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May 20

Shoe Style-Invariant and Ground-Aware Learning for Dense Foot Contact Estimation

Foot contact plays a critical role in human interaction with the world, and thus exploring foot contact can advance our understanding of human movement and physical interaction. Despite its importance, existing methods often approximate foot contact using a zero-velocity constraint and focus on joint-level contact, failing to capture the detailed interaction between the foot and the world. Dense estimation of foot contact is crucial for accurately modeling this interaction, yet predicting dense foot contact from a single RGB image remains largely underexplored. There are two main challenges for learning dense foot contact estimation. First, shoes exhibit highly diverse appearances, making it difficult for models to generalize across different styles. Second, ground often has a monotonous appearance, making it difficult to extract informative features. To tackle these issues, we present a FEet COntact estimation (FECO) framework that learns dense foot contact with shoe style-invariant and ground-aware learning. To overcome the challenge of shoe appearance diversity, our approach incorporates shoe style adversarial training that enforces shoe style-invariant features for contact estimation. To effectively utilize ground information, we introduce a ground feature extractor that captures ground properties based on spatial context. As a result, our proposed method achieves robust foot contact estimation regardless of shoe appearance and effectively leverages ground information. Code will be released.

Contact-Anchored Proprioceptive Odometry for Quadruped Robots

Reliable odometry for legged robots without cameras or LiDAR remains challenging due to IMU drift and noisy joint velocity sensing. This paper presents a purely proprioceptive state estimator that uses only IMU and motor measurements to jointly estimate body pose and velocity, with a unified formulation applicable to biped, quadruped, and wheel-legged robots. The key idea is to treat each contacting leg as a kinematic anchor: joint-torque--based foot wrench estimation selects reliable contacts, and the corresponding footfall positions provide intermittent world-frame constraints that suppress long-term drift. To prevent elevation drift during extended traversal, we introduce a lightweight height clustering and time-decay correction that snaps newly recorded footfall heights to previously observed support planes. To improve foot velocity observations under encoder quantization, we apply an inverse-kinematics cubature Kalman filter that directly filters foot-end velocities from joint angles and velocities. The implementation further mitigates yaw drift through multi-contact geometric consistency and degrades gracefully to a kinematics-derived heading reference when IMU yaw constraints are unavailable or unreliable. We evaluate the method on four quadruped platforms (three Astrall robots and a Unitree Go2 EDU) using closed-loop trajectories. On Astrall point-foot robot~A, a sim200\,m horizontal loop and a sim15\,m vertical loop return with 0.1638\,m and 0.219\,m error, respectively; on wheel-legged robot~B, the corresponding errors are 0.2264\,m and 0.199\,m. On wheel-legged robot~C, a sim700\,m horizontal loop yields 7.68\,m error and a sim20\,m vertical loop yields 0.540\,m error. Unitree Go2 EDU closes a sim120\,m horizontal loop with 2.2138\,m error and a sim8\,m vertical loop with less than 0.1\,m vertical error. github.com/ShineMinxing/Ros2Go2Estimator.git

UCAS ucas
·
Feb 19 2

Capturing and Inferring Dense Full-Body Human-Scene Contact

Inferring human-scene contact (HSC) is the first step toward understanding how humans interact with their surroundings. While detecting 2D human-object interaction (HOI) and reconstructing 3D human pose and shape (HPS) have enjoyed significant progress, reasoning about 3D human-scene contact from a single image is still challenging. Existing HSC detection methods consider only a few types of predefined contact, often reduce body and scene to a small number of primitives, and even overlook image evidence. To predict human-scene contact from a single image, we address the limitations above from both data and algorithmic perspectives. We capture a new dataset called RICH for "Real scenes, Interaction, Contact and Humans." RICH contains multiview outdoor/indoor video sequences at 4K resolution, ground-truth 3D human bodies captured using markerless motion capture, 3D body scans, and high resolution 3D scene scans. A key feature of RICH is that it also contains accurate vertex-level contact labels on the body. Using RICH, we train a network that predicts dense body-scene contacts from a single RGB image. Our key insight is that regions in contact are always occluded so the network needs the ability to explore the whole image for evidence. We use a transformer to learn such non-local relationships and propose a new Body-Scene contact TRansfOrmer (BSTRO). Very few methods explore 3D contact; those that do focus on the feet only, detect foot contact as a post-processing step, or infer contact from body pose without looking at the scene. To our knowledge, BSTRO is the first method to directly estimate 3D body-scene contact from a single image. We demonstrate that BSTRO significantly outperforms the prior art. The code and dataset are available at https://rich.is.tue.mpg.de.

  • 8 authors
·
Jun 19, 2022

Detecting Human-Object Contact in Images

Humans constantly contact objects to move and perform tasks. Thus, detecting human-object contact is important for building human-centered artificial intelligence. However, there exists no robust method to detect contact between the body and the scene from an image, and there exists no dataset to learn such a detector. We fill this gap with HOT ("Human-Object conTact"), a new dataset of human-object contacts for images. To build HOT, we use two data sources: (1) We use the PROX dataset of 3D human meshes moving in 3D scenes, and automatically annotate 2D image areas for contact via 3D mesh proximity and projection. (2) We use the V-COCO, HAKE and Watch-n-Patch datasets, and ask trained annotators to draw polygons for the 2D image areas where contact takes place. We also annotate the involved body part of the human body. We use our HOT dataset to train a new contact detector, which takes a single color image as input, and outputs 2D contact heatmaps as well as the body-part labels that are in contact. This is a new and challenging task that extends current foot-ground or hand-object contact detectors to the full generality of the whole body. The detector uses a part-attention branch to guide contact estimation through the context of the surrounding body parts and scene. We evaluate our detector extensively, and quantitative results show that our model outperforms baselines, and that all components contribute to better performance. Results on images from an online repository show reasonable detections and generalizability.

  • 4 authors
·
Mar 6, 2023

DECO: Dense Estimation of 3D Human-Scene Contact In The Wild

Understanding how humans use physical contact to interact with the world is key to enabling human-centric artificial intelligence. While inferring 3D contact is crucial for modeling realistic and physically-plausible human-object interactions, existing methods either focus on 2D, consider body joints rather than the surface, use coarse 3D body regions, or do not generalize to in-the-wild images. In contrast, we focus on inferring dense, 3D contact between the full body surface and objects in arbitrary images. To achieve this, we first collect DAMON, a new dataset containing dense vertex-level contact annotations paired with RGB images containing complex human-object and human-scene contact. Second, we train DECO, a novel 3D contact detector that uses both body-part-driven and scene-context-driven attention to estimate vertex-level contact on the SMPL body. DECO builds on the insight that human observers recognize contact by reasoning about the contacting body parts, their proximity to scene objects, and the surrounding scene context. We perform extensive evaluations of our detector on DAMON as well as on the RICH and BEHAVE datasets. We significantly outperform existing SOTA methods across all benchmarks. We also show qualitatively that DECO generalizes well to diverse and challenging real-world human interactions in natural images. The code, data, and models are available at https://deco.is.tue.mpg.de.

  • 6 authors
·
Sep 26, 2023 1

Whole-body Motion Control of an Omnidirectional Wheel-Legged Mobile Manipulator via Contact-Aware Dynamic Optimization

Wheel-legged robots with integrated manipulators hold great promise for mobile manipulation in logistics, industrial automation, and human-robot collaboration. However, unified control of such systems remains challenging due to the redundancy in degrees of freedom, complex wheel-ground contact dynamics, and the need for seamless coordination between locomotion and manipulation. In this work, we present the design and whole-body motion control of an omnidirectional wheel-legged quadrupedal robot equipped with a dexterous manipulator. The proposed platform incorporates independently actuated steering modules and hub-driven wheels, enabling agile omnidirectional locomotion with high maneuverability in structured environments. To address the challenges of contact-rich interaction, we develop a contact-aware whole-body dynamic optimization framework that integrates point-contact modeling for manipulation with line-contact modeling for wheel-ground interactions. A warm-start strategy is introduced to accelerate online optimization, ensuring real-time feasibility for high-dimensional control. Furthermore, a unified kinematic model tailored for the robot's 4WIS-4WID actuation scheme eliminates the need for mode switching across different locomotion strategies, improving control consistency and robustness. Simulation and experimental results validate the effectiveness of the proposed framework, demonstrating agile terrain traversal, high-speed omnidirectional mobility, and precise manipulation under diverse scenarios, underscoring the system's potential for factory automation, urban logistics, and service robotics in semi-structured environments.

  • 6 authors
·
Sep 17, 2025

Learning Dense Hand Contact Estimation from Imbalanced Data

Hands are essential to human interaction, and understanding contact between hands and the world can promote comprehensive understanding of their function. Recently, there have been growing number of hand interaction datasets that cover interaction with object, other hand, scene, and body. Despite the significance of the task and increasing high-quality data, how to effectively learn dense hand contact estimation remains largely underexplored. There are two major challenges for learning dense hand contact estimation. First, there exists class imbalance issue from hand contact datasets where majority of samples are not in contact. Second, hand contact datasets contain spatial imbalance issue with most of hand contact exhibited in finger tips, resulting in challenges for generalization towards contacts in other hand regions. To tackle these issues, we present a framework that learns dense HAnd COntact estimation (HACO) from imbalanced data. To resolve the class imbalance issue, we introduce balanced contact sampling, which builds and samples from multiple sampling groups that fairly represent diverse contact statistics for both contact and non-contact samples. Moreover, to address the spatial imbalance issue, we propose vertex-level class-balanced (VCB) loss, which incorporates spatially varying contact distribution by separately reweighting loss contribution of each vertex based on its contact frequency across dataset. As a result, we effectively learn to predict dense hand contact estimation with large-scale hand contact data without suffering from class and spatial imbalance issue. The codes will be released.

