Papers for
humanoid robot 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.
Fast retargeting method speeds humanoid robot motion learning
Fast Motion Retargeting Pipeline for Scalable Humanoid Robot Learning
Abstract: While large-scale human motion capture datasets provide a rich source of demonstrations for humanoid robot learning, retargeting the diverse motions to different humanoid robots remains a nontrivial challenge. Existing kinodynamic trajectory optimization pipelines are computationally expensive and often require manual adjustments per motion. We present FRDV (Fast Retargeting with Dynamics Validation), a scalable framework consisting of rapid constrained kinematic retargeting and an additional dynamics validation pipeline. Its kinematic stage integrates a custom Sequential Quadratic Programming solver, Real-Time Iteration, and parallel chunk-based processing, achieving up to 9,156 frames per second, approximately up to 136 times faster than GMR and ProtoMotions, while robot-specific constraints are incorporated into the optimization to reduce common retargeting artifacts, such as ground penetration and self-collision. For motions requiring additional verification, a contact implicit iLQR controller is utilized to test the retargeted reference under full rigid body dynamics. This dynamics-based validation identifies dynamically infeasible motions and refines contact-related artifacts such as foot floating and foot skating. We evaluate retargeting quality by training motion tracking reinforcement learning policies using several state-of-the-art pipelines and comparing their tracking fidelity and success rates. Furthermore, sim-to-real transfer is demonstrated on a Unitree G1 humanoid. Videos and code are available at: https://daroslab.github.io/frdv/.
Robot gestures adapt smoothly to limited space during speech
GestAdapt: Workspace-Conditioned Co-Speech Gesture Generation for Humanoid Robots
Abstract: Co-speech gestures for robots must adapt not only to speech and embodiment, but also to the workspace available for performing the motion. Since the same speech can be accompanied by different gestures, a robot can respond to workspace constraints, e.g., gestures for speech next to a wall. In these scenarios, the robot should gesture in a suitable motion rather than simply correcting an unconstrained one. To achieve this goal, we present GestAdapt, a workspace-conditioned framework that conditions co-speech gesture generation on a prescribed wrist workspace. The GestAdapt framework learns from six complementary co-speech corpora through a shared motion representation and supports retargeting to different robot embodiments. Quantitative evaluation shows that generated motions remain close to the real-motion distribution while respecting the workspace. In a user study, gestures generated under modified workspace constraints receive a mean quality score of 3.24/5, above our no-workspace variant (2.43/5) and below the reference motions (3.68/5). In a real robot evaluation, all compared motions are retargeted to the Reachy2 humanoid robot under identical workspace constraints. Motions generated with our framework rank first in 69.7\% of comparisons, higher than our no-workspace variant baseline and retargeted ground-truth motions constrained afterward. Overall, the results support adapting gestures to the available workspace during generation, rather than modifying unconstrained trajectories afterward to satisfy workspace constraints, potentially compromising gesture naturalness.
Robotic system produces detailed sign language motions for humanoid use
RoboSTAR: Next-Scale Autoregressive Sign Language Translation for Humanoid Robots
Abstract: Sign-language interpretation in public communication relies on qualified professional interpreters and can be difficult to scale, motivating robotic signing as a complementary accessibility interface. We present RoBoSTAR, a text-conditioned sign language production (SLP) framework for generating human-centric sign motion that can be retargeted for robotic execution, with speech supported optionally through an external ASR front end. Conventional autoregressive approaches flatten motion into a single full-resolution token sequence, forcing long-range and local dependencies to be modeled at a uniform temporal granularity. RoBoSTAR instead combines part-wise Finite Scalar Quantization with next-scale autoregression, generating motion over progressively finer temporal resolutions while predicting synchronized body and hand tokens in parallel within each step. This coarse-to-fine formulation provides compact long-range context before progressively refining motion details, while self-conditioning and context corruption improve robustness to cross-scale prediction errors. The generated motion is subsequently retargeted for physical humanoid execution. Extensive qualitative and quantitative evaluations are conducted to demonstrate the effectiveness of RoBoSTAR.
Humanoids learn soccer skills using depth images and joint control
DAVIS: A Depth-Only End-to-End Active-Vision Framework for Humanoid Soccer Skills
Abstract: Humanoid soccer contact skills require more than producing high-impact foot-ball contacts: the robot must close the loop over perception, approach, alignment, impact, and recovery while its own motion induces substantial viewpoint changes, frequent loss of the ball from view, and uncertain contact outcomes. In this work, we ask a compact yet stricter question: can a humanoid learn soccer contact skills using only a head-mounted depth image, proprioceptive history, and an optional low-dimensional task command, and directly output 25-DoF joint PD targets without extra runtime perception or planning modules? To this end, we propose DAVIS, a depth-only end-to-end framework for humanoid soccer skills that learns visibility-aware auxiliary geometry during training, and combines GT-to-prediction annealing, task curricula, and AMP-style motion priors to smoothly bridge privileged supervision and real deployment. Built on this framework, we instantiate representative soccer contact skills, including goal-directed shooting and directional dribbling, through task-specific definitions of objects, commands, rewards, and curricula, and validate them through simulation, Noetix E1 real-robot experiments, and ablations.