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HumanX: a scalable framework that converts single monocular human videos into agile, generalizable interaction skills for humanoid robots without task-specific rewards. Core parts: - XGen: retargets human motion + synthesizes diverse physically plausible training data (via physics-driven object trajectories and augmentation). - XMimic: unified imitation pipeline for robust generalization....

20,358 просмотров • 7 месяцев назад •via X (Twitter)

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NEWS: Humanoid robotics company Figure has released Helix 02, what they claim in their most capable humanoid model yet. "A single neural system that controls the full body directly from pixels, enabling dexterous, long horizon autonomy across an entire room: • Autonomous, long‑horizon loco-manipulation: Helix 02 unloads and reloads a dishwasher across a full-sized kitchen - a four-minute, end-to-end autonomous task that integrates walking, manipulation, and balance with no resets and no human intervention. We believe this is the longest horizon, most complex task completed autonomously by a humanoid robot to date. • All sensors in. All actuators out: Helix 02 connects every onboard sensor - vision, touch, and proprioception - directly to every actuator through a single unified visuomotor neural network. • Human-like whole body control from human data: All results are enabled by System 0, a learned whole‑body controller trained on over 1,000 hours of human motion data and sim‑to‑real reinforcement learning. System 0 replaces 109,504 lines of hand‑engineered C++ with a single neural prior for stable, natural motion. • New classes of dexterity: With Figure 03’s embedded tactile sensing and palm cameras, Helix 02 performs manipulation that was previously out of reach: extracting individual pills, dispensing precise syringe volumes, and singulating small, irregular objects from clutter despite self‑occlusion. Helix 02 is trained on over 1,000 hours of human motion data and integrates vision, touch, and proprioception."

Sawyer Merritt

624,910 просмотров • 8 месяцев назад

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 просмотров • 3 лет назад

This is how ALOHA's "teleoperation" system works - a fancy word for "remote control". Training robots will be more and more like playing games in the physical world. A human operates a "joystick++" to perform tasks and collect data, or intervene if there's any safety concern. There's actually a learning curve to master the controller, much like practicing gaming skills. Teleoperation can be done in many different ways. ALOHA is an impressive custom-built system with very low cost. Here're a few alternatives: (1) Motion Capture (MoCap): apply the MoCap systems used for Hollywood movies to capture the fine-grained motions of hand joints. There would be no "embodiment gap" if the robot hand has 5 fingers. For instance, a demonstrator can wear a CyberGlove ( and manipulate the objects. CyberGlove will capture the motion signals & haptic feedback in real-time, which can be re-targeted onto the humanoid. (2) Wearing gloves & markers can be clumsy. An alternative way to do MoCap is through computer vision. DexPilot from NVIDIA enables marker-less and glove-free data collection. The human operator simply uses their bare hands to perform the tasks. 4 Intel RealSense depth cameras and 2 NVIDIA Titan XP GPUs (yeah, 2019 work) translate the pixels to precise motion signals for robot learning. (3) VR Headset: turn the training room into a VR game and "role play" the robot. This has the advantage of scalable remote data collection - annotators from around the world can contribute without coming onsite. VR demonstration technique appeared in research projects like the iGibson home robot simulator, an initiative that I participated in at Stanford: Behind-the-scene video by Litian Liang

