Whole-Body
Momentum
9 papers in the last four weeks, with none the four weeks before. 0.1% of all new papers.
Latest papers 29
Coordinated multi-humanoid loco-manipulation is promising yet challenging due to high-dimensional whole-body control, decentralized decision making, and scalability. While recent reinforcement learning methods have improved single-humanoid whole-body control, extending them to the multi-humanoid setting remains nontrivial and often requires substantial reward engineering or task-specific design. We propose MASkillBlender, a general multi-agent reinforcement learning framework to achieve decentralized multi-humanoid whole-body coordination. By learning a shared decentralized high-level policy over reusable pre-trained single-humanoid skills, MASkillBlender enables coordinated behaviors using only task-level rewards, without requiring task-specific motion references. To improve learning efficiency, we further introduce a permutation-based data augmentation strategy for homogeneous multi-humanoid systems, and theoretically show that the permuted samples preserve the policy-gradient direction of the original samples under the homogeneous Markov game formulation. We evaluate MASkillBlender on multiple multi-humanoid coordination tasks across two humanoid embodiments. Simulation results demonstrate that the proposed framework consistently achieves strong task performance and enables coordinated behaviors across different tasks and humanoid embodiments.
WBAG: A Whole-Body and Attached-Geometry Safety Framework for Vision-Language-Action Manipulation
Vision-language-action (VLA) policies have demonstrated impressive capabilities in generalizable robotic manipulation, but their deployment in the real world remains challenging due to potential collisions involving different parts of the robot, manipulated objects, and the surrounding environment. Existing inference-time VLA safety frameworks typically rely on simplified end-effector-centered representations that do not explicitly model the full articulated robot and attached-object geometry. In this paper, we present WBAG, a safety framework that models the robot's whole-body and grasp-dependent attached geometry. WBAG constructs a grasp-conditioned safe set that adapts the protected geometry as objects are grasped, then converts this evolving geometry into differentiable CBF constraints that minimally modify the VLA's native six-dimensional operational-space action for collision avoidance across robot, scene, and attached geometry. On the SafeLIBERO benchmark, a variant of LIBERO augmented with obstacles for safety evaluation, WBAG achieves the best overall safety and safe task success among the evaluated methods under a scene-level safety evaluator that monitors all eligible non-task objects, reaching 97.38% aggregate Scene Safety and 59.38% Safe Success.
Uni-VLaT: Whole-Body Tactile Adaptation of VLA Policies for Humanoid Loco-Manipulation
Physical contact often determines how a humanoid should respond during loco-manipulation, yet vision and proprioception alone are often insufficient to characterize physical interaction, especially when the contact region is occluded. Unlike sparse force or torque measurements at predefined regions, distributed tactile sensing preserves spatially resolved contact patterns across the robot body. We therefore study how to integrate such whole-body tactile information into vision-language-action (VLA) policies for contact-rich control. Our approach, Uni-VLaT, introduces a tactile pathway whose latent state is trained not only for action generation, but also to predict future tactile, proprioceptive, and visual representations. This predictive objective builds a tactile-anchored multimodal context, encouraging a more structured understanding of the physical world. We evaluate Uni-VLaT on five real-robot tasks covering tactile-triggered locomotion, sustained physical interaction, human-robot contact, and loco-manipulation. Uni-VLaT achieves a 75% average success rate, outperforming a baseline without tactile input by 43 points and a tactile-input baseline without predictive supervision by 7 points. Across two pretrained VLA backbones, our method improves Table Sweeping by 30 points on both backbones and Back-Tap Walking by 85-90 points. Ablations further show that contextualized tactile prediction and absolute future targets are critical to performance. These results indicate that predictive tactile learning provides an effective route for extending pretrained VLA policies to whole-body physical interaction.
