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Sammy Christen

Publications and source records attributed to Sammy Christen.

At least 19 recordsLinked to original sources

BFMTrack: Latent Sequence Optimization for Physics-Based Motion Tracking with Behavioral Foundation Models

Behavioral Foundation Models (BFMs) offer a promising path toward universal physics-based character control by organizing a rich repertoire of physically plausible behaviors into a latent space, guided by a large-scale motion dataset. While these models excel at time-invariant tasks, such as goal-reaching and state-based reward optimization, their latent space does not directly support time-varying objectives, such as tracking a motion sequence. For tracking, existing heuristics rely on moving-window-averaging that fails to capture the nuances of highly dynamic motions. In this work, we propose a novel Latent Sequence Optimization (LSO) to address these shortcomings. Our approach combines simulation rollouts with a policy gradient update to optimize over a sequence of latents, extending the capabilities of BFMs toward precise motion tracking without requiring reward engineering and tuning. To guide the optimization toward smooth, coherent latent trajectories, we model the latent sequence using temporally correlated noise. We validate our approach across dense tracking, sparse keyframing, and direct deployment onto a real humanoid robot.

cs.RO

ReActor: Reinforcement Learning for Physics-Aware Motion Retargeting

Retargeting human kinematic reference motion onto a robot's morphology remains a formidable challenge. Existing methods often produce physical inconsistencies, such as foot sliding, self-collisions, or dynamically infeasible motions, which hinder downstream imitation learning. We propose a bilevel optimization framework that jointly adapts reference motions to a robot's morphology while training a tracking policy using reinforcement learning. To make the optimization tractable, we derive an approximate gradient for the upper-level loss. Our framework requires only a sparse set of semantic rigid-body correspondences and eliminates the need for manual tuning by identifying optimal values for a parameterization expressive enough to preserve characteristic motion across different embodiments. Moreover, by integrating retargeting directly with physics simulation, we produce physically plausible motions that facilitate robust imitation learning. We validate our method in simulation and on hardware, demonstrating challenging motions for morphologies that differ significantly from a human, including retargeting onto a quadruped.

cs.RO

Robot Crash Course: Learning Soft and Stylized Falling

Despite recent advances in robust locomotion, bipedal robots operating in the real world remain at risk of falling. While most research focuses on preventing such events, we instead concentrate on the phenomenon of falling itself. Specifically, we aim to reduce physical damage to the robot while providing users with control over a robot's end pose. To this end, we propose a robot agnostic reward function that balances the achievement of a desired end pose with impact minimization and the protection of critical robot parts during reinforcement learning. To make the policy robust to a broad range of initial falling conditions and to enable the specification of an arbitrary and unseen end pose at inference time, we introduce a simulation-based sampling strategy of initial and end poses. Through simulated and real-world experiments, our work demonstrates that even bipedal robots can perform controlled, soft falls.

cs.RO

RobustDexGrasp: Robust Dexterous Grasping of General Objects

The ability to robustly grasp a variety of objects is essential for dexterous robots. In this paper, we present a framework for zero-shot dynamic dexterous grasping using single-view visual inputs, designed to be resilient to various disturbances. Our approach utilizes a hand-centric object shape representation based on dynamic distance vectors between finger joints and object surfaces. This representation captures the local shape around potential contact regions rather than focusing on detailed global object geometry, thereby enhancing generalization to shape variations and uncertainties. To address perception limitations, we integrate a privileged teacher policy with a mixed curriculum learning approach, allowing the student policy to effectively distill grasping capabilities and explore for adaptation to disturbances. Trained in simulation, our method achieves success rates of 97.0% across 247,786 simulated objects and 94.6% across 512 real objects, demonstrating remarkable generalization. Quantitative and qualitative results validate the robustness of our policy against various disturbances.

cs.RO

Autonomous Human-Robot Interaction via Operator Imitation

Teleoperated robotic characters can perform expressive interactions with humans, relying on the operators' experience and social intuition. In this work, we propose to create autonomous interactive robots, by training a model to imitate operator data. Our model is trained on a dataset of human-robot interactions, where an expert operator is asked to vary the interactions and mood of the robot, while the operator commands as well as the pose of the human and robot are recorded. Our approach learns to predict continuous operator commands through a diffusion process and discrete commands through a classifier, all unified within a single transformer architecture. We evaluate the resulting model in simulation and with a user study on the real system. We show that our method enables simple autonomous human-robot interactions that are comparable to the expert-operator baseline, and that users can recognize the different robot moods as generated by our model. Finally, we demonstrate a zero-shot transfer of our model onto a different robotic platform with the same operator interface.

cs.RO

Modeling Dynamic Hand-Object Interactions with Applications to Human-Robot Handovers