  • 2 authors
·
May 16, 2025 3

Multimodal Active Measurement for Human Mesh Recovery in Close Proximity

For physical human-robot interactions (pHRI), a robot needs to estimate the accurate body pose of a target person. However, in these pHRI scenarios, the robot cannot fully observe the target person's body with equipped cameras because the target person must be close to the robot for physical interaction. This close distance leads to severe truncation and occlusions and thus results in poor accuracy of human pose estimation. For better accuracy in this challenging environment, we propose an active measurement and sensor fusion framework of the equipped cameras with touch and ranging sensors such as 2D LiDAR. Touch and ranging sensor measurements are sparse but reliable and informative cues for localizing human body parts. In our active measurement process, camera viewpoints and sensor placements are dynamically optimized to measure body parts with higher estimation uncertainty, which is closely related to truncation or occlusion. In our sensor fusion process, assuming that the measurements of touch and ranging sensors are more reliable than the camera-based estimations, we fuse the sensor measurements to the camera-based estimated pose by aligning the estimated pose towards the measured points. Our proposed method outperformed previous methods on the standard occlusion benchmark with simulated active measurement. Furthermore, our method reliably estimated human poses using a real robot, even with practical constraints such as occlusion by blankets.

  • 4 authors
·
Oct 12, 2023

RTMW: Real-Time Multi-Person 2D and 3D Whole-body Pose Estimation

Whole-body pose estimation is a challenging task that requires simultaneous prediction of keypoints for the body, hands, face, and feet. Whole-body pose estimation aims to predict fine-grained pose information for the human body, including the face, torso, hands, and feet, which plays an important role in the study of human-centric perception and generation and in various applications. In this work, we present RTMW (Real-Time Multi-person Whole-body pose estimation models), a series of high-performance models for 2D/3D whole-body pose estimation. We incorporate RTMPose model architecture with FPN and HEM (Hierarchical Encoding Module) to better capture pose information from different body parts with various scales. The model is trained with a rich collection of open-source human keypoint datasets with manually aligned annotations and further enhanced via a two-stage distillation strategy. RTMW demonstrates strong performance on multiple whole-body pose estimation benchmarks while maintaining high inference efficiency and deployment friendliness. We release three sizes: m/l/x, with RTMW-l achieving a 70.2 mAP on the COCO-Wholebody benchmark, making it the first open-source model to exceed 70 mAP on this benchmark. Meanwhile, we explored the performance of RTMW in the task of 3D whole-body pose estimation, conducting image-based monocular 3D whole-body pose estimation in a coordinate classification manner. We hope this work can benefit both academic research and industrial applications. The code and models have been made publicly available at: https://github.com/open-mmlab/mmpose/tree/main/projects/rtmpose

  • 3 authors
·
Jul 11, 2024 1

Training-Free Dense Hand Contact Estimation with Multi-Modal Large Language Models

Dense hand contact estimation requires both high-level semantic understanding and fine-grained geometric reasoning of human interaction to accurately localize contact regions. Recently, multi-modal large language models (MLLMs) have demonstrated strong capabilities in understanding visual semantics, enabled by vision-language priors learned from large-scale data. However, leveraging MLLMs for dense hand contact estimation remains underexplored. There are two major challenges in applying MLLMs to dense hand contact estimation. First, encoding explicit 3D hand geometry is difficult, as MLLMs primarily operate on vision and language modalities. Second, capturing fine-grained vertex-level contact remains challenging, as MLLMs tend to focus on high-level semantics rather than detailed geometric reasoning. To address these challenges, we propose ContactPrompt, a training-free and zero-shot approach for dense hand contact estimation using MLLMs. To effectively encode 3D hand geometry, we introduce a detailed hand-part segmentation and a part-wise vertex-grid representation that provides structured, localized geometric information. To enable accurate and efficient dense contact prediction, we develop a multi-stage structured contact reasoning with part conditioning, progressively bridging global semantics and fine-grained geometry. Therefore, our method effectively leverages the reasoning capabilities of MLLMs while enabling precise dense hand contact estimation. Surprisingly, the proposed approach outperforms previous supervised methods trained on large-scale dense contact datasets without requiring any training. The codes will be released.

BioMoDiffuse: Physics-Guided Biomechanical Diffusion for Controllable and Authentic Human Motion Synthesis

Human motion generation holds significant promise in fields such as animation, film production, and robotics. However, existing methods often fail to produce physically plausible movements that adhere to biomechanical principles. While recent autoregressive and diffusion models have improved visual quality, they frequently overlook essential biodynamic features, such as muscle activation patterns and joint coordination, leading to motions that either violate physical laws or lack controllability. This paper introduces BioMoDiffuse, a novel biomechanics-aware diffusion framework that addresses these limitations. It features three key innovations: (1) A lightweight biodynamic network that integrates muscle electromyography (EMG) signals and kinematic features with acceleration constraints, (2) A physics-guided diffusion process that incorporates real-time biomechanical verification via modified Euler-Lagrange equations, and (3) A decoupled control mechanism that allows independent regulation of motion speed and semantic context. We also propose a set of comprehensive evaluation protocols that combines traditional metrics (FID, R-precision, etc.) with new biomechanical criteria (smoothness, foot sliding, floating, etc.). Our approach bridges the gap between data-driven motion synthesis and biomechanical authenticity, establishing new benchmarks for physically accurate motion generation.

  • 3 authors
·
Mar 8, 2025

OpenCapBench: A Benchmark to Bridge Pose Estimation and Biomechanics

Pose estimation has promised to impact healthcare by enabling more practical methods to quantify nuances of human movement and biomechanics. However, despite the inherent connection between pose estimation and biomechanics, these disciplines have largely remained disparate. For example, most current pose estimation benchmarks use metrics such as Mean Per Joint Position Error, Percentage of Correct Keypoints, or mean Average Precision to assess performance, without quantifying kinematic and physiological correctness - key aspects for biomechanics. To alleviate this challenge, we develop OpenCapBench to offer an easy-to-use unified benchmark to assess common tasks in human pose estimation, evaluated under physiological constraints. OpenCapBench computes consistent kinematic metrics through joints angles provided by an open-source musculoskeletal modeling software (OpenSim). Through OpenCapBench, we demonstrate that current pose estimation models use keypoints that are too sparse for accurate biomechanics analysis. To mitigate this challenge, we introduce SynthPose, a new approach that enables finetuning of pre-trained 2D human pose models to predict an arbitrarily denser set of keypoints for accurate kinematic analysis through the use of synthetic data. Incorporating such finetuning on synthetic data of prior models leads to twofold reduced joint angle errors. Moreover, OpenCapBench allows users to benchmark their own developed models on our clinically relevant cohort. Overall, OpenCapBench bridges the computer vision and biomechanics communities, aiming to drive simultaneous advances in both areas.

  • 6 authors
·
Jun 14, 2024

ProGait: A Multi-Purpose Video Dataset and Benchmark for Transfemoral Prosthesis Users

Prosthetic legs play a pivotal role in clinical rehabilitation, allowing individuals with lower-limb amputations the ability to regain mobility and improve their quality of life. Gait analysis is fundamental for optimizing prosthesis design and alignment, directly impacting the mobility and life quality of individuals with lower-limb amputations. Vision-based machine learning (ML) methods offer a scalable and non-invasive solution to gait analysis, but face challenges in correctly detecting and analyzing prosthesis, due to their unique appearances and new movement patterns. In this paper, we aim to bridge this gap by introducing a multi-purpose dataset, namely ProGait, to support multiple vision tasks including Video Object Segmentation, 2D Human Pose Estimation, and Gait Analysis (GA). ProGait provides 412 video clips from four above-knee amputees when testing multiple newly-fitted prosthetic legs through walking trials, and depicts the presence, contours, poses, and gait patterns of human subjects with transfemoral prosthetic legs. Alongside the dataset itself, we also present benchmark tasks and fine-tuned baseline models to illustrate the practical application and performance of the ProGait dataset. We compared our baseline models against pre-trained vision models, demonstrating improved generalizability when applying the ProGait dataset for prosthesis-specific tasks. Our code is available at https://github.com/pittisl/ProGait and dataset at https://huggingface.co/datasets/ericyxy98/ProGait.

  • 7 authors
·
Jul 14, 2025

MambaTrack: A Simple Baseline for Multiple Object Tracking with State Space Model

Tracking by detection has been the prevailing paradigm in the field of Multi-object Tracking (MOT). These methods typically rely on the Kalman Filter to estimate the future locations of objects, assuming linear object motion. However, they fall short when tracking objects exhibiting nonlinear and diverse motion in scenarios like dancing and sports. In addition, there has been limited focus on utilizing learning-based motion predictors in MOT. To address these challenges, we resort to exploring data-driven motion prediction methods. Inspired by the great expectation of state space models (SSMs), such as Mamba, in long-term sequence modeling with near-linear complexity, we introduce a Mamba-based motion model named Mamba moTion Predictor (MTP). MTP is designed to model the complex motion patterns of objects like dancers and athletes. Specifically, MTP takes the spatial-temporal location dynamics of objects as input, captures the motion pattern using a bi-Mamba encoding layer, and predicts the next motion. In real-world scenarios, objects may be missed due to occlusion or motion blur, leading to premature termination of their trajectories. To tackle this challenge, we further expand the application of MTP. We employ it in an autoregressive way to compensate for missing observations by utilizing its own predictions as inputs, thereby contributing to more consistent trajectories. Our proposed tracker, MambaTrack, demonstrates advanced performance on benchmarks such as Dancetrack and SportsMOT, which are characterized by complex motion and severe occlusion.

