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UniCon: Universal Neural Controller For Physics-based Character Motion

arXiv 2011.15119 ↗First posted 30 Nov 2020cs.GR cs.CV cs.LGcited by 39

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Abstract (arXiv)

The field of physics-based animation is gaining importance due to the increasing demand for realism in video games and films, and has recently seen wide adoption of data-driven techniques, such as deep reinforcement learning (RL), which learn control from (human) demonstrations. While RL has shown impressive results at reproducing individual motions and interactive locomotion, existing methods are limited in their ability to generalize to new motions and their ability to compose a complex motion sequence interactively. In this paper, we propose a physics-based universal neural controller (UniCon) that learns to master thousands of motions with different styles by learning on large-scale motion datasets. UniCon is a two-level framework that consists of a high-level motion scheduler and an RL-powered low-level motion executor, which is our key innovation. By systematically analyzing existing multi-motion RL frameworks, we introduce a novel objective function and training techniques which make a significant leap in performance. Once trained, our motion executor can be combined with different high-level schedulers without the need for retraining, enabling a variety of real-time interactive applications. We show that UniCon can support keyboard-driven control, compose motion sequences drawn from a large pool of locomotion and acrobatics skills and teleport a person captured on video to a physics-based virtual avatar. Numerical and qualitative results demonstrate a significant improvement in efficiency, robustness and generalizability of UniCon over prior state-of-the-art, showcasing transferability to unseen motions, unseen humanoid models and unseen perturbation.

Key facts. Cited by 39 papers in the map (data through 7 Oct 2026). First posted on arXiv 30 Nov 2020.

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Citing papers per year: 2021: 2; 2022: 7; 2023: 7; 2024: 12; 2025: 8; 2026: 3.

39 papers.

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  1. 2023Perpetual Humanoid Control for Real-time Simulated Avatarscited by 198
  2. 2024Open-TeleVision: Teleoperation with Immersive Active Visual Feedbackcited by 137
  3. 2024Expressive Whole-Body Control for Humanoid Robotscited by 117
  4. 2024Learning Human-to-Humanoid Real-Time Whole-Body Teleoperationcited by 112
  5. 2023Universal Humanoid Motion Representations for Physics-Based Controlcited by 109
  6. 2024CLoSD: Closing the Loop between Simulation and Diffusion for multi-task character controlcited by 103
  7. 2023Synthesizing Physical Character-Scene Interactionscited by 102
  8. 2021Dynamics-Regulated Kinematic Policy for Egocentric Pose Estimationcited by 101
  9. 2025SONIC: Supersizing Motion Tracking for Natural Humanoid Whole-Body Controlcited by 83
  10. 2022ActFormer: A GAN-based Transformer towards General Action-Conditioned 3D Human Motion Generationcited by 77
  11. 2021Physics-based Human Motion Estimation and Synthesis from Videoscited by 65
  12. 2023MoConVQ: Unified Physics-Based Motion Control via Scalable Discrete Representationscited by 58
27 more
  1. 2023C·ASE: Learning Conditional Adversarial Skill Embeddings for Physics-based Characterscited by 53
  2. 2023PADL: Language-Directed Physics-Based Character Controlcited by 47
  3. 2025AMO: Adaptive Motion Optimization for Hyper-Dexterous Humanoid Whole-Body Controlcited by 47
  4. 2024PDP: Physics-Based Character Animation via Diffusion Policycited by 30
  5. 2023Composite Motion Learning with Task Controlcited by 26
  6. 2025UniPhys: Unified Planner and Controller with Diffusion for Flexible Physics-Based Character Controlcited by 24
  7. 2024Harmon: Whole-Body Motion Generation of Humanoid Robots from Language Descriptionscited by 22
  8. 2024PhysReaction: Physically Plausible Real-Time Humanoid Reaction Synthesis via Forward Dynamics Guided 4D Imitationcited by 18
  9. 2024Real-Time Simulated Avatar from Head-Mounted Sensorscited by 17
  10. 2024SuperPADL: Scaling Language-Directed Physics-Based Control with Progressive Supervised Distillationcited by 16
  11. 2025Reconstructing 4D Spatial Intelligence: A Surveycited by 13
  12. 2022A Survey on Reinforcement Learning Methods in Character Animationcited by 12
  13. 2022From Universal Humanoid Control to Automatic Physically Valid Character Creationcited by 11
  14. 2025Physics-Based Motion Imitation with Adversarial Differential Discriminatorscited by 11
  15. 2024Physics-based Scene Layout Generation from Human Motioncited by 10
  16. 2026InterPrior: Scaling Generative Control for Physics-Based Human-Object Interactionscited by 10
  17. 2025SkillBlender: Towards Versatile Humanoid Whole-Body Loco-Manipulation via Skill Blendingcited by 9
  18. 2022Learning to Brachiate via Simplified Model Imitationcited by 7
  19. 2022ASE: Large-Scale Reusable Adversarial Skill Embeddings for Physically Simulated Characterscited by 6
  20. 2026MotionBricks: Scalable Real-Time Motions with Modular Latent Generative Model and Smart Primitivescited by 5
  21. 2022Skeleton2Humanoid: Animating Simulated Characters for Physically-plausible Motion In-betweeningcited by 4
  22. 2024A Plug-and-Play Physical Motion Restoration Approach for In-the-Wild High-Difficulty Motionscited by 4
  23. 2025InterAgent: Physics-based Multi-agent Command Execution via Diffusion on Interaction Graphscited by 4
  24. 2022Leveraging Demonstrations with Latent Space Priorscited by 2
  25. 2024PlaMo: Plan and Move in Rich 3D Physical Environmentscited by 1
  26. 2025ForceGrip: Reference-Free Curriculum Learning for Realistic Grip Force Control in VR Hand Manipulationcited by 1
  27. 2026ReActor: Reinforcement Learning for Physics-Aware Motion Retargetingcited by 1