Humans frequently grasp, manipulate, and move objects. Interactive systems assist humans in these tasks, enabling applications in Embodied AI, human-robot interaction, and virtual reality. However, current methods in hand-object synthesis often neglect dynamics and focus on generating static grasps. The first part of this dissertation introduces dynamic grasp synthesis, where a hand grasps and moves an object to a target pose. We approach this task using physical simulation and reinforcement learning. We then extend this to bimanual manipulation and articulated objects, requiring fine-grained coordination between hands. In the second part of this dissertation, we study human-to-robot handovers. We integrate captured human motion into simulation and introduce a student-teacher framework that adapts to human behavior and transfers from sim to real. To overcome data scarcity, we generate synthetic interactions, increasing training diversity by 100x. Our user study finds no difference between policies trained on synthetic vs. real motions.

cs.RO

FunGrasp: Functional Grasping for Diverse Dexterous Hands

Functional grasping is essential for humans to perform specific tasks, such as grasping scissors by the finger holes to cut materials or by the blade to safely hand them over. Enabling dexterous robot hands with functional grasping capabilities is crucial for their deployment to accomplish diverse real-world tasks. Recent research in dexterous grasping, however, often focuses on power grasps while overlooking task- and object-specific functional grasping poses. In this paper, we introduce FunGrasp, a system that enables functional dexterous grasping across various robot hands and performs one-shot transfer to unseen objects. Given a single RGBD image of functional human grasping, our system estimates the hand pose and transfers it to different robotic hands via a human-to-robot (H2R) grasp retargeting module. Guided by the retargeted grasping poses, a policy is trained through reinforcement learning in simulation for dynamic grasping control. To achieve robust sim-to-real transfer, we employ several techniques including privileged learning, system identification, domain randomization, and gravity compensation. In our experiments, we demonstrate that our system enables diverse functional grasping of unseen objects using single RGBD images, and can be successfully deployed across various dexterous robot hands. The significance of the components is validated through comprehensive ablation studies. Project page: https://hly-123.github.io/FunGrasp/ .

cs.RO

EgoHDM: An Online Egocentric-Inertial Human Motion Capture, Localization, and Dense Mapping System

We present EgoHDM, an online egocentric-inertial human motion capture (mocap), localization, and dense mapping system. Our system uses 6 inertial measurement units (IMUs) and a commodity head-mounted RGB camera. EgoHDM is the first human mocap system that offers dense scene mapping in near real-time. Further, it is fast and robust to initialize and fully closes the loop between physically plausible map-aware global human motion estimation and mocap-aware 3D scene reconstruction. Our key idea is integrating camera localization and mapping information with inertial human motion capture bidirectionally in our system. To achieve this, we design a tightly coupled mocap-aware dense bundle adjustment and physics-based body pose correction module leveraging a local body-centric elevation map. The latter introduces a novel terrain-aware contact PD controller, which enables characters to physically contact the given local elevation map thereby reducing human floating or penetration. We demonstrate the performance of our system on established synthetic and real-world benchmarks. The results show that our method reduces human localization, camera pose, and mapping accuracy error by 41%, 71%, 46%, respectively, compared to the state of the art. Our qualitative evaluations on newly captured data further demonstrate that EgoHDM can cover challenging scenarios in non-flat terrain including stepping over stairs and outdoor scenes in the wild.

cs.CV

Omnigrasp: Grasping Diverse Objects with Simulated Humanoids

We present a method for controlling a simulated humanoid to grasp an object and move it to follow an object's trajectory. Due to the challenges in controlling a humanoid with dexterous hands, prior methods often use a disembodied hand and only consider vertical lifts or short trajectories. This limited scope hampers their applicability for object manipulation required for animation and simulation. To close this gap, we learn a controller that can pick up a large number (>1200) of objects and carry them to follow randomly generated trajectories. Our key insight is to leverage a humanoid motion representation that provides human-like motor skills and significantly speeds up training. Using only simplistic reward, state, and object representations, our method shows favorable scalability on diverse objects and trajectories. For training, we do not need a dataset of paired full-body motion and object trajectories. At test time, we only require the object mesh and desired trajectories for grasping and transporting. To demonstrate the capabilities of our method, we show state-of-the-art success rates in following object trajectories and generalizing to unseen objects. Code and models will be released.

