alphaFeedback

You’re reading v1 — jump to latest

WorksComputer Science

Mimetic Embodiment Transfer of Human-Humanoid Interaction from In-the-Wild Videos

AI contributions
Not recorded for this paper
View details

Abstract

Enabling a humanoid to interact naturally with human partners requires preserving not only individual motions but also the spatial, semantic, and contact relationships underlying the interaction (i.e., hugging, dancing, hand-shaking, etc.). Furthermore, a practical solution should generalize across various humanoid embodiments with distinct morphologies and kinematic constraints. To tackle this challenge, we propose HumiTransfer, a mimetic embodiment transfer framework that converts in-the-wild human-human interaction videos into physically plausible human-humanoid interactions. HumiTransfer first reconstructs 3D human motion with consistent foot-ground contact, then transfers one participant to a target humanoid embodiment via interaction modeling, using weighted joint-relative directions and anatomical offsets to prioritize interaction-critical inter-body relationships, while post-retargeting optimization enforces balance, contact, and collision avoidance. Subsequently, we apply HumiTransfer to 1,200 in-the-wild videos, producing approximately 500,000 frames of diverse interactions for the 26-DoF Unitree R1 Edu and the 23-DoF HighTorque Mini-hi humanoid robot, resulting in our HumiMimic dataset. Across both robots, HumiTransfer achieves superior motion fidelity, preserves inter-body relationships, and maintains contact accuracy compared with existing baselines. Moreover, we demonstrate that HumiMimic supports motion generation methods for synthesizing interactive humanoid motions following a human partner. Finally, our real robot deployments confirm the physical executability of the transferred motions in real-world settings.

Introduction

Humans are adept at participating in the social world not only through explicit instruction but also by observing and responding to others’ behaviors [1]. Such a capacity is commonly referred to as mimesis: the representation and communication of experience through interaction in both semantic and dynamic manners [2], [3]. Indeed, interaction cannot be acquired by imitating isolated motions alone. Meaningful human-to-human interactions fundamentally arise from the evolving relationship between participants. For example, making a humanoid dance with another human requires not merely reproducing the learned whole-body motions, but also being aware of interpersonal spacing and orientation, synchronizing their rhythm and movement phase, coordinating contact, and continually adapting to the partner’s motion despite variations in embodiment. Herein, mimesis offers a natural account of how observed human behavior can translate into actions for humanoid robots, connecting motion recognition, motion generation, and embodied communication, thus opening up a vast range of applications in human-humanoid interactions.

In practice, existing humanoid motion datasets [10], [13], [14] are predominantly collected through high-fidelity tele-operation or motion-capture systems in controlled environments. Although these pipelines provide accurate, robot-compatible motions, they are often tied to specific embodiments and capture only a subset of interaction behaviors within limited environments. Advances in scene-aware and occlusion-robust human pose estimation [15], [16], mesh-based body fitting [17], and learning-based monocular reconstruction [18] have made it possible to recover whole-body human motion from videos. Despite promising results, they often overlook human-human interactions due to the scarcity of suitable datasets. Publicly available videos, by contrast, contain abundant and diverse human-human interactions captured in real-world settings, offering a scalable source for deriving human-humanoid interaction motions.

Recent advances in whole-body motion learning [19, 20, 21] have expanded the range of human-like behaviors that humanoids can synthesize. Still, learning behaviors such as human-to-human interactions remain fundamentally constrained by the availability and diversity of training data: a humanoid must not only reproduce an individual motion but also coordinate with its human partner [22]. Meanwhile, retargeting methods offer a means of converting observed human behavior into embodiment-specific compatibility, yet existing approaches [23, 24, 25] primarily optimize single-agent motion, neither preserving the inter-body relationships underlying the interaction nor identifying which semantic cues to optimize across embodiments. Therefore, the central challenge of mimetic embodiment transfer is to translate one participant’s motion into a humanoid embodiment while preserving the interaction semantics with its human partner.

To tackle this challenge, we propose HumiTransfer, a new mimetic embodiment transfer framework that translates in-the-wild human-human interactions into human-humanoid interactions, as shown in Figure 1. HumiTransfer takes various interaction sequences as video frames to extract human motion, then transfers one human participant’s poses to two distinct humanoid embodiments: the 23-DoF High-Torque Mini-hi and the 26-DoF Unitree R1 Edu, resulting in our HumiMimic dataset. We also benchmark existing retargeting methods to showcase the diversity and complexity of interactions in HumiMimic. In summary, our main contributions are twofold as follows:

Overview of HumiTransfer

Figure 1. Overview of HumiTransfer: Given an in-the-wild human–human interaction video, our mimetic embodiment transfer replaces one participant with a humanoid while preserving the interaction semantics and dynamics that characterize the original human behavior. Through this, HumiTransfer ensures that the resulting behavior is physically plausible and compatible with different humanoid embodiments.

  • We propose HumiTransfer, a mimetic embodiment transfer framework that translates one human into a humanoid while preserving the semantics and distances underlying the interaction and satisfying embodiment-specific kinematic and physical constraints.

  • We introduce HumiMimic, a scalable embodied dataset that contains 1,200 human-humanoid interaction sequences (∼500,000 frames) by extracting body frames from in-the-wild human-human interaction videos. Our code and dataset will be made publicly available.

Related Work

Human Motion Datasets. Human motion datasets have traditionally relied on motion capture systems in controlled environments [26, 27]. Human3.6M [5] and CMU Mo-Cap [28] provide accurate 3D poses, while AMASS [4] unifies diverse MoCap sources in the SMPL representation [29]. Multi-person interaction datasets, such as CHI3D [30] and Harmony4D [8], introduce physical interactions, while 3DPW [7] and KIT Whole-Body [6] incorporate more unconstrained settings. Recent humanoid datasets, H2O [10], AgiBot World [11], CLONED [12], and OmniH2O-6 [13], provide humanoid-compatible motion but are primarily collected through teleoperation or controlled data acquisition. In general, existing datasets lack the joint provision of large-scale, in-the-wild multi-person interactions and humanoid-compatible motion. To fill this gap, this work introduces HumiMimic, a dataset of human-humanoid interactions featuring high-fidelity, physically plausible poses/motions.

Human-to-Humanoid Retargeting. Human-to-humanoid retargeting ranges from inverse kinematics and optimization-based methods [23, 31] to learning-based approaches [32, 33]. Optimization-based approaches primarily preserve the motion of end-effector through joint or end-effector alignment [10, 34, 35]. Uniform transfer [25] preserves relative geometry through scaling, yet it is sensitive to embodiment differences. Proportional transfer [10, 23] adapts motion to the target embodiment but introduces distortions due to morphological dissimilarities. Under the umbrella of interactive robotics, these methods fall short of determining the relational cues critical to interaction, making it difficult to maintain high-fidelity, embodiment-specific interactions. Meanwhile, physics-based approaches improve the geometric quality of interactions [36], where recent interaction-aware approaches [24, 37] explicitly consider relationships between interacting bodies, while graphics-oriented methods [38, 39] preserve interaction semantics. Within this research scope, HumiTransfer extends optimization-based human-to-humanoid retargeting, enabling embodiment-specific interaction with another human participant in in-the-wild settings.

