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Jun 4

ASAP: Aligning Simulation and Real-World Physics for Learning Agile Humanoid Whole-Body Skills

Humanoid robots hold the potential for unparalleled versatility in performing human-like, whole-body skills. However, achieving agile and coordinated whole-body motions remains a significant challenge due to the dynamics mismatch between simulation and the real world. Existing approaches, such as system identification (SysID) and domain randomization (DR) methods, often rely on labor-intensive parameter tuning or result in overly conservative policies that sacrifice agility. In this paper, we present ASAP (Aligning Simulation and Real-World Physics), a two-stage framework designed to tackle the dynamics mismatch and enable agile humanoid whole-body skills. In the first stage, we pre-train motion tracking policies in simulation using retargeted human motion data. In the second stage, we deploy the policies in the real world and collect real-world data to train a delta (residual) action model that compensates for the dynamics mismatch. Then, ASAP fine-tunes pre-trained policies with the delta action model integrated into the simulator to align effectively with real-world dynamics. We evaluate ASAP across three transfer scenarios: IsaacGym to IsaacSim, IsaacGym to Genesis, and IsaacGym to the real-world Unitree G1 humanoid robot. Our approach significantly improves agility and whole-body coordination across various dynamic motions, reducing tracking error compared to SysID, DR, and delta dynamics learning baselines. ASAP enables highly agile motions that were previously difficult to achieve, demonstrating the potential of delta action learning in bridging simulation and real-world dynamics. These results suggest a promising sim-to-real direction for developing more expressive and agile humanoids.

Motion Tracks: A Unified Representation for Human-Robot Transfer in Few-Shot Imitation Learning

Teaching robots to autonomously complete everyday tasks remains a challenge. Imitation Learning (IL) is a powerful approach that imbues robots with skills via demonstrations, but is limited by the labor-intensive process of collecting teleoperated robot data. Human videos offer a scalable alternative, but it remains difficult to directly train IL policies from them due to the lack of robot action labels. To address this, we propose to represent actions as short-horizon 2D trajectories on an image. These actions, or motion tracks, capture the predicted direction of motion for either human hands or robot end-effectors. We instantiate an IL policy called Motion Track Policy (MT-pi) which receives image observations and outputs motion tracks as actions. By leveraging this unified, cross-embodiment action space, MT-pi completes tasks with high success given just minutes of human video and limited additional robot demonstrations. At test time, we predict motion tracks from two camera views, recovering 6DoF trajectories via multi-view synthesis. MT-pi achieves an average success rate of 86.5% across 4 real-world tasks, outperforming state-of-the-art IL baselines which do not leverage human data or our action space by 40%, and generalizes to scenarios seen only in human videos. Code and videos are available on our website https://portal-cornell.github.io/motion_track_policy/.

MambaTrack: A Simple Baseline for Multiple Object Tracking with State Space Model

Tracking by detection has been the prevailing paradigm in the field of Multi-object Tracking (MOT). These methods typically rely on the Kalman Filter to estimate the future locations of objects, assuming linear object motion. However, they fall short when tracking objects exhibiting nonlinear and diverse motion in scenarios like dancing and sports. In addition, there has been limited focus on utilizing learning-based motion predictors in MOT. To address these challenges, we resort to exploring data-driven motion prediction methods. Inspired by the great expectation of state space models (SSMs), such as Mamba, in long-term sequence modeling with near-linear complexity, we introduce a Mamba-based motion model named Mamba moTion Predictor (MTP). MTP is designed to model the complex motion patterns of objects like dancers and athletes. Specifically, MTP takes the spatial-temporal location dynamics of objects as input, captures the motion pattern using a bi-Mamba encoding layer, and predicts the next motion. In real-world scenarios, objects may be missed due to occlusion or motion blur, leading to premature termination of their trajectories. To tackle this challenge, we further expand the application of MTP. We employ it in an autoregressive way to compensate for missing observations by utilizing its own predictions as inputs, thereby contributing to more consistent trajectories. Our proposed tracker, MambaTrack, demonstrates advanced performance on benchmarks such as Dancetrack and SportsMOT, which are characterized by complex motion and severe occlusion.

Synthesizing Diverse Human Motions in 3D Indoor Scenes

We present a novel method for populating 3D indoor scenes with virtual humans that can navigate in the environment and interact with objects in a realistic manner. Existing approaches rely on training sequences that contain captured human motions and the 3D scenes they interact with. However, such interaction data are costly, difficult to capture, and can hardly cover all plausible human-scene interactions in complex environments. To address these challenges, we propose a reinforcement learning-based approach that enables virtual humans to navigate in 3D scenes and interact with objects realistically and autonomously, driven by learned motion control policies. The motion control policies employ latent motion action spaces, which correspond to realistic motion primitives and are learned from large-scale motion capture data using a powerful generative motion model. For navigation in a 3D environment, we propose a scene-aware policy with novel state and reward designs for collision avoidance. Combined with navigation mesh-based path-finding algorithms to generate intermediate waypoints, our approach enables the synthesis of diverse human motions navigating in 3D indoor scenes and avoiding obstacles. To generate fine-grained human-object interactions, we carefully curate interaction goal guidance using a marker-based body representation and leverage features based on the signed distance field (SDF) to encode human-scene proximity relations. Our method can synthesize realistic and diverse human-object interactions (e.g.,~sitting on a chair and then getting up) even for out-of-distribution test scenarios with different object shapes, orientations, starting body positions, and poses. Experimental results demonstrate that our approach outperforms state-of-the-art methods in terms of both motion naturalness and diversity. Code and video results are available at: https://zkf1997.github.io/DIMOS.

TrackSSM: A General Motion Predictor by State-Space Model

Temporal motion modeling has always been a key component in multiple object tracking (MOT) which can ensure smooth trajectory movement and provide accurate positional information to enhance association precision. However, current motion models struggle to be both efficient and effective across different application scenarios. To this end, we propose TrackSSM inspired by the recently popular state space models (SSM), a unified encoder-decoder motion framework that uses data-dependent state space model to perform temporal motion of trajectories. Specifically, we propose Flow-SSM, a module that utilizes the position and motion information from historical trajectories to guide the temporal state transition of object bounding boxes. Based on Flow-SSM, we design a flow decoder. It is composed of a cascaded motion decoding module employing Flow-SSM, which can use the encoded flow information to complete the temporal position prediction of trajectories. Additionally, we propose a Step-by-Step Linear (S^2L) training strategy. By performing linear interpolation between the positions of the object in the previous frame and the current frame, we construct the pseudo labels of step-by-step linear training, ensuring that the trajectory flow information can better guide the object bounding box in completing temporal transitions. TrackSSM utilizes a simple Mamba-Block to build a motion encoder for historical trajectories, forming a temporal motion model with an encoder-decoder structure in conjunction with the flow decoder. TrackSSM is applicable to various tracking scenarios and achieves excellent tracking performance across multiple benchmarks, further extending the potential of SSM-like temporal motion models in multi-object tracking tasks. Code and models are publicly available at https://github.com/Xavier-Lin/TrackSSM.

MotionPro: A Precise Motion Controller for Image-to-Video Generation

Animating images with interactive motion control has garnered popularity for image-to-video (I2V) generation. Modern approaches typically rely on large Gaussian kernels to extend motion trajectories as condition without explicitly defining movement region, leading to coarse motion control and failing to disentangle object and camera moving. To alleviate these, we present MotionPro, a precise motion controller that novelly leverages region-wise trajectory and motion mask to regulate fine-grained motion synthesis and identify target motion category (i.e., object or camera moving), respectively. Technically, MotionPro first estimates the flow maps on each training video via a tracking model, and then samples the region-wise trajectories to simulate inference scenario. Instead of extending flow through large Gaussian kernels, our region-wise trajectory approach enables more precise control by directly utilizing trajectories within local regions, thereby effectively characterizing fine-grained movements. A motion mask is simultaneously derived from the predicted flow maps to capture the holistic motion dynamics of the movement regions. To pursue natural motion control, MotionPro further strengthens video denoising by incorporating both region-wise trajectories and motion mask through feature modulation. More remarkably, we meticulously construct a benchmark, i.e., MC-Bench, with 1.1K user-annotated image-trajectory pairs, for the evaluation of both fine-grained and object-level I2V motion control. Extensive experiments conducted on WebVid-10M and MC-Bench demonstrate the effectiveness of MotionPro. Please refer to our project page for more results: https://zhw-zhang.github.io/MotionPro-page/.