Jim Fan

124,783 просмотров • 2 лет назад

I don’t know if we live in a Matrix, but I know for sure that robots will spend most of their lives in simulation. Let machines train machines. I’m excited to introduce DexMimicGen, a massive-scale synthetic data generator that enables a humanoid robot to learn complex skills from only a handful of human demonstrations. Yes, as few as 5! DexMimicGen addresses the biggest pain point in robotics: where do we get data? Unlike with LLMs, where vast amounts of texts are readily available, you cannot simply download motor control signals from the internet. So researchers teleoperate the robots to collect motion data via XR headsets. They have to repeat the same skill over and over and over again, because neural nets are data hungry. This is a very slow and uncomfortable process. At NVIDIA, we believe the majority of high-quality tokens for robot foundation models will come from simulation. What DexMimicGen does is to trade GPU compute time for human time. It takes one motion trajectory from human, and multiplies into 1000s of new trajectories. A robot brain trained on this augmented dataset will generalize far better in the real world. Think of DexMimicGen as a learning signal amplifier. It maps a small dataset to a large (de facto infinite) dataset, using physics simulation in the loop. In this way, we free humans from babysitting the bots all day. The future of robot data is generative. The future of the entire robot learning pipeline will also be generative. 🧵

Jim Fan

165,246 просмотров • 1 год назад

New framework: Kick down your robot, it will get back up every time 🥋 Chinese startup RoboParty is a Beijing startup founded April 2025 by Huang Yi, originally shipping ROBOTO ORIGIN, the world's first full-stack open-source bipedal humanoid. They released UFO: Unsupervised Reinforcement Learning Framework for Humanoid Control. DEFINITIONS -> what differs is where the learning signal comes from: - SUPERVISED: humans supply the right answers (labels), the model imitates them. - UNSUPERVISED: no answer key, the model finds structure in raw data on its own. - REINFORCEMENT LEARNING: no answer key either, the model tries things and a reward scores each attempt. → UNSUPERVISED RL: trial and error where the agent invents its own rewards, instead of engineers hand-writing one per task. REPRESENTATION LEARNING: compress raw states into a useful internal map. TEMPORAL DISTANCE: distance on that map is "how many steps from A to B." CONTRASTIVE: trained by pulling together what's close in time, pushing apart what isn't. -> CONTRASTIVE TEMPORAL-DISTANCE REPRESENTATION LEARNING: the model builds an internal map of body states where distance means how many steps it takes to get from one to another. It is trained by contrast: states that occur close together in a movement get pulled together in the map, randomly paired states get pushed apart. UFO is an open-source training framework that teaches humanoid robots skills, like getting up, walking, goal-reaching, teleoperation, without reference motions -> no motion-capture or human-video demonstrations to imitate. Its core is TeCH, a contrastive temporal-distance representation-learning algorithm: the robot explores, builds pseudo-goals by temporal rolling, and learns goal-conditioned policies from a single unified progress reward. One framework trains five different robots (Unitree G1/H1, RoboParty RP0/RP1, AgiBot X2) with automatic config conversion in ~2–3 hours per robot! The real novelty here "no demonstrations at all". No data-collection arms race,the dominant humanoid-locomotion recipe is tracking: imitate mocap/retargeted-human reference trajectories. The robot self-generates goals from its own exploration and learns from a progress reward, needing zero reference motion data. Everybody else is fighting over data acquisition, while this team just teleports out of the race entirely (inb4 "competition is for losers 💀 ). This strategy reminds me of the DeepSeek playbook applied to robots: open-source the whole stack to become the global default and commoditize everyone else. RoboParty is giving away hardware and now control software (UFO) to be the Android of humanoids. Yet another reason for the US to ban Chinese open models perhaps 🥶 ? What I also really like about this approach is the cross-embodiment infrastructure, one framework trains Unitree G1/H1, RoboParty RP0/RP1, and AgiBot X2 with automatic configuration conversion. Just like Physical Intelligence, RoboParty seems to place itself as a neutral hardware agnostic middle man. Also woth mentioning: their ability ot perform stable skill injection, e.g. adding a cartwheel without forgetting how to walk. A common failure of RL humanoid policies is that teaching a new agile skill destabilizes the existing ones (catastrophic forgetting). UFO claims you can inject rare motions (cartwheel) without collapsing learned behavior. If it holds, that's a significant incremental/continual skill-learning! But again, I have to underline it: no arXiv, no external validation, no success-rate numbers. -> robotics badely needs an independent unbiased evaluator imho. Still, look at that cool demo: robot is getting kicked and pushed around (serious disturbance) during teleoperation (controlled the person at the back wearing the VR headset), and still managed to always get back up. This is some serious demonstration of stability and robustness!

