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Aug 13

$ω$-0: A Latent Predictive World Action Model for Concurrent Humanoid Loco-Manipulation

Humanoid household tasks often require concurrent loco-manipulation, where the robot must move, adjust posture, maintain balance, and manipulate objects as a single coordinated behavior. Yet existing humanoid policies typically decompose locomotion and manipulation, while recent world-action models remain either arm-centric or video-centered. We present ω-0, a latent predictive whole-body world-action model for real-world humanoid concurrent loco-manipulation. Given a language instruction, current visual observation, and robot proprioceptive state, ω-0 directly predicts controller-compatible whole-body action latents for real-robot execution. Rather than reconstructing future videos, ω-0 learns compact future observation embeddings as a lightweight predictive objective, coupling latent visual foresight with diffusion-based whole-body action generation. The model supports egocentric RGB, exocentric RGB, and exocentric depth inputs, and leverages controller-based simulation replay to ground human/public visual-motion priors into robot-executable action latents. We further collect ω-HOME, a 40+ hour real-world household humanoid dataset with synchronized multi-view observations, whole-body SMPL motions, robot states, and action latents. Real-world experiments on 11 household tasks demonstrate that a single ω-0 model can produce smooth manipulate-while-moving behaviors and consistently outperform representative imitation learning, VLA, humanoid, and WAM baselines.

  • 11 authors
·
Aug 8

From Skin to Skeleton: Towards Biomechanically Accurate 3D Digital Humans

Great progress has been made in estimating 3D human pose and shape from images and video by training neural networks to directly regress the parameters of parametric human models like SMPL. However, existing body models have simplified kinematic structures that do not correspond to the true joint locations and articulations in the human skeletal system, limiting their potential use in biomechanics. On the other hand, methods for estimating biomechanically accurate skeletal motion typically rely on complex motion capture systems and expensive optimization methods. What is needed is a parametric 3D human model with a biomechanically accurate skeletal structure that can be easily posed. To that end, we develop SKEL, which re-rigs the SMPL body model with a biomechanics skeleton. To enable this, we need training data of skeletons inside SMPL meshes in diverse poses. We build such a dataset by optimizing biomechanically accurate skeletons inside SMPL meshes from AMASS sequences. We then learn a regressor from SMPL mesh vertices to the optimized joint locations and bone rotations. Finally, we re-parametrize the SMPL mesh with the new kinematic parameters. The resulting SKEL model is animatable like SMPL but with fewer, and biomechanically-realistic, degrees of freedom. We show that SKEL has more biomechanically accurate joint locations than SMPL, and the bones fit inside the body surface better than previous methods. By fitting SKEL to SMPL meshes we are able to "upgrade" existing human pose and shape datasets to include biomechanical parameters. SKEL provides a new tool to enable biomechanics in the wild, while also providing vision and graphics researchers with a better constrained and more realistic model of human articulation. The model, code, and data are available for research at https://skel.is.tue.mpg.de..

  • 7 authors
·
Sep 8, 2025

MAMMA: Markerless & Automatic Multi-Person Motion Action Capture

We present MAMMA, a markerless motion-capture pipeline that accurately recovers SMPL-X parameters from multi-view video of two-person interaction sequences. Traditional motion-capture systems rely on physical markers. Although they offer high accuracy, their requirements of specialized hardware, manual marker placement, and extensive post-processing make them costly and time-consuming. Recent learning-based methods attempt to overcome these limitations, but most are designed for single-person capture, rely on sparse keypoints, or struggle with occlusions and physical interactions. In this work, we introduce a method that predicts dense 2D contact-aware surface landmarks conditioned on segmentation masks, enabling person-specific correspondence estimation even under heavy occlusion. We employ a novel architecture that exploits learnable queries for each landmark. We demonstrate that our approach can handle complex person--person interaction and offers greater accuracy than existing methods. To train our network, we construct a large, synthetic multi-view dataset combining human motions from diverse sources, including extreme poses, hand motions, and close interactions. Our dataset yields high-variability synthetic sequences with rich body contact and occlusion, and includes SMPL-X ground-truth annotations with dense 2D landmarks. The result is a system capable of capturing human motion without the need for markers. Our approach offers competitive reconstruction quality compared to commercial marker-based motion-capture solutions, without the extensive manual cleanup. Finally, we address the absence of common benchmarks for dense-landmark prediction and markerless motion capture by introducing two evaluation settings built from real multi-view sequences. Our dataset is available in https://mamma.is.tue.mpg.de for research purposes.