One Sensor, Whole Body - 3D Body Pose from a Single Consumer Earbud IMU
Consumer earbuds already stream inertial motion data from the head, one of the most widely worn sensor locations on the body. We ask how much of the 3D body pose a single such head IMU can recover, and whether adding more consumer sensors actually helps. We build a multimodal capture pipeline that records four-view RGB-D video together with an AirPods head IMU and two Striv insole IMUs, synchronize the streams post-hoc, and generate pseudo-ground-truth with SAM 3D Body, yielding a 35-take single-subject benchmark spanning gait, turning, vertical, everyday, and clinically inspired motions. Adapting two recurrent model families (IMUPoser and MobilePoser), we show that one head IMU recovers lower-body pose at 79.0 mm rigid-MPJPE and per-foot ground contact at 0.809 macro-F1, and that a causal variant retains most of this accuracy at streaming latency. In paired per-take significance tests across both families, adding the consumer foot IMUs never significantly improves pose and significantly degrades it in two of four model-split combinations; a mounting-bias probe and feet-only ablation identify insole orientation quality, not foot placement, as the mechanism. Extending the output to a 20-joint full-body skeleton maps the boundary: gross distal-arm motion is partially recoverable from the head alone, proximal upper-body pose is not, and staged fine-tuning recovers the leg accuracy that naive joint training sacrifices to multi-task dilution. For learned pose from consumer wearables, sensor reliability, not sensor count, is the binding constraint here. For the devices tested, the earbud is its sweet spot. Code is available at https://github.com/ZhilinGuo/one-sensor-whole-body.
CompliantWBC: Whole-Body Compliance for Heavy Humanoids via Force Latent Estimation and Residual Impedance Targets
Whole-body compliant control is essential for deploying heavy humanoids under high payload in human-centric environments. Most prior force-aware learning-based pipelines focus on end-effector resistance, per-link upper-body springs, or end-effector stiffness modulation, leaving arbitrary-site perturbations on heavy platforms with lower-body engagement largely unaddressed. We close this gap with CompliantWBC comprising: (1) A base policy trained with RL to maximize compliance-fidelity reward, guided by a multi-site whole-body impedance reference controller, extending classical Cartesian impedance to any controlled link; (2) A bounded residual policy that edits the per-link impedance equilibrium over a frozen base, correcting the coarse but structured wrench estimate supplied by a force encoder co-trained behind a gradient barrier; (3) A Phong-weighted force-origin sampler with an axis-decoupled pelvis anchor induces lower-body-inclusive compliance curriculum training via two interpretable parameters. We evaluate CompliantWBC in simulation against both compliant and stiff baselines, achieving best compliant fidelity of 2.58cm deviation from analytical solutions, and demonstrate it on a real heavy humanoid across static/dynamic force reaction, board wiping, squat under payload, and cooperative payload transport. Project website: https://dotandung.github.io/compliantwbc/
Contact as a Decision Variable: Capability-Tradeoff Contact Selection for Legged Loco-Manipulation
In this paper, we study the joint selection of an environmental support contact and a whole-body configuration for a prescribed loco-manipulation task. A contact may provide greater physical support while restricting the motion required for the task. We formulate this problem through three capability measures: residual wrench, end-effector reach, and base mobility available after satisfying the task requirements, and we balance them against contact acquisition cost. Evaluating these capabilities for every candidate requires repeated whole-body optimizations. To reduce this computational cost, we propose Capability-Tradeoff Contact Selection (CTCS). CTCS screens candidates for contact and task feasibility, groups similar candidates within each surface, and predicts their capabilities from exact anchor evaluations using local sensitivity analysis. It checks these predictions through selective exact evaluations, ranks candidates by capability, and evaluates a shortlist exactly for final selection. We evaluate CTCS in simulations and hardware experiments using a Unitree Go2 quadruped with an AgileX NERO arm across task conditions with nine available support surfaces. Results show that CTCS outperforms ground-only and fixed-contact support, as it can select support surfaces that provide favorable capability trade-offs for the task. Compared with evaluating every candidate exactly, CTCS achieves approximately speedup while closely matching the resulting mean objective value.
Whole-Body UMI: Transferring UMI Manipulation Skills to Humanoid Whole-Body Manipulation via Real-Time Motion Generation
Collecting whole-body demonstrations for humanoid manipulation mostly relies on teleoperation, which is costly and hard to scale up. The Universal Manipulation Interface (UMI) provides a scalable data collection paradigm, but end-effector trajectories alone underdetermine humanoid whole-body coordination, which is insufficient for whole-body demonstration collection. Therefore, we introduce Whole-Body UMI (WB-UMI), a task-agnostic, real-time and end-effector conditioned motion generator that decouples whole-body coordination learning from task semantics learning through a shared end-effector interface. A diffusion policy learns from native UMI demonstrations, while WB-UMI learns independently from retargeted motion capture, requiring no body trackers or paired image--whole-body demonstrations during task-specific data collection. In real deployment, an asynchronous hierarchy integrates the diffusion policy, motion generator, and a whole-body controller with latency compensation and measured-state feedback. Real-robot experiments on G1 support real-time closed-loop transfer across four tasks, achieving 90% success in drawer closing, 80% in shelf pick-and-place, 30% in ball toss, and 40% in Loco-PnP, which shows the effectiveness of this hierarchy in transferring native UMI skills to humanoid whole-body manipulation.
