SearcharxivSearch

arXiv subjects

Zhengyi Luo

Publications and source records attributed to Zhengyi Luo.

At least 19 recordsLinked to original sources

Learning Dexterous Manipulation Using Contact Wrench Guidance From Human Demonstration

Dexterous robot manipulation can benefit from the abundance of human demonstrations, but transferring such demonstrations to robot policies remains challenging. We present Contact Wrench Guidance from Human Demonstration in Robotic Dexterous Manipulation (CHORD), a framework for long-horizon manipulation of rigid and articulated objects with reinforcement learning. The key idea is object-centric contact wrench space guidance: we represent human and robot motions by the forces and torques they can induce on the object, enabling similarity to be measured by the induced instantaneous motions. This guidance makes reinforcement learning more scalable for contact-rich dexterous manipulation. We further introduce a large-scale simulation benchmark with 4,739 bimanual dexterous manipulation tasks, constructed from motion-capture datasets and reconstructed in-house videos. Evaluated on 1,831 benchmark tasks, CHORD achieves an average success rate of 82.12%, demonstrating strong scalability. CHORD also generalizes to whole-body manipulation from hand-only and third-person demonstrations, achieving a 90.77% success rate, and the learned policies transfer to the real world in both open-loop and closed-loop settings.

cs.RO

Vesta: A Generalist Embodied Reasoning Model

Robots operating in open-world environments must seamlessly integrate localization, spatial reasoning, navigation, and long-horizon planning. While specialist models excel at individual tasks, deploying a multi-model stack is computationally expensive and prone to cascading errors. We present Vesta, a unified embodied generalist that consolidates these capabilities into a single foundation model. Our approach combines a diverse and massive curated corpus designed to induce spatial grounding and a simple multimodal memory harness that enables reasoning over extended time horizons. Across diverse benchmarks, Vesta on average beats individual SOTA baselines by >$20\%$ and beats an ensemble of per-category-best baselines by $>10\%$ -- thus demonstrating that a generalist model can match or exceed specialists. On real-world robotic tasks requiring memory and reasoning, Vesta improves task success by >35\%. Our work thus demonstrates that a single generalist is a feasible, scalable, and arguably preferable alternative to combining specialists.

cs.RO

GRAIL: Generating Humanoid Loco-Manipulation from 3D Assets and Video Priors

Scaling humanoid loco-manipulation requires robot-compatible demonstrations across diverse objects, whole-body motions, and scene geometries, but teleoperation and motion capture are difficult to scale because each collection depends on physical setups, instrumented actors, and robot operation. We present GRAIL, a digital generation pipeline that remains fully virtual until deployment: it composes 3D assets, simulator-ready scenes, and priors from video foundation models (VFMs) to synthesize interactions without rebuilding physical environments or teleoperating the robot. Rather than reconstructing unconstrained in-the-wild videos, GRAIL starts from fully specified 3D configurations in which object geometry, camera parameters, metric scale, environment depth, and a robot-proportioned character are known before video generation and reused during reconstruction. This privileged setup better conditions 4D recovery, allowing model-based object tracking, human motion estimation, and interaction-aware optimization to reconstruct metric 4D human-object interaction (HOI) trajectories with reduced depth ambiguity and morphology mismatch. We retarget the recovered motions to a humanoid robot and train complementary task-general trackers: an object-aware latent adaptor for manipulation and a scene-aware tracker for terrain traversal. GRAIL produces over 20,000 sequences spanning pick-up, object manipulation, sitting, and terrain traversal. Using only GRAIL-generated data, we train egocentric visual policies through a sim-to-real pipeline and deploy them on a Unitree G1 humanoid, achieving 84\% real-world success on diverse object pick-up and 90\% success on stair-climbing.

cs.RO

MotionBricks: Scalable Real-Time Motions with Modular Latent Generative Model and Smart Primitives