To recap, Table I summarizes our method with existing human-motion and humanoid datasets, highlighting its unique combination of scale, in-the-wild multi-person interactions, and support for diverse humanoid embodiments.

DatasetAttributeNo. Subjects and Means of CollectionNo. SequencesType of ActionsMulti-Person InteractionRobot/Humanoid Embodiment
AMASS [4]344, MoCap11,265Daily/locomotionNoNo
Human3.6M [5]11, MoCap∼3.6M frames15 dailyNoNo
KIT Whole-Body [6]238, MoCap2,972Whole-body everydaySomeNo
3DPW [7]7, IMU + single-view RGB60 clipsWalking, interactingSomeNo
Harmony4D [8]24, multi-view RGB208Close interactionsYesNo
CHICO [9]20, multi-view RGB240 clips7 industrial interactionsNoKUKA
H2O [10]AMASS∼10kWhole-body everydayNoUnitree H1
AgiBot World [11]Teleop∼3000 hoursDexterous/loco-manipNoAgiBot G1
CLONED [12]AMASS + MoCap345Whole-body loco-manipSomeUnitree H1
OmniH2O-6 [13]Teleop∼72k frames6 everyday tasksSomeUnitree H1
HumiMimic (Ours)Multiple (in-the-wild)500K framesDiverse (sports, daily, social)YesUnitree R1 Edu & HighTorque Mini-hi

Table I. Key Attributes of Interaction Datasets: Comparisons of key attributes between HumiMimic dataset and existing human-motion and humanoid-motion datasets in terms of collection setting, scale, action diversity, and supported humanoid embodiments.

HumiTransfer: Mimetic Embodiment Transfer for Human-Humanoid Interaction

As shown in Figure 2, we introduce a three-stage framework: (ii) a framework for human–humanoid interaction with reconstructed 3D interaction motions; (iiii) HumiTransfer, a mimetic embodiment transfer for interaction-preserving human-to-humanoid motion retargeting; and (iiiiii) a post-retargeting optimization stage. After which, we obtain HumiMimic, our human-humanoid interaction dataset.

Overview of HumiTransfer

Figure 2. Overview of HumiTransfer: (A) Given an in-the-wild video of a human-human interaction, HumiTransfer tracks human participants, detects body keypoints, reconstructs mesh-based full-body frames, and refines the resulting frames to ensure consistent ground-foot contact (Sec. III-A). (B) Next, the poses of one participant are initialized on the target humanoid through constrained inverse kinematics. HumiTransfer then represents the interaction semantics using joint-relative directions JtR→PJ_t^{R\rightarrow P} and anatomical offsets AtR→PA_t^{R\rightarrow P}. Within this process, semantic and distance-based weights, Wsem,tH→PW_{\mathrm{sem},t}^{H\rightarrow P} and Wdis,tH→PW_{\mathrm{dis},t}^{H\rightarrow P}, are used to prioritize the inter-body relationships that are important to the observed interaction, allowing their alignment across human and humanoid embodiments (Sec. III-B). (C) The retargeted pose is further refined to maintain humanoid balance and suppress unintended inter-body collisions while preserving intended contacts and interaction dynamics, yielding the final human-humanoid interaction (Sec. III-C). By applying HumiTransfer onto the Unitree R1 Edu and the HighTorque Mini-hi, we obtain HumiMimic, our human-humanoid interaction dataset.

Human-Humanoid Interaction Data

1) Data Collection & Statistics: We gather high-quality videos of in-the-wild human-human interactions from YouTube, TikTok, Facebook, and other Internet sources, involving only two participant subjects. As depicted in Figure 3, our resulting dataset contains 1,200 two-person interaction videos, yielding about 500,000 processed frames (approximately 4.6 video hours). Each sequence ranges from 100 to 1,000 frames, with more than half exceeding 300 frames. Regarding diversity, our dataset covers a broad spectrum of interactions, such as co-movement (29%), social exchanges (21%), dual sports (17%), and sparring (13%).

Dataset statistics

Figure 3. Dataset Statistics: Distribution of interaction lengths (in frames) and interaction diversity (in percentages) from the collected in-the-wild human-human interaction videos.

2) Extraction of Human-Human Interaction Motion: As we noticed image-quality distortions, camera instability, and scene complexity in the collected in-the-wild videos, we perform an automatic filtering step [40] to remove low-fidelity frames and re-encapsulate high-fidelity ones, retaining approximately 73% of all frames. Next, in each re-encapsulated interaction sequence, we employ a multi-person tracker [41] to detect humans in each frame using bounding boxes. For each bounding box, a pre-trained keypoint detector [42] is used to detect the human’s key positions within the bounding box, which are subsequently used to perform SMPL reconstruction [43]. Thus, to ensure the physical plausibility of extracted poses, we optimize two complementary objectives in each video: (a) whole-body shape-fitting optimization and (b) foot-ground contact consistency fine-tuning.

a) Whole-Body Shape Fitting: The pose parameter (α\alpha) and the body shape parameter (β\beta) of the SMPL model [43] HSMPL\mathcal{H}_{\mathrm{SMPL}} are obtained by minimizing:

Eshape=Ej+λαEα+λβEβ(1)E_{\mathrm{shape}} = E_j + \lambda_{\alpha} E_{\alpha} + \lambda_{\beta} E_{\beta} \tag*{(1)}

where EjE_j represents the re-projection error between the detected and projected body joints, EαE_{\alpha} and EβE_{\beta} are pose and shape prior errors [43]; each is weighted with λα\lambda_{\alpha} and λβ\lambda_{\beta}.

b) Foot-Ground Contact Consistency Fine-tuning: To further enhance the quality of the reconstructed human model (Eq. (1)), we minimize the contact error between the fitted SMPL and the ground, computed as the foot consistency error and a Zero Moment Point (ZMP) regularizer [44]:

Econtact=Econsist+λzmpEzmp,(2)E_{\mathrm{contact}} = E_{\mathrm{consist}} + \lambda_{\mathrm{zmp}} E_{\mathrm{zmp}}, \tag*{(2)}

with the foot consistency error EconsistE_{\mathrm{consist}} formulated as:

Econsist=∑i∈F[∥Ji,t−Ji,t−1∥+∥(Ji,t−f)Tn∗∥2],(3)E_{\mathrm{consist}} = \sum_{i \in\mathcal{F}} \left[\lVert J_{i,t} - J_{i,t-1} \rVert+ \lVert(J_{i,t} - \mathbf{f})^{\mathsf{T}} \mathbf{n}^{*} \rVert^{2}\right], \tag*{(3)}

where F⊂HSMPL\mathcal{F} \subset\mathcal{H}_{\mathrm{SMPL}} denotes the set of foot joints of the SMPL model, Ii,tI_{i,t} denotes the ground-contact indicator function for foot joint ii, Ji,tJ_{i,t} denotes the position of joint ii derived from its forward kinematics at time tt, f\mathbf{f} is the reference foot position, and n∗\mathbf{n}^{*} is the estimated normal of the planar ground. Meanwhile, the second term in Eq. (2) enforces the mesh-based human body’s balance while maintaining consistent motion with the ground.

