Direct Dynamic Retargeting for Humanoid Imitation Learning from Videos
About
Imitation Learning from monocular video demonstrations provides a scalable approach for teaching complex skills to humanoid robots. However, translating human motion to humanoids requires overcoming significant morphological mismatches. Standard approaches rely on Geometric Retargeting or Indirect Dynamic Retargeting pipelines. We identify that these intermediate kinematic projections introduce a geometric bias, restricting the search space and yielding suboptimal dynamic behaviors. In this paper, we propose Direct Dynamic Retargeting (DDR), a novel single-stage framework that generates high-fidelity, dynamically feasible trajectories directly from expert videos. By formulating the problem in the task space and leveraging a sampling-based Model Predictive Control solver within a physics simulator, DDR natively optimizes over complex contact sequences while mitigating input drift. Our experiments demonstrate that bypassing the geometric bias allows DDR to outperform state-of-the-art baselines in demonstration tracking accuracy. Furthermore, we establish that providing such physically viable references to RL agents accelerates training convergence and enhances the final execution of agile and balancing behaviors. Source code will be made publicly available.
Related benchmarks
| Task | Dataset | Result | Rank | |
|---|---|---|---|---|
| Reference Tracking | Squat movement | Mean Laplacian Error (m)0.055 | 6 | |
| Reference Tracking | One-foot balance movement | Joint RMSE0.667 | 5 | |
| Keypoint tracking | One-foot balance | Laplacian Error0.101 | 3 | |
| Motion Retargeting | SMPL Trajectories Pistol Squat | Infeasible Segment Percentage0.00e+0 | 3 | |
| Motion Retargeting | SMPL Trajectories Balancing Stick | Infeasible Segments Rate0.2 | 3 | |
| Motion Retargeting | Kung fu | Contact Mismatch Rate4.23 | 3 | |
| Motion Retargeting | One-foot balance | Contact Sequence Mismatch Rate13.71 | 3 | |
| Motion Retargeting | Pistol Squat | Contact Sequence Mismatch Rate5.35 | 3 | |
| Motion Retargeting | Balancing Stick | Contact Mismatch Rate7.86 | 3 | |
| Reference Tracking | Kung fu movement | Joint RMSE (rad)0.627 | 3 |