TrackDiffusion: Tracklet-Conditioned Video Generation via Diffusion Models

Despite remarkable achievements in video synthesis, achieving granular control over complex dynamics, such as nuanced movement among multiple interacting objects, still presents a significant hurdle for dynamic world modeling, compounded by the necessity to manage appearance and disappearance, drastic scale changes, and ensure consistency for instances across frames. These challenges hinder the development of video generation that can faithfully mimic real-world complexity, limiting utility for applications requiring high-level realism and controllability, including advanced scene simulation and training of perception systems. To address that, we propose TrackDiffusion, a novel video generation framework affording fine-grained trajectory-conditioned motion control via diffusion models, which facilitates the precise manipulation of the object trajectories and interactions, overcoming the prevalent limitation of scale and continuity disruptions. A pivotal component of TrackDiffusion is the instance enhancer, which explicitly ensures inter-frame consistency of multiple objects, a critical factor overlooked in the current literature. Moreover, we demonstrate that generated video sequences by our TrackDiffusion can be used as training data for visual perception models. To the best of our knowledge, this is the first work to apply video diffusion models with tracklet conditions and demonstrate that generated frames can be beneficial for improving the performance of object trackers.

Follow Anything: Open-set detection, tracking, and following in real-time

Tracking and following objects of interest is critical to several robotics use cases, ranging from industrial automation to logistics and warehousing, to healthcare and security. In this paper, we present a robotic system to detect, track, and follow any object in real-time. Our approach, dubbed ``follow anything'' (FAn), is an open-vocabulary and multimodal model -- it is not restricted to concepts seen at training time and can be applied to novel classes at inference time using text, images, or click queries. Leveraging rich visual descriptors from large-scale pre-trained models (foundation models), FAn can detect and segment objects by matching multimodal queries (text, images, clicks) against an input image sequence. These detected and segmented objects are tracked across image frames, all while accounting for occlusion and object re-emergence. We demonstrate FAn on a real-world robotic system (a micro aerial vehicle) and report its ability to seamlessly follow the objects of interest in a real-time control loop. FAn can be deployed on a laptop with a lightweight (6-8 GB) graphics card, achieving a throughput of 6-20 frames per second. To enable rapid adoption, deployment, and extensibility, we open-source all our code on our project webpage at https://github.com/alaamaalouf/FollowAnything . We also encourage the reader the watch our 5-minutes explainer video in this https://www.youtube.com/watch?v=6Mgt3EPytrw .

Privacy-preserving Pedestrian Tracking using Distributed 3D LiDARs

The growing demand for intelligent environments unleashes an extraordinary cycle of privacy-aware applications that makes individuals' life more comfortable and safe. Examples of these applications include pedestrian tracking systems in large areas. Although the ubiquity of camera-based systems, they are not a preferable solution due to the vulnerability of leaking the privacy of pedestrians. In this paper, we introduce a novel privacy-preserving system for pedestrian tracking in smart environments using multiple distributed LiDARs of non-overlapping views. The system is designed to leverage LiDAR devices to track pedestrians in partially covered areas due to practical constraints, e.g., occlusion or cost. Therefore, the system uses the point cloud captured by different LiDARs to extract discriminative features that are used to train a metric learning model for pedestrian matching purposes. To boost the system's robustness, we leverage a probabilistic approach to model and adapt the dynamic mobility patterns of individuals and thus connect their sub-trajectories. We deployed the system in a large-scale testbed with 70 colorless LiDARs and conducted three different experiments. The evaluation result at the entrance hall confirms the system's ability to accurately track the pedestrians with a 0.98 F-measure even with zero-covered areas. This result highlights the promise of the proposed system as the next generation of privacy-preserving tracking means in smart environments.

Observation-Centric SORT: Rethinking SORT for Robust Multi-Object Tracking

Kalman filter (KF) based methods for multi-object tracking (MOT) make an assumption that objects move linearly. While this assumption is acceptable for very short periods of occlusion, linear estimates of motion for prolonged time can be highly inaccurate. Moreover, when there is no measurement available to update Kalman filter parameters, the standard convention is to trust the priori state estimations for posteriori update. This leads to the accumulation of errors during a period of occlusion. The error causes significant motion direction variance in practice. In this work, we show that a basic Kalman filter can still obtain state-of-the-art tracking performance if proper care is taken to fix the noise accumulated during occlusion. Instead of relying only on the linear state estimate (i.e., estimation-centric approach), we use object observations (i.e., the measurements by object detector) to compute a virtual trajectory over the occlusion period to fix the error accumulation of filter parameters during the occlusion period. This allows more time steps to correct errors accumulated during occlusion. We name our method Observation-Centric SORT (OC-SORT). It remains Simple, Online, and Real-Time but improves robustness during occlusion and non-linear motion. Given off-the-shelf detections as input, OC-SORT runs at 700+ FPS on a single CPU. It achieves state-of-the-art on multiple datasets, including MOT17, MOT20, KITTI, head tracking, and especially DanceTrack where the object motion is highly non-linear. The code and models are available at https://github.com/noahcao/OC_SORT.

Policy Regularization with Dataset Constraint for Offline Reinforcement Learning

We consider the problem of learning the best possible policy from a fixed dataset, known as offline Reinforcement Learning (RL). A common taxonomy of existing offline RL works is policy regularization, which typically constrains the learned policy by distribution or support of the behavior policy. However, distribution and support constraints are overly conservative since they both force the policy to choose similar actions as the behavior policy when considering particular states. It will limit the learned policy's performance, especially when the behavior policy is sub-optimal. In this paper, we find that regularizing the policy towards the nearest state-action pair can be more effective and thus propose Policy Regularization with Dataset Constraint (PRDC). When updating the policy in a given state, PRDC searches the entire dataset for the nearest state-action sample and then restricts the policy with the action of this sample. Unlike previous works, PRDC can guide the policy with proper behaviors from the dataset, allowing it to choose actions that do not appear in the dataset along with the given state. It is a softer constraint but still keeps enough conservatism from out-of-distribution actions. Empirical evidence and theoretical analysis show that PRDC can alleviate offline RL's fundamentally challenging value overestimation issue with a bounded performance gap. Moreover, on a set of locomotion and navigation tasks, PRDC achieves state-of-the-art performance compared with existing methods. Code is available at https://github.com/LAMDA-RL/PRDC

SACSoN: Scalable Autonomous Control for Social Navigation

Machine learning provides a powerful tool for building socially compliant robotic systems that go beyond simple predictive models of human behavior. By observing and understanding human interactions from past experiences, learning can enable effective social navigation behaviors directly from data. In this paper, our goal is to develop methods for training policies for socially unobtrusive navigation, such that robots can navigate among humans in ways that don't disturb human behavior. We introduce a definition for such behavior based on the counterfactual perturbation of the human: if the robot had not intruded into the space, would the human have acted in the same way? By minimizing this counterfactual perturbation, we can induce robots to behave in ways that do not alter the natural behavior of humans in the shared space. Instantiating this principle requires training policies to minimize their effect on human behavior, and this in turn requires data that allows us to model the behavior of humans in the presence of robots. Therefore, our approach is based on two key contributions. First, we collect a large dataset where an indoor mobile robot interacts with human bystanders. Second, we utilize this dataset to train policies that minimize counterfactual perturbation. We provide supplementary videos and make publicly available the largest-of-its-kind visual navigation dataset on our project page.

Physics-based Motion Retargeting from Sparse Inputs

Avatars are important to create interactive and immersive experiences in virtual worlds. One challenge in animating these characters to mimic a user's motion is that commercial AR/VR products consist only of a headset and controllers, providing very limited sensor data of the user's pose. Another challenge is that an avatar might have a different skeleton structure than a human and the mapping between them is unclear. In this work we address both of these challenges. We introduce a method to retarget motions in real-time from sparse human sensor data to characters of various morphologies. Our method uses reinforcement learning to train a policy to control characters in a physics simulator. We only require human motion capture data for training, without relying on artist-generated animations for each avatar. This allows us to use large motion capture datasets to train general policies that can track unseen users from real and sparse data in real-time. We demonstrate the feasibility of our approach on three characters with different skeleton structure: a dinosaur, a mouse-like creature and a human. We show that the avatar poses often match the user surprisingly well, despite having no sensor information of the lower body available. We discuss and ablate the important components in our framework, specifically the kinematic retargeting step, the imitation, contact and action reward as well as our asymmetric actor-critic observations. We further explore the robustness of our method in a variety of settings including unbalancing, dancing and sports motions.