By applying Eq. (1) and Eq. (2) to all detected humans, we obtain sets of SMPL models that serve as the frames {HSMPL,t}t=0T\{\mathcal{H}_{\mathrm{SMPL},t}\}_{t=0}^{T}, forming our dataset for retargeting a humanoid’s motions interacting with a human partner.

Interaction Modeling & Mimetic Embodiment Transfer

Given the extracted sequence of human body frames {HSMPL,t}t=0T\{\mathcal{H}_{\mathrm{SMPL},t}\}_{t=0}^{T} and a humanoid embodiment R\mathcal{R}, our goal is to transfer this sequence into a humanoid’s motion while preserving interaction semantics and geometric relationships.

  1. Humanoid Poses Warm-Starting: As a warm start, we initialize humanoid poses {Rt}t=0T\{\mathcal{R}_{t}\}_{t=0}^{T} by retargeting the human body frames {HSMPL,t}t=0T\{\mathcal{H}_{\mathrm{SMPL},t}\}_{t=0}^{T} through inverse kinematics, denoted as EIKE_{\mathrm{IK}}, similar to [23], [37]. Specifically, at each discrete timestep tt, the human pose HSMPL,t\mathcal{H}_{\mathrm{SMPL},t} is scaled according to the humanoid’s proportion. The humanoid embodiment R\mathcal{R} is then initialized in its default state; thus, its joint poses are optimized to match the scaled target frames while respecting the kinematic constraints and joint limits.

  1. Modeling of Human-Humanoid Interaction: To enable mimetic embodiment transfer for human-humanoid interaction, we model these interactions as two matrices: the joint-relative direction matrix and the anatomical offset matrix between the interacting subjects’ joints.

a) Joint-Relative Direction Matrix: Let Ji,tHJ^{\mathcal{H}}_{i,t}, Ji,tRJ^{\mathcal{R}}_{i,t}, Ji,tPJ^{\mathcal{P}}_{i,t} be the ii-th joint in the human body frame HSMPL\mathcal{H}_{\mathrm{SMPL}}, the humanoid embodiment R\mathcal{R}, and the interacting human partner P\mathcal{P} at the discrete timestep tt. We, therefore, introduce the joint-relative directions of the humanoid R\mathcal{R} and its human partner P\mathcal{P}, written as an n×nn \times n square matrix:

JtR→P=[r11,tR→Pr12,tR→P⋯r1n,tR→P⋮⋮⋱⋮rn1,tR→Prn2,tR→P⋯rnn,tR→P](4)\mathbf{J}^{\mathcal{R}\to\mathcal{P}}_{t} = \begin{bmatrix} \mathbf{r}^{\mathcal{R}\to\mathcal{P}}_{11,t} & \mathbf{r}^{\mathcal{R}\to\mathcal{P}}_{12,t} & \cdots& \mathbf{r}^{\mathcal{R}\to\mathcal{P}}_{1n,t} \\ \vdots& \vdots& \ddots& \vdots\\ \mathbf{r}^{\mathcal{R}\to\mathcal{P}}_{n1,t} & \mathbf{r}^{\mathcal{R}\to\mathcal{P}}_{n2,t} & \cdots& \mathbf{r}^{\mathcal{R}\to\mathcal{P}}_{nn,t} \end{bmatrix} \tag*{(4)}

where R→P\mathcal{R} \to\mathcal{P} reads as the relation of R\mathcal{R} to P\mathcal{P}, and each entry in JtR→P\mathbf{J}^{\mathcal{R}\to\mathcal{P}}_{t} is computed as rij,tR→P=Ji,tR−Jj,tP\mathbf{r}^{\mathcal{R}\to\mathcal{P}}_{ij,t} = \mathbf{J}^{\mathcal{R}}_{i,t} - \mathbf{J}^{\mathcal{P}}_{j,t}. Eq. (4) encodes the joint-based directional offset vectors between two interacting subjects. Similarly, JtH→P\mathbf{J}^{\mathcal{H}\to\mathcal{P}}_{t} can be formulated as the joint-relative direction matrix between the human body frame HSMPL\mathcal{H}_{\mathrm{SMPL}} and the human partner P\mathcal{P}.

b) Anatomical Offset Matrix: To reinforce the naturalness of the interaction, we also incorporate the matrix encoding anatomical offsets among the subjects R\mathcal{R} and P\mathcal{P} at each discrete timestep tt. Its n×nn \times n square matrix is:

AtR→P=[a11,tR→Pa12,tR→P⋯a1n,tR→P⋮⋮⋱⋮an1,tR→Pan2,tR→P⋯ann,tR→P](5)\mathbf{A}^{\mathcal{R}\to\mathcal{P}}_{t} = \begin{bmatrix} a^{\mathcal{R}\to\mathcal{P}}_{11,t} & a^{\mathcal{R}\to\mathcal{P}}_{12,t} & \cdots& a^{\mathcal{R}\to\mathcal{P}}_{1n,t} \\ \vdots& \vdots& \ddots& \vdots\\ a^{\mathcal{R}\to\mathcal{P}}_{n1,t} & a^{\mathcal{R}\to\mathcal{P}}_{n2,t} & \cdots& a^{\mathcal{R}\to\mathcal{P}}_{nn,t} \end{bmatrix} \tag*{(5)}

where aij,tR→P=(ui,tR)T(Ji,tR−Jj,tP)\mathbf{a}^{\mathcal{R}\to\mathcal{P}}_{ij,t} = (\mathbf{u}^{\mathcal{R}}_{i,t})^{\mathsf{T}}(\mathbf{J}^{\mathcal{R}}_{i,t}-\mathbf{J}^{\mathcal{P}}_{j,t}), with ui,tR\mathbf{u}^{\mathcal{R}}_{i,t} is the unit vector from the ii-th joint to its immediate parent joint. Eq. (5) represents the link-based (anatomical) offsets with respect to the human partner P\mathcal{P} while being aware of itself R\mathcal{R}.

c) Joint Importance Weighting: As certain parts of the body are more involved in the interactions, we propose joint importance weighting to prioritize them when retargeting.