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.
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.
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.
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/
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/.
A Personalized Dynamic Balance Evaluation Paradigm for Hip Exoskeleton-Assisted Walking under Unexpected Ground Perturbations
Hip exoskeletons may improve recovery from unexpected gait perturbations, yet personalizing assistance remains difficult because balance is multidimensional and human-in-the-loop experiments are small-sample and noisy. We present a participant-specific composite balance cost that integrates seven biomechanical sub-metrics spanning margin of stability, center-of-mass dynamics, and whole-body angular momentum. The sub-metrics are converted to direction-aligned, dimensionless cost features, and nonnegative fusion weights are learned on the simplex. Coupled with an empirical-Bayes hierarchical model, the learned-composite selector estimates each tested condition's posterior probability of being best, P(best), and a high-probability candidate set with size . The framework was evaluated with three participants walking at 1.1 m/s during unilateral belt-slip perturbations across 46 hip-assistance conditions. In the full-budget analysis (B = 4 repeats per condition), the selector concentrated 80% of the posterior probability within 1 to 5 of 46 conditions, compared with 2 to 12 for equal-weight fusion and 4 to 37 for principal component analysis fusion. This smaller candidate set could shorten personalization experiments and limit participants' exposure to repeated perturbations in future studies. Selected-condition trials showed lower observed composite costs than no-torque trials, with nominal p < 0.05 for P2 and P3. Leave-one-repeat-out refits yielded positive mean held-out rank correlations for all participants and moderate stability of the learned weights and candidate sets. These proof-of-concept results support participant-specific composite balance evaluation for candidate selection in perturbation-based human-in-the-loop experiments.
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.
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.
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.
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.
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/
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.
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.
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/
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.
HumanoidArena: Benchmarking Egocentric Hierarchical Whole-body Learning
Humanoid robots promise whole-body interaction in human-centered environments, but scalable policy learning remains difficult because task-level decision-making and whole-body dynamic execution are tightly coupled. A practical solution is hierarchical control, where a high-level policy predicts intermediate whole-body actions and low-level general motion trackers (GMTs) execute them as stable humanoid motion. However, existing benchmarks rarely evaluate the policy-tracker interface itself, leaving open whether intermediate whole-body actions are executable, robust under task distribution shifts, and transferable across different GMT backends. We introduce HumanoidArena, a simulation-first benchmark for egocentric hierarchical whole-body learning. The benchmark formulates policy learning as a hierarchical decision making problem: a high-level policy converts egocentric vision, proprioception, and instructions into a compact whole-body action, which is subsequently executed by a low-level GMT. Instead of treating the legs as planar transport tools, HumanoidArena emphasizes interactions where lower-body coordination is structurally necessary in task completion. We therefore design 7 leg-critical HOI/HSI tasks in which success requires foot placement, balance maintenance, posture adjustment, and whole-body reorientation. To further diagnose the hierarchical system, we evaluate policies from two complementary perspectives: perturbation-conditioned generalization and GMT-conditioned transfer. Experiments show that hierarchical control enables learned policies to solve diverse leg-critical interactions, but performance is strongly tracker-conditioned and cross-GMT transfer remains fragile. These results position HumanoidArena as a benchmark for studying transferable intermediate action representations and scalable egocentric whole-body policy learning.
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/.
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.
DanceHMR: Hand-Aware Whole-Body Human Mesh Recovery from Monocular Videos
Monocular video human mesh recovery is essential for digital humans, avatar animation, and embodied simulation, where both temporal stability and expressive whole-body motion are required. Existing video HMR methods produce coherent body motion but often overlook detailed hand articulation, while image-based whole-body methods recover SMPL-X meshes independently per frame, often leading to jittery and inaccurate hand motion. We present a temporally coherent whole-body HMR framework for challenging in-the-wild monocular videos. Our model unifies body context and part-specific hand observations through residual body-hand fusion, enabling stable body motion and detailed hand recovery within a single temporal architecture. We further introduce close-up-aware augmentation to improve robustness under upper-body framing. Experiments on whole-body and body-only benchmarks demonstrate improved hand reconstruction and competitive body accuracy. Our method also produces temporally stable and 2D-consistent SMPL-X motion in challenging real-world videos.
