Papers for

animation software developers

Papers whose findings have a practical use for this group, as judged from the abstract. Open a paper to read what it means in practice.

Action representation pretraining improves robot hand manipulation success

Scaling Dexterous Manipulation via Action Representation Pretraining

Abstract: Large-scale vision, language, and video pretraining has substantially improved the perception and generalization capabilities of robotic manipulation models, but action generation for complex dexterous manipulation remains constrained by the scarcity of robot demonstrations. Limited robot demonstrations must be used to learn both action representations and task-conditioned action distributions, making it difficult to adequately learn action representations and, in turn, limiting the ability of downstream generative models to generate complex dexterous actions. To address this limitation, we propose ARPG (Action Representation Pretraining and Generation), which explicitly separates action representation learning from action generation: we first pretrain an action representation encoder on large-scale human manipulation data. We then freeze the encoder and train a compact generative backbone (130M parameters) to learn task-conditioned action distributions in the encoder's representation space. Experimental results show that ARPG achieves state-of-the-art performance on the DexJoCo benchmark and improves the average success rate on bimanual dexterous manipulation from 10.1% for $π_{0.5}$ to 44.7%. Scaling experiments further show that broader coverage of human manipulation behaviors effectively improves downstream performance. These results indicate that action representation pretraining provides an independent scaling dimension for improving complex dexterous manipulation capabilities.

Sun 25 OctRobotics
The gist
Dexterous robot hand movements are hard to teach because there aren’t enough robot examples to learn from. The authors separate the learning process into two steps: first, they teach the robot how to understand human hand actions by training on many human motion examples, then they use this knowledge to help robots learn tasks with fewer examples. This new method leads to much better success in complex robot hand tasks like using two hands together.
Open → 2610.34453v1

TrackTok creates stable object tokens for efficient video modeling

TrackTok: Object-Centric Video Tokenization with Semantically Persistent Tokens

Abstract: We introduce TrackTok, an efficient video tokenization framework that produces object-centric tokens, i.e., tokens that consistently encode the same semantic objects across time, even as it moves, deforms, or undergoes partial occlusion. Conventional patch-based or existing holistic tokenizers produce token identities often tied to fixed image locations. In contrast, our approach learns temporally persistent object-centric representations that bind visual features across frames into stable semantic units. This enables substantially more compact, continuous latent video representations, reducing the number of tokens required for downstream generative modeling with state-of-the-art flow models, while preserving the semantic structure needed for high-quality synthesis. Our tokenizer offers a favorable quality-efficiency trade-off. TrackTok achieves comparable class-conditional generative FVD on UCF-101 dataset at 8 times fewer latent tokens and better latency, and outperforms existing 1D tokenization baselines on frame prediction task on Kinetics-600 across low token budgets. These results suggest that object-aligned and temporally persistent tokenization is a promising direction for scalable video generation, where reducing latent token counts is critical for efficient modeling. Our code for this work is available at https://github.com/phamleyennhi/tracktok.

Sat 24 OctComputer Vision and Pattern Recognition
The gist
Videos are made of many frames showing moving objects, and computers need to understand which parts belong to the same object over time. Existing methods break videos into fixed patches, which don’t track objects well as they move or change shape. The authors present TrackTok, a method that keeps tokens tied to the same objects through time, even if the objects move or get partially hidden. This reduces the number of tokens needed and helps make video generation models faster and more accurate.
Open → 2610.33857v1

Video generation method improves long sequences with full history access

Recast the Past: Stable Long Video Generation with Full Context Memory

Abstract: Long-horizon video generation requires retaining an ever-expanding history, but conditioning on its growing token sequence is costly. Existing methods restrict or compress historical context, potentially losing information needed for future generation. This work proposes ReCam, which groups local spatiotemporal blocks of historical latents into vectors and projects them directly into the high-dimensional hidden space of a Diffusion Transformer. The model learns to use the resulting memory tokens through native self-attention, reducing token count while retaining block-level access to the full history. To mitigate temporal drift during autoregressive rollout, we further introduce dual-pointer denoising with separate noise schedules for recent context and target frames. Among the evaluated methods, ReCam achieves the highest VBench-Long overall score of 80.1 and competitive static-scene revisitation performance on R2M-Bench. It also leads on all four consistency metrics for off-screen subject reappearance, including clothing consistency of 4.09 versus 3.03 for the best baseline.