We associate each joint JiHJ^{\mathcal{H}}_{i} in the human H\mathcal{H} with a scalar weight using a softmax-normalized function [45] wsem,iH=exp⁡(αi)/∑j=1nexp⁡(αj)w^{\mathcal{H}}_{\mathrm{sem},i} = \exp(\alpha_i)/\sum_{j=1}^{n}\exp(\alpha_j), where the cosine similarity αi=(zposes⋅zjoint)/(∥zposes∥∥zjoint∥)\alpha_i = (\mathbf{z}_{\mathrm{poses}} \cdot\mathbf{z}_{\mathrm{joint}})/(\lVert\mathbf{z}_{\mathrm{poses}}\rVert\lVert\mathbf{z}_{\mathrm{joint}}\rVert) with zposes\mathbf{z}_{\mathrm{poses}} and zjoint\mathbf{z}_{\mathrm{joint}} respectively represent the embedding vectors of the poses throughout the interaction horizon and of the specific joint; both of which are obtained using MotionCLIP [46]. With the weight wsemw_{\mathrm{sem}} along the interaction horizon, the pairwise weight between JiHJ^{\mathcal{H}}_{i} and JjPJ^{\mathcal{P}}_{j} applied to all poses is wsem,ijH→P=wsem,iHwsem,jPw^{\mathcal{H}\to\mathcal{P}}_{\mathrm{sem},ij} = w^{\mathcal{H}}_{\mathrm{sem},i}w^{\mathcal{P}}_{\mathrm{sem},j}, which forms the n×nn \times n weighting matrix:

WsemH→P=[wsem,11H→Pwsem,12H→P⋯wsem,1nH→P⋮⋮⋱⋮wsem,n1H→Pwsem,n2H→P⋯wsem,nnH→P].(6)\mathbf{W}^{\mathcal{H}\to\mathcal{P}}_{\mathrm{sem}} = \begin{bmatrix} w^{\mathcal{H}\to\mathcal{P}}_{\mathrm{sem},11} & w^{\mathcal{H}\to\mathcal{P}}_{\mathrm{sem},12} & \cdots& w^{\mathcal{H}\to\mathcal{P}}_{\mathrm{sem},1n} \\ \vdots& \vdots& \ddots& \vdots\\ w^{\mathcal{H}\to\mathcal{P}}_{\mathrm{sem},n1} & w^{\mathcal{H}\to\mathcal{P}}_{\mathrm{sem},n2} & \cdots& w^{\mathcal{H}\to\mathcal{P}}_{\mathrm{sem},nn} \end{bmatrix}. \tag*{(6)}

d) Joint-Relative Distance Weighting: We additionally weigh the joint-relative distance between Ji,tHJ^{\mathcal{H}}_{i,t} and Jj,tPJ^{\mathcal{P}}_{j,t} at each discrete time tt, modeled as a modified normal distribution: wdis,ij,tH→P=exp⁡(−∥rij,tH→P∥2/2σ2)w^{\mathcal{H}\to\mathcal{P}}_{\mathrm{dis},ij,t} = \exp\left(-\lVert r^{\mathcal{H}\to\mathcal{P}}_{ij,t}\rVert^{2}/2\sigma^{2}\right), where σ2\sigma^{2} denotes the distribution variance. Note that, since the joint-relative distances are non-negative while the normal distribution is infinitely two-sided, joints that are closer to each other are assigned a larger weight and vice versa. Similar to Eq. (6), the time-dependent distance-weighted matrix is:

Wdis,tH→P=[wdis,11,tH→Pwdis,12,tH→P⋯wdis,1n,tH→P⋮⋮⋱⋮wdis,n1,tH→Pwdis,n2,tH→P⋯wdis,nn,tH→P].(7)\mathbf{W}^{\mathcal{H}\to\mathcal{P}}_{\mathrm{dis},t} = \begin{bmatrix} w^{\mathcal{H}\to\mathcal{P}}_{\mathrm{dis},11,t} & w^{\mathcal{H}\to\mathcal{P}}_{\mathrm{dis},12,t} & \cdots& w^{\mathcal{H}\to\mathcal{P}}_{\mathrm{dis},1n,t} \\ \vdots& \vdots& \ddots& \vdots\\ w^{\mathcal{H}\to\mathcal{P}}_{\mathrm{dis},n1,t} & w^{\mathcal{H}\to\mathcal{P}}_{\mathrm{dis},n2,t} & \cdots& w^{\mathcal{H}\to\mathcal{P}}_{\mathrm{dis},nn,t} \end{bmatrix}. \tag*{(7)}
  1. Mimetic Embodiment Transfer Objective: At each discrete timestep tt, given JtH→PJ^{\mathcal{H}\to\mathcal{P}}_{t}, AtH→PA^{\mathcal{H}\to\mathcal{P}}_{t}, Wdis,tH→PW^{\mathcal{H}\to\mathcal{P}}_{\mathrm{dis},t}, and WsemH→PW^{\mathcal{H}\to\mathcal{P}}_{\mathrm{sem}}, we formulate the mimetic embodiment transfer term, Einteract(Rt,Pt,HSMPL,t)E_{\mathrm{interact}}(\mathcal{R}_{t}, \mathcal{P}_{t}, \mathcal{H}_{\mathrm{SMPL},t}), to align human-humanoid interaction with its human-human interaction as:

∥(WsemH→PWdis,tH→P)⊙(JtR→P−JtH→P)∥22+∥(WsemH→PWdis,tH→P)⊙(AtR→P−AtH→P)∥22,(8)\left\lVert\left(\mathbf{W}^{\mathcal{H}\to\mathcal{P}}_{\mathrm{sem}}\mathbf{W}^{\mathcal{H}\to\mathcal{P}}_{\mathrm{dis},t}\right)\odot\left(\mathbf{J}^{\mathcal{R}\to\mathcal{P}}_{t}-\mathbf{J}^{\mathcal{H}\to\mathcal{P}}_{t}\right)\right\rVert_{2}^{2} + \left\lVert\left(\mathbf{W}^{\mathcal{H}\to\mathcal{P}}_{\mathrm{sem}}\mathbf{W}^{\mathcal{H}\to\mathcal{P}}_{\mathrm{dis},t}\right)\odot\left(\mathbf{A}^{\mathcal{R}\to\mathcal{P}}_{t}-\mathbf{A}^{\mathcal{H}\to\mathcal{P}}_{t}\right)\right\rVert_{2}^{2}, \tag*{(8)}

where ⊙\odot denotes element-wise multiplication. By incorporating Eq. (8) with an enforced inverse kinematic term EIKE_{\mathrm{IK}} and the Tikhonov regularization term EsmoothE_{\mathrm{smooth}} [47], we therefore use the mink solver [48] to solve for R^t\hat{\mathcal{R}}_{t} in Eq. (9) at each discrete timestep tt along the interaction horizon of TT:

R^t=arg⁡min⁡Rt Einteract(Rt,Pt,HSMPL,t)+EIK(Rt,HSMPL,t)+Esmooth(Rt,Rt−1)(9)\hat{\mathcal{R}}_{t} = \underset{\mathcal{R}_{t}}{\arg\min}\ E_{\mathrm{interact}}(\mathcal{R}_{t},\mathcal{P}_{t},\mathcal{H}_{\mathrm{SMPL},t}) + E_{\mathrm{IK}}(\mathcal{R}_{t},\mathcal{H}_{\mathrm{SMPL},t}) + E_{\mathrm{smooth}}(\mathcal{R}_{t},\mathcal{R}_{t-1}) \tag*{(9)}

to obtain {R^t}t=0T\{\hat{\mathcal{R}}_{t}\}_{t=0}^{T}, preserving the interaction between the target human {HSMPL,t}t=0T\{\mathcal{H}_{\mathrm{SMPL},t}\}_{t=0}^{T} and its human partner {Pt}t=0T\{\mathcal{P}_{t}\}_{t=0}^{T} along the interaction horizon.

