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Jul 8

Crossing the Human-Robot Embodiment Gap with Sim-to-Real RL using One Human Demonstration

Teaching robots dexterous manipulation skills often requires collecting hundreds of demonstrations using wearables or teleoperation, a process that is challenging to scale. Videos of human-object interactions are easier to collect and scale, but leveraging them directly for robot learning is difficult due to the lack of explicit action labels from videos and morphological differences between robot and human hands. We propose Human2Sim2Robot, a novel real-to-sim-to-real framework for training dexterous manipulation policies using only one RGB-D video of a human demonstrating a task. Our method utilizes reinforcement learning (RL) in simulation to cross the human-robot embodiment gap without relying on wearables, teleoperation, or large-scale data collection typically necessary for imitation learning methods. From the demonstration, we extract two task-specific components: (1) the object pose trajectory to define an object-centric, embodiment-agnostic reward function, and (2) the pre-manipulation hand pose to initialize and guide exploration during RL training. We found that these two components are highly effective for learning the desired task, eliminating the need for task-specific reward shaping and tuning. We demonstrate that Human2Sim2Robot outperforms object-aware open-loop trajectory replay by 55% and imitation learning with data augmentation by 68% across grasping, non-prehensile manipulation, and multi-step tasks. Project Site: https://human2sim2robot.github.io

  • 4 authors
·
Apr 16, 2025

OmniEVA: Embodied Versatile Planner via Task-Adaptive 3D-Grounded and Embodiment-aware Reasoning

Recent advances in multimodal large language models (MLLMs) have opened new opportunities for embodied intelligence, enabling multimodal understanding, reasoning, and interaction, as well as continuous spatial decision-making. Nevertheless, current MLLM-based embodied systems face two critical limitations. First, Geometric Adaptability Gap: models trained solely on 2D inputs or with hard-coded 3D geometry injection suffer from either insufficient spatial information or restricted 2D generalization, leading to poor adaptability across tasks with diverse spatial demands. Second, Embodiment Constraint Gap: prior work often neglects the physical constraints and capacities of real robots, resulting in task plans that are theoretically valid but practically infeasible.To address these gaps, we introduce OmniEVA -- an embodied versatile planner that enables advanced embodied reasoning and task planning through two pivotal innovations: (1) a Task-Adaptive 3D Grounding mechanism, which introduces a gated router to perform explicit selective regulation of 3D fusion based on contextual requirements, enabling context-aware 3D grounding for diverse embodied tasks. (2) an Embodiment-Aware Reasoning framework that jointly incorporates task goals and embodiment constraints into the reasoning loop, resulting in planning decisions that are both goal-directed and executable. Extensive experimental results demonstrate that OmniEVA not only achieves state-of-the-art general embodied reasoning performance, but also exhibits a strong ability across a wide range of downstream scenarios. Evaluations of a suite of proposed embodied benchmarks, including both primitive and composite tasks, confirm its robust and versatile planning capabilities. Project page: https://omnieva.github.io

  • 13 authors
·
Sep 11, 2025 2

EgoHumanoid: Unlocking In-the-Wild Loco-Manipulation with Robot-Free Egocentric Demonstration

Human demonstrations offer rich environmental diversity and scale naturally, making them an appealing alternative to robot teleoperation. While this paradigm has advanced robot-arm manipulation, its potential for the more challenging, data-hungry problem of humanoid loco-manipulation remains largely unexplored. We present EgoHumanoid, the first framework to co-train a vision-language-action policy using abundant egocentric human demonstrations together with a limited amount of robot data, enabling humanoids to perform loco-manipulation across diverse real-world environments. To bridge the embodiment gap between humans and robots, including discrepancies in physical morphology and viewpoint, we introduce a systematic alignment pipeline spanning from hardware design to data processing. A portable system for scalable human data collection is developed, and we establish practical collection protocols to improve transferability. At the core of our human-to-humanoid alignment pipeline lies two key components. The view alignment reduces visual domain discrepancies caused by camera height and perspective variation. The action alignment maps human motions into a unified, kinematically feasible action space for humanoid control. Extensive real-world experiments demonstrate that incorporating robot-free egocentric data significantly outperforms robot-only baselines by 51\%, particularly in unseen environments. Our analysis further reveals which behaviors transfer effectively and the potential for scaling human data.

  • 9 authors
·
Feb 10 2

MimicDroid: In-Context Learning for Humanoid Robot Manipulation from Human Play Videos

We aim to enable humanoid robots to efficiently solve new manipulation tasks from a few video examples. In-context learning (ICL) is a promising framework for achieving this goal due to its test-time data efficiency and rapid adaptability. However, current ICL methods rely on labor-intensive teleoperated data for training, which restricts scalability. We propose using human play videos -- continuous, unlabeled videos of people interacting freely with their environment -- as a scalable and diverse training data source. We introduce MimicDroid, which enables humanoids to perform ICL using human play videos as the only training data. MimicDroid extracts trajectory pairs with similar manipulation behaviors and trains the policy to predict the actions of one trajectory conditioned on the other. Through this process, the model acquired ICL capabilities for adapting to novel objects and environments at test time. To bridge the embodiment gap, MimicDroid first retargets human wrist poses estimated from RGB videos to the humanoid, leveraging kinematic similarity. It also applies random patch masking during training to reduce overfitting to human-specific cues and improve robustness to visual differences. To evaluate few-shot learning for humanoids, we introduce an open-source simulation benchmark with increasing levels of generalization difficulty. MimicDroid outperformed state-of-the-art methods and achieved nearly twofold higher success rates in the real world. Additional materials can be found on: ut-austin-rpl.github.io/MimicDroid

  • 8 authors
·
Sep 11, 2025

Dexplore: Scalable Neural Control for Dexterous Manipulation from Reference-Scoped Exploration

Hand-object motion-capture (MoCap) repositories offer large-scale, contact-rich demonstrations and hold promise for scaling dexterous robotic manipulation. Yet demonstration inaccuracies and embodiment gaps between human and robot hands limit the straightforward use of these data. Existing methods adopt a three-stage workflow, including retargeting, tracking, and residual correction, which often leaves demonstrations underused and compound errors across stages. We introduce Dexplore, a unified single-loop optimization that jointly performs retargeting and tracking to learn robot control policies directly from MoCap at scale. Rather than treating demonstrations as ground truth, we use them as soft guidance. From raw trajectories, we derive adaptive spatial scopes, and train with reinforcement learning to keep the policy in-scope while minimizing control effort and accomplishing the task. This unified formulation preserves demonstration intent, enables robot-specific strategies to emerge, improves robustness to noise, and scales to large demonstration corpora. We distill the scaled tracking policy into a vision-based, skill-conditioned generative controller that encodes diverse manipulation skills in a rich latent representation, supporting generalization across objects and real-world deployment. Taken together, these contributions position Dexplore as a principled bridge that transforms imperfect demonstrations into effective training signals for dexterous manipulation.

  • 7 authors
·
Sep 11, 2025

H2R-Grounder: A Paired-Data-Free Paradigm for Translating Human Interaction Videos into Physically Grounded Robot Videos

Robots that learn manipulation skills from everyday human videos could acquire broad capabilities without tedious robot data collection. We propose a video-to-video translation framework that converts ordinary human-object interaction videos into motion-consistent robot manipulation videos with realistic, physically grounded interactions. Our approach does not require any paired human-robot videos for training only a set of unpaired robot videos, making the system easy to scale. We introduce a transferable representation that bridges the embodiment gap: by inpainting the robot arm in training videos to obtain a clean background and overlaying a simple visual cue (a marker and arrow indicating the gripper's position and orientation), we can condition a generative model to insert the robot arm back into the scene. At test time, we apply the same process to human videos (inpainting the person and overlaying human pose cues) and generate high-quality robot videos that mimic the human's actions. We fine-tune a SOTA video diffusion model (Wan 2.2) in an in-context learning manner to ensure temporal coherence and leveraging of its rich prior knowledge. Empirical results demonstrate that our approach achieves significantly more realistic and grounded robot motions compared to baselines, pointing to a promising direction for scaling up robot learning from unlabeled human videos. Project page: https://showlab.github.io/H2R-Grounder/

  • 5 authors
·
Dec 10, 2025 2

GazeVLA: Learning Human Intention for Robotic Manipulation

Embodied foundation models have achieved significant breakthroughs in robotic manipulation, yet they still depend heavily on large-scale robot demonstrations. Although recent works have explored leveraging human data to alleviate this dependency, effectively extracting transferable knowledge remains a significant challenge due to the inherent embodiment gap between human and robot. We argue that the intention underlying human actions can serve as a powerful intermediate representation for bridging this gap. In this paper, we introduce a novel framework that explicitly learns and transfers human intention to facilitate robotic manipulation. Specifically, we model intention through gaze, as it naturally precedes physical actions and serves as an observable proxy for human intent. Our model is first pretrained on a large-scale egocentric human dataset to capture human intention and its synergy with action, followed by finetuning on a small set of robot and human data. During inference, the model adopts a Chain-of-Thought reasoning paradigm, sequentially predicting intention before executing the action. Extensive evaluations in simulation and real-world settings, across long-horizon and fine-grained tasks, and under few-shot and robustness benchmarks, show that our method consistently outperforms strong baselines, generalizes better, and achieves state-of-the-art performance. Project page: https://gazevla.github.io .

  • 6 authors
·
Apr 29

EgoMI: Learning Active Vision and Whole-Body Manipulation from Egocentric Human Demonstrations

Imitation learning from human demonstrations offers a promising approach for robot skill acquisition, but egocentric human data introduces fundamental challenges due to the embodiment gap. During manipulation, humans actively coordinate head and hand movements, continuously reposition their viewpoint and use pre-action visual fixation search strategies to locate relevant objects. These behaviors create dynamic, task-driven head motions that static robot sensing systems cannot replicate, leading to a significant distribution shift that degrades policy performance. We present EgoMI (Egocentric Manipulation Interface), a framework that captures synchronized end-effector and active head trajectories during manipulation tasks, resulting in data that can be retargeted to compatible semi-humanoid robot embodiments. To handle rapid and wide-spanning head viewpoint changes, we introduce a memory-augmented policy that selectively incorporates historical observations. We evaluate our approach on a bimanual robot equipped with an actuated camera head and find that policies with explicit head-motion modeling consistently outperform baseline methods. Results suggest that coordinated hand-eye learning with EgoMI effectively bridges the human-robot embodiment gap for robust imitation learning on semi-humanoid embodiments. Project page: https://egocentric-manipulation-interface.github.io

  • 6 authors
·
Mar 9

Seed2Scale: A Self-Evolving Data Engine for Embodied AI via Small to Large Model Synergy and Multimodal Evaluation

Existing data generation methods suffer from exploration limits, embodiment gaps, and low signal-to-noise ratios, leading to performance degradation during self-iteration. To address these challenges, we propose Seed2Scale, a self-evolving data engine that overcomes the data bottleneck through a heterogeneous synergy of "small-model collection, large-model evaluation, and target-model learning". Starting with as few as four seed demonstrations, the engine employs the lightweight Vision-Language-Action model, SuperTiny, as a dedicated collector, leveraging its strong inductive bias for robust exploration in parallel environments. Concurrently, a pre-trained Vision-Language Model is integrated as a Verifer to autonomously perform success/failure judgment and quality scoring for the massive generated trajectories. Seed2Scale effectively mitigates model collapse, ensuring the stability of the self-evolution process. Experimental results demonstrate that Seed2Scale exhibits signifcant scaling potential: as iterations progress, the success rate of the target model shows a robust upward trend, achieving a performance improvement of 131.2%. Furthermore, Seed2Scale signifcantly outperforms existing data augmentation methods, providing a scalable and cost-effective pathway for the large-scale development of Generalist Embodied AI. Project page: https://terminators2025.github.io/Seed2Scale.github.io

  • 15 authors
·
Mar 8

Dexterous Point Policy: Learning Point-based Dexterous Hand Policies from Human Demonstrations

Robotic foundation models pre-trained on human demonstration videos have shown promise, but a significant embodiment gap remains when the resulting policies are deployed on real robots. A common remedy is to fine-tune these models on robot-specific demonstrations. However, robot data collection can be prohibitively expensive and time-consuming, which is particularly acute in dexterous manipulation, e.g., teleoperating a multi-fingered hand for even a single atomic task can take days. To address this, we introduce Dexterous Point Policy, a framework that learns dexterous manipulation policies directly from human videos and requires no robot demonstrations. Our core insight is that a unified 3D keypoint representation can bridge human and robot embodiments when used for both observations and actions. Specifically, we extract 3D keypoints of task-relevant objects and human hands from raw videos, and train an autoregressive transformer over these keypoints. We observe that at the keypoint level, specifically the wrist and fingertips, human and robot behaviors closely align, enabling direct policy transfer. On a suite of real-robot tasks spanning pick-and-place and tool use, Dexterous Point Policy attains 75.0% success, whereas a state-of-the-art VLA baseline reaches only 1.0%. Furthermore, our method generalizes strongly to unseen scenarios, including multi-object environments and novel object categories.