  • 4 authors
·
Aug 17, 2024

Interact2Ar: Full-Body Human-Human Interaction Generation via Autoregressive Diffusion Models

Generating realistic human-human interactions is a challenging task that requires not only high-quality individual body and hand motions, but also coherent coordination among all interactants. Due to limitations in available data and increased learning complexity, previous methods tend to ignore hand motions, limiting the realism and expressivity of the interactions. Additionally, current diffusion-based approaches generate entire motion sequences simultaneously, limiting their ability to capture the reactive and adaptive nature of human interactions. To address these limitations, we introduce Interact2Ar, the first end-to-end text-conditioned autoregressive diffusion model for generating full-body, human-human interactions. Interact2Ar incorporates detailed hand kinematics through dedicated parallel branches, enabling high-fidelity full-body generation. Furthermore, we introduce an autoregressive pipeline coupled with a novel memory technique that facilitates adaptation to the inherent variability of human interactions using efficient large context windows. The adaptability of our model enables a series of downstream applications, including temporal motion composition, real-time adaptation to disturbances, and extension beyond dyadic to multi-person scenarios. To validate the generated motions, we introduce a set of robust evaluators and extended metrics designed specifically for assessing full-body interactions. Through quantitative and qualitative experiments, we demonstrate the state-of-the-art performance of Interact2Ar.

  • 5 authors
·
Dec 22, 2025

Language-Guided and Motion-Aware Gait Representation for Generalizable Recognition

Gait recognition is emerging as a promising technology and an innovative field within computer vision, with a wide range of applications in remote human identification. However, existing methods typically rely on complex architectures to directly extract features from images and apply pooling operations to obtain sequence-level representations. Such designs often lead to overfitting on static noise (e.g., clothing), while failing to effectively capture dynamic motion regions, such as the arms and legs. This bottleneck is particularly challenging in the presence of intra-class variation, where gait features of the same individual under different environmental conditions are significantly distant in the feature space. To address the above challenges, we present a Languageguided and Motion-aware gait recognition framework, named LMGait. To the best of our knowledge, LMGait is the first method to introduce natural language descriptions as explicit semantic priors into the gait recognition task. In particular, we utilize designed gait-related language cues to capture key motion features in gait sequences. To improve cross-modal alignment, we propose the Motion Awareness Module (MAM), which refines the language features by adaptively adjusting various levels of semantic information to ensure better alignment with the visual representations. Furthermore, we introduce the Motion Temporal Capture Module (MTCM) to enhance the discriminative capability of gait features and improve the model's motion tracking ability. We conducted extensive experiments across multiple datasets, and the results demonstrate the significant advantages of our proposed network. Specifically, our model achieved accuracies of 88.5%, 97.1%, and 97.5% on the CCPG, SUSTech1K, and CASIAB datasets, respectively, achieving state-of-the-art performance. Homepage: https://dingwu1021.github.io/LMGait/

  • 9 authors
·
Jan 17

InfiniteDance: Scalable 3D Dance Generation Towards in-the-wild Generalization

Although existing 3D dance generation methods perform well in controlled scenarios, they often struggle to generalize in the wild. When conditioned on unseen music, existing methods often produce unstructured or physically implausible dance, largely due to limited music-to-dance data and restricted model capacity. This work aims to push the frontier of generalizable 3D dance generation by scaling up both data and model design. (1) On the data side, we develop a fully automated pipeline that reconstructs high-fidelity 3D dance motions from monocular videos. To eliminate the physical artifacts prevalent in existing reconstruction methods, we introduce a Foot Restoration Diffusion Model (FRDM) guided by foot-contact and geometric constraints that enforce physical plausibility while preserving kinematic smoothness and expressiveness, resulting in a diverse, high-quality multimodal 3D dance dataset totaling 100.69 hours. (2) On model design, we propose Choreographic LLaMA (ChoreoLLaMA), a scalable LLaMA-based architecture. To enhance robustness under unfamiliar music conditions, we integrate a retrieval-augmented generation (RAG) module that injects reference dance as a prompt. Additionally, we design a slow/fast-cadence Mixture-of-Experts (MoE) module that enables ChoreoLLaMA to smoothly adapt motion rhythms across varying music tempos. Extensive experiments across diverse dance genres show that our approach surpasses existing methods in both qualitative and quantitative evaluations, marking a step toward scalable, real-world 3D dance generation. Code, models, and data will be released.

  • 9 authors
·
Mar 10

MILE: A Mechanically Isomorphic Exoskeleton Data Collection System with Fingertip Visuotactile Sensing for Dexterous Manipulation

Imitation learning provides a promising approach to dexterous hand manipulation, but its effectiveness is limited by the lack of large-scale, high-fidelity data. Existing data-collection pipelines suffer from inaccurate motion retargeting, low data-collection efficiency, and missing high-resolution fingertip tactile sensing. We address this gap with MILE, a mechanically isomorphic teleoperation and data-collection system co-designed from human hand to exoskeleton to robotic hand. The exoskeleton is anthropometrically derived from the human hand, and the robotic hand preserves one-to-one joint-position isomorphism, eliminating nonlinear retargeting and enabling precise, natural control. The exoskeleton achieves a multi-joint mean absolute angular error below one degree, while the robotic hand integrates compact fingertip visuotactile modules that provide high-resolution tactile observations. Built on this retargeting-free interface, we teleoperate complex, contact-rich in-hand manipulation and efficiently collect a multimodal dataset comprising high-resolution fingertip visuotactile signals, RGB-D images, and joint positions. The teleoperation pipeline achieves a mean success rate improvement of 64%. Incorporating fingertip tactile observations further increases the success rate by an average of 25% over the vision-only baseline, validating the fidelity and utility of the dataset. Further details are available at: https://sites.google.com/view/mile-system.

  • 9 authors
·
Nov 29, 2025

Scene-aware Human Motion Forecasting via Mutual Distance Prediction

In this paper, we tackle the problem of scene-aware 3D human motion forecasting. A key challenge of this task is to predict future human motions that are consistent with the scene by modeling the human-scene interactions. While recent works have demonstrated that explicit constraints on human-scene interactions can prevent the occurrence of ghost motion, they only provide constraints on partial human motion e.g., the global motion of the human or a few joints contacting the scene, leaving the rest of the motion unconstrained. To address this limitation, we propose to model the human-scene interaction with the mutual distance between the human body and the scene. Such mutual distances constrain both the local and global human motion, resulting in a whole-body motion constrained prediction. In particular, mutual distance constraints consist of two components, the signed distance of each vertex on the human mesh to the scene surface and the distance of basis scene points to the human mesh. We further introduce a global scene representation learned from a signed distance function (SDF) volume to ensure coherence between the global scene representation and the explicit constraint from the mutual distance. We develop a pipeline with two sequential steps: predicting the future mutual distances first, followed by forecasting future human motion. During training, we explicitly encourage consistency between predicted poses and mutual distances. Extensive evaluations on the existing synthetic and real datasets demonstrate that our approach consistently outperforms the state-of-the-art methods.

  • 3 authors
·
Oct 1, 2023

Reconstructing Interacting Hands with Interaction Prior from Monocular Images

Reconstructing interacting hands from monocular images is indispensable in AR/VR applications. Most existing solutions rely on the accurate localization of each skeleton joint. However, these methods tend to be unreliable due to the severe occlusion and confusing similarity among adjacent hand parts. This also defies human perception because humans can quickly imitate an interaction pattern without localizing all joints. Our key idea is to first construct a two-hand interaction prior and recast the interaction reconstruction task as the conditional sampling from the prior. To expand more interaction states, a large-scale multimodal dataset with physical plausibility is proposed. Then a VAE is trained to further condense these interaction patterns as latent codes in a prior distribution. When looking for image cues that contribute to interaction prior sampling, we propose the interaction adjacency heatmap (IAH). Compared with a joint-wise heatmap for localization, IAH assigns denser visible features to those invisible joints. Compared with an all-in-one visible heatmap, it provides more fine-grained local interaction information in each interaction region. Finally, the correlations between the extracted features and corresponding interaction codes are linked by the ViT module. Comprehensive evaluations on benchmark datasets have verified the effectiveness of this framework. The code and dataset are publicly available at https://github.com/binghui-z/InterPrior_pytorch

  • 6 authors
·
Aug 27, 2023

Computer Vision for Clinical Gait Analysis: A Gait Abnormality Video Dataset

Clinical gait analysis (CGA) using computer vision is an emerging field in artificial intelligence that faces barriers of accessible, real-world data, and clear task objectives. This paper lays the foundation for current developments in CGA as well as vision-based methods and datasets suitable for gait analysis. We introduce The Gait Abnormality in Video Dataset (GAVD) in response to our review of over 150 current gait-related computer vision datasets, which highlighted the need for a large and accessible gait dataset clinically annotated for CGA. GAVD stands out as the largest video gait dataset, comprising 1874 sequences of normal, abnormal and pathological gaits. Additionally, GAVD includes clinically annotated RGB data sourced from publicly available content on online platforms. It also encompasses over 400 subjects who have undergone clinical grade visual screening to represent a diverse range of abnormal gait patterns, captured in various settings, including hospital clinics and urban uncontrolled outdoor environments. We demonstrate the validity of the dataset and utility of action recognition models for CGA using pretrained models Temporal Segment Networks(TSN) and SlowFast network to achieve video abnormality detection of 94% and 92% respectively when tested on GAVD dataset. A GitHub repository https://github.com/Rahmyyy/GAVD consisting of convenient URL links, and clinically relevant annotation for CGA is provided for over 450 online videos, featuring diverse subjects performing a range of normal, pathological, and abnormal gait patterns.