Tue 20 OctComputer Vision and Pattern RecognitionArtificial Intelligence
The gist
Generating long videos is challenging because computers need to remember everything that happened before, which becomes too difficult as the video gets longer. The authors present ReCam, a new method that groups parts of the past video into memory units, letting the model refer back to the entire history without slowing down. They also use a special technique to keep the video consistent over time, avoiding glitches or changes in appearance. Their approach outperforms other methods in quality and consistency for long videos.
Open → 2610.27986v1

CusADi2 speeds up robot motion math for low latency control

CusADi2: Latency-Optimized Batch Computation of Robot Kinematics, Jacobians, and Hessians on the GPU

Abstract: Trajectory optimization methods, from sampling-based zero-order to gradient-based first- and second-order approaches, require many evaluations of dynamical system functions, i.e., functions derived from a robot's dynamical model, such as forward kinematics and their Jacobians and Hessians. These evaluations are largely independent, e.g., across sampled trajectories or time steps, and can thus be evaluated in parallel as a batch. When used to make decisions online, these methods require low latency, i.e., each batch must complete in as little wall-clock time as possible. Existing frameworks utilize modern GPU hardware primarily to parallelize across batch instances, thereby optimizing throughput but not latency. We present CusADi2, a software library that reduces the batch evaluation latency by additionally parallelizing computation within each batch instance. We benchmark forward kinematics, Jacobians, and Hessians for all 67~robots in the MuJoCo Menagerie, including arms, hands, quadrupeds, humanoids, and biomechanical models, against MuJoCo XLA, MuJoCo Warp, frax, CusADi, and CasADi. CusADi2 achieves lower latency than all baselines at batch sizes of 64 to 4096, while matching them at larger batch sizes. We also demonstrate the performance advantage of CusADi2 in a sampling-based control application. All code is open-source at: https://github.com/johnviljoen/cusadi2

Sun 18 OctRobotics
The gist
Robots often need to calculate how their parts move (kinematics) and how those movements change (Jacobians and Hessians) many times very quickly. This is important for planning and controlling robot motions in real time. The authors created CusADi2, a software that uses GPUs in a new way to speed up these calculations by doing many inside each task at once, not just running many tasks side by side. They tested it on many robot types and showed it is faster at smaller batch sizes than existing tools, which helps in quick robot decision-making.
Open → 2610.25476v1

Shared latent spaces in motion VAEs need paired data for compatibility

What Makes a Latent Space Shared? Direct and Recoverable Compatibility in Motion VAEs

Abstract: A shared latent space is often assumed to make representations from different schemas directly interchangeable, yet sharing parameters, dimensionality, or a prior does not determine how corresponding instances are expressed in latent coordinates. We show that this assumption conflates recoverable correspondence, direct compatibility, and decoder reuse. In a controlled multi-schema motion VAE on HumanML3D, even identical inputs yield only $5.9$--$17.7\%$ raw Recall@1 and $0.221$--$0.484$ paired-token cosine, despite correspondence being almost perfectly recoverable after linear calibration. Cycle consistency strengthens recoverability but still leaves direct retrieval and token agreement near zero. In contrast, only $64$ paired clips raise raw Recall@1 to $88.4$--$90.3\%$ and token cosine to approximately $0.82$, making most post-hoc alignment unnecessary, although crossed decoding remains substantially worse than native reconstruction. We further find that reducing measured marginal discrepancy does not imply schema invariance. These results show that a shared backbone or prior does not ensure directly compatible latent coordinates, while limited paired correspondence can substantially improve direct compatibility in the tested setting.

Mon 12 OctArtificial IntelligenceComputer Vision and Pattern Recognition
The gist
This paper looks at how representations of motion data from different model setups are supposed to work in the same 'latent space,' or underlying feature system. The authors show that simply sharing some parts of the model doesn’t mean the data matches up well between them. Without special alignment using pairs of matching examples, the model’s outputs don’t directly correspond to each other very well. Adding a small number of paired examples dramatically improves how well the models’ outputs align, making them easier to use together.
Open → 2610.17376v1

Video flow models improved with decoupled advantage weighting for better motion quality

VideoAWR: Reinforcing Video Flow Models with Decoupled-Timestep Advantage-Weighted Rectification

