV

Gravity-guided Contact Dynamics Estimation from 3D Human Motions

Ground contact forces acting on the human body, are crucial for biomechanics studies or sport performance analysis. Prior methods rely on force plates or pressure mats to collect ground contact dynamics, limiting their applicability to carefully controlled settings. A more scalable solution is to estimate the dynamics directly from motion capture data. Recent approaches only roughly estimate the ground contact dynamics from the vertical distance between the body and the ground plane, which cannot capture the complex pressure distribution of all contact points. To this end, we propose GraCE -- Gravity-guided Contact Dynamics Estimation, a novel full-body contact dynamics model for human motions using a realistic influence of body mass distribution and gravity. We use the human's center of gravity to estimate the ground contacts based on its relative distance to the human body. The applied force on each contact is estimated via the product of predicted contact probabilities and the total exterior force computed from the center of mass trajectory. We outperform related work on the GroundLink dataset for ground reaction force estimation, and on the MOYO dataset for detailed contact pressure prediction. The code is published at https://github.com/cuongle1206/GraCE
Cuong Le, Urs Waldmann, Bastian Wandt +1
Jun 6, 2026cs.RO

Perceptive Behavior Foundation Model: Adapting Human Motion Priors to Robot-Centric Terrain

Humanoid behavior foundation models aim to acquire reusable whole-body control policies from broad human motion priors, enabling a single controller to produce diverse and expressive behaviors. However, existing motion-centric foundation policies largely assume that the reference motion is already physically compatible with the robot's surroundings. This assumption breaks when the demonstrator, operator, and robot inhabit different environments: a human motion may specify the intended behavior, but not the footholds, clearance, body height, or contact timing required by the robot's local terrain. We introduce \emph{Perceptive Behavior Foundation Model} (Perceptive BFM), a terrain-aware humanoid control framework that grounds human motion priors in robot-centric perception. The model preserves raw kinematic motion references as the behavioral interface, while using local terrain observations to adapt contacts, posture, and timing. To provide scalable terrain supervision, we develop \emph{terrain-conformal reference synthesis} (TCRS), which converts locomotion-oriented human motion clips into terrain-consistent references through contact-aware foothold construction, foot-geometry-aware swing optimization, support-aware root reconstruction, collision repair, and multi-point inverse kinematics. We then train a blind adapted-reference teacher and transfer its terrain-conformal behavior to a deployed raw-reference student through target-frame action alignment. The student is an identity-gated Transformer tracker whose terrain features enter through residual pathways initialized to preserve the motion-tracking prior and trained to produce local corrections only when needed.
Zifan Wang, Yizhao Li, Teli Ma +5
Jun 2, 2026cs.RO

Bionic Human-Motion Style Transfer for Physically Executable Whole-Body Control of Humanoid Robots

Expressive whole-body motion is important for humanoid robots operating in human environments, where robots are expected to move stably while presenting readable and adjustable body behaviors. However, most expressive motions are still obtained from fixed demonstrations or manually designed scripts, making it difficult to reuse a demonstrated style across different motion contents. Inspired by the way human motion styles convey affective and intentional cues through gait rhythm, posture, arm swing and body sway, this paper proposes a bionic generation-to-control framework for exemplar-driven style transfer on humanoid robots. Given a short human style exemplar and a target content motion, the proposed framework generates a stylized whole-body reference that preserves the intended motion content while transferring the demonstrated style. A physics-aware multi-condition latent diffusion model is developed to fuse style, content and trajectory conditions, and classifier-free guidance is used to adjust the style intensity without retraining. To improve hardware executability, contact-consistency and temporal-smoothness regularization are imposed on decoded motions during training. The generated references are then converted into G1-compatible robot references and executed by a preview-based whole-body tracking policy trained with a cluster-and-distill strategy. Simulation and Unitree G1 experiments show that the proposed method can transfer short human style exemplars to diverse robot motion contents, reduce contact and jitter artifacts compared with animation-oriented style-transfer baselines, and achieve a 96.0% success rate over 125 reported real-robot trials. The results demonstrate the feasibility of using short human motion exemplars as reusable bionic sources for physically executable expressive humanoid motion.
Tianchen Huang, Mingkuan Zhao, Yang Gao +8
Jun 2, 2026cs.CV

AvatarMix: Identity-Preserving Cross-Avatar Composition for Outfit Personalization

Existing 3D avatar outfit transfer methods face distinct challenges: approaches that lift 2D edits to 3D often suffer from outfit or identity quality degradation, while those that separately model body and clothing layers are prone to intersection artifacts. We introduce AvatarMix, a compositional paradigm that bypasses these issues by directly composing the head and body from two high-fidelity Gaussian avatars. While this paradigm inherently preserves outfit quality and avoids intersections, it introduces challenges in creating a seamless join and maintaining appearance fidelity after body reshaping. To this end, we propose a two-tier refinement strategy: SeamFix, a localized diffusion module that refines hair and neck to ensure an artifact-free join, and an optional full-body refinement, FullbodyFix, that restores garment appearance when retargeting degrades the clothed body. Both operate on renders from an already 3D-consistent Gaussian avatar, which limits multi-view artifacts compared to 2D-to-3D lifting. To preserve the user's body identity, our mesh-based Gaussian representation enables the adaptation of a robust mesh retargeting technique, precisely reshaping the clothed body to the user's physique and robustly handling diverse body shapes. Extensive experiments demonstrate that our method achieves state-of-the-art results in outfit fidelity and identity preservation, providing a new perspective for realistic 3D outfit personalization. Project page: https://larsph.github.io/avatarmix/
Zhaorong Wang, Yoshihiro Kanamori, Yuki Endo
Jun 1, 2026cs.CV

