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🤔 Ever wondered if simulation-based animation/avatar learnings can be applied to real humanoid in real-time? 🤖 Introducing H2O (Human2HumanOid): - 🧠 An RL-based human-to-humanoid real-time whole-body teleoperation framework - 💃 Scalable retargeting and training using large human motion dataset - 🎥 With just an RGB camera, everyone can teleoperate...

47,305 Aufrufe • vor 2 Jahren •via X (Twitter)

4 Kommentare

Profilbild von Zhengyi “Zen” Luo
Zhengyi “Zen” Luovor 2 Jahren

🤖🤖🤖🤖🤖

Profilbild von Qingxu Zhu
Qingxu Zhuvor 2 Jahren

cool

Profilbild von Georgia Lin
Georgia Linvor 2 Jahren

You are the best!!!

Profilbild von ℚ𝟝𝕚𝕖𝕥
ℚ𝟝𝕚𝕖𝕥vor 2 Jahren

Great, because what the world really needs is for my clumsy self to have a giant metal twin stumbling around, knocking things over in real-time.

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Physics-based Motion Retargeting from Sparse Inputs paper page: Avatars are important to create interactive and immersive experiences in virtual worlds. One challenge in animating these characters to mimic a user's motion is that commercial AR/VR products consist only of a headset and controllers, providing very limited sensor data of the user's pose. Another challenge is that an avatar might have a different skeleton structure than a human and the mapping between them is unclear. In this work we address both of these challenges. We introduce a method to retarget motions in real-time from sparse human sensor data to characters of various morphologies. Our method uses reinforcement learning to train a policy to control characters in a physics simulator. We only require human motion capture data for training, without relying on artist-generated animations for each avatar. This allows us to use large motion capture datasets to train general policies that can track unseen users from real and sparse data in real-time. We demonstrate the feasibility of our approach on three characters with different skeleton structure: a dinosaur, a mouse-like creature and a human. We show that the avatar poses often match the user surprisingly well, despite having no sensor information of the lower body available. We discuss and ablate the important components in our framework, specifically the kinematic retargeting step, the imitation, contact and action reward as well as our asymmetric actor-critic observations. We further explore the robustness of our method in a variety of settings including unbalancing, dancing and sports motions.

AK

106,527 Aufrufe • vor 3 Jahren

Exciting updates on Project GR00T! We discover a systematic way to scale up robot data, tackling the most painful pain point in robotics. The idea is simple: human collects demonstration on a real robot, and we multiply that data 1000x or more in simulation. Let’s break it down: 1. We use Apple Vision Pro (yes!!) to give the human operator first person control of the humanoid. Vision Pro parses human hand pose and retargets the motion to the robot hand, all in real time. From the human’s point of view, they are immersed in another body like the Avatar. Teleoperation is slow and time-consuming, but we can afford to collect a small amount of data. 2. We use RoboCasa, a generative simulation framework, to multiply the demonstration data by varying the visual appearance and layout of the environment. In Jensen’s keynote video below, the humanoid is now placing the cup in hundreds of kitchens with a huge diversity of textures, furniture, and object placement. We only have 1 physical kitchen at the GEAR Lab in NVIDIA HQ, but we can conjure up infinite ones in simulation. 3. Finally, we apply MimicGen, a technique to multiply the above data even more by varying the *motion* of the robot. MimicGen generates vast number of new action trajectories based on the original human data, and filters out failed ones (e.g. those that drop the cup) to form a much larger dataset. To sum up, given 1 human trajectory with Vision Pro -> RoboCasa produces N (varying visuals) -> MimicGen further augments to NxM (varying motions). This is the way to trade compute for expensive human data by GPU-accelerated simulation. A while ago, I mentioned that teleoperation is fundamentally not scalable, because we are always limited by 24 hrs/robot/day in the world of atoms. Our new GR00T synthetic data pipeline breaks this barrier in the world of bits. Scaling has been so much fun for LLMs, and it's finally our turn to have fun in robotics! We are building tools to enable everyone in the ecosystem to scale up with us. Links in thread:

Jim Fan

364,380 Aufrufe • vor 1 Jahr

X-Humanoid just officially dropped Embodied Tien Kung 3.0, A universal platform designed to be way more open and developer-friendly. 🤖 Built on their Wise Kaiwu AI platform, this next-gen humanoid is all about slashing development costs. It’s a fully interoperable ecosystem that supports everything from tactile interaction to high-dynamic motion control at a full humanoid scale. ➤ Radical Openness: X-Humanoid is open-sourcing the full stack—robot body, motion control, VLM/VLA models, and the RoboMIND dataset. It fully supports ROS2, MQTT, and TCP/IP, so developers can customize use cases without re-engineering the basics. ➤ High-Performance Hardware: With high-torque integrated joints, Tien Kung 3.0 can clear 1-meter (3.3ft) obstacles and handle dexterous moves like kneeling and bending. It hits millimeter-level precision, making it a solid fit for industrial-grade tasks. ➤ True Autonomy: The bot runs a continuous perception-decision-execution loop. It uses world models to break down complex language commands and VLA models for real-time obstacle avoidance and navigation. ➤ Scalable Collaboration: The platform moves beyond single-unit tasks to support multi-robot collaboration with autonomous scheduling. It’s built to move embodied AI from the lab straight into real-world commercial and industrial environments. Source: X-Humanoid #Humanoid #OpenSource #Robotics #EmbodiedAI #PhysicalAI #Automation #XHumanoid #TienKung #WiseKaiwu

RoboHub🤖

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