Léo

36,149 просмотров • 1 месяц назад

Let's reverse engineer this demo. You need 3 things: (1) robust hardware and motor designs that treat simulation as first-class citizen; (2) a human motion capture ("mocap") dataset, such as those for film and gaming characters; (3) massively parallel RL training in GPU-accelerated simulation. Last October, our team trained a 1.5M parameter foundation model called HOVER for such agile motor control. It follows this recipe, roughly speaking (details in thread): (1) Simulation used to be an after-thought. Now, it has to be part of the hardware design process. If your robot doesn't simulate well, you can kiss RL goodbye. Hardware-simulation co-design is a very interesting emergent topic that only becomes meaningful with today's compute capability. (2) Human mocap dataset to produce natural-looking walking and running gaits. That's one huge advantage of using humanoid robot - you get to imitate from tons of human motions that were originally captured for movies or AAA games. At least 3 ways to use the data: - For initialization: pre-train the neural net to imitate human, and then finetune it into the robot form factor with physics turned on; - For reward function: penalize any deviations from the target pose; - For representation learning: treat the human poses as a "motion prior" to constrain the space of robot behaviors. (3) Shove the above into Isaac sim, add a lot of randomization, pump it through PPO, throw in a bunch of GPUs, and then watch Netflix till loss converges. If you have an urge to comment this is CGI, let me save you a few keystrokes — many academic labs now own the G1 robot in the flesh. See our team's HOVER work in the thread: 🧵

Jim Fan

216,139 просмотров • 1 год назад

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

364,670 просмотров • 2 лет назад

🚀 𝐏𝐫𝐞𝐬𝐞𝐧𝐭𝐢𝐧𝐠 𝐚 𝐩𝐚𝐩𝐞𝐫 𝐢𝐬 𝐚𝐧 𝐚𝐫𝐭!🎤 🤔 Ever felt that most presentation tools lack flexibility and creativity? 𝘔𝘦𝘳𝘦𝘭𝘺 𝘦𝘹𝘵𝘳𝘢𝘤𝘵𝘪𝘯𝘨 𝘤𝘰𝘯𝘵𝘦𝘯𝘵, 𝘧𝘰𝘳𝘤𝘪𝘯𝘨 𝘳𝘪𝘨𝘪𝘥 𝘥𝘦𝘴𝘪𝘨𝘯𝘴, 𝘢𝘯𝘥 𝘥𝘦𝘮𝘢𝘯𝘥𝘪𝘯𝘨 𝘮𝘢𝘯𝘶𝘢𝘭 𝘵𝘸𝘦𝘢𝘬𝘴. 𝐄𝐯𝐨𝐏𝐫𝐞𝐬𝐞𝐧𝐭 changes all of that! ✨ EvoPresent is a self-optimizing framework that unites storytelling, design, and feedback to create effortless, engaging presentation videos. 🎥 💡 𝐊𝐞𝐲 𝐇𝐢𝐠𝐡𝐥𝐢𝐠𝐡𝐭𝐬: 💠 𝐏𝐫𝐞𝐬𝐀𝐞𝐬𝐭𝐡, the core multi-task RL model, continuously refines both content and design — ensuring slides that are impactful and visually captivating. 📊 𝐄𝐯𝐨𝐏𝐫𝐞𝐬𝐞𝐧𝐭 𝐁𝐞𝐧𝐜𝐡𝐦𝐚𝐫𝐤 is a comprehensive evaluation suite: 650+ top AI papers & diverse formats to assess content and design, and 2000+ slide pairs for aesthetic scoring, defect correction, and design comparison. 🎯 🧠 𝘏𝘪𝘨𝘩-𝘲𝘶𝘢𝘭𝘪𝘵𝘺 𝘧𝘦𝘦𝘥𝘣𝘢𝘤𝘬 𝘱𝘰𝘸𝘦𝘳𝘴 𝘤𝘰𝘯𝘵𝘪𝘯𝘶𝘰𝘶𝘴 𝘴𝘦𝘭𝘧-𝘪𝘮𝘱𝘳𝘰𝘷𝘦𝘮𝘦𝘯𝘵. ⚖️ 𝘉𝘢𝘭𝘢𝘯𝘤𝘦 𝘣𝘦𝘵𝘸𝘦𝘦𝘯 𝘤𝘰𝘯𝘵𝘦𝘯𝘵 & 𝘥𝘦𝘴𝘪𝘨𝘯 is the secret to presentation excellence. 🔁 𝐌𝐮𝐥𝐭𝐢-𝐭𝐚𝐬𝐤 𝐑𝐋 training boosts generalization in aesthetic awareness tasks. 𝐃𝐢𝐬𝐜𝐥𝐚𝐢𝐦𝐞𝐫: the demo video was completely generated by EvoPresent, no human refinement.