  • 6 authors
·
Jun 8

OmniRetarget: Interaction-Preserving Data Generation for Humanoid Whole-Body Loco-Manipulation and Scene Interaction

A dominant paradigm for teaching humanoid robots complex skills is to retarget human motions as kinematic references to train reinforcement learning (RL) policies. However, existing retargeting pipelines often struggle with the significant embodiment gap between humans and robots, producing physically implausible artifacts like foot-skating and penetration. More importantly, common retargeting methods neglect the rich human-object and human-environment interactions essential for expressive locomotion and loco-manipulation. To address this, we introduce OmniRetarget, an interaction-preserving data generation engine based on an interaction mesh that explicitly models and preserves the crucial spatial and contact relationships between an agent, the terrain, and manipulated objects. By minimizing the Laplacian deformation between the human and robot meshes while enforcing kinematic constraints, OmniRetarget generates kinematically feasible trajectories. Moreover, preserving task-relevant interactions enables efficient data augmentation, from a single demonstration to different robot embodiments, terrains, and object configurations. We comprehensively evaluate OmniRetarget by retargeting motions from OMOMO, LAFAN1, and our in-house MoCap datasets, generating over 8-hour trajectories that achieve better kinematic constraint satisfaction and contact preservation than widely used baselines. Such high-quality data enables proprioceptive RL policies to successfully execute long-horizon (up to 30 seconds) parkour and loco-manipulation skills on a Unitree G1 humanoid, trained with only 5 reward terms and simple domain randomization shared by all tasks, without any learning curriculum.

  • 9 authors
·
Sep 30, 2025 2

Make Tracking Easy: Neural Motion Retargeting for Humanoid Whole-body Control

Humanoid robots require diverse motor skills to integrate into complex environments, but bridging the kinematic and dynamic embodiment gap from human data remains a major bottleneck. We demonstrate through Hessian analysis that traditional optimization-based retargeting is inherently non-convex and prone to local optima, leading to physical artifacts like joint jumps and self-penetration. To address this, we reformulate the targeting problem as learning data distribution rather than optimizing optimal solutions, where we propose NMR, a Neural Motion Retargeting framework that transforms static geometric mapping into a dynamics-aware learned process. We first propose Clustered-Expert Physics Refinement (CEPR), a hierarchical data pipeline that leverages VAE-based motion clustering to group heterogeneous movements into latent motifs. This strategy significantly reduces the computational overhead of massively parallel reinforcement learning experts, which project and repair noisy human demonstrations onto the robot's feasible motion manifold. The resulting high-fidelity data supervises a non-autoregressive CNN-Transformer architecture that reasons over global temporal context to suppress reconstruction noise and bypass geometric traps. Experiments on the Unitree G1 humanoid across diverse dynamic tasks (e.g., martial arts, dancing) show that NMR eliminates joint jumps and significantly reduces self-collisions compared to state-of-the-art baselines. Furthermore, NMR-generated references accelerate the convergence of downstream whole-body control policies, establishing a scalable path for bridging the human-robot embodiment gap.

  • 10 authors
·
Apr 16

ActiveGlasses: Learning Manipulation with Active Vision from Ego-centric Human Demonstration

Large-scale real-world robot data collection is a prerequisite for bringing robots into everyday deployment. However, existing pipelines often rely on specialized handheld devices to bridge the embodiment gap, which not only increases operator burden and limits scalability, but also makes it difficult to capture the naturally coordinated perception-manipulation behaviors of human daily interaction. This challenge calls for a more natural system that can faithfully capture human manipulation and perception behaviors while enabling zero-shot transfer to robotic platforms. We introduce ActiveGlasses, a system for learning robot manipulation from ego-centric human demonstrations with active vision. A stereo camera mounted on smart glasses serves as the sole perception device for both data collection and policy inference: the operator wears it during bare-hand demonstrations, and the same camera is mounted on a 6-DoF perception arm during deployment to reproduce human active vision. To enable zero-transfer, we extract object trajectories from demonstrations and use an object-centric point-cloud policy to jointly predict manipulation and head movement. Across several challenging tasks involving occlusion and precise interaction, ActiveGlasses achieves zero-shot transfer with active vision, consistently outperforms strong baselines under the same hardware setup, and generalizes across two robot platforms.

  • 8 authors
·
Apr 8

Video2Sim2Real: Full-Stack Autonomous Dexterous Skill Acquisition from a Single Human Video

Human manipulation videos are a convenient and intuitive source for robot learning. However, directly transferring human dexterity to robots remains challenging due to perception errors and embodiment gap. To address this, we introduce Video2Sim2Real, a full-stack framework for autonomous skill acquisition from a single human manipulation video. Our framework first uses off-the-shelf foundation models to reconstruct a simulator-ready digital twin and extract robot and object motion priors. Rather than treating the extracted robot motion as a reliable reference throughout execution, our key idea is to recover and leverage the most fundamental sources of supervision from the demonstrated skill: We identify object-centric keyframes to optimize the corresponding robot configurations using object information from the simulator, and use these configurations as anchors that refine the robot motion such that it ultimately has the desired impact on the environment. To bridge the remaining sim-to-real gap, we introduce a sim-to-real strategy that decouples robustness to noisy and incomplete perception from variations in hand-object interaction dynamics. Specifically, we learn to recalibrate robot configurations from noisy real-world point clouds via IL, and leverage residual RL to perform local finger-level adaptations to ensure for robust and effective interactions. Finally, a collision-aware motion planning module enables spatial generalization to novel object configurations. Across several everyday manipulation tasks, Video2Sim2Real improves simulated task success, safety, and trajectory coherence over numerous baselines, and achieves better sim-to-real transfer than existing techniques. These results demonstrate a promising path toward autonomous dexterous skill acquisition from human videos.

  • 17 authors
·
Jun 6

Retargeting Matters: General Motion Retargeting for Humanoid Motion Tracking

Humanoid motion tracking policies are central to building teleoperation pipelines and hierarchical controllers, yet they face a fundamental challenge: the embodiment gap between humans and humanoid robots. Current approaches address this gap by retargeting human motion data to humanoid embodiments and then training reinforcement learning (RL) policies to imitate these reference trajectories. However, artifacts introduced during retargeting, such as foot sliding, self-penetration, and physically infeasible motion are often left in the reference trajectories for the RL policy to correct. While prior work has demonstrated motion tracking abilities, they often require extensive reward engineering and domain randomization to succeed. In this paper, we systematically evaluate how retargeting quality affects policy performance when excessive reward tuning is suppressed. To address issues that we identify with existing retargeting methods, we propose a new retargeting method, General Motion Retargeting (GMR). We evaluate GMR alongside two open-source retargeters, PHC and ProtoMotions, as well as with a high-quality closed-source dataset from Unitree. Using BeyondMimic for policy training, we isolate retargeting effects without reward tuning. Our experiments on a diverse subset of the LAFAN1 dataset reveal that while most motions can be tracked, artifacts in retargeted data significantly reduce policy robustness, particularly for dynamic or long sequences. GMR consistently outperforms existing open-source methods in both tracking performance and faithfulness to the source motion, achieving perceptual fidelity and policy success rates close to the closed-source baseline. Website: https://jaraujo98.github.io/retargeting_matters. Code: https://github.com/YanjieZe/GMR.

  • 5 authors
·
Oct 1, 2025

Sensor2Sensor: Cross-Embodiment Sensor Conversion for Autonomous Driving

Robust training and validation of Autonomous Driving Systems (ADS) require massive, diverse datasets. Proprietary data collected by Autonomous Vehicle (AV) fleets, while high-fidelity, are limited in scale, diversity of sensor configurations, as well as geographic and long-tail-behavioral coverage. In contrast, in-the-wild data from sources like dashcams offers immense scale and diversity, capturing critical long-tail scenarios and novel environments. However, this unstructured, in-the-wild video data is incompatible with ADS expecting structured, multi-modal sensor inputs for validation and training. To bridge this data gap, we propose Sensor2Sensor, a novel generative modeling paradigm that translates in-the-wild monocular dashcam videos into a high-fidelity, multi-modal sensor suite (AV logs) comprising multi-view camera images and LiDAR point clouds. A core challenge is the lack of paired training data. We address this by converting real AV logs into dashcam-style videos via 4D Gaussian Splatting (4DGS) reconstruction and novel-view rendering. Sensor2Sensor then utilizes a diffusion architecture to perform the generative conversion. We perform comprehensive quantitative evaluations on the fidelity and realism of the generated sensor data. We demonstrate Sensor2Sensor's practical utility by converting challenging in-the-wild internet and dashcam footage into realistic, multi-modal data formats, further unlocking vast external data sources for AV development.

google Google
·
May 20 2

Rethinking the Embodied Gap in Vision-and-Language Navigation: A Holistic Study of Physical and Visual Disparities

Recent Vision-and-Language Navigation (VLN) advancements are promising, but their idealized assumptions about robot movement and control fail to reflect physically embodied deployment challenges. To bridge this gap, we introduce VLN-PE, a physically realistic VLN platform supporting humanoid, quadruped, and wheeled robots. For the first time, we systematically evaluate several ego-centric VLN methods in physical robotic settings across different technical pipelines, including classification models for single-step discrete action prediction, a diffusion model for dense waypoint prediction, and a train-free, map-based large language model (LLM) integrated with path planning. Our results reveal significant performance degradation due to limited robot observation space, environmental lighting variations, and physical challenges like collisions and falls. This also exposes locomotion constraints for legged robots in complex environments. VLN-PE is highly extensible, allowing seamless integration of new scenes beyond MP3D, thereby enabling more comprehensive VLN evaluation. Despite the weak generalization of current models in physical deployment, VLN-PE provides a new pathway for improving cross-embodiment's overall adaptability. We hope our findings and tools inspire the community to rethink VLN limitations and advance robust, practical VLN models. The code is available at https://crystalsixone.github.io/vln_pe.github.io/.

  • 9 authors
·
Jul 17, 2025

Embodied-R1: Reinforced Embodied Reasoning for General Robotic Manipulation

Generalization in embodied AI is hindered by the "seeing-to-doing gap," which stems from data scarcity and embodiment heterogeneity. To address this, we pioneer "pointing" as a unified, embodiment-agnostic intermediate representation, defining four core embodied pointing abilities that bridge high-level vision-language comprehension with low-level action primitives. We introduce Embodied-R1, a 3B Vision-Language Model (VLM) specifically designed for embodied reasoning and pointing. We use a wide range of embodied and general visual reasoning datasets as sources to construct a large-scale dataset, Embodied-Points-200K, which supports key embodied pointing capabilities. We then train Embodied-R1 using a two-stage Reinforced Fine-tuning (RFT) curriculum with a specialized multi-task reward design. Embodied-R1 achieves state-of-the-art performance on 11 embodied spatial and pointing benchmarks. Critically, it demonstrates robust zero-shot generalization by achieving a 56.2% success rate in the SIMPLEREnv and 87.5% across 8 real-world XArm tasks without any task-specific fine-tuning, representing a 62% improvement over strong baselines. Furthermore, the model exhibits high robustness against diverse visual disturbances. Our work shows that a pointing-centric representation, combined with an RFT training paradigm, offers an effective and generalizable pathway to closing the perception-action gap in robotics.