Abstract: Regression-based RL for flow models mandates sampling \emph{without} classifier-free guidance (CFG) to align the rectification target with the reference marginal velocity. Extending Advantage-Weighted Rectification (AWR), which dynamically scales this regression target based on reward, to video generation encounters a cold-start pathology: unguided rollouts collapse into low-fidelity regions where intra-group reward gaps remain wide but no longer track perceptual quality, rendering the optimization target arbitrary. Conversely, utilizing guided rollouts to restore fidelity, while keeping the regression target tied to the guided sampling distribution, provably triggers a geometric guidance blow-up under exponential-moving-average (EMA) updates. We propose \textbf{VideoAWR}, which resolves this tension by untying sampling from the optimization anchor. An EMA reference policy generates \emph{guided} rollouts to restore reward separability, while the trainable policy is rectified against the \emph{unguided} conditional anchor. We prove this decoupled objective is mathematically exact: the centered advantage cancels the anchor in expectation, filtering out the reward-neutral guidance offset and retaining only the reward-correlated covariance increment. Consequently, inference runs single-branch and CFG-free, yet inference-time CFG preserves its original semantics. Furthermore, we introduce \emph{Decoupled Timestep Rectification}, supervising each rollout at an independently sampled timestep without bias to improve sample efficiency. Experiments on Wan2.1-1.3B and 14B demonstrate stable optimization and superior visual and motion quality in \emph{both} CFG-free and CFG-enabled regimes. Code is available at \pdfstartlink attr{/Border [0 0 0]} user{/Subtype /Link /A << /S /URI /URI (https://github.com/Fuzm7/FlowAWR) >>}% \textcolor{pearDark}{VideoAWR}\pdfendlink.

Fri 9 OctComputer Vision and Pattern Recognition
The gist
Generating videos with AI often struggles to balance making videos look good while learning the right things step-by-step. The authors found that current methods either lead to blurry videos or unstable training. They propose VideoAWR, which separates how the model explores video possibilities from how it learns from them, keeping training stable and improving video quality. Their approach also makes generating videos faster and works well with existing guidance methods.
Open → 2610.13338v1

Hierarchical framework enables flexible multi-agent object manipulation

From Solo to Ensemble: A Hierarchical Framework for Composable Multi-Agent Human-Object Interaction

Abstract: Physics-based human-object interaction has achieved robust single-agent manipulation skills, yet extending them to multi-agent cooperative tasks remains challenging. Existing approaches typically adapt interaction policies through task-specific fine-tuning, which entangles low-level contact-rich execution with high-level coordination and limits reuse across object geometries, interaction types, and team sizes. We propose a hierarchical framework that converts a single-agent HOI policy into a reusable Object-oriented Motion Skill. Specifically, we reinterpret teacher rollouts as object-oriented action supervision by extracting short-horizon object-proxy motions from executed trajectories, and distill task-specific teachers into a low-level skill operating in an Object-oriented Action Space. For downstream tasks, the distilled skill is frozen as a reusable executor, while a high-level policy coordinates multiple agents by generating region-wise object-oriented actions conditioned on the shared object, task goal, agent states, and local manipulation regions. This formulation shifts multi-agent HOI learning from direct contact-rich full-body control to compact object-level proxy-motion coordination. Experiments on diverse HOI tasks show that the distilled Object-oriented Motion Skill supports robust proxy-motion execution and enables composable policy learning across different interaction types, object geometries, and team sizes.

Thu 8 OctRobotics
The gist
Manipulating objects with multiple people working together is hard because their movements and interactions need to be coordinated. The authors created a system that takes skills learned by one person handling an object and turns them into reusable building blocks. These blocks let multiple agents work together by planning coordinated movements of the objects instead of controlling every detail of human movement. Their experiments show this helps teams handle different objects and tasks more reliably.
Open → 2610.11722v1

Control based method improves video motion customization without unwanted content copying

Diverse Motion Customization via Control-based Dynamic Optimization

Abstract: Despite recent advances in video generation, motion customization remains challenging due to content leakage, where appearance attributes from the reference video unintentionally propagate into the generated output. We identify this issue as a consequence of the generative process collapsing toward the reference video, which arises from formulating the learning objective as a direct regression on the reference. To address this, we propose Control-based Motion Customization (CMC), a principled training framework that is structurally robust to content leakage. Our key idea is to steer generative dynamics toward desired motion while avoiding collapse toward the reference video, which we formalize using Stochastic Optimal Control (SOC). Under this formulation, customized videos acquire the target motion yet remain within the pre-trained model's prompt-conditional distribution, where appearance is determined by the text prompt rather than the reference video. Furthermore, to improve efficiency, we tailor the SOC formulation to motion customization by eliminating the need for an explicit reward and introducing a timestep-adaptive motion cost that focuses only on early generative stages, accelerating training by 2.5 times. Extensive experiments demonstrate that CMC effectively mitigates content leakage and achieves competitive motion fidelity while preserving the diversity of the base model across diverse scenarios.