Pan-FM: A Pan-Organ Foundation Model with Saliency-Guided Masking for Missing Robustness
Foundation models (FMs) have shown great promise in medical imaging, but most FMs are trained on unimodal data within isolated domains, such as brain MRI alone. Human aging and disease arise through coordinated biological processes across organs, therefore motivating multimodal FMs that learn whole-body representations. A key challenge, however, is that real-world multimodal biomedical data are often missing not at random, which can reduce power, limit generalizability, and introduce bias. We propose Pan-FM, a pan-organ foundation model pre-trained on imaging from seven organs (Brain, Heart, Adipose, Liver, Kidney, Spleen, and Pancreas) under realistic missing-organ scenarios. Pan-FM uses a unified backbone that handles organ missingness during both training and inference, and is pre-trained with masking-based self-distillation. We find that naive multimodal pre-training leads to dominant-organ shortcut learning bias, with the model over-relying on dominant organs such as adipose and heart. To address this, we introduce Saliency-Guided Masking (SGM), which uses the model attention distribution to adaptively mask dominant organs during pre-training, thus encouraging more balanced cross-organ, whole-body learning. Notably, SGM introduces negligible computational overhead and can be seamlessly integrated into existing self-supervised learning frameworks to improve multi-organ representation learning. On the UK Biobank, Pan-FM achieves stronger prediction across 13 disease categories and 14 single disease entities than single-organ and multi-organ baselines, with improved robustness under missing-organ settings. Pan-FM serves as a scalable solution to realistic modality-missingness in multimodal learning in system neuroscience and as a step toward more generalizable whole-body FMs.
Learning Whole-Body Humanoid Locomotion via Motion Generation and Motion Tracking
Whole-body humanoid locomotion is challenging due to high-dimensional control, morphological instability, and the need for real-time adaptation to various terrains using onboard perception. Directly applying reinforcement learning (RL) with reward shaping to humanoid locomotion often leads to lower-body-dominated behaviors, whereas imitation-based RL can learn more coordinated whole-body skills but is typically limited to replaying reference motions without a mechanism to adapt them online from perception for terrain-aware locomotion. To address this gap, we propose a whole-body humanoid locomotion framework that combines skills learned from reference motions with terrain-aware adaptation. We first train a diffusion model on retargeted human motions for real-time prediction of terrain-aware reference motions. Concurrently, we train a whole-body reference tracker with RL using this motion data. To improve robustness under imperfectly generated references, we further fine-tune the tracker with a frozen motion generator in a closed-loop setting. The resulting system supports directional goal-reaching control with terrain-aware whole-body adaptation, and can be deployed on a Unitree G1 humanoid robot with onboard perception and computation. The hardware experiments demonstrate successful traversal over boxes, hurdles, stairs, and mixed terrain combinations. Quantitative results further show the benefits of incorporating online motion generation and fine-tuning the motion tracker for improved generalization and robustness.
Pro-Pose: Unpaired Full-Body Portrait Synthesis via Canonical UV Maps
Photographs of people taken by professional photographers typically present the person in beautiful lighting, with an interesting pose, and flattering quality. This is unlike common photos people take of themselves in uncontrolled conditions. In this paper, we explore how to canonicalize a person's 'in-the-wild' photograph into a controllable, high-fidelity avatar -- reposed in a simple environment with standardized minimal clothing. A key challenge is preserving the person's unique whole-body identity, facial features, and body shape while stripping away the complex occlusions of their original garments. While a large paired dataset of the same person in varied clothing and poses would simplify this, such data does not exist. To that end, we propose two key insights: 1) Our method transforms the input photo into a canonical full-body UV space, which we couple with a novel reposing methodology to model occlusions and synthesize novel views. Operating in UV space allows us to decouple pose from appearance and leverage massive unpaired datasets. 2) We personalize the output photo via multi-image finetuning to ensure robust identity preservation under extreme pose changes. Our approach yields high-quality, reposed portraits that achieve strong quantitative performance on real-world imagery, providing an ideal, clean biometric canvas that significantly improves the fidelity of downstream applications like Virtual Try-On (VTO).