  • 4 authors
·
Jul 4, 2024

ImDy: Human Inverse Dynamics from Imitated Observations

Inverse dynamics (ID), which aims at reproducing the driven torques from human kinematic observations, has been a critical tool for gait analysis. However, it is hindered from wider application to general motion due to its limited scalability. Conventional optimization-based ID requires expensive laboratory setups, restricting its availability. To alleviate this problem, we propose to exploit the recently progressive human motion imitation algorithms to learn human inverse dynamics in a data-driven manner. The key insight is that the human ID knowledge is implicitly possessed by motion imitators, though not directly applicable. In light of this, we devise an efficient data collection pipeline with state-of-the-art motion imitation algorithms and physics simulators, resulting in a large-scale human inverse dynamics benchmark as Imitated Dynamics (ImDy). ImDy contains over 150 hours of motion with joint torque and full-body ground reaction force data. With ImDy, we train a data-driven human inverse dynamics solver ImDyS(olver) in a fully supervised manner, which conducts ID and ground reaction force estimation simultaneously. Experiments on ImDy and real-world data demonstrate the impressive competency of ImDyS in human inverse dynamics and ground reaction force estimation. Moreover, the potential of ImDy(-S) as a fundamental motion analysis tool is exhibited with downstream applications. The project page is https://foruck.github.io/ImDy/.

  • 6 authors
·
Oct 23, 2024

Full-Body Articulated Human-Object Interaction

Fine-grained capturing of 3D HOI boosts human activity understanding and facilitates downstream visual tasks, including action recognition, holistic scene reconstruction, and human motion synthesis. Despite its significance, existing works mostly assume that humans interact with rigid objects using only a few body parts, limiting their scope. In this paper, we address the challenging problem of f-AHOI, wherein the whole human bodies interact with articulated objects, whose parts are connected by movable joints. We present CHAIRS, a large-scale motion-captured f-AHOI dataset, consisting of 16.2 hours of versatile interactions between 46 participants and 81 articulated and rigid sittable objects. CHAIRS provides 3D meshes of both humans and articulated objects during the entire interactive process, as well as realistic and physically plausible full-body interactions. We show the value of CHAIRS with object pose estimation. By learning the geometrical relationships in HOI, we devise the very first model that leverage human pose estimation to tackle the estimation of articulated object poses and shapes during whole-body interactions. Given an image and an estimated human pose, our model first reconstructs the pose and shape of the object, then optimizes the reconstruction according to a learned interaction prior. Under both evaluation settings (e.g., with or without the knowledge of objects' geometries/structures), our model significantly outperforms baselines. We hope CHAIRS will promote the community towards finer-grained interaction understanding. We will make the data/code publicly available.

  • 9 authors
·
Dec 20, 2022

Database-Agnostic Gait Enrollment using SetTransformers

Gait recognition has emerged as a powerful tool for unobtrusive and long-range identity analysis, with growing relevance in surveillance and monitoring applications. Although recent advances in deep learning and large-scale datasets have enabled highly accurate recognition under closed-set conditions, real-world deployment demands open-set gait enrollment, which means determining whether a new gait sample corresponds to a known identity or represents a previously unseen individual. In this work, we introduce a transformer-based framework for open-set gait enrollment that is both dataset-agnostic and recognition-architecture-agnostic. Our method leverages a SetTransformer to make enrollment decisions based on the embedding of a probe sample and a context set drawn from the gallery, without requiring task-specific thresholds or retraining for new environments. By decoupling enrollment from the main recognition pipeline, our model is generalized across different datasets, gallery sizes, and identity distributions. We propose an evaluation protocol that uses existing datasets in different ratios of identities and walks per identity. We instantiate our method using skeleton-based gait representations and evaluate it on two benchmark datasets (CASIA-B and PsyMo), using embeddings from three state-of-the-art recognition models (GaitGraph, GaitFormer, and GaitPT). We show that our method is flexible, is able to accurately perform enrollment in different scenarios, and scales better with data compared to traditional approaches. We will make the code and dataset scenarios publicly available.

  • 4 authors
·
May 5, 2025

TrackID3x3: A Dataset and Algorithm for Multi-Player Tracking with Identification and Pose Estimation in 3x3 Basketball Full-court Videos

Multi-object tracking, player identification, and pose estimation are fundamental components of sports analytics, essential for analyzing player movements, performance, and tactical strategies. However, existing datasets and methodologies primarily target mainstream team sports such as soccer and conventional 5-on-5 basketball, often overlooking scenarios involving fixed-camera setups commonly used at amateur levels, less mainstream sports, or datasets that explicitly incorporate pose annotations. In this paper, we propose the TrackID3x3 dataset, the first publicly available comprehensive dataset specifically designed for multi-player tracking, player identification, and pose estimation in 3x3 basketball scenarios. The dataset comprises three distinct subsets (Indoor fixed-camera, Outdoor fixed-camera, and Drone camera footage), capturing diverse full-court camera perspectives and environments. We also introduce the Track-ID task, a simplified variant of the game state reconstruction task that excludes field detection and focuses exclusively on fixed-camera scenarios. To evaluate performance, we propose a baseline algorithm called Track-ID algorithm, tailored to assess tracking and identification quality. Furthermore, our benchmark experiments, utilizing recent multi-object tracking algorithms (e.g., BoT-SORT-ReID) and top-down pose estimation methods (HRNet, RTMPose, and SwinPose), demonstrate robust results and highlight remaining challenges. Our dataset and evaluation benchmarks provide a solid foundation for advancing automated analytics in 3x3 basketball. Dataset and code will be available at https://github.com/open-starlab/TrackID3x3.

  • 9 authors
·
Mar 23, 2025

Hierarchical Spatio-Temporal Representation Learning for Gait Recognition

Gait recognition is a biometric technique that identifies individuals by their unique walking styles, which is suitable for unconstrained environments and has a wide range of applications. While current methods focus on exploiting body part-based representations, they often neglect the hierarchical dependencies between local motion patterns. In this paper, we propose a hierarchical spatio-temporal representation learning (HSTL) framework for extracting gait features from coarse to fine. Our framework starts with a hierarchical clustering analysis to recover multi-level body structures from the whole body to local details. Next, an adaptive region-based motion extractor (ARME) is designed to learn region-independent motion features. The proposed HSTL then stacks multiple ARMEs in a top-down manner, with each ARME corresponding to a specific partition level of the hierarchy. An adaptive spatio-temporal pooling (ASTP) module is used to capture gait features at different levels of detail to perform hierarchical feature mapping. Finally, a frame-level temporal aggregation (FTA) module is employed to reduce redundant information in gait sequences through multi-scale temporal downsampling. Extensive experiments on CASIA-B, OUMVLP, GREW, and Gait3D datasets demonstrate that our method outperforms the state-of-the-art while maintaining a reasonable balance between model accuracy and complexity.

Learned Perceptive Forward Dynamics Model for Safe and Platform-aware Robotic Navigation

Ensuring safe navigation in complex environments requires accurate real-time traversability assessment and understanding of environmental interactions relative to the robot`s capabilities. Traditional methods, which assume simplified dynamics, often require designing and tuning cost functions to safely guide paths or actions toward the goal. This process is tedious, environment-dependent, and not generalizable. To overcome these issues, we propose a novel learned perceptive Forward Dynamics Model (FDM) that predicts the robot`s future state conditioned on the surrounding geometry and history of proprioceptive measurements, proposing a more scalable, safer, and heuristic-free solution. The FDM is trained on multiple years of simulated navigation experience, including high-risk maneuvers, and real-world interactions to incorporate the full system dynamics beyond rigid body simulation. We integrate our perceptive FDM into a zero-shot Model Predictive Path Integral (MPPI) planning framework, leveraging the learned mapping between actions, future states, and failure probability. This allows for optimizing a simplified cost function, eliminating the need for extensive cost-tuning to ensure safety. On the legged robot ANYmal, the proposed perceptive FDM improves the position estimation by on average 41% over competitive baselines, which translates into a 27% higher navigation success rate in rough simulation environments. Moreover, we demonstrate effective sim-to-real transfer and showcase the benefit of training on synthetic and real data. Code and models are made publicly available under https://github.com/leggedrobotics/fdm.

  • 4 authors
·
Apr 27, 2025

A Neural Anthropometer Learning from Body Dimensions Computed on Human 3D Meshes

Human shape estimation has become increasingly important both theoretically and practically, for instance, in 3D mesh estimation, distance garment production and computational forensics, to mention just a few examples. As a further specialization, Human Body Dimensions Estimation (HBDE) focuses on estimating human body measurements like shoulder width or chest circumference from images or 3D meshes usually using supervised learning approaches. The main obstacle in this context is the data scarcity problem, as collecting this ground truth requires expensive and difficult procedures. This obstacle can be overcome by obtaining realistic human measurements from 3D human meshes. However, a) there are no well established methods to calculate HBDs from 3D meshes and b) there are no benchmarks to fairly compare results on the HBDE task. Our contribution is twofold. On the one hand, we present a method to calculate right and left arm length, shoulder width, and inseam (crotch height) from 3D meshes with focus on potential medical, virtual try-on and distance tailoring applications. On the other hand, we use four additional body dimensions calculated using recently published methods to assemble a set of eight body dimensions which we use as a supervision signal to our Neural Anthropometer: a convolutional neural network capable of estimating these dimensions. To assess the estimation, we train the Neural Anthropometer with synthetic images of 3D meshes, from which we calculated the HBDs and observed that the network's overall mean estimate error is 20.89 mm (relative error of 2.84\%). The results we present are fully reproducible and establish a fair baseline for research on the task of HBDE, therefore enabling the community with a valuable method.

  • 2 authors
·
Oct 6, 2021

HydroShear: Hydroelastic Shear Simulation for Tactile Sim-to-Real Reinforcement Learning

In this paper, we address the problem of tactile sim-to-real policy transfer for contact-rich tasks. Existing methods primarily focus on vision-based sensors and emphasize image rendering quality while providing overly simplistic models of force and shear. Consequently, these models exhibit a large sim-to-real gap for many dexterous tasks. Here, we present HydroShear, a non-holonomic hydroelastic tactile simulator that advances the state-of-the-art by modeling: a) stick-slip transitions, b) path-dependent force and shear build up, and c) full SE(3) object-sensor interactions. HydroShear extends hydroelastic contact models using Signed Distance Functions (SDFs) to track the displacements of the on-surface points of an indenter during physical interaction with the sensor membrane. Our approach generates physics-based, computationally efficient force fields from arbitrary watertight geometries while remaining agnostic to the underlying physics engine. In experiments with GelSight Minis, HydroShear more faithfully reproduces real tactile shear compared to existing methods. This fidelity enables zero-shot sim-to-real transfer of reinforcement learning policies across four tasks: peg insertion, bin packing, book shelving for insertion, and drawer pulling for fine gripper control under slip. Our method achieves a 93% average success rate, outperforming policies trained on tactile images (34%) and alternative shear simulation methods (58%-61%).

