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Matthias Heyrman

Publications and source records attributed to Matthias Heyrman.

6 recordsLinked to original sources

Learning Agile Humanoid Dodgeball with Onboard Monocular Vision

Humanoid robots operating in shared, dynamic environments must respond to rapidly approaching objects while maintaining balance. We study dodgeball as a controlled test of this capability, coupling visual threat assessment with whole-body evasion, recovery, and target reacquisition. We develop a system that integrates onboard monocular perception, temporal ball-state and threat-flag estimation, and learned whole-body control. A ball detector supplies bounding-box histories, and a temporal estimator predicts relative ball position and a binary threat flag. Separate dodge/recovery and search/track policies share this interface and are composed to support repeated encounters. A three-stage curriculum first trains control with privileged ball states, then starts estimator supervision from stable policy rollouts, and finally replaces the actor's privileged inputs with estimator outputs. Analytic projection and perception randomization provide detector-like training observations without image rendering. Across approach-angle bins in controlled simulation, dodge success ranges from 97.8--100.0% for 5.0 m launches at 6 m/s to 33.2--40.8% for 2.5 m launches at 10 m/s, with 1000 throws per speed--distance condition. On a physical Unitree G1, controlled single-throw success exceeds 85% over more than 15 trials. A hardware sequence demonstrates full-azimuth target reacquisition followed by another dodge. These results demonstrate an integrated onboard-monocular-vision system under highly dynamic motions.

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EgoHTR: Egocentric 4D Demonstrations of Human Terrain Traversal

Deploying humanoid robots in unstructured terrain remains an open problem. While classic reinforcement learning struggles with the sheer complexity of real-world interactions, more promising methods leveraging human priors remain limited to models lacking contextual awareness. The restricted motion synthesis is a direct consequence of existing dataset pipelines failing to capture human-scene sequences in challenging environments. To bridge this gap between humanoid learning and scene reconstruction, we introduce the Egocentric Human-Terrain Reconstruction (EgoHTR) dataset. We develop and open-source a reconstruction pipeline capturing 55 scene-aligned 4D human motion sequences in diverse, complex environments using a multi-sensor setup of egocentric wearables and a portable 3D scanner. The resulting dataset comprises over 150k frames, which we evaluate against motion-capture ground truth, demonstrating state-of-the-art accuracy and establishing a rigorous benchmark for human motion analysis and synthesis. Further, we leverage this data to train perceptive locomotion policies, demonstrating hardware deployment on a Unitree G1 for reconstructed reference motions. Our pipeline enables community-driven dataset extensions and factors the problem to help researchers build foundational, context-aware robots that reliably traverse uneven terrain.

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Watch Your Step: Anticipated Perception for Humanoid Locomotion

Perceptive locomotion policies typically observe a dense robot-centric elevation map, although only the terrain beneath and around the next footsteps informs the control decision. Learned encoders compress the whole visual input, leaving the policy to work out which inputs matter while learning the baseline locomotion task. Learning both at once slows training and, without computationally expensive attention mechanisms, makes generalization to new terrain harder. We instead remove redundant inputs from the elevation map before the policy sees it. A lightweight foothold prediction model (FPM) predicts future footholds from proprioception and the velocity command alone, and we sample the elevation map only in small patches around these predicted footholds. We train the prediction model alongside the locomotion policy, periodically retraining it on new policy rollouts as the robot's gait matures. This allows the perception to anticipate where the policy will step, while the policy learns to leverage terrain information around those steps. With the proposed lightweight preprocessing, the policy reaches a given terrain difficulty in roughly a third of the training iterations required with the complete map. It outperforms policies that observe the complete map where footholds are sparse, including in narrow walled corridors, and on unseen terrain, and it matches an attention-based encoder trained at several times the cost. The policy transfers zero-shot to a Unitree G1 humanoid traversing various obstacles, stairs, gaps, and step-downs beyond the training distribution in both indoor and outdoor environments.

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Vision as Proprioception: Estimating Humanoid Robot Pose from Video

Estimating a humanoid robot's internal state from video has a wide range of real-world applications but remains unexplored. During interactions with a robot, its onboard state information may be unavailable due to privacy, ownership, or communication constraints. Meanwhile, online and AI-generated robot videos provide rich sources of data but typically lack corresponding joint configurations, limiting their direct use in robot learning. To address these issues, we present HumanoidPose, a new framework that treats vision as proprioception to recover full-body joint configurations in world space from video alone. Specifically, we combine pretrained human-pose features with robot kinematics in a unified model that predicts each embodiment's joint configurations. We retarget human motions to sixteen different humanoid embodiments, enabling scalable learning entirely from synthetic data. To improve real-world generalization, we further leverage unlabeled online videos through self-training to develop a 2D robot-pose detector. In our evaluation, HumanoidPose improves joint-angle and joint-position accuracy over the evaluated baselines and reduces joint-angle error by 18-32% relative to the best-performing baseline on each of the three real humanoid platforms. We further show improved global localization and generalization to unseen embodiments. HumanoidPose enables visual understanding of other robots during interaction and extraction of robot motion from online and generated videos.

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HOI-Retarget: Contact-Centric Retargeting for Human-Object Interaction

Learning from demonstration (LfD) has enabled humanoid robots to acquire diverse whole-body skills, but extending this paradigm to human-object interaction (HOI) is limited by the availability of robot-compatible interaction references. We present HOI-Retarget, a contact-centric retargeting method that transfers HOI onto a humanoid robot for large-scale motion-data generation. Its windowed trajectory optimization uses every labeled contact as a target in the object frame, balancing body tracking, foot support and smoothness under the robot's kinematic limits. The method can augment a single demonstration across object sizes, absorb contacts reconstructed from monocular video, and extend to several robots manipulating one object. We publicly release the code and the retargeted motion dataset.

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Multi-Domain Motion Embedding: Expressive Real-Time Mimicry for Legged Robots

Effective motion representation is crucial for enabling robots to imitate expressive behaviors in real time, yet existing motion controllers often ignore inherent patterns in motion. Previous efforts in representation learning do not attempt to jointly capture human and animal movements through structured periodic patterns and variational aperiodic descriptions. To address this, we present Multi-Domain Motion Embedding (MDME), a motion representation that unifies the complementary embedding of structured and unstructured features using a wavelet-based encoder and a probabilistic embedding in parallel. This produces a rich representation of reference motions from a minimal input set that generalizes across diverse motion styles. We evaluate MDME on retargeting-free motion imitation at deployment by conditioning robot control policies on the learned embeddings to reconstruct ideal retargeted states on the robot, demonstrating accurate reproduction of long-horizon trajectories on both humanoid and quadruped platforms. Our comparative studies confirm that MDME outperforms prior approaches in motion reproduction and generalization to unseen motions. Furthermore, we demonstrate real-time zero-shot deployment on unseen motions, removing per-motion tuning and online retargeting. These results show that MDME provides a generalizable and structure-aware foundation for scalable real-time robot imitation.

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