Post-Retargeting Interaction Optimization

Yet, these newly retargeted poses face challenges in self-balancing and inter-body collisions. We mitigate these artifacts by optimizing post-retargeting interactions as we roll out their poses. For self-balancing, we follow the full-body compliant human-humanoid interaction mechanism [49]. To prevent inter-body collisions, we maintain an inter-body minimum safe distance of dmin⁡,ijd_{\min,ij} between Ji,tRJ^{R}_{i,t} and Jj,tPJ^{P}_{j,t} at each given discrete timestep tt. We apply this post-retargeting optimization throughout the human-humanoid interaction horizon for all human-humanoid interaction sequences.

Lastly, we apply the entire HumiTransfer framework to all human-human interaction sequences, yielding the final HumiMimic, which is used in our experiments.

Experiment

We conduct intensive experiments to: (i) evaluate the effectiveness of HumiTransfer; (ii) demonstrate the utility of our HumiMimic dataset for a generative human-humanoid interaction task; and (iii) validate real-world deployment by using a trained policy on our HumiMimic dataset and executing it on a real humanoid robot.

Assessment of Extraction & Retargeting in HumiTransfer

First, we assess the performance of our HumiTransfer in the human-to-humanoid motion transfer task. As no training is involved, all experiments in this section run on our full HumiMimic dataset.

Physical Plausibility of Extracted Human-Human Interaction

We first evaluate the physical plausibility of extracted human-human interactions (Eq. (3)) by computing their foot-slipping errors (EfootE_{\mathrm{foot}}) [50], ground penetration (EgroundE_{\mathrm{ground}}) [51], and static stability margin (SSM) [52]. As in [53], we compute SSM as the signed distance between the projected center of mass (CoM) and the support polygon.

As depicted in Table II, our method achieves lower error across the defined metrics compared to the traditional SMPL-based fitting [43], notably with only EfootE_{\mathrm{foot}} of 0.6765 cm/frame, EgroundE_{\mathrm{ground}} of 0.9282 cm/frame, and SSM of 2.0402 cm/frame lying inside the polygon, highlighting the importance of foot-ground consistency fine-tuning.

MethodEfootE_{\mathrm{foot}} (↓)EgroundE_{\mathrm{ground}} (↓)SSM (↑)
SMPL Fitting [43]2.612536.3547-1.9336
SMPL Fitting [43] with Foot-Ground Consistency Fine-tuning0.67650.92822.0402

Table II. Effects of Foot-Ground Consistency Fine-tuning: Quantitative comparisons between SMPL-based fitting and itself with our proposed foot-ground consistency fine-tuning (Eq. (3)) in terms of EfootE_{\mathrm{foot}}, EgroundE_{\mathrm{ground}}, and SSM on HumiMimic.

Mimetic Embodiment Transfer

We evaluate the performance of our mimetic embodiment transfer against naive methods (i.e., inverse-kinematics [25] with uniform scaling) and optimization-based fitting methods (i.e., GMR [23] and PAIR [37]) on the 23-DoF HighTorque Mini-hi and the 26-DoF Unitree R1 Edu. In this experiment, we report MPJPE in cm as the joint position error, IRD cm as the mean absolute pairwise-distance error, CF1 as the F1 score for contact preservation at a distance threshold of d=20d = 20 cm.

In Table III, our method with semantic and distance-based weighting (HumiTransfer+^{+}) achieves the best MPJPE, IRD, and CF1 results across both the Unitree R1 Edu and the HighTorque Mini-hi. Meanwhile, GMR [23], and PAIR [37], and our method without a weighting mechanism (HumiTransfer−^{-}) result in slight inconsistencies. The qualitative results in Figure 4 confirm the overall effectiveness of our weighting strategy for preserving high-fidelity, embodiment-specific human-to-humanoid interaction retargeting.

Qualitative comparisons of retargeting results

Figure 4. Qualitative Comparisons of Retargeting Results: Given the human-human interaction to retarget to different humanoids, naive IK [25] produces suboptimal leg and head poses on the Unitree R1 Edu and foot-ground penetration on the HighTorque Mini-hi. Meanwhile, GMR [23] and HumiTransfer−^{-} (Ours) preserve robot poses but lose contact with the human partner, whereas PAIR [37] introduces distorted poses on both humanoids. HumiTransfer+^{+} (Ours) preserves embodiment-specific poses and maintains contact with the human partner.

MethodUnitree R1 Edu MPJPE (↓)Unitree R1 Edu IRD (↓)Unitree R1 Edu CF1 (↑)HighTorque Mini-hi MPJPE (↓)HighTorque Mini-hi IRD (↓)HighTorque Mini-hi CF1 (↑)
Naive IK [25]37.8516.8213.8441.3120.6711.42
GMR [23]11.915.7369.1210.495.3061.97
PAIR [37]9.374.1674.5412.796.2459.41
HumiTransfer−^{-}10.134.0880.9011.636.1465.29
HumiTransfer+^{+}6.312.8481.977.583.6778.15

Table III. Retargeting Performance on Different Humanoids: Quantitative evaluations in terms of MPJPE, IRD, and CF1 on HumiMimic between our methods and against naive IK [25], GMR [23], and PAIR [37] on the Unitree R1 Edu and the High-Torque Mini-hi. HumiTransfer−^{-} and HumiTransfer+^{+} denote for without and with the weighting matrices (Eq. (6) and Eq. (7)).

Diversity of Retargeted Human-Humanoid Motion

We also measure the motion diversity via the diversity score proposed in [54]. As shown in Table IV, our dataset achieves higher diversity scores of 6.2427 and 6.2285 for Unitree R1 Edu and HighTorque Mini-hi, respectively, compared to AMASS [4]’s diversity scores of 5.4834 and 5.4859. These results indicate greater overall motion variability, thanks to the collection of in-the-wild human-human interaction videos. The diversity of interactions can be seen in our video. In addition, we show in Figure 5 the eight most representative human-humanoid interaction motions in HumiMimic.

Qualitative samples of retargeted human-humanoid interactions

Figure 5. Qualitative Samples of Retargeted Human-Humanoid Interactions: By leveraging internet-scale human-human interaction videos, HumiMimic exhibits numerous human-humanoid interactions. More samples are available in our supplementary video.

MethodUnitree R1 EduHighTorque Mini-hi
Diversity (↑)Diversity (↑)
Human3.6M [5]3.82513.7963
AMASS [4]5.48345.4859
3DPW [7]4.01733.9130
HumiMimic6.24276.2285

Table IV. Motion Diversity of Datasets on Different Humanoids: Diversity scores [54] of human-humanoid interactions on HumiMimic compared to Human3.6M [5], AMASS [4], and 3DPW [7] on the Unitree R1 Edu and the HighTorque Mini-hi.