  • 9 authors
·
Aug 19, 2025 2

EVA: Aligning Video World Models with Executable Robot Actions via Inverse Dynamics Rewards

Video generative models are increasingly used as world models for robotics, where a model generates a future visual rollout conditioned on the current observation and task instruction, and an inverse dynamics model (IDM) converts the generated frames into executable robot actions. However, current video world models lack explicit executability constraints. As a result, visually coherent rollouts may still violate rigid-body and kinematic consistency, producing unstable or infeasible control commands when decoded by an IDM. We refer to this mismatch between visual generation and physically executable control as the executability gap. While this gap can be mitigated at inference time using techniques such as rejection sampling, such approaches are inefficient due to the high cost of video generation. In this paper, we leverage the executability gap as a training signal and introduce Executable Video Alignment (EVA), a reinforcement-learning post-training framework for aligning video world models. EVA trains an inverse dynamics model on real robot trajectories and repurposes it as a reward model that evaluates generated videos through the action sequences they induce, encouraging smooth motions measured by velocity, acceleration, and jerk while penalizing actions that violate embodiment constraints. Importantly, the reward remains informative even when generated videos contain severe visual artifacts, since such artifacts typically translate into unstable or out-of-bound actions. Experiments on the RoboTwin benchmark and a real bimanual robot show that EVA reduces embodiment-specific artifacts in generated rollouts and improves downstream task execution success.

  • 6 authors
·
Mar 18

RoboReward: General-Purpose Vision-Language Reward Models for Robotics

A well-designed reward is critical for effective reinforcement learning-based policy improvement. In real-world robotic domains, obtaining such rewards typically requires either labor-intensive human labeling or brittle, handcrafted objectives. Vision-language models (VLMs) have shown promise as automatic reward models, yet their effectiveness on real robot tasks is poorly understood. In this work, we aim to close this gap by introducing (1) RoboReward, a robotics reward dataset and benchmark built on large-scale real-robot corpora from Open X-Embodiment (OXE) and RoboArena, and (2) vision-language reward models trained on this dataset (RoboReward 4B/8B). Because OXE is success-heavy and lacks failure examples, we propose a negative examples data augmentation pipeline that generates calibrated negatives and near-misses via counterfactual relabeling of successful episodes and temporal clipping to create partial-progress outcomes from the same videos. Using this framework, we produce an extensive training and evaluation dataset that spans diverse tasks and embodiments and enables systematic evaluation of whether state-of-the-art VLMs can reliably provide rewards for robotics. Our evaluation of leading open-weight and proprietary VLMs reveals that no model excels across all tasks, underscoring substantial room for improvement. We then train general-purpose 4B- and 8B-parameter models that outperform much larger VLMs in assigning rewards for short-horizon robotic tasks. Finally, we deploy the 8B-parameter reward VLM in real-robot reinforcement learning and find that it improves policy learning over Gemini Robotics-ER 1.5, a frontier physical reasoning VLM trained on robotics data, by a large margin, while substantially narrowing the gap to RL training with human-provided rewards.

  • 6 authors
·
Jan 2

From Human Videos to Robot Manipulation: A Survey on Scalable Vision-Language-Action Learning with Human-Centric Data

Recent progress in generalizable embodied control has been driven by large-scale pretraining of Vision-Language-Action (VLA) models. However, most existing approaches rely on large collections of robot demonstrations, which are costly to obtain and tightly coupled to specific embodiments. Human videos, by contrast, are abundant and capture rich interactions, providing diverse semantic and physical cues for real-world manipulation. Yet, embodiment differences and the frequent absence of task-aligned annotations make their direct use in VLA models challenging. This survey provides a unified view of how human videos are transformed into effective knowledge for VLA models. We categorize existing approaches into four classes based on the action-related information they derive: (i) latent action representations that encode inter-frame changes; (ii) predictive world models that forecast future frames; (iii) explicit 2D supervision that extracts image-plane cues; and (iv) explicit 3D reconstruction that recovers geometry or motion. Beyond this taxonomy, we highlight three key open challenges in this area: structuring unstructured videos into training-ready episodes, grounding video-derived supervision into robot-executable actions under embodiment and viewpoint heterogeneity, and designing evaluation protocols that better predict real-world deployment performance and transfer efficiency, thereby informing future research directions. A curated list of papers and resources is available at https://github.com/AaronFengZY/HumanCentricToVLA-Survey.

  • 15 authors
·
May 17

Wh0: Generative World Models as Scalable Sources of Egocentric Human Hand Manipulation Data

Scaling dexterous manipulation requires generalization across objects, scenes, and tasks, yet existing data sources face a trade-off between scale and scene/embodiment alignment: teleoperation data is well aligned with robot deployment but expensive to collect; simulation is scalable but limited by the sim-to-real gap; and real egocentric videos scale effectively but remain misaligned with robot deployment. We propose Wh0, a framework that uses generative video world models as scalable and controllable sources of egocentric human-hand manipulation data to unlock the manipulation capabilities of pretrained dexterous VLA models. Conditioned on language, objects, and scenes, Wh0 uses a generative world model to produce WM-H, a 50k-episode dataset of egocentric human-object interaction videos. Wh0 then converts the generated videos into robot-trainable supervision through hand motion reconstruction and visual editing. Co-trained with a limited amount of real robot data, WM-H adapts pretrained VLA models to dexterous manipulation deployment. Across 18 real-world dexterous manipulation tasks, compared with a model post-trained only on robot data, Wh0 improves zero-shot success on unseen tasks from 8.3% to 38.9%. Ablation studies further show that scalable generation and scene/embodiment alignment are key drivers of performance gains. Videos and open-source code can be found on our project website: https://chenyt31.github.io/wh0.github.io/.

  • 7 authors
·
Jun 22

CoMPAS3D: A Dataset and Benchmark for Interactive Motion

Socially interactive humanoid robots must engage with humans through their bodies, adapting in real time to a partner's movement, intent, and abilities. This requires models that understand not just how bodies move, but what movement means in a shared social context. Yet evaluation frameworks for interactive motion generation do not measure whether generated follower motion is legible within a shared movement vocabulary, nor whether it is appropriate to the partner's proficiency level. This gap has two causes: existing frameworks rely on kinematic metrics such as FID and beat alignment that cannot measure either property, and existing datasets lack the move annotations and proficiency variation needed. Salsa is well-suited as an evaluation domain: improvised, dyadic, and governed by a move vocabulary and judging criteria covering timing, musicality, technique, difficulty, partnering, and originality. We present CoMPAS3D, a motion capture dataset of improvised partner salsa paired with an evaluation framework covering kinematic quality, two objective metrics (move legibility and proficiency appropriateness), and six competition-based subjective dimensions. The dataset includes 3 hours of improvisation by 18 dancers spanning beginner, intermediate, and professional levels, with over 2,800 expert-annotated segments covering move types, errors, and stylistic elements. We define three benchmarks: move classification (analogous to transcription), proficiency estimation (fluency assessment), and follower generation (dialogue response). Fine-tuned vision-language models perform strongly on objective metrics applied to ground-truth motion sequences. Applied to Duolando and InterGen, the metrics reveal failures that kinematic metrics miss. Human evaluations confirm the gap between generated and ground-truth motion. CoMPAS3D, annotations, benchmark code, and baseline results are publicly available.

  • 8 authors
·
Jun 1

AnyPos: Automated Task-Agnostic Actions for Bimanual Manipulation

Learning generalizable manipulation policies hinges on data, yet robot manipulation data is scarce and often entangled with specific embodiments, making both cross-task and cross-platform transfer difficult. We tackle this challenge with task-agnostic embodiment modeling, which learns embodiment dynamics directly from task-agnostic action data and decouples them from high-level policy learning. By focusing on exploring all feasible actions of the embodiment to capture what is physically feasible and consistent, task-agnostic data takes the form of independent image-action pairs with the potential to cover the entire embodiment workspace, unlike task-specific data, which is sequential and tied to concrete tasks. This data-driven perspective bypasses the limitations of traditional dynamics-based modeling and enables scalable reuse of action data across different tasks. Building on this principle, we introduce AnyPos, a unified pipeline that integrates large-scale automated task-agnostic exploration with robust embodiment modeling through inverse dynamics learning. AnyPos generates diverse yet safe trajectories at scale, then learns embodiment representations by decoupling arm and end-effector motions and employing a direction-aware decoder to stabilize predictions under distribution shift, which can be seamlessly coupled with diverse high-level policy models. In comparison to the standard baseline, AnyPos achieves a 51% improvement in test accuracy. On manipulation tasks such as operating a microwave, toasting bread, folding clothes, watering plants, and scrubbing plates, AnyPos raises success rates by 30-40% over strong baselines. These results highlight data-driven embodiment modeling as a practical route to overcoming data scarcity and achieving generalization across tasks and platforms in visuomotor control. Project page: https://embodiedfoundation.github.io/vidar_anypos.

  • 8 authors
·
May 5

OmniHumanoid: Streaming Cross-Embodiment Video Generation with Paired-Free Adaptation

Cross-embodiment video generation aims to transfer motions across different humanoid embodiments, such as human-to-robot and robot-to-robot, enabling scalable data generation for embodied intelligence. A major challenge in this setting is that motion dynamics are partly transferable across embodiments, whereas appearance and morphology remain embodiment-specific. Existing approaches often entangle these factors, and many require paired data for every target embodiment, which limits scalability to new robots. We present OmniHumanoid, a framework that factorizes transferable motion learning and embodiment-specific adaptation. Our method learns a shared motion transfer model from motion-aligned paired videos spanning multiple embodiments, while adapting to a new embodiment using only unpaired videos through lightweight embodiment-specific adapters. To reduce interference between motion transfer and embodiment adaptation, we further introduce a branch-isolated attention design that separates motion conditioning from embodiment-specific modulation. In addition, we construct a synthetic cross-embodiment dataset with motion-aligned paired videos rendered across diverse humanoid assets, scenes, and viewpoints. Experiments on both synthetic and real-world benchmarks show that OmniHumanoid achieves strong motion fidelity and embodiment consistency, while enabling scalable adaptation to unseen humanoid embodiments without retraining the shared motion model.

  • 5 authors
·
May 11 2

Being-H0.5: Scaling Human-Centric Robot Learning for Cross-Embodiment Generalization

We introduce Being-H0.5, a foundational Vision-Language-Action (VLA) model designed for robust cross-embodiment generalization across diverse robotic platforms. While existing VLAs often struggle with morphological heterogeneity and data scarcity, we propose a human-centric learning paradigm that treats human interaction traces as a universal "mother tongue" for physical interaction. To support this, we present UniHand-2.0, the largest embodied pre-training recipe to date, comprising over 35,000 hours of multimodal data across 30 distinct robotic embodiments. Our approach introduces a Unified Action Space that maps heterogeneous robot controls into semantically aligned slots, enabling low-resource robots to bootstrap skills from human data and high-resource platforms. Built upon this human-centric foundation, we design a unified sequential modeling and multi-task pre-training paradigm to bridge human demonstrations and robotic execution. Architecturally, Being-H0.5 utilizes a Mixture-of-Transformers design featuring a novel Mixture-of-Flow (MoF) framework to decouple shared motor primitives from specialized embodiment-specific experts. Finally, to make cross-embodiment policies stable in the real world, we introduce Manifold-Preserving Gating for robustness under sensory shift and Universal Async Chunking to universalize chunked control across embodiments with different latency and control profiles. We empirically demonstrate that Being-H0.5 achieves state-of-the-art results on simulated benchmarks, such as LIBERO (98.9%) and RoboCasa (53.9%), while also exhibiting strong cross-embodiment capabilities on five robotic platforms.