Follow-Your-Click: Open-domain Regional Image Animation via Short Prompts

Despite recent advances in image-to-video generation, better controllability and local animation are less explored. Most existing image-to-video methods are not locally aware and tend to move the entire scene. However, human artists may need to control the movement of different objects or regions. Additionally, current I2V methods require users not only to describe the target motion but also to provide redundant detailed descriptions of frame contents. These two issues hinder the practical utilization of current I2V tools. In this paper, we propose a practical framework, named Follow-Your-Click, to achieve image animation with a simple user click (for specifying what to move) and a short motion prompt (for specifying how to move). Technically, we propose the first-frame masking strategy, which significantly improves the video generation quality, and a motion-augmented module equipped with a short motion prompt dataset to improve the short prompt following abilities of our model. To further control the motion speed, we propose flow-based motion magnitude control to control the speed of target movement more precisely. Our framework has simpler yet precise user control and better generation performance than previous methods. Extensive experiments compared with 7 baselines, including both commercial tools and research methods on 8 metrics, suggest the superiority of our approach. Project Page: https://follow-your-click.github.io/

Training-Free Motion-Guided Video Generation with Enhanced Temporal Consistency Using Motion Consistency Loss

In this paper, we address the challenge of generating temporally consistent videos with motion guidance. While many existing methods depend on additional control modules or inference-time fine-tuning, recent studies suggest that effective motion guidance is achievable without altering the model architecture or requiring extra training. Such approaches offer promising compatibility with various video generation foundation models. However, existing training-free methods often struggle to maintain consistent temporal coherence across frames or to follow guided motion accurately. In this work, we propose a simple yet effective solution that combines an initial-noise-based approach with a novel motion consistency loss, the latter being our key innovation. Specifically, we capture the inter-frame feature correlation patterns of intermediate features from a video diffusion model to represent the motion pattern of the reference video. We then design a motion consistency loss to maintain similar feature correlation patterns in the generated video, using the gradient of this loss in the latent space to guide the generation process for precise motion control. This approach improves temporal consistency across various motion control tasks while preserving the benefits of a training-free setup. Extensive experiments show that our method sets a new standard for efficient, temporally coherent video generation.

Mobility VLA: Multimodal Instruction Navigation with Long-Context VLMs and Topological Graphs

An elusive goal in navigation research is to build an intelligent agent that can understand multimodal instructions including natural language and image, and perform useful navigation. To achieve this, we study a widely useful category of navigation tasks we call Multimodal Instruction Navigation with demonstration Tours (MINT), in which the environment prior is provided through a previously recorded demonstration video. Recent advances in Vision Language Models (VLMs) have shown a promising path in achieving this goal as it demonstrates capabilities in perceiving and reasoning about multimodal inputs. However, VLMs are typically trained to predict textual output and it is an open research question about how to best utilize them in navigation. To solve MINT, we present Mobility VLA, a hierarchical Vision-Language-Action (VLA) navigation policy that combines the environment understanding and common sense reasoning power of long-context VLMs and a robust low-level navigation policy based on topological graphs. The high-level policy consists of a long-context VLM that takes the demonstration tour video and the multimodal user instruction as input to find the goal frame in the tour video. Next, a low-level policy uses the goal frame and an offline constructed topological graph to generate robot actions at every timestep. We evaluated Mobility VLA in a 836m^2 real world environment and show that Mobility VLA has a high end-to-end success rates on previously unsolved multimodal instructions such as "Where should I return this?" while holding a plastic bin.

Steering Your Generalists: Improving Robotic Foundation Models via Value Guidance

Large, general-purpose robotic policies trained on diverse demonstration datasets have been shown to be remarkably effective both for controlling a variety of robots in a range of different scenes, and for acquiring broad repertoires of manipulation skills. However, the data that such policies are trained on is generally of mixed quality -- not only are human-collected demonstrations unlikely to perform the task perfectly, but the larger the dataset is, the harder it is to curate only the highest quality examples. It also remains unclear how optimal data from one embodiment is for training on another embodiment. In this paper, we present a general and broadly applicable approach that enhances the performance of such generalist robot policies at deployment time by re-ranking their actions according to a value function learned via offline RL. This approach, which we call Value-Guided Policy Steering (V-GPS), is compatible with a wide range of different generalist policies, without needing to fine-tune or even access the weights of the policy. We show that the same value function can improve the performance of five different state-of-the-art policies with different architectures, even though they were trained on distinct datasets, attaining consistent performance improvement on multiple robotic platforms across a total of 12 tasks. Code and videos can be found at: https://nakamotoo.github.io/V-GPS

HumanPlus: Humanoid Shadowing and Imitation from Humans

One of the key arguments for building robots that have similar form factors to human beings is that we can leverage the massive human data for training. Yet, doing so has remained challenging in practice due to the complexities in humanoid perception and control, lingering physical gaps between humanoids and humans in morphologies and actuation, and lack of a data pipeline for humanoids to learn autonomous skills from egocentric vision. In this paper, we introduce a full-stack system for humanoids to learn motion and autonomous skills from human data. We first train a low-level policy in simulation via reinforcement learning using existing 40-hour human motion datasets. This policy transfers to the real world and allows humanoid robots to follow human body and hand motion in real time using only a RGB camera, i.e. shadowing. Through shadowing, human operators can teleoperate humanoids to collect whole-body data for learning different tasks in the real world. Using the data collected, we then perform supervised behavior cloning to train skill policies using egocentric vision, allowing humanoids to complete different tasks autonomously by imitating human skills. We demonstrate the system on our customized 33-DoF 180cm humanoid, autonomously completing tasks such as wearing a shoe to stand up and walk, unloading objects from warehouse racks, folding a sweatshirt, rearranging objects, typing, and greeting another robot with 60-100% success rates using up to 40 demonstrations. Project website: https://humanoid-ai.github.io/

LaSOT: A High-quality Large-scale Single Object Tracking Benchmark

Despite great recent advances in visual tracking, its further development, including both algorithm design and evaluation, is limited due to lack of dedicated large-scale benchmarks. To address this problem, we present LaSOT, a high-quality Large-scale Single Object Tracking benchmark. LaSOT contains a diverse selection of 85 object classes, and offers 1,550 totaling more than 3.87 million frames. Each video frame is carefully and manually annotated with a bounding box. This makes LaSOT, to our knowledge, the largest densely annotated tracking benchmark. Our goal in releasing LaSOT is to provide a dedicated high quality platform for both training and evaluation of trackers. The average video length of LaSOT is around 2,500 frames, where each video contains various challenge factors that exist in real world video footage,such as the targets disappearing and re-appearing. These longer video lengths allow for the assessment of long-term trackers. To take advantage of the close connection between visual appearance and natural language, we provide language specification for each video in LaSOT. We believe such additions will allow for future research to use linguistic features to improve tracking. Two protocols, full-overlap and one-shot, are designated for flexible assessment of trackers. We extensively evaluate 48 baseline trackers on LaSOT with in-depth analysis, and results reveal that there still exists significant room for improvement. The complete benchmark, tracking results as well as analysis are available at http://vision.cs.stonybrook.edu/~lasot/.

Diffusion Implicit Policy for Unpaired Scene-aware Motion Synthesis

Human motion generation is a long-standing problem, and scene-aware motion synthesis has been widely researched recently due to its numerous applications. Prevailing methods rely heavily on paired motion-scene data whose quantity is limited. Meanwhile, it is difficult to generalize to diverse scenes when trained only on a few specific ones. Thus, we propose a unified framework, termed Diffusion Implicit Policy (DIP), for scene-aware motion synthesis, where paired motion-scene data are no longer necessary. In this framework, we disentangle human-scene interaction from motion synthesis during training and then introduce an interaction-based implicit policy into motion diffusion during inference. Synthesized motion can be derived through iterative diffusion denoising and implicit policy optimization, thus motion naturalness and interaction plausibility can be maintained simultaneously. The proposed implicit policy optimizes the intermediate noised motion in a GAN Inversion manner to maintain motion continuity and control keyframe poses though the ControlNet branch and motion inpainting. For long-term motion synthesis, we introduce motion blending for stable transitions between multiple sub-tasks, where motions are fused in rotation power space and translation linear space. The proposed method is evaluated on synthesized scenes with ShapeNet furniture, and real scenes from PROX and Replica. Results show that our framework presents better motion naturalness and interaction plausibility than cutting-edge methods. This also indicates the feasibility of utilizing the DIP for motion synthesis in more general tasks and versatile scenes. https://jingyugong.github.io/DiffusionImplicitPolicy/

CAMELTrack: Context-Aware Multi-cue ExpLoitation for Online Multi-Object Tracking

Online multi-object tracking has been recently dominated by tracking-by-detection (TbD) methods, where recent advances rely on increasingly sophisticated heuristics for tracklet representation, feature fusion, and multi-stage matching. The key strength of TbD lies in its modular design, enabling the integration of specialized off-the-shelf models like motion predictors and re-identification. However, the extensive usage of human-crafted rules for temporal associations makes these methods inherently limited in their ability to capture the complex interplay between various tracking cues. In this work, we introduce CAMEL, a novel association module for Context-Aware Multi-Cue ExpLoitation, that learns resilient association strategies directly from data, breaking free from hand-crafted heuristics while maintaining TbD's valuable modularity. At its core, CAMEL employs two transformer-based modules and relies on a novel association-centric training scheme to effectively model the complex interactions between tracked targets and their various association cues. Unlike end-to-end detection-by-tracking approaches, our method remains lightweight and fast to train while being able to leverage external off-the-shelf models. Our proposed online tracking pipeline, CAMELTrack, achieves state-of-the-art performance on multiple tracking benchmarks. Our code is available at https://github.com/TrackingLaboratory/CAMELTrack.