Generative Human-Humanoid Interaction Benchmarking

Based on the concept of mimesis, we verify whether our HumiMimic dataset can serve as a benchmark for generative human-humanoid interaction tasks. In this experiment, we split our HumiMimic dataset into train and test sets in an 8 : 2 ratio to train and test existing baselines. Given the human’s motion sequence, the generative human-humanoid interaction task aims to synthesize a responsive 3D motion for the humanoid to synchronize with the partner’s motion while maintaining physical and semantic coordination, including handling occlusions, rotations, and physical contacts.

We evaluate on five architectures: ReMos [55], InterFormer [56], ComMDM [57], InterGen [58], and Duolando [59], adapted to predict follower motion conditioned on partner’s 3D poses. For Duolando, RL fine-tuning further reduces artifacts such as foot slipping and penetration. Following [59], we evaluate the motion kinematic quality through the kinematic Fréchet Inception Distance [60] (FIDk\mathrm{FID}_{k}) from joint trajectories and interaction quality through cross-distance FID (FIDcd\mathrm{FID}_{cd}) between pairwise joints and frequency of contact consistency (fcontactf_{\mathrm{contact}}) in terms of percentages of contact frames versus non-contact frames.

Table V shows that Duolando achieves the best overall performance, with FIDk\mathrm{FID}_{k} at 24.96 and 27.24, FIDcd\mathrm{FID}_{cd} at 9.07 and 11.53, together with the fcontactf_{\mathrm{contact}} of 51.75% and 51.77%. ReMos [55] exhibits improved contact frequency at 46.79% and 47.56%. Meanwhile, InterGen [58] achieves an FIDcd\mathrm{FID}_{cd} of 10.86 under HighTorque Mini-hi embodiment. Figure 6 presents a challenging sports sequence with a human partner. Duolando [59] produces more appropriate and synchronized responses, while InterGen [58] generates coherent motion but often responds inappropriately, either closely mimicking the human partner or producing unnatural motions.

Qualitative samples of generative human-humanoid interaction

Figure 6. Qualitative Samples of Generative Human-Humanoid Interaction: Qualitative comparison of humanoid-human interaction generation on the test set of HumiMimic. The context of the input is “A man is kicking a ball”; the humanoid is expected to move to receive the ball as it is passed. Duolando [59] achieves a more natural and reactive response to follower motions, while InterGen [58] either mimics the partner’s motion or responds with an unsuitable motion. More qualitative results of other baselines are provided in our supplementary video.

MethodUnitree R1 EduHighTorque Mini-hi
FIDk\mathrm{FID}_{k} (↓)FIDcd\mathrm{FID}_{cd} (↓)fcontactf_{\mathrm{contact}} (↑)FIDk\mathrm{FID}_{k} (↓)FIDcd\mathrm{FID}_{cd} (↓)fcontactf_{\mathrm{contact}} (↑)
ComMDM [57]36.0715.9331.09%38.3318.3029.07%
InterFormer [56]30.1614.6642.97%32.8413.9839.47%
InterGen [58]34.6217.7248.91%30.9810.8639.37%
ReMos [55]25.4911.6646.79%31.5112.9447.56%
Duolando [59]24.969.0751.75%27.2411.5346.77%

Table V. Generating Humanoid Motion from Human Motion Results. Quantitative results on humanoid-human interaction between ComMDM [57], InterFormer [56], InterGen [58], ReMos [55], and Duolando [59]. All experiments run on the test set of our HumiMimic dataset.

Self-Balancing Evaluation & Real-Robot Deployment

Finally, we examine the self-balancing capability of the Unitree R1 Edu and the HighTorque Mini-hi in simulation and physically demonstrate the interaction tasks on the real Unitree R1 Edu humanoid with a human partner.

  1. Self-Balancing Evaluation: We evaluate the balancing ability of the retargeted motions for both humanoid embodiments, considering their CoM heights relative to the ground’s tangential plane, and we compare these profiles with those of the retargeted human along the interaction horizon.

On the test set of HumiMimic in simulation, both humanoids, Unitree R1 Edu and HighTorque Mini-hi, maintain CoM-height differences of 2.9573 cm and 3.2021 cm, respectively, while preserving interaction-critical relationships with the human partner. Both the Unitree R1 Edu (middle) and HighTorque Mini-hi (bottom) in Figure 7 are capable of reproducing the crouching motions while maintaining the retargeted human’s CoM trajectories and remaining consistent with their respective morphologies, as shown in Figure 7 (top). These results indicate that HumiTransfer can adapt human poses to each humanoid while maintaining self-balancing capabilities, which are well-suited for real-robot deployment.

Visualization of CoM trajectories on different humanoid embodiments

Figure 7. Visualization of CoM Trajectories on Different Humanoid Embodiments: Qualitative comparison of the original human motion (top) and the retargeted motions to Unitree R1 Edu (middle) and HighTorque Mini-hi (bottom) during the kicking interaction. The yellow markers visualize CoM trajectories of humans and humanoids, showing their geometric similarities to the human’s CoM trajectories.

Real-Robot Deployment

To evaluate real-world executability, we deploy the retargeted motions on the 26-DoF Unitree R1 Edu. We use the sequences from HumiMimic to optimize and map to the robot’s joints, then check against the robot’s motion constraints before execution. In particular, we employ the Unitree R1 Edu motion-tracking controller in mjlab [61], thus optimizing a 26-action policy in 4096 parallel environments for approximately 30, 000 iterations on an NVIDIA RTX 3090 GPU.

The training stage samples initial motion phases, perturbs the robot’s initial pose and velocity, and randomizes physical parameters, including foot friction and joint dynamics. Following DeepMimic [33] and BeyondMimic [62], we condition the actor on this command and proprioception, rewarding the simulated robot for matching the reference. At each simulated step, a motion command samples joint positions and velocities to form the policy command, while anchor and whole-body states supply the corresponding tracking targets. The trained actor is then exported to ONNX and executed in the C++ mimic controller with ONNX Runtime. At 50 Hz, the controller reads the 26 motor states and IMU from Unitree low-state messages, reconstructs the training observation order, and finally evaluates the policy. For details, the observations contain reference joint positions and velocities, torso orientation error, IMU angular velocity, and the previous motion. The torso orientation is reconstructed from the IMU quaternion and waist joints without global position estimation. A fixed mapping converts the common 26-joint policy order to the sparse Unitree SDK motor IDs used on the robot platform. Figure 8 shows that our framework preserves the characteristic spatial and contact relationships in retargeted human-human interactions. The demonstration video is available in our supplementary materials.