BeingBeyond BeingBeyond
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Jan 19 3

UMI-on-Air: Embodiment-Aware Guidance for Embodiment-Agnostic Visuomotor Policies

We introduce UMI-on-Air, a framework for embodiment-aware deployment of embodiment-agnostic manipulation policies. Our approach leverages diverse, unconstrained human demonstrations collected with a handheld gripper (UMI) to train generalizable visuomotor policies. A central challenge in transferring these policies to constrained robotic embodiments-such as aerial manipulators-is the mismatch in control and robot dynamics, which often leads to out-of-distribution behaviors and poor execution. To address this, we propose Embodiment-Aware Diffusion Policy (EADP), which couples a high-level UMI policy with a low-level embodiment-specific controller at inference time. By integrating gradient feedback from the controller's tracking cost into the diffusion sampling process, our method steers trajectory generation towards dynamically feasible modes tailored to the deployment embodiment. This enables plug-and-play, embodiment-aware trajectory adaptation at test time. We validate our approach on multiple long-horizon and high-precision aerial manipulation tasks, showing improved success rates, efficiency, and robustness under disturbances compared to unguided diffusion baselines. Finally, we demonstrate deployment in previously unseen environments, using UMI demonstrations collected in the wild, highlighting a practical pathway for scaling generalizable manipulation skills across diverse-and even highly constrained-embodiments. All code, data, and checkpoints will be publicly released after acceptance. Result videos can be found at umi-on-air.github.io.

  • 9 authors
·
Oct 2, 2025

TrajBooster: Boosting Humanoid Whole-Body Manipulation via Trajectory-Centric Learning

Recent Vision-Language-Action models show potential to generalize across embodiments but struggle to quickly align with a new robot's action space when high-quality demonstrations are scarce, especially for bipedal humanoids. We present TrajBooster, a cross-embodiment framework that leverages abundant wheeled-humanoid data to boost bipedal VLA. Our key idea is to use end-effector trajectories as a morphology-agnostic interface. TrajBooster (i) extracts 6D dual-arm end-effector trajectories from real-world wheeled humanoids, (ii) retargets them in simulation to Unitree G1 with a whole-body controller trained via a heuristic-enhanced harmonized online DAgger to lift low-dimensional trajectory references into feasible high-dimensional whole-body actions, and (iii) forms heterogeneous triplets that couple source vision/language with target humanoid-compatible actions to post-pre-train a VLA, followed by only 10 minutes of teleoperation data collection on the target humanoid domain. Deployed on Unitree G1, our policy achieves beyond-tabletop household tasks, enabling squatting, cross-height manipulation, and coordinated whole-body motion with markedly improved robustness and generalization. Results show that TrajBooster allows existing wheeled-humanoid data to efficiently strengthen bipedal humanoid VLA performance, reducing reliance on costly same-embodiment data while enhancing action space understanding and zero-shot skill transfer capabilities. For more details, For more details, please refer to our https://jiachengliu3.github.io/TrajBooster/.

  • 11 authors
·
Sep 15, 2025

H2R: A Human-to-Robot Data Augmentation for Robot Pre-training from Videos

Large-scale pre-training using videos has proven effective for robot learning. However, the models pre-trained on such data can be suboptimal for robot learning due to the significant visual gap between human hands and those of different robots. To remedy this, we propose H2R, a simple data augmentation technique that detects human hand keypoints, synthesizes robot motions in simulation, and composites rendered robots into egocentric videos. This process explicitly bridges the visual gap between human and robot embodiments during pre-training. We apply H2R to augment large-scale egocentric human video datasets such as Ego4D and SSv2, replacing human hands with simulated robotic arms to generate robot-centric training data. Based on this, we construct and release a family of 1M-scale datasets covering multiple robot embodiments (UR5 with gripper/Leaphand, Franka) and data sources (SSv2, Ego4D). To verify the effectiveness of the augmentation pipeline, we introduce a CLIP-based image-text similarity metric that quantitatively evaluates the semantic fidelity of robot-rendered frames to the original human actions. We validate H2R across three simulation benchmarks: Robomimic, RLBench and PushT and real-world manipulation tasks with a UR5 robot equipped with Gripper and Leaphand end-effectors. H2R consistently improves downstream success rates, yielding gains of 5.0%-10.2% in simulation and 6.7%-23.3% in real-world tasks across various visual encoders and policy learning methods. These results indicate that H2R improves the generalization ability of robotic policies by mitigating the visual discrepancies between human and robot domains.

  • 6 authors
·
May 17, 2025

TraceGen: World Modeling in 3D Trace Space Enables Learning from Cross-Embodiment Videos

Learning new robot tasks on new platforms and in new scenes from only a handful of demonstrations remains challenging. While videos of other embodiments - humans and different robots - are abundant, differences in embodiment, camera, and environment hinder their direct use. We address the small-data problem by introducing a unifying, symbolic representation - a compact 3D "trace-space" of scene-level trajectories - that enables learning from cross-embodiment, cross-environment, and cross-task videos. We present TraceGen, a world model that predicts future motion in trace-space rather than pixel space, abstracting away appearance while retaining the geometric structure needed for manipulation. To train TraceGen at scale, we develop TraceForge, a data pipeline that transforms heterogeneous human and robot videos into consistent 3D traces, yielding a corpus of 123K videos and 1.8M observation-trace-language triplets. Pretraining on this corpus produces a transferable 3D motion prior that adapts efficiently: with just five target robot videos, TraceGen attains 80% success across four tasks while offering 50-600x faster inference than state-of-the-art video-based world models. In the more challenging case where only five uncalibrated human demonstration videos captured on a handheld phone are available, it still reaches 67.5% success on a real robot, highlighting TraceGen's ability to adapt across embodiments without relying on object detectors or heavy pixel-space generation.

  • 11 authors
·
Nov 26, 2025 1

DexNDM: Closing the Reality Gap for Dexterous In-Hand Rotation via Joint-Wise Neural Dynamics Model

Achieving generalized in-hand object rotation remains a significant challenge in robotics, largely due to the difficulty of transferring policies from simulation to the real world. The complex, contact-rich dynamics of dexterous manipulation create a "reality gap" that has limited prior work to constrained scenarios involving simple geometries, limited object sizes and aspect ratios, constrained wrist poses, or customized hands. We address this sim-to-real challenge with a novel framework that enables a single policy, trained in simulation, to generalize to a wide variety of objects and conditions in the real world. The core of our method is a joint-wise dynamics model that learns to bridge the reality gap by effectively fitting limited amount of real-world collected data and then adapting the sim policy's actions accordingly. The model is highly data-efficient and generalizable across different whole-hand interaction distributions by factorizing dynamics across joints, compressing system-wide influences into low-dimensional variables, and learning each joint's evolution from its own dynamic profile, implicitly capturing these net effects. We pair this with a fully autonomous data collection strategy that gathers diverse, real-world interaction data with minimal human intervention. Our complete pipeline demonstrates unprecedented generality: a single policy successfully rotates challenging objects with complex shapes (e.g., animals), high aspect ratios (up to 5.33), and small sizes, all while handling diverse wrist orientations and rotation axes. Comprehensive real-world evaluations and a teleoperation application for complex tasks validate the effectiveness and robustness of our approach. Website: https://meowuu7.github.io/DexNDM/

  • 3 authors
·
Oct 9, 2025 2

DexVLA: Vision-Language Model with Plug-In Diffusion Expert for General Robot Control

Enabling robots to perform diverse tasks across varied environments is a central challenge in robot learning. While vision-language-action (VLA) models have shown promise for generalizable robot skills, realizing their full potential requires addressing limitations in action representation and efficient training. Current VLA models often focus on scaling the vision-language model (VLM) component, while the action space representation remains a critical bottleneck. This paper introduces DexVLA, a novel framework designed to enhance the efficiency and generalization capabilities of VLAs for complex, long-horizon tasks across diverse robot embodiments. DexVLA features a novel diffusion-based action expert, scaled to one billion parameters, designed for cross-embodiment learning. A novel embodiment curriculum learning strategy facilitates efficient training: (1) pre-training the diffusion expert that is separable from the VLA on cross-embodiment data, (2) aligning the VLA model to specific embodiments, and (3) post-training for rapid adaptation to new tasks. We conduct comprehensive experiments across multiple embodiments, including single-arm, bimanual, and dexterous hand, demonstrating DexVLA's adaptability to challenging tasks without task-specific adaptation, its ability to learn dexterous skills on novel embodiments with limited data, and its capacity to complete complex, long-horizon tasks using only direct language prompting, such as laundry folding. In all settings, our method demonstrates superior performance compared to state-of-the-art models like Octo, OpenVLA, and Diffusion Policy.

  • 6 authors
·
Feb 9, 2025

Training Vision-Language-Action Models with Dense Embodied Chain-of-Thought Supervision

Cross-embodiment transfer in vision-language-action (VLA) models remains challenging because low-level state and action spaces differ fundamentally across robot platforms. We observe that the high-level cognitive process underlying manipulation, including scene perception, object identification, task planning, and sub-task decomposition, is largely shared across embodiments. Based on this observation, we present ZR-0, a 2.6 billion parameter end-to-end VLA model that uses dense Embodied Chain-of-Thought (ECoT) supervision to align cross-embodiment representations within the vision-language model (VLM). ZR-0 adopts a dual-stream architecture: a pre-trained VLM (System 2) generates structured ECoT reasoning during training, while a Diffusion Transformer-based action expert (System 1) produces continuous action chunks via flow matching. The two components are coupled through cross-attention, with an attention mask that restricts the action expert to input prompt features only, enabling ECoT generation to be entirely skipped at inference without any performance loss. ZR-0 is pre-trained on ProcCorpus-60M, a large-scale dataset comprising approximately 60 million frames (approximately 1,000 hours) from over 400K trajectories, with dense ECoT annotations covering 96.8% of all frames. We evaluate ZR-0 on three simulation benchmarks spanning single-arm (LIBERO), bimanual (RoboTwin 2.0), and humanoid (RoboCasa GR-1 Tabletop) embodiments, as well as real-world experiments on the xArm platform, demonstrating strong performance across all settings. Code and model checkpoints are available at https://github.com/RUCKBReasoning/ZR-0.

  • 12 authors
·
Jun 30

Generative Action Description Prompts for Skeleton-based Action Recognition

Skeleton-based action recognition has recently received considerable attention. Current approaches to skeleton-based action recognition are typically formulated as one-hot classification tasks and do not fully exploit the semantic relations between actions. For example, "make victory sign" and "thumb up" are two actions of hand gestures, whose major difference lies in the movement of hands. This information is agnostic from the categorical one-hot encoding of action classes but could be unveiled from the action description. Therefore, utilizing action description in training could potentially benefit representation learning. In this work, we propose a Generative Action-description Prompts (GAP) approach for skeleton-based action recognition. More specifically, we employ a pre-trained large-scale language model as the knowledge engine to automatically generate text descriptions for body parts movements of actions, and propose a multi-modal training scheme by utilizing the text encoder to generate feature vectors for different body parts and supervise the skeleton encoder for action representation learning. Experiments show that our proposed GAP method achieves noticeable improvements over various baseline models without extra computation cost at inference. GAP achieves new state-of-the-arts on popular skeleton-based action recognition benchmarks, including NTU RGB+D, NTU RGB+D 120 and NW-UCLA. The source code is available at https://github.com/MartinXM/GAP.