MotionCtrl: A Unified and Flexible Motion Controller for Video Generation

Motions in a video primarily consist of camera motion, induced by camera movement, and object motion, resulting from object movement. Accurate control of both camera and object motion is essential for video generation. However, existing works either mainly focus on one type of motion or do not clearly distinguish between the two, limiting their control capabilities and diversity. Therefore, this paper presents MotionCtrl, a unified and flexible motion controller for video generation designed to effectively and independently control camera and object motion. The architecture and training strategy of MotionCtrl are carefully devised, taking into account the inherent properties of camera motion, object motion, and imperfect training data. Compared to previous methods, MotionCtrl offers three main advantages: 1) It effectively and independently controls camera motion and object motion, enabling more fine-grained motion control and facilitating flexible and diverse combinations of both types of motion. 2) Its motion conditions are determined by camera poses and trajectories, which are appearance-free and minimally impact the appearance or shape of objects in generated videos. 3) It is a relatively generalizable model that can adapt to a wide array of camera poses and trajectories once trained. Extensive qualitative and quantitative experiments have been conducted to demonstrate the superiority of MotionCtrl over existing methods.

Towards Passive Safe Reinforcement Learning: A Comparative Study on Contact-rich Robotic Manipulation

Reinforcement learning (RL) has achieved remarkable success in various robotic tasks; however, its deployment in real-world scenarios, particularly in contact-rich environments, often overlooks critical safety and stability aspects. Policies without passivity guarantees can result in system instability, posing risks to robots, their environments, and human operators. In this work, we investigate the limitations of traditional RL policies when deployed in contact-rich tasks and explore the combination of energy-based passive control with safe RL in both training and deployment to answer these challenges. Firstly, we introduce energy-based constraints in our safe RL formulation to train passivity-aware RL agents. Secondly, we add a passivity filter on the agent output for passivity-ensured control during deployment. We conduct comparative studies on a contact-rich robotic maze exploration task, evaluating the effects of learning passivity-aware policies and the importance of passivity-ensured control. The experiments demonstrate that a passivity-agnostic RL policy easily violates energy constraints in deployment, even though it achieves high task completion in training. The results show that our proposed approach guarantees control stability through passivity filtering and improves the energy efficiency through passivity-aware training. A video of real-world experiments is available as supplementary material. We also release the checkpoint model and offline data for pre-training at https://huggingface.co/Anonymous998/passiveRL/tree/main{Hugging Face}

Towards Effective Multi-Moving-Camera Tracking: A New Dataset and Lightweight Link Model

Ensuring driving safety for autonomous vehicles has become increasingly crucial, highlighting the need for systematic tracking of on-road pedestrians. Most vehicles are equipped with visual sensors, however, the large-scale visual data has not been well studied yet. Multi-target multi-camera (MTMC) tracking systems are composed of two modules: single-camera tracking (SCT) and inter-camera tracking (ICT). To reliably coordinate between them, MTMC tracking has been a very complicated task, while tracking across multiple moving cameras makes it even more challenging. In this paper, we focus on multi-target multi-moving-camera (MTMMC) tracking, which is attracting increasing attention from the research community. Observing there are few datasets for MTMMC tracking, we collect a new dataset, called Multi-Moving-Camera Track (MMCT), which contains sequences under various driving scenarios. To address the common problems of identity switch easily faced by most existing SCT trackers, especially for moving cameras due to ego-motion between the camera and targets, a lightweight appearance-free global link model, called Linker, is proposed to mitigate the identity switch by associating two disjoint tracklets of the same target into a complete trajectory within the same camera. Incorporated with Linker, existing SCT trackers generally obtain a significant improvement. Moreover, to alleviate the impact of the image style variations caused by different cameras, a color transfer module is effectively incorporated to extract cross-camera consistent appearance features for pedestrian association across moving cameras for ICT, resulting in a much improved MTMMC tracking system, which can constitute a step further towards coordinated mining of multiple moving cameras. The project page is available at https://dhu-mmct.github.io/.

SERL: A Software Suite for Sample-Efficient Robotic Reinforcement Learning

In recent years, significant progress has been made in the field of robotic reinforcement learning (RL), enabling methods that handle complex image observations, train in the real world, and incorporate auxiliary data, such as demonstrations and prior experience. However, despite these advances, robotic RL remains hard to use. It is acknowledged among practitioners that the particular implementation details of these algorithms are often just as important (if not more so) for performance as the choice of algorithm. We posit that a significant challenge to widespread adoption of robotic RL, as well as further development of robotic RL methods, is the comparative inaccessibility of such methods. To address this challenge, we developed a carefully implemented library containing a sample efficient off-policy deep RL method, together with methods for computing rewards and resetting the environment, a high-quality controller for a widely-adopted robot, and a number of challenging example tasks. We provide this library as a resource for the community, describe its design choices, and present experimental results. Perhaps surprisingly, we find that our implementation can achieve very efficient learning, acquiring policies for PCB board assembly, cable routing, and object relocation between 25 to 50 minutes of training per policy on average, improving over state-of-the-art results reported for similar tasks in the literature. These policies achieve perfect or near-perfect success rates, extreme robustness even under perturbations, and exhibit emergent recovery and correction behaviors. We hope that these promising results and our high-quality open-source implementation will provide a tool for the robotics community to facilitate further developments in robotic RL. Our code, documentation, and videos can be found at https://serl-robot.github.io/

COMPASS: Cross-embodiment Mobility Policy via Residual RL and Skill Synthesis

As robots are increasingly deployed in diverse application domains, generalizable cross-embodiment mobility policies are increasingly essential. While classical mobility stacks have proven effective on specific robot platforms, they pose significant challenges when scaling to new embodiments. Learning-based methods, such as imitation learning (IL) and reinforcement learning (RL), offer alternative solutions but suffer from covariate shift, sparse sampling in large environments, and embodiment-specific constraints. This paper introduces COMPASS, a novel workflow for developing cross-embodiment mobility policies by integrating IL, residual RL, and policy distillation. We begin with IL on a mobile robot, leveraging easily accessible teacher policies to train a foundational model that combines a world model with a mobility policy. Building on this base, we employ residual RL to fine-tune embodiment-specific policies, exploiting pre-trained representations to improve sampling efficiency in handling various physical constraints and sensor modalities. Finally, policy distillation merges these embodiment-specialist policies into a single robust cross-embodiment policy. We empirically demonstrate that COMPASS scales effectively across diverse robot platforms while maintaining adaptability to various environment configurations, achieving a generalist policy with a success rate approximately 5X higher than the pre-trained IL policy. The resulting framework offers an efficient, scalable solution for cross-embodiment mobility, enabling robots with different designs to navigate safely and efficiently in complex scenarios.

NavDP: Learning Sim-to-Real Navigation Diffusion Policy with Privileged Information Guidance

Learning navigation in dynamic open-world environments is an important yet challenging skill for robots. Most previous methods rely on precise localization and mapping or learn from expensive real-world demonstrations. In this paper, we propose the Navigation Diffusion Policy (NavDP), an end-to-end framework trained solely in simulation and can zero-shot transfer to different embodiments in diverse real-world environments. The key ingredient of NavDP's network is the combination of diffusion-based trajectory generation and a critic function for trajectory selection, which are conditioned on only local observation tokens encoded from a shared policy transformer. Given the privileged information of the global environment in simulation, we scale up the demonstrations of good quality to train the diffusion policy and formulate the critic value function targets with contrastive negative samples. Our demonstration generation approach achieves about 2,500 trajectories/GPU per day, 20times more efficient than real-world data collection, and results in a large-scale navigation dataset with 363.2km trajectories across 1244 scenes. Trained with this simulation dataset, NavDP achieves state-of-the-art performance and consistently outstanding generalization capability on quadruped, wheeled, and humanoid robots in diverse indoor and outdoor environments. In addition, we present a preliminary attempt at using Gaussian Splatting to make in-domain real-to-sim fine-tuning to further bridge the sim-to-real gap. Experiments show that adding such real-to-sim data can improve the success rate by 30\% without hurting its generalization capability.

MagicMotion: Controllable Video Generation with Dense-to-Sparse Trajectory Guidance

Recent advances in video generation have led to remarkable improvements in visual quality and temporal coherence. Upon this, trajectory-controllable video generation has emerged to enable precise object motion control through explicitly defined spatial paths. However, existing methods struggle with complex object movements and multi-object motion control, resulting in imprecise trajectory adherence, poor object consistency, and compromised visual quality. Furthermore, these methods only support trajectory control in a single format, limiting their applicability in diverse scenarios. Additionally, there is no publicly available dataset or benchmark specifically tailored for trajectory-controllable video generation, hindering robust training and systematic evaluation. To address these challenges, we introduce MagicMotion, a novel image-to-video generation framework that enables trajectory control through three levels of conditions from dense to sparse: masks, bounding boxes, and sparse boxes. Given an input image and trajectories, MagicMotion seamlessly animates objects along defined trajectories while maintaining object consistency and visual quality. Furthermore, we present MagicData, a large-scale trajectory-controlled video dataset, along with an automated pipeline for annotation and filtering. We also introduce MagicBench, a comprehensive benchmark that assesses both video quality and trajectory control accuracy across different numbers of objects. Extensive experiments demonstrate that MagicMotion outperforms previous methods across various metrics. Our project page are publicly available at https://quanhaol.github.io/magicmotion-site.