Tue 6 OctComputer Vision and Pattern RecognitionArtificial Intelligence
The gist
Motion customization in video generation often causes unwanted copying of appearance details from the example video, which spoils the new video. The authors show this happens because the model tries to copy the reference video too closely. They propose a new training approach called Control-based Motion Customization (CMC) that guides the video to have the desired motion but prevents it from copying the reference’s appearance. Their technique speeds up training and keeps the generated video diverse and faithful to the motion instructions.
Open → 2610.07911v1

Trajectory aware method speeds up video creation with improved quality

TRAC: Trajectory-aware Reuse and Adaptive Correction for Efficient Autoregressive Video Generation

Abstract: In this paper, we present trajectory-aware reuse and adaptive correction (TRAC), a training-free framework for efficient autoregressive (AR) video generation. Existing acceleration methods mainly target single-trajectory generation with bidirectional attention. AR video generation, by contrast, sequentially couples chunk-level denoising trajectories. Consequently, approximation errors accumulate and propagate through the generation process. TRAC addresses this challenge with three components, including robust cumulative scheduling (RCS), autoregressive trajectory-aware guidance scheduling (ATGS), and spectral structure correction (SSC). RCS selects cache reuse schedules by cumulative rollout error and cross-chunk/prompt variation. ATGS coordinates CFG refreshes along the global AR trajectory. SSC restores low-frequency structure of the first chunk to correct long-term structural loss. Experiments on SkyReels-V2 and FramePack-F1 show that, compared with existing methods, TRAC achieves both the highest inference efficiency and the best generation quality for AR video generation.

Fri 2 OctComputer Vision and Pattern Recognition
The gist
Generating videos by predicting one frame after another can be slow and errors can build up over time. The authors introduced TRAC, a method that smartly reuses past information and corrects mistakes to make this process faster and more accurate without needing extra training. They tested it on video datasets and found TRAC gave quicker video generation and better results than existing methods. This approach is helpful for producing high-quality videos efficiently.
Open → 2610.02779v1

Dense temporal motion retargeting improves dynamic robot motions

Dense Temporal Motion Retargeting for Legged Robots

Abstract: Legged robots can learn expressive whole-body skills from the motions of humans and animals. Due to the morphology gap between the source and the robot, however, the motion must be tailored to the dynamic properties of the robot. In particular, dynamic motions such as a jump require careful adjustment, since their timing and control are interdependent. We propose dense temporal motion retargeting (DTMR), which jointly optimizes timing and control within a single optimization, where dense means that the timing is adjusted for every control step. This dense formulation enables DTMR to deform only the parts of the motion that need a change in timing. The problem is solved with sampling-based model predictive control (MPC) in parallel on a GPU. We evaluate DTMR against baselines on two hours of human motion with four humanoid robots, where the results show that DTMR outperforms baseline methods, particularly on dynamic motions. We also show that allowing more temporal deformation yields more precise retargeting. We further compare DTMR with a baseline that optimizes the temporal dimension, where the result shows that DTMR retargets more precisely under the same deformation budget while being ~19x faster. Lastly, policies trained on our references transfer to a real humanoid robot.

Tue 29 SeptRobotics
The gist
Legged robots can copy movements from humans or animals, but because their bodies are different, the motions must be carefully adjusted. The authors introduced a method called Dense Temporal Motion Retargeting (DTMR) that changes the timing and control of robot movements at every small step to make movements more natural and closer to the original. This approach works especially well for complicated actions like jumps and runs. They showed DTMR is faster and more accurate than other methods and that it can be used on real humanoid robots.
Open → 2609.38617v1

Cross skeleton motion transfer faces fundamental ambiguity issues

Why Cross-Skeleton Retargeting Is Non-Identifiable: Structural Limits of Generative Motion Models

Abstract: Cross-skeleton motion generation trains generative models to carry action structure and motion intention from one body to another. Yet a target motion that shows the right action has two explanations that the training data cannot tell apart: the model transferred the source clip, or it recovered a typical motion for the requested action. We show that this ambiguity is structural rather than incidental: under standard generative objectives, the source-conditioned retargeting map is non-identifiable in sparse heterogeneous motion domains. Unpaired distribution matching yields gauge non-identifiability: the latent spaces of different skeletons can be transformed relative to one another without changing the training evidence, so different source-conditioned maps fit it equally well. Sparse paired supervision admits the complementary failure mode, \emph{conditional-mean degeneration}: when clips are paired only by action, squared-error training converges to an average target motion that ignores the source clip. To make the missing evidence observable, we introduce Source-Instance Fidelity (SIF), a diagnostic that tests whether outputs differ from one another the way their source clips do, with the target skeleton and action held fixed. Under this diagnostic, methods that succeed at the standard action-level test on animal motion data often sit at the source-blind floor, while the methods that rise above it retain only a partial relational signal. Retargeting therefore needs objectives and evaluations that can identify the source-conditioned map it claims to learn. Project page: https://cross-skeleton-retargeting.netlify.app/.