  • 5 authors
·
Aug 10, 2022

Rethinking Visual-Language-Action Model Scaling: Alignment, Mixture, and Regularization

While Vision-Language-Action (VLA) models show strong promise for generalist robot control, it remains unclear whether -- and under what conditions -- the standard "scale data" recipe translates to robotics, where training data is inherently heterogeneous across embodiments, sensors, and action spaces. We present a systematic, controlled study of VLA scaling that revisits core training choices for pretraining across diverse robots. Using a representative VLA framework that combines a vision-language backbone with flow-matching, we ablate key design decisions under matched conditions and evaluate in extensive simulation and real-robot experiments. To improve the reliability of real-world results, we introduce a Grouped Blind Ensemble protocol that blinds operators to model identity and separates policy execution from outcome judgment, reducing experimenter bias. Our analysis targets three dimensions of VLA scaling. (1) Physical alignment: we show that a unified end-effector (EEF)-relative action representation is critical for robust cross-embodiment transfer. (2) Embodiment mixture: we find that naively pooling heterogeneous robot datasets often induces negative transfer rather than gains, underscoring the fragility of indiscriminate data scaling. (3) Training regularization: we observe that intuitive strategies, such as sensory dropout and multi-stage fine-tuning, do not consistently improve performance at scale. Together, this study challenge some common assumptions about embodied scaling and provide practical guidance for training large-scale VLA policies from diverse robotic data. Project website: https://research.beingbeyond.com/rethink_vla

  • 12 authors
·
Feb 10

EmbodieDreamer: Advancing Real2Sim2Real Transfer for Policy Training via Embodied World Modeling

The rapid advancement of Embodied AI has led to an increasing demand for large-scale, high-quality real-world data. However, collecting such embodied data remains costly and inefficient. As a result, simulation environments have become a crucial surrogate for training robot policies. Yet, the significant Real2Sim2Real gap remains a critical bottleneck, particularly in terms of physical dynamics and visual appearance. To address this challenge, we propose EmbodieDreamer, a novel framework that reduces the Real2Sim2Real gap from both the physics and appearance perspectives. Specifically, we propose PhysAligner, a differentiable physics module designed to reduce the Real2Sim physical gap. It jointly optimizes robot-specific parameters such as control gains and friction coefficients to better align simulated dynamics with real-world observations. In addition, we introduce VisAligner, which incorporates a conditional video diffusion model to bridge the Sim2Real appearance gap by translating low-fidelity simulated renderings into photorealistic videos conditioned on simulation states, enabling high-fidelity visual transfer. Extensive experiments validate the effectiveness of EmbodieDreamer. The proposed PhysAligner reduces physical parameter estimation error by 3.74% compared to simulated annealing methods while improving optimization speed by 89.91\%. Moreover, training robot policies in the generated photorealistic environment leads to a 29.17% improvement in the average task success rate across real-world tasks after reinforcement learning. Code, model and data will be publicly available.

  • 10 authors
·
Jul 6, 2025

X-Diffusion: Training Diffusion Policies on Cross-Embodiment Human Demonstrations

Human videos are a scalable source of training data for robot learning. However, humans and robots significantly differ in embodiment, making many human actions infeasible for direct execution on a robot. Still, these demonstrations convey rich object-interaction cues and task intent. Our goal is to learn from this coarse guidance without transferring embodiment-specific, infeasible execution strategies. Recent advances in generative modeling tackle a related problem of learning from low-quality data. In particular, Ambient Diffusion is a recent method for diffusion modeling that incorporates low-quality data only at high-noise timesteps of the forward diffusion process. Our key insight is to view human actions as noisy counterparts of robot actions. As noise increases along the forward diffusion process, embodiment-specific differences fade away while task-relevant guidance is preserved. Based on these observations, we present X-Diffusion, a cross-embodiment learning framework based on Ambient Diffusion that selectively trains diffusion policies on noised human actions. This enables effective use of easy-to-collect human videos without sacrificing robot feasibility. Across five real-world manipulation tasks, we show that X-Diffusion improves average success rates by 16% over naive co-training and manual data filtering. The project website is available at https://portal-cornell.github.io/X-Diffusion/.

  • 8 authors
·
Nov 6, 2025

HannesImitation: Grasping with the Hannes Prosthetic Hand via Imitation Learning

Recent advancements in control of prosthetic hands have focused on increasing autonomy through the use of cameras and other sensory inputs. These systems aim to reduce the cognitive load on the user by automatically controlling certain degrees of freedom. In robotics, imitation learning has emerged as a promising approach for learning grasping and complex manipulation tasks while simplifying data collection. Its application to the control of prosthetic hands remains, however, largely unexplored. Bridging this gap could enhance dexterity restoration and enable prosthetic devices to operate in more unconstrained scenarios, where tasks are learned from demonstrations rather than relying on manually annotated sequences. To this end, we present HannesImitationPolicy, an imitation learning-based method to control the Hannes prosthetic hand, enabling object grasping in unstructured environments. Moreover, we introduce the HannesImitationDataset comprising grasping demonstrations in table, shelf, and human-to-prosthesis handover scenarios. We leverage such data to train a single diffusion policy and deploy it on the prosthetic hand to predict the wrist orientation and hand closure for grasping. Experimental evaluation demonstrates successful grasps across diverse objects and conditions. Finally, we show that the policy outperforms a segmentation-based visual servo controller in unstructured scenarios. Additional material is provided on our project page: https://hsp-iit.github.io/HannesImitation

  • 6 authors
·
Aug 1, 2025

The One RING: a Robotic Indoor Navigation Generalist

Modern robots vary significantly in shape, size, and sensor configurations used to perceive and interact with their environments. However, most navigation policies are embodiment-specific--a policy trained on one robot typically fails to generalize to another, even with minor changes in body size or camera viewpoint. As custom hardware becomes increasingly common, there is a growing need for a single policy that generalizes across embodiments, eliminating the need to retrain for each specific robot. In this paper, we introduce RING (Robotic Indoor Navigation Generalist), an embodiment-agnostic policy that turns any mobile robot into an effective indoor semantic navigator. Trained entirely in simulation, RING leverages large-scale randomization over robot embodiments to enable robust generalization to many real-world platforms. To support this, we augment the AI2-THOR simulator to instantiate robots with controllable configurations, varying in body size, rotation pivot point, and camera parameters. On the visual object-goal navigation task, RING achieves strong cross-embodiment (XE) generalization--72.1% average success rate across five simulated embodiments (a 16.7% absolute improvement on the Chores-S benchmark) and 78.9% across four real-world platforms, including Stretch RE-1, LoCoBot, and Unitree Go1--matching or even surpassing embodiment-specific policies. We further deploy RING on the RB-Y1 wheeled humanoid in a real-world kitchen environment, showcasing its out-of-the-box potential for mobile manipulation platforms. (Project website: https://one-ring-policy.allen.ai)

  • 14 authors
·
Dec 18, 2024

UniT: Toward a Unified Physical Language for Human-to-Humanoid Policy Learning and World Modeling

Scaling humanoid foundation models is bottlenecked by the scarcity of robotic data. While massive egocentric human data offers a scalable alternative, bridging the cross-embodiment chasm remains a fundamental challenge due to kinematic mismatches. We introduce UniT (Unified Latent Action Tokenizer via Visual Anchoring), a framework that establishes a unified physical language for human-to-humanoid transfer. Grounded in the philosophy that heterogeneous kinematics share universal visual consequences, UniT employs a tri-branch cross-reconstruction mechanism: actions predict vision to anchor kinematics to physical outcomes, while vision reconstructs actions to filter out irrelevant visual confounders. Concurrently, a fusion branch synergies these purified modalities into a shared discrete latent space of embodiment-agnostic physical intents. We validate UniT across two paradigms: 1) Policy Learning (VLA-UniT): By predicting these unified tokens, it effectively leverages diverse human data to achieve state-of-the-art data efficiency and robust out-of-distribution (OOD) generalization on both humanoid simulation benchmark and real-world deployments, notably demonstrating zero-shot task transfer. 2) World Modeling (WM-UniT): By aligning cross-embodiment dynamics via unified tokens as conditions, it realizes direct human-to-humanoid action transfer. This alignment ensures that human data seamlessly translates into enhanced action controllability for humanoid video generation. Ultimately, by inducing a highly aligned cross-embodiment representation (empirically verified by t-SNE visualizations revealing the convergence of human and humanoid features into a shared manifold), UniT offers a scalable path to distill vast human knowledge into general-purpose humanoid capabilities.

SABER: A Scalable Action-Based Embodied Dataset for Real-World VLA Adaptation

Robotic deployment in real-world environments depends on rich, domain-specific action data as much as on strong model architecture. General-purpose robot foundation models show modest performance in complex unseen tasks such as manipulation in a retail domain when applied out of the box. The root cause is a data gap: retail environments are structurally absent from general robot pretraining distributions, and the path to filling that gap through teleoperation is prohibitively expensive, logistically constrained, and difficult to scale. We introduce SABER, a high-fidelity retail robotics action dataset built from over 100 hours of natural in-store capture across multiple real grocery environments. Egocentric footage from head-mounted cameras records fine-grained hand activity at the point of interaction, while exocentric 360-degree scene footage from DreamVu's ALIA camera simultaneously observes all actors and activities across the entire space. This combination yields a uniquely complete picture of human retail behavior: dexterous hand activity, whole-body motion, and scene dynamics, all captured without staging, scripting, or teleoperation overhead. The SABER corpus contains 44.8K training samples across three action representation streams: 25K latent action sequences via LAPA-style encoding, 18.6K dexterous hand-pose trajectories retargeted to robot joint space, and 1.2K whole-body synchronized motion sequences retargeted to a humanoid embodiment. When applied to GR00T N1.6 via a shared-backbone multi-task post-training recipe, SABER yields a mean success rate of 29.3% across ten retail manipulation tasks -- more than 2.19x over fine-tuning baselines (13.4%). SABER demonstrates that the path to capable retail robots runs through better data, which can be collected today, at scale, without a robot in the loop. The dataset and code are available at https://dreamvu.ai/saber

  • 9 authors
·
May 9

HALOMI: Learning Humanoid Loco-Manipulation with Active Perception from Human Demonstrations

Human demonstrations, which can be collected at scale and naturally capture active hand-eye coordination, are a promising data source for learning humanoid loco-manipulation. However, directly transferring human demonstrations to humanoids requires a precise world-frame tracking controller, which is often brittle under Out-of-Distribution(OOD) targets, while human-to-humanoid gaps persist in both egocentric observation and action execution. To address these challenges, we present HALOMI, a scalable framework for learning humanoid loco-manipulation with active perception from human demonstrations. HALOMI extends Universal Manipulation Interface (UMI) with egocentric sensing to collect ego-view and wrist-view observations along with head-hand trajectories at scale. We further propose a manifold-constrained controller that plans in a learned latent behavior manifold to enable precise and robust head-hand tracking in the world frame. To bridge the human-to-humanoid gap, we perform ego-view alignment and introduce a controller-aware reference trajectory adaptation to reduce mismatch in both observation and action execution. We validate HALOMI on a Unitree G1 humanoid robot with an actuated neck across five real-world tasks involving navigation, grasping, bimanual manipulation, whole-body coordination, and dynamic behaviors. Across the three quantitatively evaluated tasks, HALOMI achieves an average success rate of 85\%, while additional qualitative demonstrations show its ability to support dynamic tossing and deep-squat grasping.

