Related papers: PRIMAL: Physically Reactive and Interactive Motor …
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…
Achieving controllable character animation that meets studio-grade standards remains challenging despite recent progress. Existing approaches can transfer motion from a driving video to a reference image, but often fail to preserve…
Previous animatable 3D-aware GANs for human generation have primarily focused on either the human head or full body. However, head-only videos are relatively uncommon in real life, and full body generation typically does not deal with…
Simulating realistic interaction and motions for physics-based characters is of great interest for interactive applications, and automatic secondary character animation in the movie and video game industries. Recent works in reinforcement…
Real-time rendering of human head avatars is a cornerstone of many computer graphics applications, such as augmented reality, video games, and films, to name a few. Recent approaches address this challenge with computationally efficient…
Humans learn not only how their bodies move, but also how the surrounding world responds to their actions. In contrast, while recent Vision-Language-Action (VLA) models exhibit impressive semantic understanding, they often fail to capture…
In recent years, there has been growing interest in developing robots and autonomous systems that can interact with human in a more natural and intuitive way. One of the key challenges in achieving this goal is to enable these systems to…
Pretrained video generation models provide strong priors for robot control, but existing unified world action models still struggle to decode reliable actions without substantial robot-specific training. We attribute this limitation to a…
Visual object recognition -- the behavioral ability to rapidly and accurately categorize many visually encountered objects -- is core to primate cognition. This behavioral capability is algorithmically impressive because of the myriad…
Estimating accurate camera poses, 3D scene geometry, and object motion from in-the-wild videos is a long-standing challenge for classical structure from motion pipelines due to the presence of dynamic objects. Recent learning-based methods…
Creating realistic characters that can react to the users' or another character's movement can benefit computer graphics, games and virtual reality hugely. However, synthesizing such reactive motions in human-human interactions is a…
Existing automatic approaches for 3D virtual character motion synthesis supporting scene interactions do not generalise well to new objects outside training distributions, even when trained on extensive motion capture datasets with diverse…
Humans and animals excel in combining information from multiple sensory modalities, controlling their complex bodies, adapting to growth, failures, or using tools. These capabilities are also highly desirable in robots. They are displayed…
Animation elevates digital documents into immersive experiences, yet creating custom motion paths remains cumbersome, requiring designers to manually select presets, plot B\'ezier points, and configure timing properties. We introduce…
While non-prehensile manipulation (e.g., controlled pushing/poking) constitutes a foundational robotic skill, its learning remains challenging due to the high sensitivity to complex physical interactions involving friction and restitution.…
Physically-based simulation is a powerful approach for 3D facial animation as the resulting deformations are governed by physical constraints, allowing to easily resolve self-collisions, respond to external forces and perform realistic…
Training a high-dimensional simulated agent with an under-specified reward function often leads the agent to learn physically infeasible strategies that are ineffective when deployed in the real world. To mitigate these unnatural behaviors,…
Traditional approaches in physics-based motion generation, centered around imitation learning and reward shaping, often struggle to adapt to new scenarios. To tackle this limitation, we propose AnySkill, a novel hierarchical method that…
Generative adversarial imitation learning (GAIL) has shown promising results by taking advantage of generative adversarial nets, especially in the field of robot learning. However, the requirement of isolated single modal demonstrations…
This paper presents RynnVLA-001, a vision-language-action(VLA) model built upon large-scale video generative pretraining from human demonstrations. We propose a novel two-stage pretraining methodology. The first stage, Ego-Centric Video…