Despite transformative advances in generative motion synthesis, real-time interactive motion control remains dominated by traditional techniques. In this work, we identify two key challenges in bridging research and production: 1) Real-time scalability: Industry applications demand real-time generation of a vast repertoire of motion skills, while generative methods exhibit significant degradation in quality and scalability under real-time computation constraints, and 2) Integration: Industry applications demand fine-grained multi-modal control involving velocity commands, style selection, and precise keyframes, a need largely unmet by existing text- or tag-driven models. To overcome these limitations, we introduce MotionBricks: a large-scale, real-time generative framework with a two-fold solution. First, we propose a large-scale modular latent generative backbone tailored for robust real-time motion generation, effectively modeling a dataset of over 350,000 motion clips with a single model. Second, we introduce smart primitives that provide a unified, robust, and intuitive interface for authoring both navigation and object interaction. Applications can be designed in a plug-and-play manner like assembling bricks without expert animation knowledge. Quantitatively, we show that MotionBricks produces state-of-the-art motion quality on open-source and proprietary datasets of various scales, while also achieving a real-time throughput of 15,000 FPS with 2ms latency. We demonstrate the flexibility and robustness of MotionBricks in a complete production-level animation demo, covering navigation and object-scene interaction across various styles with a unified model. To showcase our framework's application beyond animation, we deploy MotionBricks on the Unitree G1 humanoid robot to demonstrate its flexibility and generalization for real-time robotic control.

cs.RO

Ground Reaction Inertial Poser: Physics-based Human Motion Capture from Sparse IMUs and Insole Pressure Sensors

We propose Ground Reaction Inertial Poser (GRIP), a method that reconstructs physically plausible human motion using four wearable devices. Unlike conventional IMU-only approaches, GRIP combines IMU signals with foot pressure data to capture both body dynamics and ground interactions. Furthermore, rather than relying solely on kinematic estimation, GRIP uses a digital twin of a person, in the form of a synthetic humanoid in a physics simulator, to reconstruct realistic and physically plausible motion. At its core, GRIP consists of two modules: KinematicsNet, which estimates body poses and velocities from sensor data, and DynamicsNet, which controls the humanoid in the simulator using the residual between the KinematicsNet prediction and the simulated humanoid state. To enable robust training and fair evaluation, we introduce a large-scale dataset, Pressure and Inertial Sensing for Human Motion and Interaction (PRISM), that captures diverse human motions with synchronized IMUs and insole pressure sensors. Experimental results show that GRIP outperforms existing IMU-only and IMU-pressure fusion methods across all evaluated datasets, achieving higher global pose accuracy and improved physical consistency.

cs.CV

CHIP: Adaptive Compliance for Humanoid Control through Hindsight Perturbation

Recent progress in humanoid robots has unlocked agile locomotion skills, including backflipping, running, and crawling. Yet it remains challenging for a humanoid robot to perform forceful manipulation tasks such as moving objects, wiping, and pushing a cart. We propose adaptive Compliance Humanoid control through hIsight Perturbation (CHIP), a plug-and-play module that enables controllable end-effector stiffness while preserving agile tracking of dynamic reference motions. CHIP is easy to implement and requires neither data augmentation nor additional reward tuning. We show that a generalist motion-tracking controller trained with CHIP can perform a diverse set of forceful manipulation tasks that require different end-effector compliance, such as multi-robot collaboration, wiping, box delivery, and door opening.

cs.RO

Opening the Sim-to-Real Door for Humanoid Pixel-to-Action Policy Transfer

Recent progress in GPU-accelerated, photorealistic simulation has opened a scalable data-generation path for robot learning, where massive physics and visual randomization allow policies to generalize beyond curated environments. Building on these advances, we develop a teacher-student-bootstrap learning framework for vision-based humanoid loco-manipulation, using articulated-object interaction as a representative high-difficulty benchmark. Our approach introduces a staged-reset exploration strategy that stabilizes long-horizon privileged-policy training, and a GRPO-based fine-tuning procedure that mitigates partial observability and improves closed-loop consistency in sim-to-real RL. Trained entirely on simulation data, the resulting policy achieves robust zero-shot performance across diverse door types and outperforms human teleoperators by up to 31.7% in task completion time under the same whole-body control stack. This represents the first humanoid sim-to-real policy capable of diverse articulated loco-manipulation using pure RGB perception.