Samba: Synchronized Set-of-Sequences Modeling for Multiple Object Tracking

Multiple object tracking in complex scenarios - such as coordinated dance performances, team sports, or dynamic animal groups - presents unique challenges. In these settings, objects frequently move in coordinated patterns, occlude each other, and exhibit long-term dependencies in their trajectories. However, it remains a key open research question on how to model long-range dependencies within tracklets, interdependencies among tracklets, and the associated temporal occlusions. To this end, we introduce Samba, a novel linear-time set-of-sequences model designed to jointly process multiple tracklets by synchronizing the multiple selective state-spaces used to model each tracklet. Samba autoregressively predicts the future track query for each sequence while maintaining synchronized long-term memory representations across tracklets. By integrating Samba into a tracking-by-propagation framework, we propose SambaMOTR, the first tracker effectively addressing the aforementioned issues, including long-range dependencies, tracklet interdependencies, and temporal occlusions. Additionally, we introduce an effective technique for dealing with uncertain observations (MaskObs) and an efficient training recipe to scale SambaMOTR to longer sequences. By modeling long-range dependencies and interactions among tracked objects, SambaMOTR implicitly learns to track objects accurately through occlusions without any hand-crafted heuristics. Our approach significantly surpasses prior state-of-the-art on the DanceTrack, BFT, and SportsMOT datasets.

StrongSORT: Make DeepSORT Great Again

Recently, Multi-Object Tracking (MOT) has attracted rising attention, and accordingly, remarkable progresses have been achieved. However, the existing methods tend to use various basic models (e.g, detector and embedding model), and different training or inference tricks, etc. As a result, the construction of a good baseline for a fair comparison is essential. In this paper, a classic tracker, i.e., DeepSORT, is first revisited, and then is significantly improved from multiple perspectives such as object detection, feature embedding, and trajectory association. The proposed tracker, named StrongSORT, contributes a strong and fair baseline for the MOT community. Moreover, two lightweight and plug-and-play algorithms are proposed to address two inherent "missing" problems of MOT: missing association and missing detection. Specifically, unlike most methods, which associate short tracklets into complete trajectories at high computation complexity, we propose an appearance-free link model (AFLink) to perform global association without appearance information, and achieve a good balance between speed and accuracy. Furthermore, we propose a Gaussian-smoothed interpolation (GSI) based on Gaussian process regression to relieve the missing detection. AFLink and GSI can be easily plugged into various trackers with a negligible extra computational cost (1.7 ms and 7.1 ms per image, respectively, on MOT17). Finally, by fusing StrongSORT with AFLink and GSI, the final tracker (StrongSORT++) achieves state-of-the-art results on multiple public benchmarks, i.e., MOT17, MOT20, DanceTrack and KITTI. Codes are available at https://github.com/dyhBUPT/StrongSORT and https://github.com/open-mmlab/mmtracking.

TrajectoryFormer: 3D Object Tracking Transformer with Predictive Trajectory Hypotheses

3D multi-object tracking (MOT) is vital for many applications including autonomous driving vehicles and service robots. With the commonly used tracking-by-detection paradigm, 3D MOT has made important progress in recent years. However, these methods only use the detection boxes of the current frame to obtain trajectory-box association results, which makes it impossible for the tracker to recover objects missed by the detector. In this paper, we present TrajectoryFormer, a novel point-cloud-based 3D MOT framework. To recover the missed object by detector, we generates multiple trajectory hypotheses with hybrid candidate boxes, including temporally predicted boxes and current-frame detection boxes, for trajectory-box association. The predicted boxes can propagate object's history trajectory information to the current frame and thus the network can tolerate short-term miss detection of the tracked objects. We combine long-term object motion feature and short-term object appearance feature to create per-hypothesis feature embedding, which reduces the computational overhead for spatial-temporal encoding. Additionally, we introduce a Global-Local Interaction Module to conduct information interaction among all hypotheses and models their spatial relations, leading to accurate estimation of hypotheses. Our TrajectoryFormer achieves state-of-the-art performance on the Waymo 3D MOT benchmarks. Code is available at https://github.com/poodarchu/EFG .

DragNUWA: Fine-grained Control in Video Generation by Integrating Text, Image, and Trajectory

Controllable video generation has gained significant attention in recent years. However, two main limitations persist: Firstly, most existing works focus on either text, image, or trajectory-based control, leading to an inability to achieve fine-grained control in videos. Secondly, trajectory control research is still in its early stages, with most experiments being conducted on simple datasets like Human3.6M. This constraint limits the models' capability to process open-domain images and effectively handle complex curved trajectories. In this paper, we propose DragNUWA, an open-domain diffusion-based video generation model. To tackle the issue of insufficient control granularity in existing works, we simultaneously introduce text, image, and trajectory information to provide fine-grained control over video content from semantic, spatial, and temporal perspectives. To resolve the problem of limited open-domain trajectory control in current research, We propose trajectory modeling with three aspects: a Trajectory Sampler (TS) to enable open-domain control of arbitrary trajectories, a Multiscale Fusion (MF) to control trajectories in different granularities, and an Adaptive Training (AT) strategy to generate consistent videos following trajectories. Our experiments validate the effectiveness of DragNUWA, demonstrating its superior performance in fine-grained control in video generation. The homepage link is https://www.microsoft.com/en-us/research/project/dragnuwa/

ETAP: Event-based Tracking of Any Point

Tracking any point (TAP) recently shifted the motion estimation paradigm from focusing on individual salient points with local templates to tracking arbitrary points with global image contexts. However, while research has mostly focused on driving the accuracy of models in nominal settings, addressing scenarios with difficult lighting conditions and high-speed motions remains out of reach due to the limitations of the sensor. This work addresses this challenge with the first event camera-based TAP method. It leverages the high temporal resolution and high dynamic range of event cameras for robust high-speed tracking, and the global contexts in TAP methods to handle asynchronous and sparse event measurements. We further extend the TAP framework to handle event feature variations induced by motion -- thereby addressing an open challenge in purely event-based tracking -- with a novel feature-alignment loss which ensures the learning of motion-robust features. Our method is trained with data from a new data generation pipeline and systematically ablated across all design decisions. Our method shows strong cross-dataset generalization and performs 136% better on the average Jaccard metric than the baselines. Moreover, on an established feature tracking benchmark, it achieves a 20% improvement over the previous best event-only method and even surpasses the previous best events-and-frames method by 4.1%. Our code is available at https://github.com/tub-rip/ETAP

C-Drag: Chain-of-Thought Driven Motion Controller for Video Generation

Trajectory-based motion control has emerged as an intuitive and efficient approach for controllable video generation. However, the existing trajectory-based approaches are usually limited to only generating the motion trajectory of the controlled object and ignoring the dynamic interactions between the controlled object and its surroundings. To address this limitation, we propose a Chain-of-Thought-based motion controller for controllable video generation, named C-Drag. Instead of directly generating the motion of some objects, our C-Drag first performs object perception and then reasons the dynamic interactions between different objects according to the given motion control of the objects. Specifically, our method includes an object perception module and a Chain-of-Thought-based motion reasoning module. The object perception module employs visual language models to capture the position and category information of various objects within the image. The Chain-of-Thought-based motion reasoning module takes this information as input and conducts a stage-wise reasoning process to generate motion trajectories for each of the affected objects, which are subsequently fed to the diffusion model for video synthesis. Furthermore, we introduce a new video object interaction (VOI) dataset to evaluate the generation quality of motion controlled video generation methods. Our VOI dataset contains three typical types of interactions and provides the motion trajectories of objects that can be used for accurate performance evaluation. Experimental results show that C-Drag achieves promising performance across multiple metrics, excelling in object motion control. Our benchmark, codes, and models will be available at https://github.com/WesLee88524/C-Drag-Official-Repo.

