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OH! GYM! Students Bring Humanoid Motions from Simulation to Reality (Obstacle Running, Taekwondo, K-POP & Parkour)! 🎬 Video: 💬 Project:

15,303 görüntüleme • 29 gün önce •via X (Twitter)

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clankr profil fotoğrafı
clankr26 gün önce

Is this the open-source humanoid model? ROBOTIS was developing something like this.

Jongwhan Lee profil fotoğrafı
Jongwhan Lee27 gün önce

sim2real on humanoid looks clean parkour + taekwondo on real hardware is hard nice demo

Emma Sterling Ai profil fotoğrafı
Emma Sterling Ai29 gün önce

@passionvirus This is seriously impressive! 🤯 Taking humanoid motion from simulation to real-world obstacle running, Taekwondo, K-POP and parkour is a huge step for robotics! 🤖🔥

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Not a preplanned motion sequence. A robot deciding mid-jump what to do next. [📍 paper + demo] Researchers just showed a humanoid doing real parkour using only onboard perception. No motion script, no fixed obstacle layout. The system is called Perceptive Humanoid Parkour (PHP). Instead of memorizing a path, the robot reads depth from its cameras and continuously chooses actions. Step, vault, climb, or roll depending on what geometry appears in front of it. To make that possible, they combine three ideas: First, they stitch together human motion clips into long movement references so the robot learns fluid transitions instead of isolated tricks. Second, they train tracking policies with reinforcement learning so contacts land at the right time and the robot keeps balance during dynamic moves. Finally, everything is distilled into one perception policy that runs directly from depth input to action selection. The result on a Unitree G1: about 3 m/s vaults wall climbs up to 1.25 m nearly one minute continuous obstacle traversal adapting when obstacles move What matters is not the tricks. It is the shift in capability. Earlier humanoids executed motions. This one navigates situations. Once robots react to geometry instead of replaying trajectories, environments stop needing to be predictable. Warehouses, homes, and outdoors suddenly become the same problem. Thanks for sharing, Zhen Wu! Paper + demo: ——— Weekly robotics and AI insights. Subscribe free:

Ilir Aliu

22,127 görüntüleme • 7 ay önce

Everything you love about generative models — now powered by real physics! Announcing the Genesis project — after a 24-month large-scale research collaboration involving over 20 research labs — a generative physics engine able to generate 4D dynamical worlds powered by a physics simulation platform designed for general-purpose robotics and physical AI applications. Genesis's physics engine is developed in pure Python, while being 10-80x faster than existing GPU-accelerated stacks like Isaac Gym and MJX. It delivers a simulation speed ~430,000 faster than in real-time, and takes only 26 seconds to train a robotic locomotion policy transferrable to the real world on a single RTX4090 (see tutorial: The Genesis physics engine and simulation platform is fully open source at We'll gradually roll out access to our generative framework in the near future. Genesis implements a unified simulation framework all from scratch, integrating a wide spectrum of state-of-the-art physics solvers, allowing simulation of the whole physical world in a virtual realm with the highest realism. We aim to build a universal data engine that leverages an upper-level generative framework to autonomously create physical worlds, together with various modes of data, including environments, camera motions, robotic task proposals, reward functions, robot policies, character motions, fully interactive 3D scenes, open-world articulated assets, and more, aiming towards fully automated data generation for robotics, physical AI and other applications. Open Source Code: Project webpage: Documentation: 1/n

Zhou Xian

3,822,365 görüntüleme • 1 yıl önce

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 görüntüleme • 1 yıl önce

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 görüntüleme • 2 yıl önce