  • 6 authors
·
Jun 16

ACE-Brain-0: Spatial Intelligence as a Shared Scaffold for Universal Embodiments

Universal embodied intelligence demands robust generalization across heterogeneous embodiments, such as autonomous driving, robotics, and unmanned aerial vehicles (UAVs). However, existing embodied brain in training a unified model over diverse embodiments frequently triggers long-tail data, gradient interference, and catastrophic forgetting, making it notoriously difficult to balance universal generalization with domain-specific proficiency. In this report, we introduce ACE-Brain-0, a generalist foundation brain that unifies spatial reasoning, autonomous driving, and embodied manipulation within a single multimodal large language model~(MLLM). Our key insight is that spatial intelligence serves as a universal scaffold across diverse physical embodiments: although vehicles, robots, and UAVs differ drastically in morphology, they share a common need for modeling 3D mental space, making spatial cognition a natural, domain-agnostic foundation for cross-embodiment transfer. Building on this insight, we propose the Scaffold-Specialize-Reconcile~(SSR) paradigm, which first establishes a shared spatial foundation, then cultivates domain-specialized experts, and finally harmonizes them through data-free model merging. Furthermore, we adopt Group Relative Policy Optimization~(GRPO) to strengthen the model's comprehensive capability. Extensive experiments demonstrate that ACE-Brain-0 achieves competitive and even state-of-the-art performance across 24 spatial and embodiment-related benchmarks.

  • 24 authors
·
Mar 3

Pushing the Limits of Cross-Embodiment Learning for Manipulation and Navigation

Recent years in robotics and imitation learning have shown remarkable progress in training large-scale foundation models by leveraging data across a multitude of embodiments. The success of such policies might lead us to wonder: just how diverse can the robots in the training set be while still facilitating positive transfer? In this work, we study this question in the context of heterogeneous embodiments, examining how even seemingly very different domains, such as robotic navigation and manipulation, can provide benefits when included in the training data for the same model. We train a single goal-conditioned policy that is capable of controlling robotic arms, quadcopters, quadrupeds, and mobile bases. We then investigate the extent to which transfer can occur across navigation and manipulation on these embodiments by framing them as a single goal-reaching task. We find that co-training with navigation data can enhance robustness and performance in goal-conditioned manipulation with a wrist-mounted camera. We then deploy our policy trained only from navigation-only and static manipulation-only data on a mobile manipulator, showing that it can control a novel embodiment in a zero-shot manner. These results provide evidence that large-scale robotic policies can benefit from data collected across various embodiments. Further information and robot videos can be found on our project website http://extreme-cross-embodiment.github.io.

  • 8 authors
·
Feb 29, 2024

PhysBrain: Human Egocentric Data as a Bridge from Vision Language Models to Physical Intelligence

Robotic generalization relies on physical intelligence: the ability to reason about state changes, contact-rich interactions, and long-horizon planning under egocentric perception and action. However, most VLMs are trained primarily on third-person data, creating a fundamental viewpoint mismatch for humanoid robots. Scaling robot egocentric data collection remains impractical due to high cost and limited diversity, whereas large-scale human egocentric videos offer a scalable alternative that naturally capture rich interaction context and causal structure. The key challenge is to convert raw egocentric videos into structured and reliable embodiment training supervision. Accordingly, we propose an Egocentric2Embodiment translation pipeline that transforms first-person videos into multi-level, schema-driven VQA supervision with enforced evidence grounding and temporal consistency, enabling the construction of the Egocentric2Embodiment dataset (E2E-3M) at scale. An egocentric-aware embodied brain, termed PhysBrain, is obtained by training on the E2E-3M dataset. PhysBrain exhibits substantially improved egocentric understanding, particularly for planning on EgoThink. It provides an egocentric-aware initialization that enables more sample-efficient VLA fine-tuning and higher SimplerEnv success rates (53.9\%), demonstrating effective transfer from human egocentric supervision to downstream robot control.

DeepCybo DeepCybo
·
Dec 18, 2025 4

Giving Robots a Hand: Learning Generalizable Manipulation with Eye-in-Hand Human Video Demonstrations

Eye-in-hand cameras have shown promise in enabling greater sample efficiency and generalization in vision-based robotic manipulation. However, for robotic imitation, it is still expensive to have a human teleoperator collect large amounts of expert demonstrations with a real robot. Videos of humans performing tasks, on the other hand, are much cheaper to collect since they eliminate the need for expertise in robotic teleoperation and can be quickly captured in a wide range of scenarios. Therefore, human video demonstrations are a promising data source for learning generalizable robotic manipulation policies at scale. In this work, we augment narrow robotic imitation datasets with broad unlabeled human video demonstrations to greatly enhance the generalization of eye-in-hand visuomotor policies. Although a clear visual domain gap exists between human and robot data, our framework does not need to employ any explicit domain adaptation method, as we leverage the partial observability of eye-in-hand cameras as well as a simple fixed image masking scheme. On a suite of eight real-world tasks involving both 3-DoF and 6-DoF robot arm control, our method improves the success rates of eye-in-hand manipulation policies by 58% (absolute) on average, enabling robots to generalize to both new environment configurations and new tasks that are unseen in the robot demonstration data. See video results at https://giving-robots-a-hand.github.io/ .

  • 3 authors
·
Jul 12, 2023

LabVLA: Grounding Vision-Language-Action Models in Scientific Laboratories

Scientific laboratories increasingly rely on AI systems to reason about experiments, but the physical act of doing science remains largely outside their reach. AI can help read literature, generate hypotheses, and plan protocols, yet the execution of those protocols at the bench still requires a human operator. Vision-Language-Action (VLA) models provide one possible interface between written protocols and robot execution, but existing policies are trained mostly on household and tabletop demonstrations and rarely encounter the instruments, transparent liquids, or fixed protocol workflows found in scientific laboratories. Closing this gap requires both laboratory-specific supervision and a unified learning framework that can accommodate the diverse robot embodiments used to execute experimental protocols. We therefore identify data and embodiment as central bottlenecks alongside model design. To address the data side, we build RoboGenesis, a simulation-based workflow and data engine that composes configured laboratory workflows from atomic skills, validates and filters rollouts, and exports structured demonstrations across supported robot profiles. On the policy side, we present LabVLA, trained with a two-stage recipe: FAST action token pretraining first makes the Qwen3-VL-4B-Instruct backbone action aware before any continuous control is learned, and flow matching posttraining then attaches a DiT action expert under knowledge insulation. On the LabUtopia benchmark, LabVLA achieves the highest average success rate among all evaluated baselines under both in-distribution and out-of-distribution settings.

  • 18 authors
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Jun 10 2

Generalizable Neural Performer: Learning Robust Radiance Fields for Human Novel View Synthesis

This work targets at using a general deep learning framework to synthesize free-viewpoint images of arbitrary human performers, only requiring a sparse number of camera views as inputs and skirting per-case fine-tuning. The large variation of geometry and appearance, caused by articulated body poses, shapes and clothing types, are the key bottlenecks of this task. To overcome these challenges, we present a simple yet powerful framework, named Generalizable Neural Performer (GNR), that learns a generalizable and robust neural body representation over various geometry and appearance. Specifically, we compress the light fields for novel view human rendering as conditional implicit neural radiance fields from both geometry and appearance aspects. We first introduce an Implicit Geometric Body Embedding strategy to enhance the robustness based on both parametric 3D human body model and multi-view images hints. We further propose a Screen-Space Occlusion-Aware Appearance Blending technique to preserve the high-quality appearance, through interpolating source view appearance to the radiance fields with a relax but approximate geometric guidance. To evaluate our method, we present our ongoing effort of constructing a dataset with remarkable complexity and diversity. The dataset GeneBody-1.0, includes over 360M frames of 370 subjects under multi-view cameras capturing, performing a large variety of pose actions, along with diverse body shapes, clothing, accessories and hairdos. Experiments on GeneBody-1.0 and ZJU-Mocap show better robustness of our methods than recent state-of-the-art generalizable methods among all cross-dataset, unseen subjects and unseen poses settings. We also demonstrate the competitiveness of our model compared with cutting-edge case-specific ones. Dataset, code and model will be made publicly available.

  • 7 authors
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Apr 25, 2022

MIBURI: Towards Expressive Interactive Gesture Synthesis

Embodied Conversational Agents (ECAs) aim to emulate human face-to-face interaction through speech, gestures, and facial expressions. Current large language model (LLM)-based conversational agents lack embodiment and the expressive gestures essential for natural interaction. Existing solutions for ECAs often produce rigid, low-diversity motions, that are unsuitable for human-like interaction. Alternatively, generative methods for co-speech gesture synthesis yield natural body gestures but depend on future speech context and require long run-times. To bridge this gap, we present MIBURI, the first online, causal framework for generating expressive full-body gestures and facial expressions synchronized with real-time spoken dialogue. We employ body-part aware gesture codecs that encode hierarchical motion details into multi-level discrete tokens. These tokens are then autoregressively generated by a two-dimensional causal framework conditioned on LLM-based speech-text embeddings, modeling both temporal dynamics and part-level motion hierarchy in real time. Further, we introduce auxiliary objectives to encourage expressive and diverse gestures while preventing convergence to static poses. Comparative evaluations demonstrate that our causal and real-time approach produces natural and contextually aligned gestures against recent baselines. We urge the reader to explore demo videos on https://vcai.mpi-inf.mpg.de/projects/MIBURI/.

SKIP: Sparse Keyframe Interpolation Paradigm for Efficient Embodied World Models

Embodied world models have emerged as a promising paradigm in robotics by predicting how robot actions affect the surrounding scene. However, the rollout inference remains computationally expensive in pixel space, as long-horizon manipulation videos typically have to be generated frame by frame. This cost cannot be easily reduced by indiscriminately dropping frames, since downstream policies rely on complete preservation of sparse task-relevant events such as approach, contact, grasp, and release. To address this challenge, we propose Sparse Keyframe Interpolation Paradigm (SKIP), an event-preserving sparse-to-dense framework that avoids dense frame-by-frame generation. SKIP first identifies task-relevant keyframes by leveraging robot-aware multimodal features. It then synthesizes only these keyframes with a sparse video diffusion model. A learned gap predictor and an action-conditioned interpolator subsequently reconstruct the missing intervals according to the robot actions. On LIBERO, SKIP generates dense rollouts 4.16times faster than a dense baseline while improving visual fidelity and reducing aggregate FVD by 89.0%. Importantly, SKIP-generated videos are effective policy-training data. Even when they fully replace real demonstrations, π_{0.5} success drops only 1.3 pp in LIBERO simulation and 6.7 pp on the real robot, whereas fully dense frame-by-frame generation collapses by 48 to 58 pp.

  • 14 authors
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May 29

Bridging the Vision-Brain Gap with an Uncertainty-Aware Blur Prior

Can our brain signals faithfully reflect the original visual stimuli, even including high-frequency details? Although human perceptual and cognitive capacities enable us to process and remember visual information, these abilities are constrained by several factors, such as limited attentional resources and the finite capacity of visual memory. When visual stimuli are processed by human visual system into brain signals, some information is inevitably lost, leading to a discrepancy known as the System GAP. Additionally, perceptual and cognitive dynamics, along with technical noise in signal acquisition, degrade the fidelity of brain signals relative to the visual stimuli, known as the Random GAP. When encoded brain representations are directly aligned with the corresponding pretrained image features, the System GAP and Random GAP between paired data challenge the model, requiring it to bridge these gaps. However, in the context of limited paired data, these gaps are difficult for the model to learn, leading to overfitting and poor generalization to new data. To address these GAPs, we propose a simple yet effective approach called the Uncertainty-aware Blur Prior (UBP). It estimates the uncertainty within the paired data, reflecting the mismatch between brain signals and visual stimuli. Based on this uncertainty, UBP dynamically blurs the high-frequency details of the original images, reducing the impact of the mismatch and improving alignment. Our method achieves a top-1 accuracy of 50.9\% and a top-5 accuracy of 79.7\% on the zero-shot brain-to-image retrieval task, surpassing previous state-of-the-art methods by margins of 13.7\% and 9.8\%, respectively. Code is available at https://github.com/HaitaoWuTJU/Uncertainty-aware-Blur-Prior{GitHub}.