Ultra Diffusion Poser: Diffusion-Based Human Motion Tracking From Sparse Inertial Sensors and Ranging-Based Between-Sensor Distances

Methods using inertial measurement units (IMUs) provide a wearable alternative to camera-based motion capture. To mitigate drift from inertial signals, recent sparse inertial pose estimators integrate inter-sensor distances measured by ultra-wideband (UWB) ranging. So far, UWB distances have only been used as an additional input feature, ignoring the physical constraints they impose on sensor positions. However, these distances can also be used to reconstruct the underlying 3D sensor layout, which in turn provides more informative input for pose reconstruction. We propose Ultra Diffusion Poser, a diffusion model that explicitly models these geometric constraints. It includes a Spatial Layout Module that analytically reconstructs the 3D sensor positions from UWB measurements. These sensor positions are used alongside IMU signals and UWB distances as a conditioning signal during diffusion. Still, network predictions can violate inter-sensor distance measurements. To address this, we introduce UWB-Diffusion Guidance, which encourages alignment between predicted poses and measured distances during diffusion sampling. Together, these contributions enable our model to achieve state-of-the-art performance, reducing joint position error by up to 22% over prior work.
Dominik Hollidt, Tommaso Bendinelli, Christian Holz
Jun 1, 2026cs.CV

Towards 3D-Aware Video Diffusion Models: Render-Free Human Motion Control with Mesh Tokenization

Diffusion models have shown remarkable success in video generation. However, whether such models are truly aware of the 3D structure underlying visual observations, rather than simply reproducing plausible 2D projections, remains an open question. In this work, we investigate this question through human motion control, a task that requires precise modelling of 3D human geometry, motion, camera viewpoint, and scene context. Unlike prior methods that rely on rendered 2D motion guidance videos, we propose a render-free framework that conditions video generation directly on compressed 3D human mesh tokens. This representation preserves full 3D geometric information while enabling a unified token-based generation pipeline that processes video tokens jointly with motion tokens in a DiT-based architecture. This design requires the model to reason jointly about appearance, 3D structure, and camera viewpoint during video generation. Experimental results demonstrate strong performance on human motion control benchmarks, while reducing artifacts induced by view-dependent 2D guidance and trajectory-pose mismatches during editing. These findings suggest that video diffusion models, when equipped with mesh tokenization, can better capture complex 3D human structures and their interactions with the surrounding environment.
Jingyun Liang, Min Wei, Shikai Li +5
May 28, 2026cs.LG

Neural-Behavioral Representation of Natural Whole-body Movement in Monkeys

Understanding how cortical activity represents natural whole-body behaviors in primates remains challenging. Limited by the diversity of movements and inaccessibility of large-scale neural representation of whole-body kinematics, previous motor decoding studies focused on constrained tasks and limited limb movements. Here, we present a neural-behavioral recording and modeling framework for freely moving monkeys, combining large-scale epidural cortical signals from distributed sensory- and motor-related areas with synchronized multi-view motion capture through a custom-made data collection platform. We reconstructed whole-body monkey kinematics and learned a compact behavior prior using an autoregressive encoder-decoder model. Conditioned on neural signals, the model decoded accurate and realistic whole-body movement without explicit physical constraints. Our results provide a novel proof-of-concept approach for decoding natural whole-body movements in primates using large-scale intracranial neural activity.
Jieshi He, Puzhe Li, Yanan Sui +1
May 28, 2026cs.CV

SalsaAgent: A multimodal embodied language model for interactive dance generation

Embodied interaction with humanoids depends on bidirectional nonverbal reactivity, coordination, and synchrony to convey cues and move with a partner. For socially interactive embodied agents, reactive motion generation requires expressive full-body motion that remains contextually appropriate while maintaining spatial and temporal synchrony. We present SalsaAgent, a language model that generates expressive, full-body salsa follower motions in reaction to a human leader and music. We formulate partner interaction as nonverbal token passing, extending the vocabulary of a large language model (LLM) to process discrete motion tokens, pairwise relation tokens, and audio tokens. Our method introduces full-body and pairwise-relation tokenizers, aligns language and motion tokens with automatically derived text descriptions of skeleton dynamics, and applies a two-stage token-to-diffusion pipeline. Subjective and objective evaluations show improved motion quality, two-person spatial coordination, and music and partner coordination relative to prior baselines.
Payam Jome Yazdian, Zoe Stanley, Angelica Lim
May 27, 2026cs.CV