  • 7 authors
·
Feb 27 3

DICE: End-to-end Deformation Capture of Hand-Face Interactions from a Single Image

Reconstructing 3D hand-face interactions with deformations from a single image is a challenging yet crucial task with broad applications in AR, VR, and gaming. The challenges stem from self-occlusions during single-view hand-face interactions, diverse spatial relationships between hands and face, complex deformations, and the ambiguity of the single-view setting. The first and only method for hand-face interaction recovery, Decaf, introduces a global fitting optimization guided by contact and deformation estimation networks trained on studio-collected data with 3D annotations. However, Decaf suffers from a time-consuming optimization process and limited generalization capability due to its reliance on 3D annotations of hand-face interaction data. To address these issues, we present DICE, the first end-to-end method for Deformation-aware hand-face Interaction reCovEry from a single image. DICE estimates the poses of hands and faces, contacts, and deformations simultaneously using a Transformer-based architecture. It features disentangling the regression of local deformation fields and global mesh vertex locations into two network branches, enhancing deformation and contact estimation for precise and robust hand-face mesh recovery. To improve generalizability, we propose a weakly-supervised training approach that augments the training set using in-the-wild images without 3D ground-truth annotations, employing the depths of 2D keypoints estimated by off-the-shelf models and adversarial priors of poses for supervision. Our experiments demonstrate that DICE achieves state-of-the-art performance on a standard benchmark and in-the-wild data in terms of accuracy and physical plausibility. Additionally, our method operates at an interactive rate (20 fps) on an Nvidia 4090 GPU, whereas Decaf requires more than 15 seconds for a single image. Our code will be publicly available upon publication.

  • 14 authors
·
Jun 25, 2024

HiH: A Multi-modal Hierarchy in Hierarchy Network for Unconstrained Gait Recognition

Gait recognition has achieved promising advances in controlled settings, yet it significantly struggles in unconstrained environments due to challenges such as view changes, occlusions, and varying walking speeds. Additionally, efforts to fuse multiple modalities often face limited improvements because of cross-modality incompatibility, particularly in outdoor scenarios. To address these issues, we present a multi-modal Hierarchy in Hierarchy network (HiH) that integrates silhouette and pose sequences for robust gait recognition. HiH features a main branch that utilizes Hierarchical Gait Decomposer (HGD) modules for depth-wise and intra-module hierarchical examination of general gait patterns from silhouette data. This approach captures motion hierarchies from overall body dynamics to detailed limb movements, facilitating the representation of gait attributes across multiple spatial resolutions. Complementing this, an auxiliary branch, based on 2D joint sequences, enriches the spatial and temporal aspects of gait analysis. It employs a Deformable Spatial Enhancement (DSE) module for pose-guided spatial attention and a Deformable Temporal Alignment (DTA) module for aligning motion dynamics through learned temporal offsets. Extensive evaluations across diverse indoor and outdoor datasets demonstrate HiH's state-of-the-art performance, affirming a well-balanced trade-off between accuracy and efficiency.

NankaiUniversity Nankai University
·
Nov 18, 2023

LEXIS: LatEnt ProXimal Interaction Signatures for 3D HOI from an Image

Reconstructing 3D Human-Object Interaction from an RGB image is essential for perceptive systems. Yet, this remains challenging as it requires capturing the subtle physical coupling between the body and objects. While current methods rely on sparse, binary contact cues, these fail to model the continuous proximity and dense spatial relationships that characterize natural interactions. We address this limitation via InterFields, a representation that encodes dense, continuous proximity across the entire body and object surfaces. However, inferring these fields from single images is inherently ill-posed. To tackle this, our intuition is that interaction patterns are characteristically structured by the action and object geometry. We capture this structure in LEXIS, a novel discrete manifold of interaction signatures learned via a VQ-VAE. We then develop LEXIS-Flow, a diffusion framework that leverages LEXIS signatures to estimate human and object meshes alongside their InterFields. Notably, these InterFields help in a guided refinement that ensures physically-plausible, proximity-aware reconstructions without requiring post-hoc optimization. Evaluation on Open3DHOI and BEHAVE shows that LEXIS-Flow significantly outperforms existing SotA baselines in reconstruction, contact, and proximity quality. Our approach not only improves generalization but also yields reconstructions perceived as more realistic, moving us closer to holistic 3D scene understanding. Code & models will be public at https://anticdimi.github.io/lexis.

  • 5 authors
·
Apr 21

Learning Human-Object Interaction for 3D Human Pose Estimation from LiDAR Point Clouds

Understanding humans from LiDAR point clouds is one of the most critical tasks in autonomous driving due to its close relationships with pedestrian safety, yet it remains challenging in the presence of diverse human-object interactions and cluttered backgrounds. Nevertheless, existing methods largely overlook the potential of leveraging human-object interactions to build robust 3D human pose estimation frameworks. There are two major challenges that motivate the incorporation of human-object interaction. First, human-object interactions introduce spatial ambiguity between human and object points, which often leads to erroneous 3D human keypoint predictions in interaction regions. Second, there exists severe class imbalance in the number of points between interacting and non-interacting body parts, with the interaction-frequent regions such as hand and foot being sparsely observed in LiDAR data. To address these challenges, we propose a Human-Object Interaction Learning (HOIL) framework for robust 3D human pose estimation from LiDAR point clouds. To mitigate the spatial ambiguity issue, we present human-object interaction-aware contrastive learning (HOICL) that effectively enhances feature discrimination between human and object points, particularly in interaction regions. To alleviate the class imbalance issue, we introduce contact-aware part-guided pooling (CPPool) that adaptively reallocates representational capacity by compressing overrepresented points while preserving informative points from interacting body parts. In addition, we present an optional contact-based temporal refinement that refines erroneous per-frame keypoint estimates using contact cues over time. As a result, our HOIL effectively leverages human-object interaction to resolve spatial ambiguity and class imbalance in interaction regions. Codes will be released.

eFlesh: Highly customizable Magnetic Touch Sensing using Cut-Cell Microstructures

If human experience is any guide, operating effectively in unstructured environments -- like homes and offices -- requires robots to sense the forces during physical interaction. Yet, the lack of a versatile, accessible, and easily customizable tactile sensor has led to fragmented, sensor-specific solutions in robotic manipulation -- and in many cases, to force-unaware, sensorless approaches. With eFlesh, we bridge this gap by introducing a magnetic tactile sensor that is low-cost, easy to fabricate, and highly customizable. Building an eFlesh sensor requires only four components: a hobbyist 3D printer, off-the-shelf magnets (<$5), a CAD model of the desired shape, and a magnetometer circuit board. The sensor is constructed from tiled, parameterized microstructures, which allow for tuning the sensor's geometry and its mechanical response. We provide an open-source design tool that converts convex OBJ/STL files into 3D-printable STLs for fabrication. This modular design framework enables users to create application-specific sensors, and to adjust sensitivity depending on the task. Our sensor characterization experiments demonstrate the capabilities of eFlesh: contact localization RMSE of 0.5 mm, and force prediction RMSE of 0.27 N for normal force and 0.12 N for shear force. We also present a learned slip detection model that generalizes to unseen objects with 95% accuracy, and visuotactile control policies that improve manipulation performance by 40% over vision-only baselines -- achieving 91% average success rate for four precise tasks that require sub-mm accuracy for successful completion. All design files, code and the CAD-to-eFlesh STL conversion tool are open-sourced and available on https://e-flesh.com.

  • 6 authors
·
Jun 11, 2025

HandX: Scaling Bimanual Motion and Interaction Generation

Synthesizing human motion has advanced rapidly, yet realistic hand motion and bimanual interaction remain underexplored. Whole-body models often miss the fine-grained cues that drive dexterous behavior, finger articulation, contact timing, and inter-hand coordination, and existing resources lack high-fidelity bimanual sequences that capture nuanced finger dynamics and collaboration. To fill this gap, we present HandX, a unified foundation spanning data, annotation, and evaluation. We consolidate and filter existing datasets for quality, and collect a new motion-capture dataset targeting underrepresented bimanual interactions with detailed finger dynamics. For scalable annotation, we introduce a decoupled strategy that extracts representative motion features, e.g., contact events and finger flexion, and then leverages reasoning from large language models to produce fine-grained, semantically rich descriptions aligned with these features. Building on the resulting data and annotations, we benchmark diffusion and autoregressive models with versatile conditioning modes. Experiments demonstrate high-quality dexterous motion generation, supported by our newly proposed hand-focused metrics. We further observe clear scaling trends: larger models trained on larger, higher-quality datasets produce more semantically coherent bimanual motion. Our dataset is released to support future research.

Touch2Insert: Zero-Shot Peg Insertion by Touching Intersections of Peg and Hole

Reliable insertion of industrial connectors remains a central challenge in robotics, requiring sub-millimeter precision under uncertainty and often without full visual access. Vision-based approaches struggle with occlusion and limited generalization, while learning-based policies frequently fail to transfer to unseen geometries. To address these limitations, we leverage tactile sensing, which captures local surface geometry at the point of contact and thus provides reliable information even under occlusion and across novel connector shapes. Building on this capability, we present Touch2Insert, a tactile-based framework for arbitrary peg insertion. Our method reconstructs cross-sectional geometry from high-resolution tactile images and estimates the relative pose of the hole with respect to the peg in a zero-shot manner. By aligning reconstructed shapes through registration, the framework enables insertion from a single contact without task-specific training. To evaluate its performance, we conducted experiments with three diverse connectors in both simulation and real-robot settings. The results indicate that Touch2Insert achieved sub-millimeter pose estimation accuracy for all connectors in simulation, and attained an average success rate of 86.7\% on the real robot, thereby confirming the robustness and generalizability of tactile sensing for real-world robotic connector insertion.