  • 5 authors
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Mar 6, 2025

AGORA: Avatars in Geography Optimized for Regression Analysis

While the accuracy of 3D human pose estimation from images has steadily improved on benchmark datasets, the best methods still fail in many real-world scenarios. This suggests that there is a domain gap between current datasets and common scenes containing people. To obtain ground-truth 3D pose, current datasets limit the complexity of clothing, environmental conditions, number of subjects, and occlusion. Moreover, current datasets evaluate sparse 3D joint locations corresponding to the major joints of the body, ignoring the hand pose and the face shape. To evaluate the current state-of-the-art methods on more challenging images, and to drive the field to address new problems, we introduce AGORA, a synthetic dataset with high realism and highly accurate ground truth. Here we use 4240 commercially-available, high-quality, textured human scans in diverse poses and natural clothing; this includes 257 scans of children. We create reference 3D poses and body shapes by fitting the SMPL-X body model (with face and hands) to the 3D scans, taking into account clothing. We create around 14K training and 3K test images by rendering between 5 and 15 people per image using either image-based lighting or rendered 3D environments, taking care to make the images physically plausible and photoreal. In total, AGORA consists of 173K individual person crops. We evaluate existing state-of-the-art methods for 3D human pose estimation on this dataset and find that most methods perform poorly on images of children. Hence, we extend the SMPL-X model to better capture the shape of children. Additionally, we fine-tune methods on AGORA and show improved performance on both AGORA and 3DPW, confirming the realism of the dataset. We provide all the registered 3D reference training data, rendered images, and a web-based evaluation site at https://agora.is.tue.mpg.de/.

  • 6 authors
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Apr 28, 2021

Non-Colliding Biometric Identities for Digital Entities: Geometry, Capacity, and Million-Scale Virtual Identity Provisioning

Digital entities such as AI agents and humanoid robots increasingly operate alongside real humans, yet their identity infrastructure is based on credentials rather than embodied biometric identity. We introduce Biometric Identity Provisioning (BIP), a new problem and solution framework that addresses: given an enrollment gallery of real human identities, provision virtual identities that are non-colliding with every enrolled identity, maintain sufficient inter-class separability, and are realizable as high-fidelity face images. The key geometric insight is that real face identities occupy a low-dimensional subspace of the embedding hypersphere, leaving no residual subspace for virtual identities. Hence, virtual identities must instead be allocated as unclaimed gaps within the real face manifold itself. BIP is therefore a constrained packing problem: available gaps vastly exceed any foreseeable enrollment scale, and provisioned identities remain non-colliding even as new real identities are subsequently enrolled. Grounded in this geometry, our repulsion-based allocation is not bounded by any fixed provisioning count; we demonstrate 10M non-colliding virtual identity embeddings against a gallery of 360K real identities. Realizing these embeddings as face images requires a generator that operates outside the training distribution of real face images; we introduce GapGen, a gap-aware generator trained with a curriculum that progressively extends synthesis into non-colliding regions, validated at 1M photorealistic virtual face images. We further construct v-LFW, a virtual counterpart to LFW face dataset, with protocols for virtual face verification, cross-reality matching, real-vs-virtual detection, and unified recognition and detection.

  • 5 authors
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May 17

It's Not a Modality Gap: Characterizing and Addressing the Contrastive Gap

Multi-modal contrastive models such as CLIP achieve state-of-the-art performance in zero-shot classification by embedding input images and texts on a joint representational space. Recently, a modality gap has been reported in two-encoder contrastive models like CLIP, meaning that the image and text embeddings reside in disjoint areas of the latent space. Previous studies suggest that this gap exists due to 1) the cone effect, 2) mismatched pairs in the dataset, and 3) insufficient training. We show that, even when accounting for all these factors, and even when using the same modality, the contrastive loss actually creates a gap during training. As a result, We propose that the modality gap is inherent to the two-encoder contrastive loss and rename it the contrastive gap. We present evidence that attributes this contrastive gap to low uniformity in CLIP space, resulting in embeddings that occupy only a small portion of the latent space. To close the gap, we adapt the uniformity and alignment properties of unimodal contrastive loss to the multi-modal setting and show that simply adding these terms to the CLIP loss distributes the embeddings more uniformly in the representational space, closing the gap. In our experiments, we show that the modified representational space achieves better performance than default CLIP loss in downstream tasks such as zero-shot image classification and multi-modal arithmetic.

  • 3 authors
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May 28, 2024

Ag2Manip: Learning Novel Manipulation Skills with Agent-Agnostic Visual and Action Representations

Autonomous robotic systems capable of learning novel manipulation tasks are poised to transform industries from manufacturing to service automation. However, modern methods (e.g., VIP and R3M) still face significant hurdles, notably the domain gap among robotic embodiments and the sparsity of successful task executions within specific action spaces, resulting in misaligned and ambiguous task representations. We introduce Ag2Manip (Agent-Agnostic representations for Manipulation), a framework aimed at surmounting these challenges through two key innovations: a novel agent-agnostic visual representation derived from human manipulation videos, with the specifics of embodiments obscured to enhance generalizability; and an agent-agnostic action representation abstracting a robot's kinematics to a universal agent proxy, emphasizing crucial interactions between end-effector and object. Ag2Manip's empirical validation across simulated benchmarks like FrankaKitchen, ManiSkill, and PartManip shows a 325% increase in performance, achieved without domain-specific demonstrations. Ablation studies underline the essential contributions of the visual and action representations to this success. Extending our evaluations to the real world, Ag2Manip significantly improves imitation learning success rates from 50% to 77.5%, demonstrating its effectiveness and generalizability across both simulated and physical environments.

  • 9 authors
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Apr 26, 2024 1

Mobile UMI: Cross-View Diffusion Policy with Decoupled Kinematics for Mobile Manipulation

Mobile imitation learning on portable demonstration interfaces faces two coupled bottlenecks: locomotion-contaminated action labels and inference-induced execution latency on a continuously moving base. Recent wrist-mounted interfaces lower the cost of tabletop data collection, yet a single wrist view does not capture the global context required for base navigation. Adding a body-mounted camera entangles human walking with hand motion. Meanwhile, generative policies introduce hundreds of milliseconds of inference latency, during which the base advances past predicted waypoints, forcing backward corrections at action splices. This paper presents Mobile UMI, a hardware-free demonstration framework that addresses both gaps through three components. First, a dual-camera capture system records chest-centric global context and wrist-centric local interaction without any robot present. Second, a one-shot ChArUco-based spatial anchor unifies the chest and hand visual-inertial frames; the hand pose is then re-expressed relative to the chest to extract decoupled SE(3) manipulation and SE(2) base trajectories. Third, an asynchronous receding-horizon executor performs online state matching: each generated action chunk is realigned with the current physical pose so that expired waypoints are discarded before execution. The full system is evaluated on four long-horizon household tasks, achieving an average success rate of 83.8% over 100 trials per task. Controlled comparisons against ACT and Diffusion Policy show that the chest-relative label alone closes much of the gap; online state matching closes the remainder. These results indicate that, for mobile imitation learning under the tested conditions, explicit kinematic factorization combined with state-level latency alignment provides an effective solution without requiring architectural changes to the underlying policy class.

  • 3 authors
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May 19

Generative Physical AI in Vision: A Survey

Generative Artificial Intelligence (AI) has rapidly advanced the field of computer vision by enabling machines to create and interpret visual data with unprecedented sophistication. This transformation builds upon a foundation of generative models to produce realistic images, videos, and 3D/4D content. Conventional generative models primarily focus on visual fidelity while often neglecting the physical plausibility of the generated content. This gap limits their effectiveness in applications that require adherence to real-world physical laws, such as robotics, autonomous systems, and scientific simulations. As generative models evolve to increasingly integrate physical realism and dynamic simulation, their potential to function as "world simulators" expands. Therefore, the field of physics-aware generation in computer vision is rapidly growing, calling for a comprehensive survey to provide a structured analysis of current efforts. To serve this purpose, the survey presents a systematic review, categorizing methods based on how they incorporate physical knowledge, either through explicit simulation or implicit learning. It also analyzes key paradigms, discusses evaluation protocols, and identifies future research directions. By offering a comprehensive overview, this survey aims to help future developments in physically grounded generation for computer vision. The reviewed papers are summarized at https://tinyurl.com/Physics-Aware-Generation.

  • 8 authors
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Jan 18, 2025

EmbodMocap: In-the-Wild 4D Human-Scene Reconstruction for Embodied Agents

Human behaviors in the real world naturally encode rich, long-term contextual information that can be leveraged to train embodied agents for perception, understanding, and acting. However, existing capture systems typically rely on costly studio setups and wearable devices, limiting the large-scale collection of scene-conditioned human motion data in the wild. To address this, we propose EmbodMocap, a portable and affordable data collection pipeline using two moving iPhones. Our key idea is to jointly calibrate dual RGB-D sequences to reconstruct both humans and scenes within a unified metric world coordinate frame. The proposed method allows metric-scale and scene-consistent capture in everyday environments without static cameras or markers, bridging human motion and scene geometry seamlessly. Compared with optical capture ground truth, we demonstrate that the dual-view setting exhibits a remarkable ability to mitigate depth ambiguity, achieving superior alignment and reconstruction performance over single iphone or monocular models. Based on the collected data, we empower three embodied AI tasks: monocular human-scene-reconstruction, where we fine-tune on feedforward models that output metric-scale, world-space aligned humans and scenes; physics-based character animation, where we prove our data could be used to scale human-object interaction skills and scene-aware motion tracking; and robot motion control, where we train a humanoid robot via sim-to-real RL to replicate human motions depicted in videos. Experimental results validate the effectiveness of our pipeline and its contributions towards advancing embodied AI research.

  • 11 authors
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Feb 26 2

GAP: Geometric Anchor Pre-training for Data-Efficient Visuomotor Learning of Manipulation Tasks

Learning visuomotor policies from scarce expert demonstrations remains a core challenge in robotic manipulation. A primary hurdle lies in distilling high-dimensional RGB representations into control-relevant geometry without overfitting. While using frozen pre-trained Vision Foundation Models (VFMs) improves data efficiency, it also shifts most task adaptation onto a small spatial pooling module, which can latch onto task-irrelevant shortcuts and lose geometric grounding when finetuned with few data samples. More broadly, pre-trained visual representations used for policy learning have been observed to struggle under even minor scene perturbations, highlighting the need for robustness-oriented inductive biases. We propose Geometric Anchor Pre-training (GAP), a simple, action-free warm-up stage that regularizes the spatial adapter before downstream imitation learning. GAP pre-trains the pooling layer on a lightweight simulated proxy task where object masks are available at no cost, encouraging the adapter to produce keypoints that lie on the object, cover its spatial extent, and remain sharp and repeatable over time. This yields stable geometric anchors that provide a reliable coordinate interface for few-shot policy learning, while keeping the VFM frozen. We evaluate GAP on RoboMimic and ManiSkill under severe data scarcity (15-50 demonstrations) and domain shift. A simple adapter regularized with GAP consistently outperforms stronger attention-based poolers and end-to-end fine-tuning, achieving 62% success on RoboMimic Can with 15 demonstrations (+16% over AFA), 63% on the long-horizon high-precision Tool Hang task with 50 demonstrations, and 61% on ManiSkill StackCube with 30 demonstrations (+11% over full fine-tuning). The proxy stage is lightweight and fully decoupled from downstream tasks, making it practical to reuse across environments and manipulation skills.

  • 5 authors
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May 14

Train longer, generalize better: closing the generalization gap in large batch training of neural networks

Background: Deep learning models are typically trained using stochastic gradient descent or one of its variants. These methods update the weights using their gradient, estimated from a small fraction of the training data. It has been observed that when using large batch sizes there is a persistent degradation in generalization performance - known as the "generalization gap" phenomena. Identifying the origin of this gap and closing it had remained an open problem. Contributions: We examine the initial high learning rate training phase. We find that the weight distance from its initialization grows logarithmically with the number of weight updates. We therefore propose a "random walk on random landscape" statistical model which is known to exhibit similar "ultra-slow" diffusion behavior. Following this hypothesis we conducted experiments to show empirically that the "generalization gap" stems from the relatively small number of updates rather than the batch size, and can be completely eliminated by adapting the training regime used. We further investigate different techniques to train models in the large-batch regime and present a novel algorithm named "Ghost Batch Normalization" which enables significant decrease in the generalization gap without increasing the number of updates. To validate our findings we conduct several additional experiments on MNIST, CIFAR-10, CIFAR-100 and ImageNet. Finally, we reassess common practices and beliefs concerning training of deep models and suggest they may not be optimal to achieve good generalization.