cs.RO

VIRAL: Visual Sim-to-Real at Scale for Humanoid Loco-Manipulation

A key barrier to the real-world deployment of humanoid robots is the lack of autonomous loco-manipulation skills. We introduce VIRAL, a visual sim-to-real framework that learns humanoid loco-manipulation entirely in simulation and deploys it zero-shot to real hardware. VIRAL follows a teacher-student design: a privileged RL teacher, operating on full state, learns long-horizon loco-manipulation using a delta action space and reference state initialization. A vision-based student policy is then distilled from the teacher via large-scale simulation with tiled rendering, trained with a mixture of online DAgger and behavior cloning. We find that compute scale is critical: scaling simulation to tens of GPUs (up to 64) makes both teacher and student training reliable, while low-compute regimes often fail. To bridge the sim-to-real gap, VIRAL combines large-scale visual domain randomization over lighting, materials, camera parameters, image quality, and sensor delays--with real-to-sim alignment of the dexterous hands and cameras. Deployed on a Unitree G1 humanoid, the resulting RGB-based policy performs continuous loco-manipulation for up to 54 cycles, generalizing to diverse spatial and appearance variations without any real-world fine-tuning, and approaching expert-level teleoperation performance. Extensive ablations dissect the key design choices required to make RGB-based humanoid loco-manipulation work in practice.

cs.RO

SONIC: Supersizing Motion Tracking for Natural Humanoid Whole-Body Control

Despite the rise of billion-parameter foundation models trained across thousands of graphical processing units (GPUs), similar scaling gains have not been shown for humanoid control. Current neural controllers for humanoids remain modest in size, target a limited set of behaviors, and are trained on a handful of GPUs. We show that scaling model capacity, data, and compute yields a generalist humanoid controller capable of natural, robust whole-body movements. We position motion tracking as a scalable task for humanoid control, leveraging dense supervision from diverse motion-capture data to acquire human motion priors without manual reward engineering. We build a foundation model for motion tracking by scaling along three axes: network size (1.2M to 42M parameters), dataset volume (100M+ frames from 700 hours of motion capture), and compute (21k GPU hours). Beyond demonstrating the benefits of scale, we further show downstream utility through a real-time kinematic planner that bridges motion tracking to tasks such as navigation, enabling natural and interactive control, as well as a unified token space that supports virtual reality (VR) teleoperation and vision-language-action (VLA) models with a single policy. Through this interface, we demonstrate autonomous VLA-driven whole-body loco-manipulation requiring coordinated hand and foot placement. Scaling motion tracking exhibits favorable properties: performance improves steadily with compute and data diversity, and learned policies generalize to unseen motions, establishing motion tracking at scale as a practical foundation for humanoid control.

cs.RO

BFM-Zero: A Promptable Behavioral Foundation Model for Humanoid Control Using Unsupervised Reinforcement Learning

Building Behavioral Foundation Models (BFMs) for humanoid robots has the potential to unify diverse control tasks under a single, promptable generalist policy. However, existing approaches are either exclusively deployed on simulated humanoid characters, or specialized to specific tasks such as tracking. We propose BFM-Zero, a framework that learns an effective shared latent representation that embeds motions, goals, and rewards into a common space, enabling a single policy to be prompted for multiple downstream tasks without retraining. This well-structured latent space in BFM-Zero enables versatile and robust whole-body skills on a Unitree G1 humanoid in the real world, via diverse inference methods, including zero-shot motion tracking, goal reaching, and reward optimization, and few-shot optimization-based adaptation. Unlike prior on-policy reinforcement learning (RL) frameworks, BFM-Zero builds upon recent advancements in unsupervised RL and Forward-Backward (FB) models, which offer an objective-centric, explainable, and smooth latent representation of whole-body motions. We further extend BFM-Zero with critical reward shaping, domain randomization, and history-dependent asymmetric learning to bridge the sim-to-real gap. Those key design choices are quantitatively ablated in simulation. A first-of-its-kind model, BFM-Zero establishes a step toward scalable, promptable behavioral foundation models for whole-body humanoid control.