  • 10 authors
·
Apr 6

Champ: Controllable and Consistent Human Image Animation with 3D Parametric Guidance

In this study, we introduce a methodology for human image animation by leveraging a 3D human parametric model within a latent diffusion framework to enhance shape alignment and motion guidance in curernt human generative techniques. The methodology utilizes the SMPL(Skinned Multi-Person Linear) model as the 3D human parametric model to establish a unified representation of body shape and pose. This facilitates the accurate capture of intricate human geometry and motion characteristics from source videos. Specifically, we incorporate rendered depth images, normal maps, and semantic maps obtained from SMPL sequences, alongside skeleton-based motion guidance, to enrich the conditions to the latent diffusion model with comprehensive 3D shape and detailed pose attributes. A multi-layer motion fusion module, integrating self-attention mechanisms, is employed to fuse the shape and motion latent representations in the spatial domain. By representing the 3D human parametric model as the motion guidance, we can perform parametric shape alignment of the human body between the reference image and the source video motion. Experimental evaluations conducted on benchmark datasets demonstrate the methodology's superior ability to generate high-quality human animations that accurately capture both pose and shape variations. Furthermore, our approach also exhibits superior generalization capabilities on the proposed wild dataset. Project page: https://fudan-generative-vision.github.io/champ.

  • 8 authors
·
Mar 21, 2024 2

PhyMotion: Structured 3D Motion Reward for Physics-Grounded Human Video Generation

Generating realistic human motion is a central yet unsolved challenge in video generation. While reinforcement learning (RL)-based post-training has driven recent gains in general video quality, extending it to human motion remains bottlenecked by a reward signal that cannot reliably score motion realism. Existing video rewards primarily rely on 2D perceptual signals, without explicitly modeling the 3D body state, contact, and dynamics underlying articulated human motion, and often assign high scores to videos with floating bodies or physically implausible movements. To address this, we propose PhyMotion, a structured, fine-grained motion reward that grounds recovered 3D human trajectories in a physics simulator and evaluates motion quality along multiple dimensions of physical feasibility. Concretely, we recover SMPL body meshes from generated videos, retarget them onto a humanoid in the MuJoCo physics simulator, and evaluate the resulting motion along three axes: kinematic plausibility, contact and balance consistency, and dynamic feasibility. Each component provides a continuous and interpretable signal tied to a specific aspect of motion quality, allowing the reward to capture which aspects of motion are physically correct or violated. Experiments show that PhyMotion achieves stronger correlation with human judgments than existing reward formulations. These gains carry over to RL-based post-training, where optimizing PhyMotion leads to larger and more consistent improvements than optimizing existing rewards, improving motion realism across both autoregressive and bidirectional video generators under both automatic metrics and blind human evaluation (+68 Elo gain). Ablations show that the three axes provide complementary supervision signals, while the reward preserves overall video generation quality with only modest training overhead.