Xin Eric Wang

18,255 просмотров • 11 месяцев назад

Alibaba presents MIMO Controllable Character Video Synthesis with Spatial Decomposed Modeling Character video synthesis aims to produce realistic videos of animatable characters within lifelike scenes. As a fundamental problem in the computer vision and graphics community, 3D works typically require multi-view captures for per-case training, which severely limits their applicability of modeling arbitrary characters in a short time. Recent 2D methods break this limitation via pre-trained diffusion models, but they struggle for pose generality and scene interaction. To this end, we propose MIMO, a novel framework which can not only synthesize character videos with controllable attributes (i.e., character, motion and scene) provided by simple user inputs, but also simultaneously achieve advanced scalability to arbitrary characters, generality to novel 3D motions, and applicability to interactive real-world scenes in a unified framework. The core idea is to encode the 2D video to compact spatial codes, considering the inherent 3D nature of video occurrence. Concretely, we lift the 2D frame pixels into 3D using monocular depth estimators, and decompose the video clip to three spatial components (i.e., main human, underlying scene, and floating occlusion) in hierarchical layers based on the 3D depth. These components are further encoded to canonical identity code, structured motion code and full scene code, which are utilized as control signals of synthesis process. The design of spatial decomposed modeling enables flexible user control, complex motion expression, as well as 3D-aware synthesis for scene interactions. Experimental results demonstrate effectiveness and robustness of the proposed method.

AK

149,079 просмотров • 2 лет назад

Domain Randomization (DR) is a key component of the data augmentation pipeline at Axis Robotics. By applying DR, we are able to scale verified, high-quality human trajectories by 10x to 100x. During training, we systematically introduce variances in environmental parameters. This prevents the model from relying on spurious visual correlations. The objective is to ensure the policy learns rather than overfitting. To demonstrate the necessity and effectiveness of this approach, we evaluated both DR and No-DR models on Task 74 (pour_water_into_mug). The empirical results show a definitive impact on real-world deployment reliability: integrating DR into the pipeline increased the success rate from 0% to 90% (Fig. 1). This divergence stems from how the respective policies process visual observations (Fig. 2). The baseline (No DR) model overfits to the static visual background. It essentially memorizes the poses from the training dataset but fails to generalize when subjected to the inevitable variances of real-world deployment. Consequently, it cannot execute the correct manipulation on the target object. Conversely, the DR-trained model learns to extract essential geometric features and physical constraints, filtering out superficial visual noise. This leads to significantly higher robustness in dynamic environments. The structural difference in execution is clearly reflected in the end-effector trajectory data: These real-world deployment recordings further illustrate this difference (Videos 1 and 2). Scaling Physical AI requires turning raw trajectory data into robust policies, and a rigorously engineered DR infrastructure is an essential bridge to close the Sim2Real gap.

Axis Robotics

27,125 просмотров • 5 месяцев назад