  • 5 authors
·
Mar 3

ComFree-Sim: A GPU-Parallelized Analytical Contact Physics Engine for Scalable Contact-Rich Robotics Simulation and Control

Physics simulation for contact-rich robotics is often bottlenecked by contact resolution: mainstream engines enforce non-penetration and Coulomb friction via complementarity constraints or constrained optimization, requiring per-step iterative solves whose cost grows superlinearly with contact density. We present ComFree-Sim, a GPU-parallelized analytical contact physics engine built on complementarity-free contact modeling. ComFree-Sim computes contact impulses in closed form via an impedance-style prediction--correction update in the dual cone of Coulomb friction. Contact computation decouples across contact pairs and becomes separable across cone facets, mapping naturally to GPU kernels and yielding near-linear runtime scaling with the number of contacts. We further extend the formulation to a unified 6D contact model capturing tangential, torsional, and rolling friction, and introduce a practical dual-cone impedance heuristic. ComFree-Sim is implemented in Warp and exposed through a MuJoCo-compatible interface as a drop-in backend alternative to MuJoCo Warp (MJWarp). Experiments benchmark penetration, friction behaviors, stability, and simulation runtime scaling against MJWarp, demonstrating near-linear scaling and 2--3 times higher throughput in dense contact scenes with comparable physical fidelity. We deploy ComFree-Sim in real-time MPC for in-hand dexterous manipulation on a real-world multi-fingered LEAP hand and in dynamics-aware motion retargeting, demonstrating that low-latency simulation yields higher closed-loop success rates and enables practical high-frequency control in contact-rich tasks.

  • 4 authors
·
Mar 13

Pose-independent 3D Anthropometry from Sparse Data

3D digital anthropometry is the study of estimating human body measurements from 3D scans. Precise body measurements are important health indicators in the medical industry, and guiding factors in the fashion, ergonomic and entertainment industries. The measuring protocol consists of scanning the whole subject in the static A-pose, which is maintained without breathing or movement during the scanning process. However, the A-pose is not easy to maintain during the whole scanning process, which can last even up to a couple of minutes. This constraint affects the final quality of the scan, which in turn affects the accuracy of the estimated body measurements obtained from methods that rely on dense geometric data. Additionally, this constraint makes it impossible to develop a digital anthropometry method for subjects unable to assume the A-pose, such as those with injuries or disabilities. We propose a method that can obtain body measurements from sparse landmarks acquired in any pose. We make use of the sparse landmarks of the posed subject to create pose-independent features, and train a network to predict the body measurements as taken from the standard A-pose. We show that our method achieves comparable results to competing methods that use dense geometry in the standard A-pose, but has the capability of estimating the body measurements from any pose using sparse landmarks only. Finally, we address the lack of open-source 3D anthropometry methods by making our method available to the research community at https://github.com/DavidBoja/pose-independent-anthropometry.

  • 4 authors
·
Jan 9, 2025

DyGait: Exploiting Dynamic Representations for High-performance Gait Recognition

Gait recognition is a biometric technology that recognizes the identity of humans through their walking patterns. Compared with other biometric technologies, gait recognition is more difficult to disguise and can be applied to the condition of long-distance without the cooperation of subjects. Thus, it has unique potential and wide application for crime prevention and social security. At present, most gait recognition methods directly extract features from the video frames to establish representations. However, these architectures learn representations from different features equally but do not pay enough attention to dynamic features, which refers to a representation of dynamic parts of silhouettes over time (e.g. legs). Since dynamic parts of the human body are more informative than other parts (e.g. bags) during walking, in this paper, we propose a novel and high-performance framework named DyGait. This is the first framework on gait recognition that is designed to focus on the extraction of dynamic features. Specifically, to take full advantage of the dynamic information, we propose a Dynamic Augmentation Module (DAM), which can automatically establish spatial-temporal feature representations of the dynamic parts of the human body. The experimental results show that our DyGait network outperforms other state-of-the-art gait recognition methods. It achieves an average Rank-1 accuracy of 71.4% on the GREW dataset, 66.3% on the Gait3D dataset, 98.4% on the CASIA-B dataset and 98.3% on the OU-MVLP dataset.

  • 8 authors
·
Mar 27, 2023

FinePhys: Fine-grained Human Action Generation by Explicitly Incorporating Physical Laws for Effective Skeletal Guidance

Despite significant advances in video generation, synthesizing physically plausible human actions remains a persistent challenge, particularly in modeling fine-grained semantics and complex temporal dynamics. For instance, generating gymnastics routines such as "switch leap with 0.5 turn" poses substantial difficulties for current methods, often yielding unsatisfactory results. To bridge this gap, we propose FinePhys, a Fine-grained human action generation framework that incorporates Physics to obtain effective skeletal guidance. Specifically, FinePhys first estimates 2D poses in an online manner and then performs 2D-to-3D dimension lifting via in-context learning. To mitigate the instability and limited interpretability of purely data-driven 3D poses, we further introduce a physics-based motion re-estimation module governed by Euler-Lagrange equations, calculating joint accelerations via bidirectional temporal updating. The physically predicted 3D poses are then fused with data-driven ones, offering multi-scale 2D heatmap guidance for the diffusion process. Evaluated on three fine-grained action subsets from FineGym (FX-JUMP, FX-TURN, and FX-SALTO), FinePhys significantly outperforms competitive baselines. Comprehensive qualitative results further demonstrate FinePhys's ability to generate more natural and plausible fine-grained human actions.

  • 6 authors
·
May 19, 2025 1

A Real-Time Bike-Pedestrian Safety System with Wide-Angle Perception and Evaluation Testbed for Urban Intersections

Collisions between cyclists and pedestrians at urban intersections remain a persistent source of injuries, yet few systems attempt real-time warnings to unequipped road users using commodity hardware. We present a prototype collision warning system that runs on a single edge device with a wide-angle fisheye camera, producing audible and visual alerts at 30\,fps. The system makes four contributions. First, we develop a calibration pipeline for ultra-wide fisheye lenses that overcomes corner-detection failure and optimizer divergence through perspective remapping and direct bundle adjustment. Second, we combine fisheye-aware object detection with a closed-form ground-plane projection via a precomputed lookup table. Third, we introduce a design-time conformance simulation with 24 scripted hazard scenarios, stochastic size-aware detection failures, and a latency sweep showing that a first-order kinematic predictor maintains the mean warning budget above the distracted-pedestrian reaction time across realistic camera latencies. Fourth, we formalize the decision layer as a separable, auditable testbench with explicit deployment gates, contestability mechanisms, and a residual risk register. Under conformance testing with fisheye localization error, the selected pipeline configuration achieves 93.3\% sensitivity and 92.3\% specificity, with a mean warning budget of 3.3\,s. The system design was informed by community-aided design workshops. Code and replication scripts are available at https://github.com/mkturkcan/bikeped.

  • 1 authors
·
Apr 17

Hierarchical State Space Models for Continuous Sequence-to-Sequence Modeling

Reasoning from sequences of raw sensory data is a ubiquitous problem across fields ranging from medical devices to robotics. These problems often involve using long sequences of raw sensor data (e.g. magnetometers, piezoresistors) to predict sequences of desirable physical quantities (e.g. force, inertial measurements). While classical approaches are powerful for locally-linear prediction problems, they often fall short when using real-world sensors. These sensors are typically non-linear, are affected by extraneous variables (e.g. vibration), and exhibit data-dependent drift. For many problems, the prediction task is exacerbated by small labeled datasets since obtaining ground-truth labels requires expensive equipment. In this work, we present Hierarchical State-Space Models (HiSS), a conceptually simple, new technique for continuous sequential prediction. HiSS stacks structured state-space models on top of each other to create a temporal hierarchy. Across six real-world sensor datasets, from tactile-based state prediction to accelerometer-based inertial measurement, HiSS outperforms state-of-the-art sequence models such as causal Transformers, LSTMs, S4, and Mamba by at least 23% on MSE. Our experiments further indicate that HiSS demonstrates efficient scaling to smaller datasets and is compatible with existing data-filtering techniques. Code, datasets and videos can be found on https://hiss-csp.github.io.

  • 7 authors
·
Feb 15, 2024 1

Taxim: An Example-based Simulation Model for GelSight Tactile Sensors

Simulation is widely used in robotics for system verification and large-scale data collection. However, simulating sensors, including tactile sensors, has been a long-standing challenge. In this paper, we propose Taxim, a realistic and high-speed simulation model for a vision-based tactile sensor, GelSight. A GelSight sensor uses a piece of soft elastomer as the medium of contact and embeds optical structures to capture the deformation of the elastomer, which infers the geometry and forces applied at the contact surface. We propose an example-based method for simulating GelSight: we simulate the optical response to the deformation with a polynomial look-up table. This table maps the deformed geometries to pixel intensity sampled by the embedded camera. In order to simulate the surface markers' motion that is caused by the surface stretch of the elastomer, we apply the linear elastic deformation theory and the superposition principle. The simulation model is calibrated with less than 100 data points from a real sensor. The example-based approach enables the model to easily migrate to other GelSight sensors or its variations. To the best of our knowledge, our simulation framework is the first to incorporate marker motion field simulation that derives from elastomer deformation together with the optical simulation, creating a comprehensive and computationally efficient tactile simulation framework. Experiments reveal that our optical simulation has the lowest pixel-wise intensity errors compared to prior work and can run online with CPU computing. Our code and supplementary materials are open-sourced at https://github.com/CMURoboTouch/Taxim.