Learning H-Infinity Locomotion Control

Stable locomotion in precipitous environments is an essential capability of quadruped robots, demanding the ability to resist various external disturbances. However, recent learning-based policies only use basic domain randomization to improve the robustness of learned policies, which cannot guarantee that the robot has adequate disturbance resistance capabilities. In this paper, we propose to model the learning process as an adversarial interaction between the actor and a newly introduced disturber and ensure their optimization with H_{infty} constraint. In contrast to the actor that maximizes the discounted overall reward, the disturber is responsible for generating effective external forces and is optimized by maximizing the error between the task reward and its oracle, i.e., "cost" in each iteration. To keep joint optimization between the actor and the disturber stable, our H_{infty} constraint mandates the bound of ratio between the cost to the intensity of the external forces. Through reciprocal interaction throughout the training phase, the actor can acquire the capability to navigate increasingly complex physical disturbances. We verify the robustness of our approach on quadrupedal locomotion tasks with Unitree Aliengo robot, and also a more challenging task with Unitree A1 robot, where the quadruped is expected to perform locomotion merely on its hind legs as if it is a bipedal robot. The simulated quantitative results show improvement against baselines, demonstrating the effectiveness of the method and each design choice. On the other hand, real-robot experiments qualitatively exhibit how robust the policy is when interfering with various disturbances on various terrains, including stairs, high platforms, slopes, and slippery terrains. All code, checkpoints, and real-world deployment guidance will be made public.

Monocular Quasi-Dense 3D Object Tracking

A reliable and accurate 3D tracking framework is essential for predicting future locations of surrounding objects and planning the observer's actions in numerous applications such as autonomous driving. We propose a framework that can effectively associate moving objects over time and estimate their full 3D bounding box information from a sequence of 2D images captured on a moving platform. The object association leverages quasi-dense similarity learning to identify objects in various poses and viewpoints with appearance cues only. After initial 2D association, we further utilize 3D bounding boxes depth-ordering heuristics for robust instance association and motion-based 3D trajectory prediction for re-identification of occluded vehicles. In the end, an LSTM-based object velocity learning module aggregates the long-term trajectory information for more accurate motion extrapolation. Experiments on our proposed simulation data and real-world benchmarks, including KITTI, nuScenes, and Waymo datasets, show that our tracking framework offers robust object association and tracking on urban-driving scenarios. On the Waymo Open benchmark, we establish the first camera-only baseline in the 3D tracking and 3D detection challenges. Our quasi-dense 3D tracking pipeline achieves impressive improvements on the nuScenes 3D tracking benchmark with near five times tracking accuracy of the best vision-only submission among all published methods. Our code, data and trained models are available at https://github.com/SysCV/qd-3dt.

PVT++: A Simple End-to-End Latency-Aware Visual Tracking Framework

Visual object tracking is essential to intelligent robots. Most existing approaches have ignored the online latency that can cause severe performance degradation during real-world processing. Especially for unmanned aerial vehicles (UAVs), where robust tracking is more challenging and onboard computation is limited, the latency issue can be fatal. In this work, we present a simple framework for end-to-end latency-aware tracking, i.e., end-to-end predictive visual tracking (PVT++). Unlike existing solutions that naively append Kalman Filters after trackers, PVT++ can be jointly optimized, so that it takes not only motion information but can also leverage the rich visual knowledge in most pre-trained tracker models for robust prediction. Besides, to bridge the training-evaluation domain gap, we propose a relative motion factor, empowering PVT++ to generalize to the challenging and complex UAV tracking scenes. These careful designs have made the small-capacity lightweight PVT++ a widely effective solution. Additionally, this work presents an extended latency-aware evaluation benchmark for assessing an any-speed tracker in the online setting. Empirical results on a robotic platform from the aerial perspective show that PVT++ can achieve significant performance gain on various trackers and exhibit higher accuracy than prior solutions, largely mitigating the degradation brought by latency.

Policy-Guided Diffusion

In many real-world settings, agents must learn from an offline dataset gathered by some prior behavior policy. Such a setting naturally leads to distribution shift between the behavior policy and the target policy being trained - requiring policy conservatism to avoid instability and overestimation bias. Autoregressive world models offer a different solution to this by generating synthetic, on-policy experience. However, in practice, model rollouts must be severely truncated to avoid compounding error. As an alternative, we propose policy-guided diffusion. Our method uses diffusion models to generate entire trajectories under the behavior distribution, applying guidance from the target policy to move synthetic experience further on-policy. We show that policy-guided diffusion models a regularized form of the target distribution that balances action likelihood under both the target and behavior policies, leading to plausible trajectories with high target policy probability, while retaining a lower dynamics error than an offline world model baseline. Using synthetic experience from policy-guided diffusion as a drop-in substitute for real data, we demonstrate significant improvements in performance across a range of standard offline reinforcement learning algorithms and environments. Our approach provides an effective alternative to autoregressive offline world models, opening the door to the controllable generation of synthetic training data.

MoCapAct: A Multi-Task Dataset for Simulated Humanoid Control

Simulated humanoids are an appealing research domain due to their physical capabilities. Nonetheless, they are also challenging to control, as a policy must drive an unstable, discontinuous, and high-dimensional physical system. One widely studied approach is to utilize motion capture (MoCap) data to teach the humanoid agent low-level skills (e.g., standing, walking, and running) that can then be re-used to synthesize high-level behaviors. However, even with MoCap data, controlling simulated humanoids remains very hard, as MoCap data offers only kinematic information. Finding physical control inputs to realize the demonstrated motions requires computationally intensive methods like reinforcement learning. Thus, despite the publicly available MoCap data, its utility has been limited to institutions with large-scale compute. In this work, we dramatically lower the barrier for productive research on this topic by training and releasing high-quality agents that can track over three hours of MoCap data for a simulated humanoid in the dm_control physics-based environment. We release MoCapAct (Motion Capture with Actions), a dataset of these expert agents and their rollouts, which contain proprioceptive observations and actions. We demonstrate the utility of MoCapAct by using it to train a single hierarchical policy capable of tracking the entire MoCap dataset within dm_control and show the learned low-level component can be re-used to efficiently learn downstream high-level tasks. Finally, we use MoCapAct to train an autoregressive GPT model and show that it can control a simulated humanoid to perform natural motion completion given a motion prompt. Videos of the results and links to the code and dataset are available at https://microsoft.github.io/MoCapAct.

Diffusion as Shader: 3D-aware Video Diffusion for Versatile Video Generation Control

Diffusion models have demonstrated impressive performance in generating high-quality videos from text prompts or images. However, precise control over the video generation process, such as camera manipulation or content editing, remains a significant challenge. Existing methods for controlled video generation are typically limited to a single control type, lacking the flexibility to handle diverse control demands. In this paper, we introduce Diffusion as Shader (DaS), a novel approach that supports multiple video control tasks within a unified architecture. Our key insight is that achieving versatile video control necessitates leveraging 3D control signals, as videos are fundamentally 2D renderings of dynamic 3D content. Unlike prior methods limited to 2D control signals, DaS leverages 3D tracking videos as control inputs, making the video diffusion process inherently 3D-aware. This innovation allows DaS to achieve a wide range of video controls by simply manipulating the 3D tracking videos. A further advantage of using 3D tracking videos is their ability to effectively link frames, significantly enhancing the temporal consistency of the generated videos. With just 3 days of fine-tuning on 8 H800 GPUs using less than 10k videos, DaS demonstrates strong control capabilities across diverse tasks, including mesh-to-video generation, camera control, motion transfer, and object manipulation.

MotionBank: A Large-scale Video Motion Benchmark with Disentangled Rule-based Annotations

In this paper, we tackle the problem of how to build and benchmark a large motion model (LMM). The ultimate goal of LMM is to serve as a foundation model for versatile motion-related tasks, e.g., human motion generation, with interpretability and generalizability. Though advanced, recent LMM-related works are still limited by small-scale motion data and costly text descriptions. Besides, previous motion benchmarks primarily focus on pure body movements, neglecting the ubiquitous motions in context, i.e., humans interacting with humans, objects, and scenes. To address these limitations, we consolidate large-scale video action datasets as knowledge banks to build MotionBank, which comprises 13 video action datasets, 1.24M motion sequences, and 132.9M frames of natural and diverse human motions. Different from laboratory-captured motions, in-the-wild human-centric videos contain abundant motions in context. To facilitate better motion text alignment, we also meticulously devise a motion caption generation algorithm to automatically produce rule-based, unbiased, and disentangled text descriptions via the kinematic characteristics for each motion. Extensive experiments show that our MotionBank is beneficial for general motion-related tasks of human motion generation, motion in-context generation, and motion understanding. Video motions together with the rule-based text annotations could serve as an efficient alternative for larger LMMs. Our dataset, codes, and benchmark will be publicly available at https://github.com/liangxuy/MotionBank.

Next Generation Multitarget Trackers: Random Finite Set Methods vs Transformer-based Deep Learning

Multitarget Tracking (MTT) is the problem of tracking the states of an unknown number of objects using noisy measurements, with important applications to autonomous driving, surveillance, robotics, and others. In the model-based Bayesian setting, there are conjugate priors that enable us to express the multi-object posterior in closed form, which could theoretically provide Bayes-optimal estimates. However, the posterior involves a super-exponential growth of the number of hypotheses over time, forcing state-of-the-art methods to resort to approximations for remaining tractable, which can impact their performance in complex scenarios. Model-free methods based on deep-learning provide an attractive alternative, as they can, in principle, learn the optimal filter from data, but to the best of our knowledge were never compared to current state-of-the-art Bayesian filters, specially not in contexts where accurate models are available. In this paper, we propose a high-performing deep-learning method for MTT based on the Transformer architecture and compare it to two state-of-the-art Bayesian filters, in a setting where we assume the correct model is provided. Although this gives an edge to the model-based filters, it also allows us to generate unlimited training data. We show that the proposed model outperforms state-of-the-art Bayesian filters in complex scenarios, while matching their performance in simpler cases, which validates the applicability of deep-learning also in the model-based regime. The code for all our implementations is made available at https://github.com/JulianoLagana/MT3 .