DiscoForcing: A Unified Framework for Real-Time Audio-Driven Character Control with Diffusion Forcing

We study real-time audio-responsive character control as a deployment-faithful problem: strictly causal, bounded-latency streaming that must generate coherent full-body motion at interactive frame rates while the audio condition can change abruptly, including tempo shifts, drops, or user edits. Prior music-to-motion systems are largely optimized for offline generation with global context, and degrade in streaming rollouts where conditioning history becomes stale or unreliable. We introduce DiscoForcing, a streaming audio-driven diffusion framework that combines a causal music encoder that captures rhythmic structure and phase dynamics with a diffusion-forcing sequence model trained under heterogeneous noise levels across the temporal horizon. Building on this, we design a hybrid temporal schedule and a history-guided streaming sampler to explicitly trade off responsiveness against long-horizon consistency under non-stationary audio. Implemented in an end-to-end real-time interactive system with online avatar playback and humanoid deployment workflows, DiscoForcing delivers more stable long-horizon rollouts and sharper audio-motion alignment than prior baselines under matched causality and latency constraints while maintaining real-time throughput.
Kaiyang Ji, Bingsheng Qian, Binghuan Wu +3
May 27, 2026cs.RO

Tactile-Proprioceptive Sensor Fusion for Contact Wrench Estimation in Whole-Body Physical Human-Robot Interaction

Direct physical guidance is a natural means of teaching and interacting with robots, and robotic skins make a key contribution by enabling sensitive contact sensing and localization. This paper presents a tactile-proprioceptive sensor fusion framework for natural physical human-robot interaction. Tactile cues from pneumatic skin pads serve as contact indicators that bypass the ambiguity between frictional residues and applied external forces, enabling highly sensitive contact detection without explicit friction identification. We fuse these cues with motor-current-based proprioception to reconstruct multi-axis contact forces on the robot surface. To maintain accuracy during motion, we employ a temporal convolutional network (TCN) to mitigate friction hysteresis during stick-slip transitions, reducing uncertainty at contact onset and yielding smooth, responsive guidance. We validate the approach on a skin-integrated robot arm: (i) multi-axis forces are reconstructed in stationary contacts, and (ii) simultaneous force estimation and kinesthetic teaching are demonstrated. Results indicate improved sensitivity and responsiveness across diverse contact conditions compared with tactile-only and proprioceptive-only baselines, supporting tactile-proprioceptive fusion as a reliable pathway to safe, intuitive physical human-robot interaction.
Junha Min, Junghyeon Ma, Jiwung Kwon +3
May 26, 2026cs.RO

HumanoidMimicGen: Data Generation for Loco-Manipulation via Whole-Body Planning

Imitation learning is a promising approach for training humanoid robots to both walk and manipulate, but it requires a large number of demonstrations, which are time-intensive and difficult to collect via teleoperation. Existing data-generation algorithms can automatically synthesize demonstrations for manipulators, but they are ineffective on humanoids because their high-dimensional composite action spaces involve arms, legs, and torsos. We present HumanoidMimicGen, a method for generating humanoid legged loco-manipulation data. Our method adapts contact-rich whole-body skills from a handful of source demonstrations to new states, generalizing across changes in object pose. By interleaving these single- and dual-arm skills with whole-body locomotion and manipulation planning, the method generates stable, collision-free data across diverse scenes and layouts. To evaluate our approach, we introduce a new simulated loco-manipulation benchmark containing nine diverse tasks that test humanoid loco-manipulation capabilities. There, we demonstrate that HumanoidMimicGen automatically generates large datasets for imitation learning and enables a systematic study of how data generation and policy learning decisions impact model performance. We show that whole-body visuomotor policies co-trained with data generated by HumanoidMimicGen outperform those trained only on real-world data by 20%.
Kevin Lin, Ajay Mandlekar, Caelan Reed Garrett +7
May 26, 2026cs.CV

Natural Human Motion Recovery by Aligning High-Order Temporal Dynamics from Monocular Videos

Human motion recovered from monocular videos often appears overly smooth or dynamically inconsistent, even when joint positions are numerically accurate. We observe that this limitation stems from the absence of reliable high-order temporal cues -- velocity and acceleration -- which are essential for reconstructing motion that exhibits realistic momentum, timing, and high-frequency detail. We introduce HTD-Refine, a post-processing framework that augments existing Human Motion Recovery (HMR) pipelines using explicitly estimated high-order temporal dynamics. At the core of our system is PVA-Net, a temporal transformer that infers per-joint 2D positions, 3D velocities, and 3D accelerations directly from a monocular video. These predicted dynamics serve as soft yet informative constraints in a global optimization procedure that refines world-space trajectories, significantly reducing jitter, suppressing over-smoothing, and restoring physically plausible motion. Extensive experiments on challenging in-the-wild benchmarks show that HTD-Refine consistently improves state-of-the-art HMR methods, yielding more accurate global trajectories and substantially more natural motion dynamics. Our results highlight the critical role of high-order temporal modeling in advancing monocular human motion recovery.
Dingkun Wei, Zehong Shen, Yan Xia +3