We present SimXR, a method for controlling a simulated avatar from information (headset pose and cameras) obtained from AR / VR headsets. Due to the challenging viewpoint of head-mounted cameras, the human body is often clipped out of view, making traditional image-based egocentric pose estimation challenging. On the other hand, headset poses provide valuable information about overall body motion, but lack fine-grained details about the hands and feet. To synergize headset poses with cameras, we control a humanoid to track headset movement while analyzing input images to decide body movement. When body parts are seen, the movements of hands and feet will be guided by the images; when unseen, the laws of physics guide the controller to generate plausible motion. We design an end-to-end method that does not rely on any intermediate representations and learns to directly map from images and headset poses to humanoid control signals. To train our method, we also propose a large-scale synthetic dataset created using camera configurations compatible with a commercially available VR headset (Quest 2) and show promising results on real-world captures. To demonstrate the applicability of our framework, we also test it on an AR headset with a forward-facing camera.
We present Human to Humanoid (H2O), a reinforcement learning (RL) based framework that enables real-time whole-body teleoperation of a full-sized humanoid robot with only an RGB camera. To create a large-scale retargeted motion dataset of human movements for humanoid robots, we propose a scalable "sim-to-data" process to filter and pick feasible motions using a privileged motion imitator. Afterwards, we train a robust real-time humanoid motion imitator in simulation using these refined motions and transfer it to the real humanoid robot in a zero-shot manner. We successfully achieve teleoperation of dynamic whole-body motions in real-world scenarios, including walking, back jumping, kicking, turning, waving, pushing, boxing, etc. To the best of our knowledge, this is the first demonstration to achieve learning-based real-time whole-body humanoid teleoperation.
Humans interact with objects all the time. Enabling a humanoid to learn human-object interaction (HOI) is a key step for future smart animation and intelligent robotics systems. However, recent progress in physics-based HOI requires carefully designed task-specific rewards, making the system unscalable and labor-intensive. This work focuses on dynamic HOI imitation: teaching humanoid dynamic interaction skills through imitating kinematic HOI demonstrations. It is quite challenging because of the complexity of the interaction between body parts and objects and the lack of dynamic HOI data. To handle the above issues, we present PhysHOI, the first physics-based whole-body HOI imitation approach without task-specific reward designs. Except for the kinematic HOI representations of humans and objects, we introduce the contact graph to model the contact relations between body parts and objects explicitly. A contact graph reward is also designed, which proved to be critical for precise HOI imitation. Based on the key designs, PhysHOI can imitate diverse HOI tasks simply yet effectively without prior knowledge. To make up for the lack of dynamic HOI scenarios in this area, we introduce the BallPlay dataset that contains eight whole-body basketball skills. We validate PhysHOI on diverse HOI tasks, including whole-body grasping and basketball skills.
We present Ego-Exo4D, a diverse, large-scale multimodal multiview video dataset and benchmark challenge. Ego-Exo4D centers around simultaneously-captured egocentric and exocentric video of skilled human activities (e.g., sports, music, dance, bike repair). More than 800 participants from 13 cities worldwide performed these activities in 131 different natural scene contexts, yielding long-form captures from 1 to 42 minutes each and 1,422 hours of video combined. The multimodal nature of the dataset is unprecedented: the video is accompanied by multichannel audio, eye gaze, 3D point clouds, camera poses, IMU, and multiple paired language descriptions -- including a novel "expert commentary" done by coaches and teachers and tailored to the skilled-activity domain. To push the frontier of first-person video understanding of skilled human activity, we also present a suite of benchmark tasks and their annotations, including fine-grained activity understanding, proficiency estimation, cross-view translation, and 3D hand/body pose. All resources will be open sourced to fuel new research in the community.