Tue 29 SeptComputer Vision and Pattern RecognitionRobotics
The gist
Sometimes, when trying to copy movements from one animated body to another different one, it’s hard to tell if the result matches because it copied the original movement or just looks like a typical motion of the target body doing that action. The authors found this confusion is built into how these computer models learn, meaning they can’t always figure out a unique right answer. They also created a way to test if a method truly keeps the original movement’s details, showing many popular methods do not. This work suggests better ways are needed to teach and check motion transfer between different bodies.
Open → 2609.37297v1

Riemannian metrics improve robot motion planning with constraints

Induced Riemannian Metrics for Motion Planning with Constraints

Abstract: In constrained motion planning problems, task and loop-closure constraints restrict a robot's motion to a curved, lower-dimensional submanifold of its configuration space. Planners measure path length with a metric, which sets the cost of moving in each direction. Under the Euclidean metric, this cost is the same everywhere, whereas under a general Riemannian metric, such as the kinetic-energy metric, the cost can vary with direction and configuration. Existing methods often describe the submanifold either implicitly, as a constraint level set, or explicitly, through a parameterization. The implicit representation is typically combined with the Euclidean metric of the configuration space, and the explicit representation with the parameter domain, so the path length that a planner minimizes depends on the representation. Instead, we measure path length with the induced metric, which the submanifold inherits from a Riemannian metric on the configuration space. The implicit and explicit representations yield the same induced metric, expressed in different coordinates, and hence the same geometry. This result holds for any Riemannian metric on the configuration space, not only the Euclidean one. The choice of metric is therefore independent of the choice of representation. Using this result, we extend planning under a Riemannian metric from unconstrained spaces to constraint submanifolds by applying the induced metric in both a sampling-based planner and a trajectory optimizer. For an explicit representation, the induced metric also accounts for the distortion that the parameterization introduces. In experiments on a bimanual manipulation setup with two Franka arms under end-effector task constraints, we compare the Euclidean and kinetic-energy metrics.

Tue 22 SeptRobotics
The gist
Planning how robots move can be tricky when their movement is limited by specific task rules or loops that must close perfectly. The authors show that by using a special way to measure distances called an induced Riemannian metric, planners can better account for these restrictions no matter how the robot’s possible moves are described. This approach helps planners find motion paths that truly reflect the robot's capabilities and energy costs. They tested this idea using two robotic arms performing tasks, comparing it to traditional methods.
Open → 2609.25695v1

New reward method improves robot walking by matching motion paths

Flow-Matched Motion Priors: Online Optimal-Transport Rewards for Imitation Learning

Abstract: Learning a motion prior requires a reward that guides a policy from its current behavior toward demonstrated motion. Adversarial Motion Priors (AMP) provide such a reward with a discriminator. However, adversarial objectives can become uninformative when policy and expert supports are far apart. A naive use of optimal transport (OT) averages matched expert successors into a barycentric target. Averaging across gait phases can weaken the target's joint motion. We introduce Flow-Matched Motion Priors (FMP), an online scalar reward learned from paths connecting current rollout histories to an expert motion bank. Entropic OT supplies the coupling. Before each policy update, we train a neural potential with flow matching (FM) along the rollout-to-expert paths, endpoint-gradient supervision, and relative-value calibration. The actor receives only physical observations and the reward remains a scalar, as in AMP. Controlled reward-model experiments show substantially better generalization beyond the fitting rollout than value-only or endpoint-only fitting. On Unitree G1, matched 50-million-transition experiments compare FMP with AMP, a barycentric OT reward, and nested ablations under demonstration and fixed-pose initialization. FMP produces stable forward walking at 0.727 m/s from demonstration resets and 0.338 m/s from a fixed default pose. In the fixed-pose condition, it incurs 129 falls versus 243 for the endpoint-only control. Against a static score-gradient teacher, dynamic FM reduces score-increment error at interpolation fractions 0.25 and 0.50 while using 29% less offline fitting time.

Mon 14 SeptRobotics
The gist
Teaching robots to move like humans or animals requires a way to guide them toward good motions seen in examples. The authors improve on previous methods by creating a reward that considers whole paths of motion rather than just single poses or averages. This reward is learned online and helps the robot walk more stably and naturally. Tests show fewer falls and better walking speeds compared to older approaches.
Open → 2609.15631v1