On-Policy Policy Gradient Reinforcement Learning Without On-Policy Sampling

On-policy reinforcement learning (RL) algorithms perform policy updates using i.i.d. trajectories collected by the current policy. However, after observing only a finite number of trajectories, on-policy sampling may produce data that fails to match the expected on-policy data distribution. This sampling error leads to noisy updates and data inefficient on-policy learning. Recent work in the policy evaluation setting has shown that non-i.i.d., off-policy sampling can produce data with lower sampling error than on-policy sampling can produce. Motivated by this observation, we introduce an adaptive, off-policy sampling method to improve the data efficiency of on-policy policy gradient algorithms. Our method, Proximal Robust On-Policy Sampling (PROPS), reduces sampling error by collecting data with a behavior policy that increases the probability of sampling actions that are under-sampled with respect to the current policy. Rather than discarding data from old policies -- as is commonly done in on-policy algorithms -- PROPS uses data collection to adjust the distribution of previously collected data to be approximately on-policy. We empirically evaluate PROPS on both continuous-action MuJoCo benchmark tasks as well as discrete-action tasks and demonstrate that (1) PROPS decreases sampling error throughout training and (2) improves the data efficiency of on-policy policy gradient algorithms. Our work improves the RL community's understanding of a nuance in the on-policy vs off-policy dichotomy: on-policy learning requires on-policy data, not on-policy sampling.

Programmable Motion Generation for Open-Set Motion Control Tasks

Character animation in real-world scenarios necessitates a variety of constraints, such as trajectories, key-frames, interactions, etc. Existing methodologies typically treat single or a finite set of these constraint(s) as separate control tasks. They are often specialized, and the tasks they address are rarely extendable or customizable. We categorize these as solutions to the close-set motion control problem. In response to the complexity of practical motion control, we propose and attempt to solve the open-set motion control problem. This problem is characterized by an open and fully customizable set of motion control tasks. To address this, we introduce a new paradigm, programmable motion generation. In this paradigm, any given motion control task is broken down into a combination of atomic constraints. These constraints are then programmed into an error function that quantifies the degree to which a motion sequence adheres to them. We utilize a pre-trained motion generation model and optimize its latent code to minimize the error function of the generated motion. Consequently, the generated motion not only inherits the prior of the generative model but also satisfies the required constraints. Experiments show that we can generate high-quality motions when addressing a wide range of unseen tasks. These tasks encompass motion control by motion dynamics, geometric constraints, physical laws, interactions with scenes, objects or the character own body parts, etc. All of these are achieved in a unified approach, without the need for ad-hoc paired training data collection or specialized network designs. During the programming of novel tasks, we observed the emergence of new skills beyond those of the prior model. With the assistance of large language models, we also achieved automatic programming. We hope that this work will pave the way for the motion control of general AI agents.

A^2Nav: Action-Aware Zero-Shot Robot Navigation by Exploiting Vision-and-Language Ability of Foundation Models

We study the task of zero-shot vision-and-language navigation (ZS-VLN), a practical yet challenging problem in which an agent learns to navigate following a path described by language instructions without requiring any path-instruction annotation data. Normally, the instructions have complex grammatical structures and often contain various action descriptions (e.g., "proceed beyond", "depart from"). How to correctly understand and execute these action demands is a critical problem, and the absence of annotated data makes it even more challenging. Note that a well-educated human being can easily understand path instructions without the need for any special training. In this paper, we propose an action-aware zero-shot VLN method (A^2Nav) by exploiting the vision-and-language ability of foundation models. Specifically, the proposed method consists of an instruction parser and an action-aware navigation policy. The instruction parser utilizes the advanced reasoning ability of large language models (e.g., GPT-3) to decompose complex navigation instructions into a sequence of action-specific object navigation sub-tasks. Each sub-task requires the agent to localize the object and navigate to a specific goal position according to the associated action demand. To accomplish these sub-tasks, an action-aware navigation policy is learned from freely collected action-specific datasets that reveal distinct characteristics of each action demand. We use the learned navigation policy for executing sub-tasks sequentially to follow the navigation instruction. Extensive experiments show A^2Nav achieves promising ZS-VLN performance and even surpasses the supervised learning methods on R2R-Habitat and RxR-Habitat datasets.

CrossLoco: Human Motion Driven Control of Legged Robots via Guided Unsupervised Reinforcement Learning

Human motion driven control (HMDC) is an effective approach for generating natural and compelling robot motions while preserving high-level semantics. However, establishing the correspondence between humans and robots with different body structures is not straightforward due to the mismatches in kinematics and dynamics properties, which causes intrinsic ambiguity to the problem. Many previous algorithms approach this motion retargeting problem with unsupervised learning, which requires the prerequisite skill sets. However, it will be extremely costly to learn all the skills without understanding the given human motions, particularly for high-dimensional robots. In this work, we introduce CrossLoco, a guided unsupervised reinforcement learning framework that simultaneously learns robot skills and their correspondence to human motions. Our key innovation is to introduce a cycle-consistency-based reward term designed to maximize the mutual information between human motions and robot states. We demonstrate that the proposed framework can generate compelling robot motions by translating diverse human motions, such as running, hopping, and dancing. We quantitatively compare our CrossLoco against the manually engineered and unsupervised baseline algorithms along with the ablated versions of our framework and demonstrate that our method translates human motions with better accuracy, diversity, and user preference. We also showcase its utility in other applications, such as synthesizing robot movements from language input and enabling interactive robot control.

3DTrajMaster: Mastering 3D Trajectory for Multi-Entity Motion in Video Generation

This paper aims to manipulate multi-entity 3D motions in video generation. Previous methods on controllable video generation primarily leverage 2D control signals to manipulate object motions and have achieved remarkable synthesis results. However, 2D control signals are inherently limited in expressing the 3D nature of object motions. To overcome this problem, we introduce 3DTrajMaster, a robust controller that regulates multi-entity dynamics in 3D space, given user-desired 6DoF pose (location and rotation) sequences of entities. At the core of our approach is a plug-and-play 3D-motion grounded object injector that fuses multiple input entities with their respective 3D trajectories through a gated self-attention mechanism. In addition, we exploit an injector architecture to preserve the video diffusion prior, which is crucial for generalization ability. To mitigate video quality degradation, we introduce a domain adaptor during training and employ an annealed sampling strategy during inference. To address the lack of suitable training data, we construct a 360-Motion Dataset, which first correlates collected 3D human and animal assets with GPT-generated trajectory and then captures their motion with 12 evenly-surround cameras on diverse 3D UE platforms. Extensive experiments show that 3DTrajMaster sets a new state-of-the-art in both accuracy and generalization for controlling multi-entity 3D motions. Project page: http://fuxiao0719.github.io/projects/3dtrajmaster

Multi-Fidelity Reinforcement Learning for Time-Optimal Quadrotor Re-planning

High-speed online trajectory planning for UAVs poses a significant challenge due to the need for precise modeling of complex dynamics while also being constrained by computational limitations. This paper presents a multi-fidelity reinforcement learning method (MFRL) that aims to effectively create a realistic dynamics model and simultaneously train a planning policy that can be readily deployed in real-time applications. The proposed method involves the co-training of a planning policy and a reward estimator; the latter predicts the performance of the policy's output and is trained efficiently through multi-fidelity Bayesian optimization. This optimization approach models the correlation between different fidelity levels, thereby constructing a high-fidelity model based on a low-fidelity foundation, which enables the accurate development of the reward model with limited high-fidelity experiments. The framework is further extended to include real-world flight experiments in reinforcement learning training, allowing the reward model to precisely reflect real-world constraints and broadening the policy's applicability to real-world scenarios. We present rigorous evaluations by training and testing the planning policy in both simulated and real-world environments. The resulting trained policy not only generates faster and more reliable trajectories compared to the baseline snap minimization method, but it also achieves trajectory updates in 2 ms on average, while the baseline method takes several minutes.