Embodied Hands: Modeling and Capturing Hands and Bodies Together

Humans move their hands and bodies together to communicate and solve tasks. Capturing and replicating such coordinated activity is critical for virtual characters that behave realistically. Surprisingly, most methods treat the 3D modeling and tracking of bodies and hands separately. Here we formulate a model of hands and bodies interacting together and fit it to full-body 4D sequences. When scanning or capturing the full body in 3D, hands are small and often partially occluded, making their shape and pose hard to recover. To cope with low-resolution, occlusion, and noise, we develop a new model called MANO (hand Model with Articulated and Non-rigid defOrmations). MANO is learned from around 1000 high-resolution 3D scans of hands of 31 subjects in a wide variety of hand poses. The model is realistic, low-dimensional, captures non-rigid shape changes with pose, is compatible with standard graphics packages, and can fit any human hand. MANO provides a compact mapping from hand poses to pose blend shape corrections and a linear manifold of pose synergies. We attach MANO to a standard parameterized 3D body shape model (SMPL), resulting in a fully articulated body and hand model (SMPL+H). We illustrate SMPL+H by fitting complex, natural, activities of subjects captured with a 4D scanner. The fitting is fully automatic and results in full body models that move naturally with detailed hand motions and a realism not seen before in full body performance capture. The models and data are freely available for research purposes in our website (http://mano.is.tue.mpg.de).

  • 3 authors
·
Jan 7, 2022

SMP: Reusable Score-Matching Motion Priors for Physics-Based Character Control

Data-driven motion priors that can guide agents toward producing naturalistic behaviors play a pivotal role in creating life-like virtual characters. Adversarial imitation learning has been a highly effective method for learning motion priors from reference motion data. However, adversarial priors, with few exceptions, need to be retrained for each new controller, thereby limiting their reusability and necessitating the retention of the reference motion data when applied to downstream tasks. In this work, we present Score-Matching Motion Priors (SMP), which leverages pre-trained motion diffusion models and score distillation sampling (SDS) to create reusable task-agnostic motion priors. SMPs can be pre-trained on a motion dataset, independent of any control policy or task. Once trained, SMPs can be kept frozen and reused as general-purpose reward functions to train new policies to produce naturalistic behaviors for downstream tasks. We show that a general motion prior trained on large-scale datasets can be repurposed into a variety of style-specific priors. Furthermore, SMP can compose different styles to synthesize new styles not present in the original dataset. Our method can create reusable and modular motion priors that produce high-quality motions comparable to state-of-the-art adversarial imitation learning methods. In our experiments, we demonstrate the effectiveness of SMP across a diverse suite of control tasks with physically simulated humanoid characters. Video available at https://youtu.be/jBA2tWk6vzU

  • 12 authors
·
Apr 23

Wan-Move: Motion-controllable Video Generation via Latent Trajectory Guidance

We present Wan-Move, a simple and scalable framework that brings motion control to video generative models. Existing motion-controllable methods typically suffer from coarse control granularity and limited scalability, leaving their outputs insufficient for practical use. We narrow this gap by achieving precise and high-quality motion control. Our core idea is to directly make the original condition features motion-aware for guiding video synthesis. To this end, we first represent object motions with dense point trajectories, allowing fine-grained control over the scene. We then project these trajectories into latent space and propagate the first frame's features along each trajectory, producing an aligned spatiotemporal feature map that tells how each scene element should move. This feature map serves as the updated latent condition, which is naturally integrated into the off-the-shelf image-to-video model, e.g., Wan-I2V-14B, as motion guidance without any architecture change. It removes the need for auxiliary motion encoders and makes fine-tuning base models easily scalable. Through scaled training, Wan-Move generates 5-second, 480p videos whose motion controllability rivals Kling 1.5 Pro's commercial Motion Brush, as indicated by user studies. To support comprehensive evaluation, we further design MoveBench, a rigorously curated benchmark featuring diverse content categories and hybrid-verified annotations. It is distinguished by larger data volume, longer video durations, and high-quality motion annotations. Extensive experiments on MoveBench and the public dataset consistently show Wan-Move's superior motion quality. Code, models, and benchmark data are made publicly available.