cs.RO

RILe: Reinforced Imitation Learning

Acquiring complex behaviors is essential for artificially intelligent agents, yet learning these behaviors in high-dimensional settings poses a significant challenge due to the vast search space. Traditional reinforcement learning (RL) requires extensive manual effort for reward function engineering. Inverse reinforcement learning (IRL) uncovers reward functions from expert demonstrations but relies on an iterative process that is often computationally expensive. Imitation learning (IL) provides a more efficient alternative by directly comparing an agent's actions to expert demonstrations; however, in high-dimensional environments, such direct comparisons often offer insufficient feedback for effective learning. We introduce RILe (Reinforced Imitation Learning), a framework that combines the strengths of imitation learning and inverse reinforcement learning to learn a dense reward function efficiently and achieve strong performance in high-dimensional tasks. RILe employs a novel trainer-student framework: the trainer learns an adaptive reward function, and the student uses this reward signal to imitate expert behaviors. By dynamically adjusting its guidance as the student evolves, the trainer provides nuanced feedback across different phases of learning. Our framework produces high-performing policies in high-dimensional tasks where direct imitation fails to replicate complex behaviors. We validate RILe in challenging robotic locomotion tasks, demonstrating that it significantly outperforms existing methods and achieves near-expert performance across multiple settings.

cs.LG

GraspXL: Generating Grasping Motions for Diverse Objects at Scale

Human hands possess the dexterity to interact with diverse objects such as grasping specific parts of the objects and/or approaching them from desired directions. More importantly, humans can grasp objects of any shape without object-specific skills. Recent works synthesize grasping motions following single objectives such as a desired approach heading direction or a grasping area. Moreover, they usually rely on expensive 3D hand-object data during training and inference, which limits their capability to synthesize grasping motions for unseen objects at scale. In this paper, we unify the generation of hand-object grasping motions across multiple motion objectives, diverse object shapes and dexterous hand morphologies in a policy learning framework GraspXL. The objectives are composed of the graspable area, heading direction during approach, wrist rotation, and hand position. Without requiring any 3D hand-object interaction data, our policy trained with 58 objects can robustly synthesize diverse grasping motions for more than 500k unseen objects with a success rate of 82.2%. At the same time, the policy adheres to objectives, which enables the generation of diverse grasps per object. Moreover, we show that our framework can be deployed to different dexterous hands and work with reconstructed or generated objects. We quantitatively and qualitatively evaluate our method to show the efficacy of our approach. Our model, code, and the large-scale generated motions are available at https://eth-ait.github.io/graspxl/.

cs.RO

DiffH2O: Diffusion-Based Synthesis of Hand-Object Interactions from Textual Descriptions

Generating natural hand-object interactions in 3D is challenging as the resulting hand and object motions are expected to be physically plausible and semantically meaningful. Furthermore, generalization to unseen objects is hindered by the limited scale of available hand-object interaction datasets. In this paper, we propose a novel method, dubbed DiffH2O, which can synthesize realistic, one or two-handed object interactions from provided text prompts and geometry of the object. The method introduces three techniques that enable effective learning from limited data. First, we decompose the task into a grasping stage and an text-based manipulation stage and use separate diffusion models for each. In the grasping stage, the model only generates hand motions, whereas in the manipulation phase both hand and object poses are synthesized. Second, we propose a compact representation that tightly couples hand and object poses and helps in generating realistic hand-object interactions. Third, we propose two different guidance schemes to allow more control of the generated motions: grasp guidance and detailed textual guidance. Grasp guidance takes a single target grasping pose and guides the diffusion model to reach this grasp at the end of the grasping stage, which provides control over the grasping pose. Given a grasping motion from this stage, multiple different actions can be prompted in the manipulation phase. For the textual guidance, we contribute comprehensive text descriptions to the GRAB dataset and show that they enable our method to have more fine-grained control over hand-object interactions. Our quantitative and qualitative evaluation demonstrates that the proposed method outperforms baseline methods and leads to natural hand-object motions.

cs.CV

SynH2R: Synthesizing Hand-Object Motions for Learning Human-to-Robot Handovers

Vision-based human-to-robot handover is an important and challenging task in human-robot interaction. Recent work has attempted to train robot policies by interacting with dynamic virtual humans in simulated environments, where the policies can later be transferred to the real world. However, a major bottleneck is the reliance on human motion capture data, which is expensive to acquire and difficult to scale to arbitrary objects and human grasping motions. In this paper, we introduce a framework that can generate plausible human grasping motions suitable for training the robot. To achieve this, we propose a hand-object synthesis method that is designed to generate handover-friendly motions similar to humans. This allows us to generate synthetic training and testing data with 100x more objects than previous work. In our experiments, we show that our method trained purely with synthetic data is competitive with state-of-the-art methods that rely on real human motion data both in simulation and on a real system. In addition, we can perform evaluations on a larger scale compared to prior work. With our newly introduced test set, we show that our model can better scale to a large variety of unseen objects and human motions compared to the baselines. Project page: https://eth-ait.github.io/synthetic-handovers/