cs.RO

Self-Improving Vision-Language-Action Models with Data Generation via Residual RL

Supervised fine-tuning (SFT) has become the de facto post-training strategy for large vision-language-action (VLA) models, but its reliance on costly human demonstrations limits scalability and generalization. We propose Probe, Learn, Distill (PLD), a three-stage plug-and-play framework that improves VLAs through residual reinforcement learning (RL) and distribution-aware data collection. In Stage 1, we train lightweight residual actors to probe failure regions of the VLA generalist. In Stage 2, we use a hybrid rollout scheme that aligns collected trajectories with the generalist's deployment distribution while capturing recovery behaviors. In Stage 3, we distill the curated trajectories back into the generalist with standard SFT. PLD achieves near-saturated 99% task success on LIBERO, over 50% gains in SimplerEnv, and 100% success on real-world Franka and YAM arm manipulation tasks. Ablations show that residual probing and distribution-aware replay are key to collecting deployment-aligned data that improves both seen and unseen tasks, offering a scalable path toward self-improving VLA models.

cs.CV

HDMI: Learning Interactive Humanoid Whole-Body Control from Human Videos

Enabling robust whole-body humanoid-object interaction (HOI) remains challenging due to motion data scarcity and the contact-rich nature. We present HDMI (HumanoiD iMitation for Interaction), a simple and general framework that learns whole-body humanoid-object interaction skills directly from monocular RGB videos. Our pipeline (i) extracts and retargets human and object trajectories from unconstrained videos to build structured motion datasets, (ii) trains a reinforcement learning (RL) policy to co-track robot and object states with three key designs: a unified object representation, a residual action space, and a general interaction reward, and (iii) zero-shot deploys the RL policies on real humanoid robots. Extensive sim-to-real experiments on a Unitree G1 humanoid demonstrate the robustness and generality of our approach: HDMI achieves 67 consecutive door traversals and successfully performs 6 distinct loco-manipulation tasks in the real world and 14 tasks in simulation. Our results establish HDMI as a simple and general framework for acquiring interactive humanoid skills from human videos.

cs.RO

MaskedManipulator: Versatile Whole-Body Manipulation

We tackle the challenges of synthesizing versatile, physically simulated human motions for full-body object manipulation. Unlike prior methods that are focused on detailed motion tracking, trajectory following, or teleoperation, our framework enables users to specify versatile high-level objectives such as target object poses or body poses. To achieve this, we introduce MaskedManipulator, a generative control policy distilled from a tracking controller trained on large-scale human motion capture data. This two-stage learning process allows the system to perform complex interaction behaviors, while providing intuitive user control over both character and object motions. MaskedManipulator produces goal-directed manipulation behaviors that expand the scope of interactive animation systems beyond task-specific solutions.

cs.RO

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

Emergent Active Perception and Dexterity of Simulated Humanoids from Visual Reinforcement Learning

Human behavior is fundamentally shaped by visual perception -- our ability to interact with the world depends on actively gathering relevant information and adapting our movements accordingly. Behaviors like searching for objects, reaching, and hand-eye coordination naturally emerge from the structure of our sensory system. Inspired by these principles, we introduce Perceptive Dexterous Control (PDC), a framework for vision-driven dexterous whole-body control with simulated humanoids. PDC operates solely on egocentric vision for task specification, enabling object search, target placement, and skill selection through visual cues, without relying on privileged state information (e.g., 3D object positions and geometries). This perception-as-interface paradigm enables learning a single policy to perform multiple household tasks, including reaching, grasping, placing, and articulated object manipulation. We also show that training from scratch with reinforcement learning can produce emergent behaviors such as active search. These results demonstrate how vision-driven control and complex tasks induce human-like behaviors and can serve as the key ingredients in closing the perception-action loop for animation, robotics, and embodied AI.