AlibabaTongyiLab TongyiLab
·
Dec 9, 2025 5

Encoder-Free Human Motion Understanding via Structured Motion Descriptions

The world knowledge and reasoning capabilities of text-based large language models (LLMs) are advancing rapidly, yet current approaches to human motion understanding, including motion question answering and captioning, have not fully exploited these capabilities. Existing LLM-based methods typically learn motion-language alignment through dedicated encoders that project motion features into the LLM's embedding space, remaining constrained by cross-modal representation and alignment. Inspired by biomechanical analysis, where joint angles and body-part kinematics have long served as a precise descriptive language for human movement, we propose Structured Motion Description (SMD), a rule-based, deterministic approach that converts joint position sequences into structured natural language descriptions of joint angles, body part movements, and global trajectory. By representing motion as text, SMD enables LLMs to apply their pretrained knowledge of body parts, spatial directions, and movement semantics directly to motion reasoning, without requiring learned encoders or alignment modules. We show that this approach goes beyond state-of-the-art results on both motion question answering (66.7\% on BABEL-QA, 90.1\% on HuMMan-QA) and motion captioning (R@1 of 0.584, CIDEr of 53.16 on HumanML3D), surpassing all prior methods. SMD additionally offers practical benefits: the same text input works across different LLMs with only lightweight LoRA adaptation (validated on 8 LLMs from 6 model families), and its human-readable representation enables interpretable attention analysis over motion descriptions. Code, data, and pretrained LoRA adapters are available at https://yaozhang182.github.io/motion-smd/.

  • 4 authors
·
Apr 22 2

Towards Physically Plausible Video Generation via VLM Planning

Video diffusion models (VDMs) have advanced significantly in recent years, enabling the generation of highly realistic videos and drawing the attention of the community in their potential as world simulators. However, despite their capabilities, VDMs often fail to produce physically plausible videos due to an inherent lack of understanding of physics, resulting in incorrect dynamics and event sequences. To address this limitation, we propose a novel two-stage image-to-video generation framework that explicitly incorporates physics. In the first stage, we employ a Vision Language Model (VLM) as a coarse-grained motion planner, integrating chain-of-thought and physics-aware reasoning to predict a rough motion trajectories/changes that approximate real-world physical dynamics while ensuring the inter-frame consistency. In the second stage, we use the predicted motion trajectories/changes to guide the video generation of a VDM. As the predicted motion trajectories/changes are rough, noise is added during inference to provide freedom to the VDM in generating motion with more fine details. Extensive experimental results demonstrate that our framework can produce physically plausible motion, and comparative evaluations highlight the notable superiority of our approach over existing methods. More video results are available on our Project Page: https://madaoer.github.io/projects/physically_plausible_video_generation.

  • 11 authors
·
Mar 30, 2025 3

VLA-RAIL: A Real-Time Asynchronous Inference Linker for VLA Models and Robots

Vision-Language-Action (VLA) models have achieved remarkable breakthroughs in robotics, with the action chunk playing a dominant role in these advances. Given the real-time and continuous nature of robotic motion control, the strategies for fusing a queue of successive action chunks have a profound impact on the overall performance of VLA models. Existing methods suffer from jitter, stalling, or even pauses in robotic action execution, which not only limits the achievable execution speed but also reduces the overall success rate of task completion. This paper introduces VLA-RAIL (A Real-Time Asynchronous Inference Linker), a novel framework designed to address these issues by conducting model inference and robot motion control asynchronously and guaranteeing smooth, continuous, and high-speed action execution. The core contributions of the paper are two fold: a Trajectory Smoother that effectively filters out the noise and jitter in the trajectory of one action chunk using polynomial fitting and a Chunk Fuser that seamlessly align the current executing trajectory and the newly arrived chunk, ensuring position, velocity, and acceleration continuity between two successive action chunks. We validate the effectiveness of VLA-RAIL on a benchmark of dynamic simulation tasks and several real-world manipulation tasks. Experimental results demonstrate that VLA-RAIL significantly reduces motion jitter, enhances execution speed, and improves task success rates, which will become a key infrastructure for the large-scale deployment of VLA models.