We present a universal motion representation that encompasses a comprehensive range of motor skills for physics-based humanoid control. Due to the high-dimensionality of humanoid control as well as the inherent difficulties in reinforcement learning, prior methods have focused on learning skill embeddings for a narrow range of movement styles (e.g. locomotion, game characters) from specialized motion datasets. This limited scope hampers its applicability in complex tasks. Our work closes this gap, significantly increasing the coverage of motion representation space. To achieve this, we first learn a motion imitator that can imitate all of human motion from a large, unstructured motion dataset. We then create our motion representation by distilling skills directly from the imitator. This is achieved using an encoder-decoder structure with a variational information bottleneck. Additionally, we jointly learn a prior conditioned on proprioception (humanoid's own pose and velocities) to improve model expressiveness and sampling efficiency for downstream tasks. Sampling from the prior, we can generate long, stable, and diverse human motions. Using this latent space for hierarchical RL, we show that our policies solve tasks using natural and realistic human behavior. We demonstrate the effectiveness of our motion representation by solving generative tasks (e.g. strike, terrain traversal) and motion tracking using VR controllers.
We present a physics-based humanoid controller that achieves high-fidelity motion imitation and fault-tolerant behavior in the presence of noisy input (e.g. pose estimates from video or generated from language) and unexpected falls. Our controller scales up to learning ten thousand motion clips without using any external stabilizing forces and learns to naturally recover from fail-state. Given reference motion, our controller can perpetually control simulated avatars without requiring resets. At its core, we propose the progressive multiplicative control policy (PMCP), which dynamically allocates new network capacity to learn harder and harder motion sequences. PMCP allows efficient scaling for learning from large-scale motion databases and adding new tasks, such as fail-state recovery, without catastrophic forgetting. We demonstrate the effectiveness of our controller by using it to imitate noisy poses from video-based pose estimators and language-based motion generators in a live and real-time multi-person avatar use case.
We introduce a method for generating realistic pedestrian trajectories and full-body animations that can be controlled to meet user-defined goals. We draw on recent advances in guided diffusion modeling to achieve test-time controllability of trajectories, which is normally only associated with rule-based systems. Our guided diffusion model allows users to constrain trajectories through target waypoints, speed, and specified social groups while accounting for the surrounding environment context. This trajectory diffusion model is integrated with a novel physics-based humanoid controller to form a closed-loop, full-body pedestrian animation system capable of placing large crowds in a simulated environment with varying terrains. We further propose utilizing the value function learned during RL training of the animation controller to guide diffusion to produce trajectories better suited for particular scenarios such as collision avoidance and traversing uneven terrain. Video results are available on the project page at https://nv-tlabs.github.io/trace-pace .
Automatically designing virtual humans and humanoids holds great potential in aiding the character creation process in games, movies, and robots. In some cases, a character creator may wish to design a humanoid body customized for certain motions such as karate kicks and parkour jumps. In this work, we propose a humanoid design framework to automatically generate physically valid humanoid bodies conditioned on sequence(s) of pre-specified human motions. First, we learn a generalized humanoid controller trained on a large-scale human motion dataset that features diverse human motion and body shapes. Second, we use a design-and-control framework to optimize a humanoid's physical attributes to find body designs that can better imitate the pre-specified human motion sequence(s). Leveraging the pre-trained humanoid controller and physics simulation as guidance, our method is able to discover new humanoid designs that are customized to perform pre-specified human motions.
We propose embodied scene-aware human pose estimation where we estimate 3D poses based on a simulated agent's proprioception and scene awareness, along with external third-person observations. Unlike prior methods that often resort to multistage optimization, non-causal inference, and complex contact modeling to estimate human pose and human scene interactions, our method is one stage, causal, and recovers global 3D human poses in a simulated environment. Since 2D third-person observations are coupled with the camera pose, we propose to disentangle the camera pose and use a multi-step projection gradient defined in the global coordinate frame as the movement cue for our embodied agent. Leveraging a physics simulation and prescanned scenes (e.g., 3D mesh), we simulate our agent in everyday environments (libraries, offices, bedrooms, etc.) and equip our agent with environmental sensors to intelligently navigate and interact with scene geometries. Our method also relies only on 2D keypoints and can be trained on synthetic datasets derived from popular human motion databases. To evaluate, we use the popular H36M and PROX datasets and, for the first time, achieve a success rate of 96.7% on the challenging PROX dataset without ever using PROX motion sequences for training.