
Physics-Guided Biomechanical Gait Adaptation for Humanoid Locomotion on Extreme Sloped Terrains
Teaches a G1 humanoid to walk blind on very steep slopes by aligning balance control to the terrain.
Terrain, gait, robustness, and agile movement.


Teaches a G1 humanoid to walk blind on very steep slopes by aligning balance control to the terrain.
Reference motion, imitation, retargeting, and behavior priors.
Generates whole-body humanoid motion from text and movement constraints fast enough for interactive robot-control pipelines.
Whole-body task contact: feet, torso, hands, and objects.


Teaches humanoids to manipulate objects by guiding the whole body from wrist motion instead of exact finger poses.
Teaches humanoids to interact with objects by tracking which body parts should make contact, not just where the body moves.
MPC, impedance, safety layers, and whole-body coordination.


Lets people control a humanoid with VR hand tracking and voice locomotion while collecting whole-body interaction data.
Benchmarks, datasets, rewards, simulators, and tooling.


Tests whether humanoids can handle contact-rich tasks by replaying human motion and hand-force demonstrations.

Trains quadrupeds to reuse many movement skills from large motion data, then improves them with residual learning.