  • 2 authors
·
Dec 13, 2021

TIMotion: Temporal and Interactive Framework for Efficient Human-Human Motion Generation

Human-human motion generation is essential for understanding humans as social beings. Current methods fall into two main categories: single-person-based methods and separate modeling-based methods. To delve into this field, we abstract the overall generation process into a general framework MetaMotion, which consists of two phases: temporal modeling and interaction mixing. For temporal modeling, the single-person-based methods concatenate two people into a single one directly, while the separate modeling-based methods skip the modeling of interaction sequences. The inadequate modeling described above resulted in sub-optimal performance and redundant model parameters. In this paper, we introduce TIMotion (Temporal and Interactive Modeling), an efficient and effective framework for human-human motion generation. Specifically, we first propose Causal Interactive Injection to model two separate sequences as a causal sequence leveraging the temporal and causal properties. Then we present Role-Evolving Scanning to adjust to the change in the active and passive roles throughout the interaction. Finally, to generate smoother and more rational motion, we design Localized Pattern Amplification to capture short-term motion patterns. Extensive experiments on InterHuman and InterX demonstrate that our method achieves superior performance. Project page: https://aigc-explorer.github.io/TIMotion-page/

  • 7 authors
·
Aug 30, 2024

SIMSPINE: A Biomechanics-Aware Simulation Framework for 3D Spine Motion Annotation and Benchmarking

Modeling spinal motion is fundamental to understanding human biomechanics, yet remains underexplored in computer vision due to the spine's complex multi-joint kinematics and the lack of large-scale 3D annotations. We present a biomechanics-aware keypoint simulation framework that augments existing human pose datasets with anatomically consistent 3D spinal keypoints derived from musculoskeletal modeling. Using this framework, we create the first open dataset, named SIMSPINE, which provides sparse vertebra-level 3D spinal annotations for natural full-body motions in indoor multi-camera capture without external restraints. With 2.14 million frames, this enables data-driven learning of vertebral kinematics from subtle posture variations and bridges the gap between musculoskeletal simulation and computer vision. In addition, we release pretrained baselines covering fine-tuned 2D detectors, monocular 3D pose lifting models, and multi-view reconstruction pipelines, establishing a unified benchmark for biomechanically valid spine motion estimation. Specifically, our 2D spine baselines improve the state-of-the-art from 0.63 to 0.80 AUC in controlled environments, and from 0.91 to 0.93 AP for in-the-wild spine tracking. Together, the simulation framework and SIMSPINE dataset advance research in vision-based biomechanics, motion analysis, and digital human modeling by enabling reproducible, anatomically grounded 3D spine estimation under natural conditions.

Reliable Physiological Monitoring on the Wrist Using Generative Deep Learning to Address Poor Skin-Sensor Contact

Photoplethysmography (PPG) is a widely adopted, non-invasive technique for monitoring cardiovascular health and physiological parameters in both consumer and clinical settings. While motion artifacts in dynamic environments have been extensively studied, suboptimal skin-sensor contact in sedentary conditions - a critical yet underexplored issue - can distort PPG waveform morphology, leading to the loss or misalignment of key features and compromising sensing accuracy. In this work, we propose CP-PPG, a novel framework that transforms Contact Pressure-distorted PPG signals into high-fidelity waveforms with ideal morphology. CP-PPG integrates a custom data collection protocol, a carefully designed signal processing pipeline, and a novel deep adversarial model trained with a custom PPG-aware loss function. We validated CP-PPG through comprehensive evaluations, including 1) morphology transformation performance on our self-collected dataset, 2) downstream physiological monitoring performance on public datasets, and 3) in-the-wild study. Extensive experiments demonstrate substantial and consistent improvements in signal fidelity (Mean Absolute Error: 0.09, 40% improvement over the original signal) as well as downstream performance across all evaluations in Heart Rate (HR), Heart Rate Variability (HRV), Respiration Rate (RR), and Blood Pressure (BP) estimation (on average, 21% improvement in HR; 41-46% in HRV; 6% in RR; and 4-5% in BP). These findings highlight the critical importance of addressing skin-sensor contact issues to enhance the reliability and effectiveness of PPG-based physiological monitoring. CP-PPG thus holds significant potential to improve the accuracy of wearable health technologies in clinical and consumer applications.

  • 6 authors
·
Apr 15, 2025

Towards Embodied AI with MuscleMimic: Unlocking full-body musculoskeletal motor learning at scale

Learning motor control for muscle-driven musculoskeletal models is hindered by the computational cost of biomechanically accurate simulation and the scarcity of validated, open full-body models. Here we present MuscleMimic, an open-source framework for scalable motion imitation learning with physiologically realistic, muscle-actuated humanoids. MuscleMimic provides two validated musculoskeletal embodiments - a fixed-root upper-body model (126 muscles) for bimanual manipulation and a full-body model (416 muscles) for locomotion - together with a retargeting pipeline that maps SMPL-format motion capture data onto musculoskeletal structures while preserving kinematic and dynamic consistency. Leveraging massively parallel GPU simulation, the framework achieves order-of-magnitude training speedups over prior CPU-based approaches while maintaining comprehensive collision handling, enabling a single generalist policy to be trained on hundreds of diverse motions within days. The resulting policy faithfully reproduces a broad repertoire of human movements under full muscular control and can be fine-tuned to novel motions within hours. Biomechanical validation against experimental walking and running data demonstrates strong agreement in joint kinematics (mean correlation r = 0.90), while muscle activation analysis reveals both the promise and fundamental challenges of achieving physiological fidelity through kinematic imitation alone. By lowering the computational and data barriers to musculoskeletal simulation, MuscleMimic enables systematic model validation across diverse dynamic movements and broader participation in neuromuscular control research. Code, models, checkpoints, and retargeted datasets are available at: https://github.com/amathislab/musclemimic

InterAnimate: Taming Region-aware Diffusion Model for Realistic Human Interaction Animation

Recent video generation research has focused heavily on isolated actions, leaving interactive motions-such as hand-face interactions-largely unexamined. These interactions are essential for emerging biometric authentication systems, which rely on interactive motion-based anti-spoofing approaches. From a security perspective, there is a growing need for large-scale, high-quality interactive videos to train and strengthen authentication models. In this work, we introduce a novel paradigm for animating realistic hand-face interactions. Our approach simultaneously learns spatio-temporal contact dynamics and biomechanically plausible deformation effects, enabling natural interactions where hand movements induce anatomically accurate facial deformations while maintaining collision-free contact. To facilitate this research, we present InterHF, a large-scale hand-face interaction dataset featuring 18 interaction patterns and 90,000 annotated videos. Additionally, we propose InterAnimate, a region-aware diffusion model designed specifically for interaction animation. InterAnimate leverages learnable spatial and temporal latents to effectively capture dynamic interaction priors and integrates a region-aware interaction mechanism that injects these priors into the denoising process. To the best of our knowledge, this work represents the first large-scale effort to systematically study human hand-face interactions. Qualitative and quantitative results show InterAnimate produces highly realistic animations, setting a new benchmark. Code and data will be made public to advance research.

  • 13 authors
·
Apr 15, 2025

Learning Versatile Humanoid Manipulation with Touch Dreaming

Humanoid robots promise general-purpose assistance, yet real-world humanoid loco-manipulation remains challenging because it requires whole-body stability, dexterous hands, and contact-aware perception under frequent contact changes. In this work, we study dexterous, contact-rich humanoid loco-manipulation. We first develop an RL-based whole-body controller that provides stable lower-body and torso execution during complex manipulation. Built on this controller, we develop a whole-body humanoid data collection system that combines VR-based teleoperation with human-to-humanoid motion mapping, enabling efficient collection of real-world demonstrations. We then propose Humanoid Transformer with Touch Dreaming (HTD), a multimodal encoder--decoder Transformer that models touch as a core modality alongside multi-view vision and proprioception. HTD is trained in a single stage with behavioral cloning augmented by touch dreaming: in addition to predicting action chunks, the policy predicts future hand-joint forces and future tactile latents, encouraging the shared Transformer trunk to learn contact-aware representations for dexterous interaction. Across five contact-rich tasks, Insert-T, Book Organization, Towel Folding, Cat Litter Scooping, and Tea Serving, HTD achieves a 90.9% relative improvement in average success rate over the stronger baseline. Ablation results further show that latent-space tactile prediction is more effective than raw tactile prediction, yielding a 30% relative gain in success rate. These results demonstrate that combining robust whole-body execution, scalable humanoid data collection, and predictive touch-centered learning enables versatile, high-dexterity humanoid manipulation in the real world. Project webpage: humanoid-touch-dream.github.io.

GPGait: Generalized Pose-based Gait Recognition

Recent works on pose-based gait recognition have demonstrated the potential of using such simple information to achieve results comparable to silhouette-based methods. However, the generalization ability of pose-based methods on different datasets is undesirably inferior to that of silhouette-based ones, which has received little attention but hinders the application of these methods in real-world scenarios. To improve the generalization ability of pose-based methods across datasets, we propose a Generalized Pose-based Gait recognition (GPGait) framework. First, a Human-Oriented Transformation (HOT) and a series of Human-Oriented Descriptors (HOD) are proposed to obtain a unified pose representation with discriminative multi-features. Then, given the slight variations in the unified representation after HOT and HOD, it becomes crucial for the network to extract local-global relationships between the keypoints. To this end, a Part-Aware Graph Convolutional Network (PAGCN) is proposed to enable efficient graph partition and local-global spatial feature extraction. Experiments on four public gait recognition datasets, CASIA-B, OUMVLP-Pose, Gait3D and GREW, show that our model demonstrates better and more stable cross-domain capabilities compared to existing skeleton-based methods, achieving comparable recognition results to silhouette-based ones. Code is available at https://github.com/BNU-IVC/FastPoseGait.