  • 6 authors
·
Dec 30, 2025

SKEL-CF: Coarse-to-Fine Biomechanical Skeleton and Surface Mesh Recovery

Parametric 3D human models such as SMPL have driven significant advances in human pose and shape estimation, yet their simplified kinematics limit biomechanical realism. The recently proposed SKEL model addresses this limitation by re-rigging SMPL with an anatomically accurate skeleton. However, estimating SKEL parameters directly remains challenging due to limited training data, perspective ambiguities, and the inherent complexity of human articulation. We introduce SKEL-CF, a coarse-to-fine framework for SKEL parameter estimation. SKEL-CF employs a transformer-based encoder-decoder architecture, where the encoder predicts coarse camera and SKEL parameters, and the decoder progressively refines them in successive layers. To ensure anatomically consistent supervision, we convert the existing SMPL-based dataset 4DHuman into a SKEL-aligned version, 4DHuman-SKEL, providing high-quality training data for SKEL estimation. In addition, to mitigate depth and scale ambiguities, we explicitly incorporate camera modeling into the SKEL-CF pipeline and demonstrate its importance across diverse viewpoints. Extensive experiments validate the effectiveness of the proposed design. On the challenging MOYO dataset, SKEL-CF achieves 85.0 MPJPE / 51.4 PA-MPJPE, significantly outperforming the previous SKEL-based state-of-the-art HSMR (104.5 / 79.6). These results establish SKEL-CF as a scalable and anatomically faithful framework for human motion analysis, bridging the gap between computer vision and biomechanics. Our implementation is available on the project page: https://pokerman8.github.io/SKEL-CF/.

  • 9 authors
·
Nov 25, 2025

Motion Mamba: Efficient and Long Sequence Motion Generation with Hierarchical and Bidirectional Selective SSM

Human motion generation stands as a significant pursuit in generative computer vision, while achieving long-sequence and efficient motion generation remains challenging. Recent advancements in state space models (SSMs), notably Mamba, have showcased considerable promise in long sequence modeling with an efficient hardware-aware design, which appears to be a promising direction to build motion generation model upon it. Nevertheless, adapting SSMs to motion generation faces hurdles since the lack of a specialized design architecture to model motion sequence. To address these challenges, we propose Motion Mamba, a simple and efficient approach that presents the pioneering motion generation model utilized SSMs. Specifically, we design a Hierarchical Temporal Mamba (HTM) block to process temporal data by ensemble varying numbers of isolated SSM modules across a symmetric U-Net architecture aimed at preserving motion consistency between frames. We also design a Bidirectional Spatial Mamba (BSM) block to bidirectionally process latent poses, to enhance accurate motion generation within a temporal frame. Our proposed method achieves up to 50% FID improvement and up to 4 times faster on the HumanML3D and KIT-ML datasets compared to the previous best diffusion-based method, which demonstrates strong capabilities of high-quality long sequence motion modeling and real-time human motion generation. See project website https://steve-zeyu-zhang.github.io/MotionMamba/

  • 6 authors
·
Mar 12, 2024 4

LUIVITON: Learned Universal Interoperable VIrtual Try-ON

To enable large-scale reuse of real-world 3D assets, where garments and characters rarely share skeletons, templates, or dense correspondences, we present a fully automated virtual try-on system that dresses complex, multi-layer garments onto diverse, arbitrarily posed humanoids. Our key idea is to use SMPL as an intermediate proxy and decompose clothing-to-body transfer into two correspondence tasks with distinct challenges: (1) clothing-to-SMPL (partial-to-complete alignment) and (2) body-to-SMPL (large pose/shape variation and stylization). We address clothing-to-SMPL using a geometry-driven correspondence model, and introduce a diffusion-based body-to-SMPL correspondence approach that leverages multi-view consistent appearance features together with a pretrained 2D foundation model. Using these correspondences, we register SMPL/SMPL+D (Displacement) to the garment and target body and then perform simulator-driven fitting by transferring the garment along a smooth SMPL-to-SMPL+D transition, producing physically plausible draping on the target. Our system handles complex garment topology (including non-manifold meshes) and generalizes to a wide range of humanoid characters (e.g., humans, robots, cartoons, and creatures) while remaining computationally practical. Upon draping, our system also supports fast customization of clothing size. We show that our system can produce high-quality 3D clothing fittings without any human labor, even when 2D clothing sewing patterns are not available. Our project page is: https://cao-cong0.github.io/LUIVITON-Learned-Universal-Interoperable-VIrtual-Try-ON/.

  • 8 authors
·
May 14