BACTrack: Building Appearance Collection for Aerial Tracking

Siamese network-based trackers have shown remarkable success in aerial tracking. Most previous works, however, usually perform template matching only between the initial template and the search region and thus fail to deal with rapidly changing targets that often appear in aerial tracking. As a remedy, this work presents Building Appearance Collection Tracking (BACTrack). This simple yet effective tracking framework builds a dynamic collection of target templates online and performs efficient multi-template matching to achieve robust tracking. Specifically, BACTrack mainly comprises a Mixed-Temporal Transformer (MTT) and an appearance discriminator. The former is responsible for efficiently building relationships between the search region and multiple target templates in parallel through a mixed-temporal attention mechanism. At the same time, the appearance discriminator employs an online adaptive template-update strategy to ensure that the collected multiple templates remain reliable and diverse, allowing them to closely follow rapid changes in the target's appearance and suppress background interference during tracking. Extensive experiments show that our BACTrack achieves top performance on four challenging aerial tracking benchmarks while maintaining an impressive speed of over 87 FPS on a single GPU. Speed tests on embedded platforms also validate our potential suitability for deployment on UAV platforms.

Yell At Your Robot: Improving On-the-Fly from Language Corrections

Hierarchical policies that combine language and low-level control have been shown to perform impressively long-horizon robotic tasks, by leveraging either zero-shot high-level planners like pretrained language and vision-language models (LLMs/VLMs) or models trained on annotated robotic demonstrations. However, for complex and dexterous skills, attaining high success rates on long-horizon tasks still represents a major challenge -- the longer the task is, the more likely it is that some stage will fail. Can humans help the robot to continuously improve its long-horizon task performance through intuitive and natural feedback? In this paper, we make the following observation: high-level policies that index into sufficiently rich and expressive low-level language-conditioned skills can be readily supervised with human feedback in the form of language corrections. We show that even fine-grained corrections, such as small movements ("move a bit to the left"), can be effectively incorporated into high-level policies, and that such corrections can be readily obtained from humans observing the robot and making occasional suggestions. This framework enables robots not only to rapidly adapt to real-time language feedback, but also incorporate this feedback into an iterative training scheme that improves the high-level policy's ability to correct errors in both low-level execution and high-level decision-making purely from verbal feedback. Our evaluation on real hardware shows that this leads to significant performance improvement in long-horizon, dexterous manipulation tasks without the need for any additional teleoperation. Videos and code are available at https://yay-robot.github.io/.

Detection Recovery in Online Multi-Object Tracking with Sparse Graph Tracker

In existing joint detection and tracking methods, pairwise relational features are used to match previous tracklets to current detections. However, the features may not be discriminative enough for a tracker to identify a target from a large number of detections. Selecting only high-scored detections for tracking may lead to missed detections whose confidence score is low. Consequently, in the online setting, this results in disconnections of tracklets which cannot be recovered. In this regard, we present Sparse Graph Tracker (SGT), a novel online graph tracker using higher-order relational features which are more discriminative by aggregating the features of neighboring detections and their relations. SGT converts video data into a graph where detections, their connections, and the relational features of two connected nodes are represented by nodes, edges, and edge features, respectively. The strong edge features allow SGT to track targets with tracking candidates selected by top-K scored detections with large K. As a result, even low-scored detections can be tracked, and the missed detections are also recovered. The robustness of K value is shown through the extensive experiments. In the MOT16/17/20 and HiEve Challenge, SGT outperforms the state-of-the-art trackers with real-time inference speed. Especially, a large improvement in MOTA is shown in the MOT20 and HiEve Challenge. Code is available at https://github.com/HYUNJS/SGT.

TrackRAD2025 challenge dataset: Real-time tumor tracking for MRI-guided radiotherapy

Purpose: Magnetic resonance imaging (MRI) to visualize anatomical motion is becoming increasingly important when treating cancer patients with radiotherapy. Hybrid MRI-linear accelerator (MRI-linac) systems allow real-time motion management during irradiation. This paper presents a multi-institutional real-time MRI time series dataset from different MRI-linac vendors. The dataset is designed to support developing and evaluating real-time tumor localization (tracking) algorithms for MRI-guided radiotherapy within the TrackRAD2025 challenge (https://trackrad2025.grand-challenge.org/). Acquisition and validation methods: The dataset consists of sagittal 2D cine MRIs in 585 patients from six centers (3 Dutch, 1 German, 1 Australian, and 1 Chinese). Tumors in the thorax, abdomen, and pelvis acquired on two commercially available MRI-linacs (0.35 T and 1.5 T) were included. For 108 cases, irradiation targets or tracking surrogates were manually segmented on each temporal frame. The dataset was randomly split into a public training set of 527 cases (477 unlabeled and 50 labeled) and a private testing set of 58 cases (all labeled). Data Format and Usage Notes: The data is publicly available under the TrackRAD2025 collection: https://doi.org/10.57967/hf/4539. Both the images and segmentations for each patient are available in metadata format. Potential Applications: This novel clinical dataset will enable the development and evaluation of real-time tumor localization algorithms for MRI-guided radiotherapy. By enabling more accurate motion management and adaptive treatment strategies, this dataset has the potential to advance the field of radiotherapy significantly.

DexTrack: Towards Generalizable Neural Tracking Control for Dexterous Manipulation from Human References

We address the challenge of developing a generalizable neural tracking controller for dexterous manipulation from human references. This controller aims to manage a dexterous robot hand to manipulate diverse objects for various purposes defined by kinematic human-object interactions. Developing such a controller is complicated by the intricate contact dynamics of dexterous manipulation and the need for adaptivity, generalizability, and robustness. Current reinforcement learning and trajectory optimization methods often fall short due to their dependence on task-specific rewards or precise system models. We introduce an approach that curates large-scale successful robot tracking demonstrations, comprising pairs of human references and robot actions, to train a neural controller. Utilizing a data flywheel, we iteratively enhance the controller's performance, as well as the number and quality of successful tracking demonstrations. We exploit available tracking demonstrations and carefully integrate reinforcement learning and imitation learning to boost the controller's performance in dynamic environments. At the same time, to obtain high-quality tracking demonstrations, we individually optimize per-trajectory tracking by leveraging the learned tracking controller in a homotopy optimization method. The homotopy optimization, mimicking chain-of-thought, aids in solving challenging trajectory tracking problems to increase demonstration diversity. We showcase our success by training a generalizable neural controller and evaluating it in both simulation and real world. Our method achieves over a 10% improvement in success rates compared to leading baselines. The project website with animated results is available at https://meowuu7.github.io/DexTrack/.

Beyond MOT: Semantic Multi-Object Tracking

Current multi-object tracking (MOT) aims to predict trajectories of targets (i.e., ''where'') in videos. Yet, knowing merely ''where'' is insufficient in many crucial applications. In comparison, semantic understanding such as fine-grained behaviors, interactions, and overall summarized captions (i.e., ''what'') from videos, associated with ''where'', is highly-desired for comprehensive video analysis. Thus motivated, we introduce Semantic Multi-Object Tracking (SMOT), that aims to estimate object trajectories and meanwhile understand semantic details of associated trajectories including instance captions, instance interactions, and overall video captions, integrating ''where'' and ''what'' for tracking. In order to foster the exploration of SMOT, we propose BenSMOT, a large-scale Benchmark for Semantic MOT. Specifically, BenSMOT comprises 3,292 videos with 151K frames, covering various scenarios for semantic tracking of humans. BenSMOT provides annotations for the trajectories of targets, along with associated instance captions in natural language, instance interactions, and overall caption for each video sequence. To our best knowledge, BenSMOT is the first publicly available benchmark for SMOT. Besides, to encourage future research, we present a novel tracker named SMOTer, which is specially designed and end-to-end trained for SMOT, showing promising performance. By releasing BenSMOT, we expect to go beyond conventional MOT by predicting ''where'' and ''what'' for SMOT, opening up a new direction in tracking for video understanding. We will release BenSMOT and SMOTer at https://github.com/Nathan-Li123/SMOTer.

Harnessing Mixed Offline Reinforcement Learning Datasets via Trajectory Weighting

Most offline reinforcement learning (RL) algorithms return a target policy maximizing a trade-off between (1) the expected performance gain over the behavior policy that collected the dataset, and (2) the risk stemming from the out-of-distribution-ness of the induced state-action occupancy. It follows that the performance of the target policy is strongly related to the performance of the behavior policy and, thus, the trajectory return distribution of the dataset. We show that in mixed datasets consisting of mostly low-return trajectories and minor high-return trajectories, state-of-the-art offline RL algorithms are overly restrained by low-return trajectories and fail to exploit high-performing trajectories to the fullest. To overcome this issue, we show that, in deterministic MDPs with stochastic initial states, the dataset sampling can be re-weighted to induce an artificial dataset whose behavior policy has a higher return. This re-weighted sampling strategy may be combined with any offline RL algorithm. We further analyze that the opportunity for performance improvement over the behavior policy correlates with the positive-sided variance of the returns of the trajectories in the dataset. We empirically show that while CQL, IQL, and TD3+BC achieve only a part of this potential policy improvement, these same algorithms combined with our reweighted sampling strategy fully exploit the dataset. Furthermore, we empirically demonstrate that, despite its theoretical limitation, the approach may still be efficient in stochastic environments. The code is available at https://github.com/Improbable-AI/harness-offline-rl.