  • 3 authors
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May 24, 2017

MaMi-HOI: Harmonizing Global Kinematics and Local Geometry for Human-Object Interaction Generation

Generating realistic 3D Human-Object Interactions (HOI) is a fundamental task for applications ranging from embodied AI to virtual content creation, which requires harmonizing high-level semantic intent with strict low-level physical constraints. Existing methods excel at semantic alignment, however, they struggle to maintain precise object contact. We reveal a key finding termed Geometric Forgetting: as diffusion model depth increases, semantic feature tend to overshadow object geometry feature, causing the model to lose its perception to object geometry. To address this, we propose MaMi-HOI, a hierarchical framework reconciling Macro-level kinematic fluidity with Micro-level spatial precision. First, to counteract geometric forgetting, we introduce the Geometry-Aware Proximity Adapter (GAPA), which explicitly re-injects dense object details to perform residual snapping corrections for precise contact. Nevertheless, such aggressive local enforcement can disrupt global dynamics, leading to robotic stiffness. In response, we introduce the Kinematic Harmony Adapter (KHA), which proactively aligns whole-body posture with spatial objectives, ensuring the skeleton actively accommodates constraints without compromising naturalness. Extensive experiments validate that MaMi-HOI simultaneously achieves natural motion and precise contact. Crucially, it extends generation capabilities to long-term tasks with complex trajectories, effectively bridging the gap between global navigation and high-fidelity manipulation in 3D scenes. Code is available at https://github.com/DON738110198/MaMi-HOI.git

  • 3 authors
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May 6

ECON: Explicit Clothed humans Optimized via Normal integration

The combination of deep learning, artist-curated scans, and Implicit Functions (IF), is enabling the creation of detailed, clothed, 3D humans from images. However, existing methods are far from perfect. IF-based methods recover free-form geometry, but produce disembodied limbs or degenerate shapes for novel poses or clothes. To increase robustness for these cases, existing work uses an explicit parametric body model to constrain surface reconstruction, but this limits the recovery of free-form surfaces such as loose clothing that deviates from the body. What we want is a method that combines the best properties of implicit representation and explicit body regularization. To this end, we make two key observations: (1) current networks are better at inferring detailed 2D maps than full-3D surfaces, and (2) a parametric model can be seen as a "canvas" for stitching together detailed surface patches. Based on these, our method, ECON, has three main steps: (1) It infers detailed 2D normal maps for the front and back side of a clothed person. (2) From these, it recovers 2.5D front and back surfaces, called d-BiNI, that are equally detailed, yet incomplete, and registers these w.r.t. each other with the help of a SMPL-X body mesh recovered from the image. (3) It "inpaints" the missing geometry between d-BiNI surfaces. If the face and hands are noisy, they can optionally be replaced with the ones of SMPL-X. As a result, ECON infers high-fidelity 3D humans even in loose clothes and challenging poses. This goes beyond previous methods, according to the quantitative evaluation on the CAPE and Renderpeople datasets. Perceptual studies also show that ECON's perceived realism is better by a large margin. Code and models are available for research purposes at econ.is.tue.mpg.de

  • 5 authors
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Dec 14, 2022

Multimodal Active Measurement for Human Mesh Recovery in Close Proximity

For physical human-robot interactions (pHRI), a robot needs to estimate the accurate body pose of a target person. However, in these pHRI scenarios, the robot cannot fully observe the target person's body with equipped cameras because the target person must be close to the robot for physical interaction. This close distance leads to severe truncation and occlusions and thus results in poor accuracy of human pose estimation. For better accuracy in this challenging environment, we propose an active measurement and sensor fusion framework of the equipped cameras with touch and ranging sensors such as 2D LiDAR. Touch and ranging sensor measurements are sparse but reliable and informative cues for localizing human body parts. In our active measurement process, camera viewpoints and sensor placements are dynamically optimized to measure body parts with higher estimation uncertainty, which is closely related to truncation or occlusion. In our sensor fusion process, assuming that the measurements of touch and ranging sensors are more reliable than the camera-based estimations, we fuse the sensor measurements to the camera-based estimated pose by aligning the estimated pose towards the measured points. Our proposed method outperformed previous methods on the standard occlusion benchmark with simulated active measurement. Furthermore, our method reliably estimated human poses using a real robot, even with practical constraints such as occlusion by blankets.

  • 4 authors
·
Oct 12, 2023

Embodied Web Agents: Bridging Physical-Digital Realms for Integrated Agent Intelligence

AI agents today are mostly siloed - they either retrieve and reason over vast amount of digital information and knowledge obtained online; or interact with the physical world through embodied perception, planning and action - but rarely both. This separation limits their ability to solve tasks that require integrated physical and digital intelligence, such as cooking from online recipes, navigating with dynamic map data, or interpreting real-world landmarks using web knowledge. We introduce Embodied Web Agents, a novel paradigm for AI agents that fluidly bridge embodiment and web-scale reasoning. To operationalize this concept, we first develop the Embodied Web Agents task environments, a unified simulation platform that tightly integrates realistic 3D indoor and outdoor environments with functional web interfaces. Building upon this platform, we construct and release the Embodied Web Agents Benchmark, which encompasses a diverse suite of tasks including cooking, navigation, shopping, tourism, and geolocation - all requiring coordinated reasoning across physical and digital realms for systematic assessment of cross-domain intelligence. Experimental results reveal significant performance gaps between state-of-the-art AI systems and human capabilities, establishing both challenges and opportunities at the intersection of embodied cognition and web-scale knowledge access. All datasets, codes and websites are publicly available at our project page https://embodied-web-agent.github.io/.

  • 10 authors
·
Jun 18, 2025 2

COMPASS: Cross-embodiment Mobility Policy via Residual RL and Skill Synthesis

As robots are increasingly deployed in diverse application domains, generalizable cross-embodiment mobility policies are increasingly essential. While classical mobility stacks have proven effective on specific robot platforms, they pose significant challenges when scaling to new embodiments. Learning-based methods, such as imitation learning (IL) and reinforcement learning (RL), offer alternative solutions but suffer from covariate shift, sparse sampling in large environments, and embodiment-specific constraints. This paper introduces COMPASS, a novel workflow for developing cross-embodiment mobility policies by integrating IL, residual RL, and policy distillation. We begin with IL on a mobile robot, leveraging easily accessible teacher policies to train a foundational model that combines a world model with a mobility policy. Building on this base, we employ residual RL to fine-tune embodiment-specific policies, exploiting pre-trained representations to improve sampling efficiency in handling various physical constraints and sensor modalities. Finally, policy distillation merges these embodiment-specialist policies into a single robust cross-embodiment policy. We empirically demonstrate that COMPASS scales effectively across diverse robot platforms while maintaining adaptability to various environment configurations, achieving a generalist policy with a success rate approximately 5X higher than the pre-trained IL policy. The resulting framework offers an efficient, scalable solution for cross-embodiment mobility, enabling robots with different designs to navigate safely and efficiently in complex scenarios.

  • 6 authors
·
Feb 22, 2025

GEAR-VLA: Learning Geometry-Aware Action Representations for Generalizable Robotic Manipulation

Vision-Language-Action (VLA) models achieve strong benchmark performance but still struggle in real-world deployment with unseen objects, background shifts, and different robot embodiments. We argue that this stems from the lack of a unified geometry-aware manipulation representation, leaving existing VLAs vulnerable to low-level trajectory supervision, misaligned 3D features, and embodiment differences. To address this, we propose GEAR-VLA, a VLA framework for learning unified geometry-aware action representations for generalizable robotic manipulation. GEAR-VLA adopts coarse-to-fine action learning, where multi-source embodied pretraining equips the VLM with embodied reasoning and discrete action understanding before latent action tokens connect action semantics to a gradient-decoupled DiT continuous action expert. It further performs semantic-aligned 3D integration by aligning a trainable 3D spatial backbone with the VLA representation while freezing the original VLM-aligned visual pathway. To share this representation across robots, GEAR-VLA uses embodiment canonicalization, where embodiment-aware states and embodiment-invariant actions confine robot differences to the low-level interface. Extensive simulation and real-world experiments demonstrate strong generalization: GEAR-VLA achieves state-of-the-art performance on LIBERO, zero-shot LIBERO-Plus, and RoboTwin 2.0, reaches 85.9% success on AgileX and 81.0% on the pretraining-unseen LDT-01 embodiment, and obtains 90.1% success on a 6,360-trial universal grasping benchmark with 212 unseen objects. Code and models will be released at https://github.com/babynabeauty/GEAR-VLA.

  • 14 authors
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Jun 9

Is Diversity All You Need for Scalable Robotic Manipulation?

Data scaling has driven remarkable success in foundation models for Natural Language Processing (NLP) and Computer Vision (CV), yet the principles of effective data scaling in robotic manipulation remain insufficiently understood. In this work, we investigate the nuanced role of data diversity in robot learning by examining three critical dimensions-task (what to do), embodiment (which robot to use), and expert (who demonstrates)-challenging the conventional intuition of "more diverse is better". Throughout extensive experiments on various robot platforms, we reveal that (1) task diversity proves more critical than per-task demonstration quantity, benefiting transfer from diverse pre-training tasks to novel downstream scenarios; (2) multi-embodiment pre-training data is optional for cross-embodiment transfer-models trained on high-quality single-embodiment data can efficiently transfer to different platforms, showing more desirable scaling property during fine-tuning than multi-embodiment pre-trained models; and (3) expert diversity, arising from individual operational preferences and stochastic variations in human demonstrations, can be confounding to policy learning, with velocity multimodality emerging as a key contributing factor. Based on this insight, we propose a distribution debiasing method to mitigate velocity ambiguity, the yielding GO-1-Pro achieves substantial performance gains of 15%, equivalent to using 2.5 times pre-training data. Collectively, these findings provide new perspectives and offer practical guidance on how to scale robotic manipulation datasets effectively.

  • 10 authors
·
Jul 8, 2025 1

SPEAR-1: Scaling Beyond Robot Demonstrations via 3D Understanding

Robotic Foundation Models (RFMs) hold great promise as generalist, end-to-end systems for robot control. Yet their ability to generalize across new environments, tasks, and embodiments remains limited. We argue that a major bottleneck lies in their foundations: most RFMs are built by fine-tuning internet-pretrained Vision-Language Models (VLMs). However, these VLMs are trained on 2D image-language tasks and lack the 3D spatial reasoning inherently required for embodied control in the 3D world. Bridging this gap directly with large-scale robotic data is costly and difficult to scale. Instead, we propose to enrich easy-to-collect non-robotic image data with 3D annotations and enhance a pretrained VLM with 3D understanding capabilities. Following this strategy, we train SPEAR-VLM, a 3D-aware VLM that infers object coordinates in 3D space from a single 2D image. Building on SPEAR-VLM, we introduce our main contribution, ~SPEAR-1: a robotic foundation model that integrates grounded 3D perception with language-instructed embodied control. Trained on sim45M frames from 24 Open X-Embodiment datasets, SPEAR-1 outperforms or matches state-of-the-art models such as π_0-FAST and π_{0.5}, while it uses 20times fewer robot demonstrations. This carefully-engineered training strategy unlocks new VLM capabilities and as a consequence boosts the reliability of embodied control beyond what is achievable with only robotic data. We make our model weights and 3D-annotated datasets publicly available.

  • 7 authors
·
Nov 21, 2025