cs.RO

Physically Plausible Full-Body Hand-Object Interaction Synthesis

We propose a physics-based method for synthesizing dexterous hand-object interactions in a full-body setting. While recent advancements have addressed specific facets of human-object interactions, a comprehensive physics-based approach remains a challenge. Existing methods often focus on isolated segments of the interaction process and rely on data-driven techniques that may result in artifacts. In contrast, our proposed method embraces reinforcement learning (RL) and physics simulation to mitigate the limitations of data-driven approaches. Through a hierarchical framework, we first learn skill priors for both body and hand movements in a decoupled setting. The generic skill priors learn to decode a latent skill embedding into the motion of the underlying part. A high-level policy then controls hand-object interactions in these pretrained latent spaces, guided by task objectives of grasping and 3D target trajectory following. It is trained using a novel reward function that combines an adversarial style term with a task reward, encouraging natural motions while fulfilling the task incentives. Our method successfully accomplishes the complete interaction task, from approaching an object to grasping and subsequent manipulation. We compare our approach against kinematics-based baselines and show that it leads to more physically plausible motions.

cs.RO

ArtiGrasp: Physically Plausible Synthesis of Bi-Manual Dexterous Grasping and Articulation

We present ArtiGrasp, a novel method to synthesize bi-manual hand-object interactions that include grasping and articulation. This task is challenging due to the diversity of the global wrist motions and the precise finger control that are necessary to articulate objects. ArtiGrasp leverages reinforcement learning and physics simulations to train a policy that controls the global and local hand pose. Our framework unifies grasping and articulation within a single policy guided by a single hand pose reference. Moreover, to facilitate the training of the precise finger control required for articulation, we present a learning curriculum with increasing difficulty. It starts with single-hand manipulation of stationary objects and continues with multi-agent training including both hands and non-stationary objects. To evaluate our method, we introduce Dynamic Object Grasping and Articulation, a task that involves bringing an object into a target articulated pose. This task requires grasping, relocation, and articulation. We show our method's efficacy towards this task. We further demonstrate that our method can generate motions with noisy hand-object pose estimates from an off-the-shelf image-based regressor.

cs.RO

Learning Human-to-Robot Handovers from Point Clouds

We propose the first framework to learn control policies for vision-based human-to-robot handovers, a critical task for human-robot interaction. While research in Embodied AI has made significant progress in training robot agents in simulated environments, interacting with humans remains challenging due to the difficulties of simulating humans. Fortunately, recent research has developed realistic simulated environments for human-to-robot handovers. Leveraging this result, we introduce a method that is trained with a human-in-the-loop via a two-stage teacher-student framework that uses motion and grasp planning, reinforcement learning, and self-supervision. We show significant performance gains over baselines on a simulation benchmark, sim-to-sim transfer and sim-to-real transfer.

cs.RO

MARLUI: Multi-Agent Reinforcement Learning for Adaptive UIs

Adaptive user interfaces (UIs) automatically change an interface to better support users' tasks. Recently, machine learning techniques have enabled the transition to more powerful and complex adaptive UIs. However, a core challenge for adaptive user interfaces is the reliance on high-quality user data that has to be collected offline for each task. We formulate UI adaptation as a multi-agent reinforcement learning problem to overcome this challenge. In our formulation, a user agent mimics a real user and learns to interact with a UI. Simultaneously, an interface agent learns UI adaptations to maximize the user agent's performance. The interface agent learns the task structure from the user agent's behavior and, based on that, can support the user agent in completing its task. Our method produces adaptation policies that are learned in simulation only and, therefore, does not need real user data. Our experiments show that learned policies generalize to real users and achieve on par performance with data-driven supervised learning baselines.

cs.HC

TempCLR: Reconstructing Hands via Time-Coherent Contrastive Learning

We introduce TempCLR, a new time-coherent contrastive learning approach for the structured regression task of 3D hand reconstruction. Unlike previous time-contrastive methods for hand pose estimation, our framework considers temporal consistency in its augmentation scheme, and accounts for the differences of hand poses along the temporal direction. Our data-driven method leverages unlabelled videos and a standard CNN, without relying on synthetic data, pseudo-labels, or specialized architectures. Our approach improves the performance of fully-supervised hand reconstruction methods by 15.9% and 7.6% in PA-V2V on the HO-3D and FreiHAND datasets respectively, thus establishing new state-of-the-art performance. Finally, we demonstrate that our approach produces smoother hand reconstructions through time, and is more robust to heavy occlusions compared to the previous state-of-the-art which we show quantitatively and qualitatively. Our code and models will be available at https://eth-ait.github.io/tempclr.

cs.CV