  • 5 authors
·
Mar 9, 2023

Effective Whole-body Pose Estimation with Two-stages Distillation

Whole-body pose estimation localizes the human body, hand, face, and foot keypoints in an image. This task is challenging due to multi-scale body parts, fine-grained localization for low-resolution regions, and data scarcity. Meanwhile, applying a highly efficient and accurate pose estimator to widely human-centric understanding and generation tasks is urgent. In this work, we present a two-stage pose Distillation for Whole-body Pose estimators, named DWPose, to improve their effectiveness and efficiency. The first-stage distillation designs a weight-decay strategy while utilizing a teacher's intermediate feature and final logits with both visible and invisible keypoints to supervise the student from scratch. The second stage distills the student model itself to further improve performance. Different from the previous self-knowledge distillation, this stage finetunes the student's head with only 20% training time as a plug-and-play training strategy. For data limitations, we explore the UBody dataset that contains diverse facial expressions and hand gestures for real-life applications. Comprehensive experiments show the superiority of our proposed simple yet effective methods. We achieve new state-of-the-art performance on COCO-WholeBody, significantly boosting the whole-body AP of RTMPose-l from 64.8% to 66.5%, even surpassing RTMPose-x teacher with 65.3% AP. We release a series of models with different sizes, from tiny to large, for satisfying various downstream tasks. Our codes and models are available at https://github.com/IDEA-Research/DWPose.

  • 4 authors
·
Jul 28, 2023

Joint Metrics Matter: A Better Standard for Trajectory Forecasting

Multi-modal trajectory forecasting methods commonly evaluate using single-agent metrics (marginal metrics), such as minimum Average Displacement Error (ADE) and Final Displacement Error (FDE), which fail to capture joint performance of multiple interacting agents. Only focusing on marginal metrics can lead to unnatural predictions, such as colliding trajectories or diverging trajectories for people who are clearly walking together as a group. Consequently, methods optimized for marginal metrics lead to overly-optimistic estimations of performance, which is detrimental to progress in trajectory forecasting research. In response to the limitations of marginal metrics, we present the first comprehensive evaluation of state-of-the-art (SOTA) trajectory forecasting methods with respect to multi-agent metrics (joint metrics): JADE, JFDE, and collision rate. We demonstrate the importance of joint metrics as opposed to marginal metrics with quantitative evidence and qualitative examples drawn from the ETH / UCY and Stanford Drone datasets. We introduce a new loss function incorporating joint metrics that, when applied to a SOTA trajectory forecasting method, achieves a 7% improvement in JADE / JFDE on the ETH / UCY datasets with respect to the previous SOTA. Our results also indicate that optimizing for joint metrics naturally leads to an improvement in interaction modeling, as evidenced by a 16% decrease in mean collision rate on the ETH / UCY datasets with respect to the previous SOTA.

  • 4 authors
·
May 10, 2023

HopFIR: Hop-wise GraphFormer with Intragroup Joint Refinement for 3D Human Pose Estimation

2D-to-3D human pose lifting is fundamental for 3D human pose estimation (HPE), for which graph convolutional networks (GCNs) have proven inherently suitable for modeling the human skeletal topology. However, the current GCN-based 3D HPE methods update the node features by aggregating their neighbors' information without considering the interaction of joints in different joint synergies. Although some studies have proposed importing limb information to learn the movement patterns, the latent synergies among joints, such as maintaining balance are seldom investigated. We propose the Hop-wise GraphFormer with Intragroup Joint Refinement (HopFIR) architecture to tackle the 3D HPE problem. HopFIR mainly consists of a novel hop-wise GraphFormer (HGF) module and an intragroup joint refinement (IJR) module. The HGF module groups the joints by k-hop neighbors and applies a hopwise transformer-like attention mechanism to these groups to discover latent joint synergies. The IJR module leverages the prior limb information for peripheral joint refinement. Extensive experimental results show that HopFIR outperforms the SOTA methods by a large margin, with a mean per-joint position error (MPJPE) on the Human3.6M dataset of 32.67 mm. We also demonstrate that the state-of-the-art GCN-based methods can benefit from the proposed hop-wise attention mechanism with a significant improvement in performance: SemGCN and MGCN are improved by 8.9% and 4.5%, respectively.

  • 5 authors
·
Feb 28, 2023

SMASH: Mastering Scalable Whole-Body Skills for Humanoid Ping-Pong with Egocentric Vision

Existing humanoid table tennis systems remain limited by their reliance on external sensing and their inability to achieve agile whole-body coordination for precise task execution. These limitations stem from two core challenges: achieving low-latency and robust onboard egocentric perception under fast robot motion, and obtaining sufficiently diverse task-aligned strike motions for learning precise yet natural whole-body behaviors. In this work, we present \methodname, a modular system for agile humanoid table tennis that unifies scalable whole-body skill learning with onboard egocentric perception, eliminating the need for external cameras during deployment. Our work advances prior humanoid table-tennis systems in three key aspects. First, we achieve agile and precise ball interaction with tightly coordinated whole-body control, rather than relying on decoupled upper- and lower-body behaviors. This enables the system to exhibit diverse strike motions, including explosive whole-body smashes and low crouching shots. Second, by augmenting and diversifying strike motions with a generative model, our framework benefits from scalable motion priors and produces natural, robust striking behaviors across a wide workspace. Third, to the best of our knowledge, we demonstrate the first humanoid table-tennis system capable of consecutive strikes using onboard sensing alone, despite the challenges of low-latency perception, ego-motion-induced instability, and limited field of view. Extensive real-world experiments demonstrate stable and precise ball exchanges under high-speed conditions, validating scalable, perception-driven whole-body skill learning for dynamic humanoid interaction tasks.

  • 15 authors
·
Mar 31

ArtHOI: Taming Foundation Models for Monocular 4D Reconstruction of Hand-Articulated-Object Interactions

Existing hand-object interactions (HOI) methods are largely limited to rigid objects, while 4D reconstruction methods of articulated objects generally require pre-scanning the object or even multi-view videos. It remains an unexplored but significant challenge to reconstruct 4D human-articulated-object interactions from a single monocular RGB video. Fortunately, recent advancements in foundation models present a new opportunity to address this highly ill-posed problem. To this end, we introduce ArtHOI, an optimization-based framework that integrates and refines priors from multiple foundation models. Our key contribution is a suite of novel methodologies designed to resolve the inherent inaccuracies and physical unreality of these priors. In particular, we introduce an Adaptive Sampling Refinement (ASR) method to optimize object's metric scale and pose for grounding its normalized mesh in world space. Furthermore, we propose a Multimodal Large Language Model (MLLM) guided hand-object alignment method, utilizing contact reasoning information as constraints of hand-object mesh composition optimization. To facilitate a comprehensive evaluation, we also contribute two new datasets, ArtHOI-RGBD and ArtHOI-Wild. Extensive experiments validate the robustness and effectiveness of our ArtHOI across diverse objects and interactions. Project: https://arthoi-reconstruction.github.io.

  • 5 authors
·
Mar 26 2

Digitizing Touch with an Artificial Multimodal Fingertip

Touch is a crucial sensing modality that provides rich information about object properties and interactions with the physical environment. Humans and robots both benefit from using touch to perceive and interact with the surrounding environment (Johansson and Flanagan, 2009; Li et al., 2020; Calandra et al., 2017). However, no existing systems provide rich, multi-modal digital touch-sensing capabilities through a hemispherical compliant embodiment. Here, we describe several conceptual and technological innovations to improve the digitization of touch. These advances are embodied in an artificial finger-shaped sensor with advanced sensing capabilities. Significantly, this fingertip contains high-resolution sensors (~8.3 million taxels) that respond to omnidirectional touch, capture multi-modal signals, and use on-device artificial intelligence to process the data in real time. Evaluations show that the artificial fingertip can resolve spatial features as small as 7 um, sense normal and shear forces with a resolution of 1.01 mN and 1.27 mN, respectively, perceive vibrations up to 10 kHz, sense heat, and even sense odor. Furthermore, it embeds an on-device AI neural network accelerator that acts as a peripheral nervous system on a robot and mimics the reflex arc found in humans. These results demonstrate the possibility of digitizing touch with superhuman performance. The implications are profound, and we anticipate potential applications in robotics (industrial, medical, agricultural, and consumer-level), virtual reality and telepresence, prosthetics, and e-commerce. Toward digitizing touch at scale, we open-source a modular platform to facilitate future research on the nature of touch.

  • 23 authors
·
Nov 4, 2024

DexViTac: Collecting Human Visuo-Tactile-Kinematic Demonstrations for Contact-Rich Dexterous Manipulation

Large-scale, high-quality multimodal demonstrations are essential for robot learning of contact-rich dexterous manipulation. While human-centric data collection systems lower the barrier to scaling, they struggle to capture the tactile information during physical interactions. Motivated by this, we present DexViTac, a portable, human-centric data collection system tailored for contact-rich dexterous manipulation. The system enables the high-fidelity acquisition of first-person vision, high-density tactile sensing, end-effector poses, and hand kinematics within unstructured, in-the-wild environments. Building upon this hardware, we propose a kinematics-grounded tactile representation learning algorithm that effectively resolves semantic ambiguities within tactile signals. Leveraging the efficiency of DexViTac, we construct a multimodal dataset comprising over 2,400 visuo-tactile-kinematic demonstrations. Experiments demonstrate that DexViTac achieves a collection efficiency exceeding 248 demonstrations per hour and remains robust against complex visual occlusions. Real-world deployment confirms that policies trained with the proposed dataset and learning strategy achieve an average success rate exceeding 85% across four challenging tasks. This performance significantly outperforms baseline methods, thereby validating the substantial improvement the system provides for learning contact-rich dexterous manipulation. Project page: https://xitong-c.github.io/DexViTac/.

  • 4 authors
·
Mar 17