Generating Physically Realistic and Directable Human Motions from Multi-Modal Inputs
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Abstract (arXiv)
This work focuses on generating realistic, physically-based human behaviors from multi-modal inputs, which may only partially specify the desired motion. For example, the input may come from a VR controller providing arm motion and body velocity, partial key-point animation, computer vision applied to videos, or even higher-level motion goals. This requires a versatile low-level humanoid controller that can handle such sparse, under-specified guidance, seamlessly switch between skills, and recover from failures. Current approaches for learning humanoid controllers from demonstration data capture some of these characteristics, but none achieve them all. To this end, we introduce the Masked Humanoid Controller (MHC), a novel approach that applies multi-objective imitation learning on augmented and selectively masked motion demonstrations. The training methodology results in an MHC that exhibits the key capabilities of catch-up to out-of-sync input commands, combining elements from multiple motion sequences, and completing unspecified parts of motions from sparse multimodal input. We demonstrate these key capabilities for an MHC learned over a dataset of 87 diverse skills and showcase different multi-modal use cases, including integration with planning frameworks to highlight MHC's ability to solve new user-defined tasks without any finetuning.
Key facts. Cited by 6 papers in the map (data through 7 Oct 2026). Builds on 26 of its 36 references that are in the map. First posted on arXiv 8 Feb 2025.
Builds on
26 of 36 references.
References · 26
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- 2021Isaac Gym: High Performance GPU-Based Physics Simulation For Robot Learningcited by 882
- 2023T2M-GPT: Generating Human Motion from Textual Descriptions with Discrete Representationscited by 577
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- 2017Learning human behaviors from motion capture by adversarial imitationcited by 75
14 more
- 2023MoConVQ: Unified Physics-Based Motion Control via Scalable Discrete Representationscited by 58
- 2023C·ASE: Learning Conditional Adversarial Skill Embeddings for Physics-based Characterscited by 53
- 2023PADL: Language-Directed Physics-Based Character Controlcited by 47
- 2023PMP: Learning to Physically Interact with Environments using Part-wise Motion Priorscited by 38
- 2020MeTRAbs: Metric-Scale Truncation-Robust Heatmaps for Absolute 3D Human Pose Estimationcited by 35
- 2023Prompt, Plan, Perform: LLM-based Humanoid Control via Quantized Imitation Learningcited by 31
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Built on by
Citing papers per year: 2025: 5; 2026: 1.
6 papers.
- 2025Motion Generation: A Survey of Generative Approaches and Benchmarkscited by 8
- 2025Multimodal Generative AI with Autoregressive LLMs for Human Motion Understanding and Generation: A Way Forwardcited by 1
- 2026Self-Intersection-Aware 3D Human Motion Generation Using an Efficient Human Sphere Proxycited by 1
- 2025No More Marching: Learning Humanoid Locomotion for Short-Range SE(2) Targetscited by 0
- 2025WATCH: World-aware Allied Trajectory and pose reConstruction for Camera and Humancited by 0
- 2025Switch-JustDance: Benchmarking Whole Body Motion Tracking Controllers Using a Commercial Console Gamecited by 0
- 2026Self-Intersection-Aware 3D Human Motion Generation Using an Efficient Human Sphere Proxy26 May 2026
- 2025Switch-JustDance: Benchmarking Whole Body Motion Tracking Controllers Using a Commercial Console Game22 Nov 2025
- 2025WATCH: World-aware Allied Trajectory and pose reConstruction for Camera and Human4 Sep 2025
- 2025No More Marching: Learning Humanoid Locomotion for Short-Range SE(2) Targets16 Aug 2025
- 2025Motion Generation: A Survey of Generative Approaches and Benchmarks7 Jul 2025
- 2025Multimodal Generative AI with Autoregressive LLMs for Human Motion Understanding and Generation: A Way Forward31 May 2025
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- 2024Data-Efficient Approach to Humanoid Control via Fine-Tuning a Pre-Trained GPT on Action Data