Real-robot deployment on the Unitree R1 Edu

Figure 8. Real-Robot Deployment on the Unitree R1 Edu: Two deployed human-humanoid interaction sequences on the Unitree R1 Edu: (a) hugging and (b) hand-shaking with overlaid snapshots depict the temporal evolution of the interacting motion on both the humanoid and its human partner. The interacting sequences are safe, and the humanoid does not cause harm in either scenario.

Limitations & Future Work

Nevertheless, HumiTransfer remains limited by substantial morphological differences between humans and humanoids, which can make certain motions kinematically infeasible. For example, in simulation, we found that the HighTorque Mini-hi’s broad shoulders and short arms prevent it from hugging a human partner as the Unitree R1 Edu can. Furthermore, our current real-robot deployment primarily relies on predefined motion sequences and does not yet explicitly account for human motion. An interesting direction for future work is therefore to develop methods that adapt humanoid motion in response to observed human behavior, leveraging motion data from our HumiMimic dataset.

Conclusion

In this paper, we have presented HumiTransfer for mimetic embodiment transfer from in-the-wild human-human interaction videos. Our proposed method includes a data preparation pipeline that extracts physically plausible human-human interaction poses from in-the-wild videos, followed by a mimetic embodiment transfer that translates one of the observed humans into a humanoid. Our HumiMimic dataset demonstrates higher quality in avoiding ground penetration and foot slipping, while HumiTransfer allows human poses to be retargeted to different humanoids. Benchmarking on HumiMimic across motion generation methods and deployments on the Unitree R1 Edu humanoid showed that our work enables physical deployment and can serve as a benchmark for future human-humanoid interaction work.