cs.RO

ASAP: Aligning Simulation and Real-World Physics for Learning Agile Humanoid Whole-Body Skills

Humanoid robots hold the potential for unparalleled versatility in performing human-like, whole-body skills. However, achieving agile and coordinated whole-body motions remains a significant challenge due to the dynamics mismatch between simulation and the real world. Existing approaches, such as system identification (SysID) and domain randomization (DR) methods, often rely on labor-intensive parameter tuning or result in overly conservative policies that sacrifice agility. In this paper, we present ASAP (Aligning Simulation and Real-World Physics), a two-stage framework designed to tackle the dynamics mismatch and enable agile humanoid whole-body skills. In the first stage, we pre-train motion tracking policies in simulation using retargeted human motion data. In the second stage, we deploy the policies in the real world and collect real-world data to train a delta (residual) action model that compensates for the dynamics mismatch. Then, ASAP fine-tunes pre-trained policies with the delta action model integrated into the simulator to align effectively with real-world dynamics. We evaluate ASAP across three transfer scenarios: IsaacGym to IsaacSim, IsaacGym to Genesis, and IsaacGym to the real-world Unitree G1 humanoid robot. Our approach significantly improves agility and whole-body coordination across various dynamic motions, reducing tracking error compared to SysID, DR, and delta dynamics learning baselines. ASAP enables highly agile motions that were previously difficult to achieve, demonstrating the potential of delta action learning in bridging simulation and real-world dynamics. These results suggest a promising sim-to-real direction for developing more expressive and agile humanoids.

cs.RO

UniPhys: Unified Planner and Controller with Diffusion for Flexible Physics-Based Character Control

Generating natural and physically plausible character motion remains challenging, particularly for long-horizon control with diverse guidance signals. While prior work combines high-level diffusion-based motion planners with low-level physics controllers, these systems suffer from domain gaps that degrade motion quality and require task-specific fine-tuning. To tackle this problem, we introduce UniPhys, a diffusion-based behavior cloning framework that unifies motion planning and control into a single model. UniPhys enables flexible, expressive character motion conditioned on multi-modal inputs such as text, trajectories, and goals. To address accumulated prediction errors over long sequences, UniPhys is trained with the Diffusion Forcing paradigm, learning to denoise noisy motion histories and handle discrepancies introduced by the physics simulator. This design allows UniPhys to robustly generate physically plausible, long-horizon motions. Through guided sampling, UniPhys generalizes to a wide range of control signals, including unseen ones, without requiring task-specific fine-tuning. Experiments show that UniPhys outperforms prior methods in motion naturalness, generalization, and robustness across diverse control tasks.

cs.GR

SkillMimic: Learning Basketball Interaction Skills from Demonstrations

Traditional reinforcement learning methods for human-object interaction (HOI) rely on labor-intensive, manually designed skill rewards that do not generalize well across different interactions. We introduce SkillMimic, a unified data-driven framework that fundamentally changes how agents learn interaction skills by eliminating the need for skill-specific rewards. Our key insight is that a unified HOI imitation reward can effectively capture the essence of diverse interaction patterns from HOI datasets. This enables SkillMimic to learn a single policy that not only masters multiple interaction skills but also facilitates skill transitions, with both diversity and generalization improving as the HOI dataset grows. For evaluation, we collect and introduce two basketball datasets containing approximately 35 minutes of diverse basketball skills. Extensive experiments show that SkillMimic successfully masters a wide range of basketball skills including stylistic variations in dribbling, layup, and shooting. Moreover, these learned skills can be effectively composed by a high-level controller to accomplish complex and long-horizon tasks such as consecutive scoring, opening new possibilities for scalable and generalizable interaction skill learning. Project page: https://ingrid789.github.io/SkillMimic/

cs.CV