Abstract: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.
Abstract:We present DuoMo, a generative method that recovers human motion in world-space coordinates from unconstrained videos with noisy or incomplete observations. Reconstructing such motion requires solving a fundamental trade-off: generalizing from diverse and noisy video inputs while maintaining global motion consistency. Our approach addresses this problem by factorizing motion learning into two diffusion models. The camera-space model first estimates motion from videos in camera coordinates. The world-space model then lifts this initial estimate into world coordinates and refines it to be globally consistent. Together, the two models can reconstruct motion across diverse scenes and trajectories, even from highly noisy or incomplete observations. Moreover, our formulation is general, generating the motion of mesh vertices directly and bypassing parametric models. DuoMo achieves state-of-the-art performance. On EMDB, our method obtains a 16% reduction in world-space reconstruction error while maintaining low foot skating. On RICH, it obtains a 30% reduction in world-space error. Project page: https://yufu-wang.github.io/duomo/
Abstract:Generating realistic conversational gestures are essential for achieving natural, socially engaging interactions with digital humans. However, existing methods typically map a single audio stream to a single speaker's motion, without considering social context or modeling the mutual dynamics between two people engaging in conversation. We present DyaDiT, a multi-modal diffusion transformer that generates contextually appropriate human motion from dyadic audio signals. Trained on Seamless Interaction Dataset, DyaDiT takes dyadic audio with optional social-context tokens to produce context-appropriate motion. It fuses information from both speakers to capture interaction dynamics, uses a motion dictionary to encode motion priors, and can optionally utilize the conversational partner's gestures to produce more responsive motion. We evaluate DyaDiT on standard motion generation metrics and conduct quantitative user studies, demonstrating that it not only surpasses existing methods on objective metrics but is also strongly preferred by users, highlighting its robustness and socially favorable motion generation. Code and models will be released upon acceptance.
Abstract:Solving long-horizon tasks requires robots to integrate high-level semantic reasoning with low-level physical interaction. While vision-language models (VLMs) and video generation models can decompose tasks and imagine outcomes, they often lack the physical grounding necessary for real-world execution. We introduce NovaPlan, a hierarchical framework that unifies closed-loop VLM and video planning with geometrically grounded robot execution for zero-shot long-horizon manipulation. At the high level, a VLM planner decomposes tasks into sub-goals and monitors robot execution in a closed loop, enabling the system to recover from single-step failures through autonomous re-planning. To compute low-level robot actions, we extract and utilize both task-relevant object keypoints and human hand poses as kinematic priors from the generated videos, and employ a switching mechanism to choose the better one as a reference for robot actions, maintaining stable execution even under heavy occlusion or depth inaccuracy. We demonstrate the effectiveness of NovaPlan on three long-horizon tasks and the Functional Manipulation Benchmark (FMB). Our results show that NovaPlan can perform complex assembly tasks and exhibit dexterous error recovery behaviors without any prior demonstrations or training. Project page: https://nova-plan.github.io/
Abstract:We introduce SAM 3D Body (3DB), a promptable model for single-image full-body 3D human mesh recovery (HMR) that demonstrates state-of-the-art performance, with strong generalization and consistent accuracy in diverse in-the-wild conditions. 3DB estimates the human pose of the body, feet, and hands. It is the first model to use a new parametric mesh representation, Momentum Human Rig (MHR), which decouples skeletal structure and surface shape. 3DB employs an encoder-decoder architecture and supports auxiliary prompts, including 2D keypoints and masks, enabling user-guided inference similar to the SAM family of models. We derive high-quality annotations from a multi-stage annotation pipeline that uses various combinations of manual keypoint annotation, differentiable optimization, multi-view geometry, and dense keypoint detection. Our data engine efficiently selects and processes data to ensure data diversity, collecting unusual poses and rare imaging conditions. We present a new evaluation dataset organized by pose and appearance categories, enabling nuanced analysis of model behavior. Our experiments demonstrate superior generalization and substantial improvements over prior methods in both qualitative user preference studies and traditional quantitative analysis. Both 3DB and MHR are open-source.
Abstract:We present MHR, a parametric human body model that combines the decoupled skeleton/shape paradigm of ATLAS with a flexible, modern rig and pose corrective system inspired by the Momentum library. Our model enables expressive, anatomically plausible human animation, supporting non-linear pose correctives, and is designed for robust integration in AR/VR and graphics pipelines.
Abstract: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.
Abstract:Despite the demonstrated efficiency and performance of sparse query-based representations for perception, state-of-the-art 3D occupancy prediction methods still rely on voxel-based or dense Gaussian-based 3D representations. However, dense representations are slow, and they lack flexibility in capturing the temporal dynamics of driving scenes. Distinct from prior work, we instead summarize the scene into a compact set of 3D queries which are propagated through time in an online, streaming fashion. These queries are then decoded into semantic Gaussians at each timestep. We couple our framework with a denoising rendering objective to guide the queries and their constituent Gaussians in effectively capturing scene geometry. Owing to its efficient, query-based representation, S2GO achieves state-of-the-art performance on the nuScenes and KITTI occupancy benchmarks, outperforming prior art (e.g., GaussianWorld) by 1.5 IoU with 5.9x faster inference.
Abstract:Many density estimation techniques for 3D human motion prediction require a significant amount of inference time, often exceeding the duration of the predicted time horizon. To address the need for faster density estimation for 3D human motion prediction, we introduce a novel flow-based method for human motion prediction called CacheFlow. Unlike previous conditional generative models that suffer from time efficiency, CacheFlow takes advantage of an unconditional flow-based generative model that transforms a Gaussian mixture into the density of future motions. The results of the computation of the flow-based generative model can be precomputed and cached. Then, for conditional prediction, we seek a mapping from historical trajectories to samples in the Gaussian mixture. This mapping can be done by a much more lightweight model, thus saving significant computation overhead compared to a typical conditional flow model. In such a two-stage fashion and by caching results from the slow flow model computation, we build our CacheFlow without loss of prediction accuracy and model expressiveness. This inference process is completed in approximately one millisecond, making it 4 times faster than previous VAE methods and 30 times faster than previous diffusion-based methods on standard benchmarks such as Human3.6M and AMASS datasets. Furthermore, our method demonstrates improved density estimation accuracy and comparable prediction accuracy to a SOTA method on Human3.6M. Our code and models will be publicly available.
Abstract: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.