References

  1. [1]A. Bandura, D. Ross, and S. A. Ross, “Transmission of aggression through imitation of aggressive models,” The Journal of Abnormal and Social Psychology, vol. 63, no. 3, p. 575, 1961.pubmed.ncbi.nlm.nih.gov/13864605
  2. [2]T. Inamura, I. Toshima, H. Tanie, and Y. Nakamura, “Embodied symbol emergence based on mimesis theory,” The International Journal of Robotics Research, vol. 23, no. 4-5, pp. 363–377, 2004.DOI
  3. [3]Y. Nakamura et al., “Kinematic communication theory for humanoid robots interacting with humans,” in Robotics Research: Results of the 12th International Symposium ISRR. Springer, 2007, pp. 128–139.DOI
  4. [4]N. Mahmood, N. Ghorbani, N. F. Troje, G. Pons-Moll, and M. J. Black, “Amass: Archive of motion capture as surface shapes,” in ICCV, 2019.arxiv.org/abs/1904.03278
  5. [5]C. Ionescu et al., “Human3.6m: Large scale datasets and predictive methods for 3d human sensing in natural environments,” TPAMI, 2014.
  6. [6]C. Mandery, O. Terlemez, M. Do, N. Vahrenkamp, and T. Asfour, “The KIT whole-body human motion database,” in ICAR, 2015.DOI
  7. [7]T. von Marcard, R. Henschel, M. Black, B. Rosenhahn, and G. Pons-Moll, “Recovering accurate 3d human pose in the wild using imus and a moving camera,” in ECCV, sep 2018.
  8. [8]R. Khirchodkar, J.-T. Song, J. Cao, Z. Luo, and K. Kitani, “Harmony4d: A video dataset for in-the-wild close human interactions,” NeurIPS, 2024.
  9. [9]A. Sampieri et al., “Pose forecasting in industrial human-robot collaboration,” in ECCV, 2022.arxiv.org/abs/2208.07308
  10. [10]T. He et al., “Learning human-to-humanoid real-time whole-body teleoperation,” in IROS, 2024.arxiv.org/abs/2403.04436
  11. [11]Q. Bu, J. Cai, L. Chen, X. Cui, Y. Ding, S. Feng, S. Gao, X. He, X. Hu, X. Huang et al., “Agibot world colosseo: A large-scale manipulation platform for scalable and intelligent embodied systems,” ICRA, 2025.arxiv.org/abs/2503.06669
  12. [12]Y. Li, Y. Lin, J. Cui, T. Liu, W. Liang, Y. Zhu, and S. Huang, “Clone: Closed-loop whole-body humanoid teleoperation for long-horizon tasks,” in 9th Annual Conference on Robot Learning, 2025.arxiv.org/abs/2506.08931
  13. [13]T. He et al., “Omnimh20: Universal and dexterous human-to-humanoid whole-body teleoperation and learning,” arXiv, 2024.
  14. [14]S. Jiang et al., “Kaiwu: A multimodal manipulation dataset and framework for robot learning and human-robot interaction,” IEEE Robotics and Automation Letters, 2025.DOI
  15. [15]Z. Luo, S. Iwase, Y. Yuan, and K. Kitani, “Embodied scene-aware human pose estimation,” NeurIPS, 2022.arxiv.org/abs/2206.09106
  16. [16]Y. Cheng, B. Yang, B. Wang, W. Yan, and R. T. Tan, “Occlusion-aware networks for 3d human pose estimation in video,” in ICCV, 2019.DOI
  17. [17]F. Bogo et al., “Keep it smpl: Automatic estimation of 3d human pose and shape from a single image,” in ECCV. Springer, 2016, pp. 561–578.arxiv.org/abs/1607.08128
  18. [18]S. Shin et al., “Wham: Reconstructing world-grounded humans with accurate 3d motion,” in CVPR. IEEE, 2024, pp. 2070–2080.arxiv.org/abs/2312.07531
  19. [19]Z. Jiang et al., “Harmon: Whole-body motion generation of humanoid robots from language descriptions,” arXiv, 2024.arxiv.org/abs/2410.12773
  20. [20]K. Nguyen, K. Nguyen, A. T. Le, J. Peters, M. Huber, N. A. Vien, and M. N. Vu, “Td-grpc: Temporal difference learning with group relative policy constraint for humanoid locomotion,” arXiv preprint arXiv:2505.13549, 2025.arxiv.org/abs/2505.13549
  21. [21]K. Nguyen, A. T. Le, J. Peters, and M. N. Vu, “Doublyaware: Dual planning and policy awareness for temporal difference learning in humanoid locomotion,” IEEE Robotics and Automation Letters, vol. 11, no. 2, pp. 2162–2169, 2025.arxiv.org/abs/2506.12095
  22. [22]T. Wang et al., “Magic: Mixed reality-enhanced active constraint generation and impedance control for human-robot co-manipulation,” IEEE Transactions on Automation Science and Engineering, 2026.DOI
  23. [23]J. P. Araujo et al., “Retargeting matters: General motion retargeting for humanoid motion tracking,” arXiv preprint arXiv:2510.02252, 2025.arxiv.org/abs/2510.02252
  24. [24]T. Huang et al., “Human2humanoid: Physics-aware cross-morphology motion retargeting for humanoid robots,” arXiv preprint arXiv:2606.03476, 2026.arxiv.org/abs/2606.03476
  25. [25]C. Tessler*, Y. Jiang* et al., “Promotions3: An open-source framework for humanoid simulation and control,” 2025.
  26. [26]H. Joo et al., “Panoptic studio: A massively multiview system for social motion capture,” in ICCV, 2015.DOI
  27. [27]M. Trumble et al., “Total capture: 3d human pose estimation using video and inertial sensors,” in BMVC, 2017.DOI
  28. [28]CMU, “Cmu graphics lab motion capture database,” 2003.
  29. [29]M. Loper, N. Mahmood, J. Romero, G. Pons-Moll, and M. J. Black, “Smpl: A skinned multi-person linear model,” in TOG, 2015.
  30. [30]M. Fieraru et al., “Three-dimensional reconstruction of human interactions,” in CVPR, 2021.DOI
  31. [31]A. Aristidou and J. Lasenby, “Fabrik: A fast, iterative solver for the inverse kinematics problem,” Graphical Models, 2011.DOI
  32. [32]S. Choi et al., “Self-supervised motion retargeting with safety guarantee,” in ICRA. IEEE, 2021, pp. 8079–8103.arxiv.org/abs/2103.06447
  33. [33]X. B. Peng et al., “Deepmimic: Example-guided deep reinforcement learning of physics-based character skills,” in TOG, 2018.
  34. [34]A. Tang et al., “Humanmimic: Learning natural locomotion and transitions for humanoid robot via wasserstein adversarial imitation,” in ICRA. IEEE, 2024, pp. 13 107–13 114.DOI
  35. [35]Z. Luo et al., “Perpetual humanoid control for real-time simulated avatars,” in ICCV, 2023, pp. 10 895–10 904.arxiv.org/abs/2305.06456
  36. [36]C. Pan et al., “Spider: Scalable physics-informed dexterous retargeting,” arXiv preprint arXiv:2511.09484, 2025.arxiv.org/abs/2511.09484
  37. [37]W.-J. Huang et al., “Learning whole-body human-humanoid interaction from human-human demonstrations,” arXiv preprint arXiv:2601.09518, 2026.arxiv.org/abs/2601.09518
  38. [38]T. Cheynel et al., “Reconform: Real-time contact-aware motion retargeting for more diverse character morphologies,” in Computer Graphics Forum, vol. 44, no. 2. Wiley Online Library, 2025, p. e70028.
  39. [39]I. Jang et al., “Geometry-aware retargeting for two-skinned characters interaction,” TOG, vol. 43, no. 6, pp. 1–17, 2024.
  40. [40]N. Salazar et al., “Xmipose: A pipeline for large-scale in-the-wild human motion dataset construction,” Computer Animation and Virtual Worlds, vol. 37, no. 4, p. e70156, 2026.
  41. [41]P. Sun et al., “Dancetrack: Multi-object tracking in uniform appearance and diverse motion,” in CVPR, 2022.arxiv.org/abs/2111.14690
  42. [42]W. Yin et al., “Whac: World-grounded humans and cameras,” in ECCV, 2024.arxiv.org/abs/2403.12959
  43. [43]G. Pavlakos et al., “Expressive body capture: 3d hands, face, and body from a single image,” in CVPR, 2019.arxiv.org/abs/1904.05866
  44. [44]S. Kajita et al., “Biped walking pattern generation by using preview control of zero-moment point,” in ICRA, 2003.DOI
  45. [45]D. Bahdanau et al., “Neural machine translation by jointly learning to align and translate,” arXiv preprint arXiv:1409.0473, 2014.
  46. [46]G. Tevet et al., “Motionclip: Exposing human motion generation to clip space,” in ECCV. Springer, 2022, pp. 358–374.arxiv.org/abs/2203.08063
  47. [47]C. W. Wampler, “Manipulator inverse kinematic solutions based on vector formulations and damped least-squares methods,” IEEE Transactions on Systems, Man, and Cybernetics, vol. 16, no. 1, pp. 93–101, 1986.DOI
  48. [48]K. Zakka, “Mink: Python inverse kinematics based on MuJoCo,” 2026.DOI
  49. [49]S. Hyon et al., “Full-body compliant human–humanoid interaction: balancing in the presence of unknown external forces,” IEEE Transactions on Robotics, vol. 23, no. 5, pp. 884–898, 2007.DOI
  50. [50]D. Rempe et al., “Contact and human dynamics from monocular video,” in ECCV, 2020, pp. 71–87.
  51. [51]Y. Yuan et al., “Simpoe: Simulated character control for 3d human pose estimation,” in CVPR. IEEE, 2021, pp. 7155–7165.arxiv.org/abs/2104.00683
  52. [52]M. F. Silva et al., “A historical perspective of legged robots,” Journal of Vibration and Control, vol. 13, no. 9-10, pp. 1447–1486, 2007.DOI
  53. [53]A. Maoudi et al., “Spinder: an open-source 18-dof hexapod robot with hierarchical central pattern generator control and analytic inverse kinematics,” Scientific Reports, 2026.
  54. [54]C. Guo et al., “Generating diverse and natural 3d human motions from text,” in CVPR, IEEE, 2022, pp. 5142–5151.DOI
  55. [55]A. Ghosh et al., “Remos: 3d motion-conditioned reaction synthesis for two-person interactions,” in ECCV, 2024.arxiv.org/abs/2311.17057
  56. [56]B. Chopin et al., “Interaction transformer for human reaction generation,” IEEE Transactions on Multimedia, 2023.
  57. [57]Y. Shafir, G. Tevet, R. Kapon, and A. H. Bermano, “Human motion diffusion as a generative prior,” arXiv, 2023.arxiv.org/abs/2303.01418
  58. [58]H. Liang, W. Zhang, W. Li, J. Yu, and L. Xu, “Intergen: Diffusion-based multi-human motion generation under complex interactions,” International Journal of Computer Vision, 2024.DOI
  59. [59]L. Siyao et al., “Duolando: Follower gpt with off-policy reinforcement learning for dance accompaniment,” in ICLR, 2024.arxiv.org/abs/2403.18811
  60. [60]M. Heusel et al., “Gans trained by a two time-scale update rule to converge to a local Nash equilibrium,” NeurIPS, vol. 30, 2017.
  61. [61]K. Zakka, Q. Liao, B. Yi, L. L. Lay, K. Sreenath, and P. Abbeel, “mjlab: A lightweight framework for gpu-accelerated robot learning,” arXiv preprint arXiv:2601.22074, 2026.arxiv.org/abs/2601.22074
  62. [62]Q. Liao, T. E. Truong, X. Huang, Y. Gao, G. Tevet, K. Sreenath, and C. K. Liu, “Beyondmotion: From motion tracking to versatile humanoid control via guided diffusion,” arXiv preprint arXiv:2508.08241, 2025.arxiv.org/abs/2508.08241

Paper details

vlnc:W_7dgmvy2e

published · Fresh — added to the Hub within the last 30 days

added ·

Usage

views · 1

downloads · 0

A view counts once per browser per day, a download each time the PDF is requested.

CC BY 4.0

Original source

  • Computer Science

Not recorded for this paper · View statement →

Looking for related papers…
Contents