• Goal
- Combine ideas from “Learning Agile Robotic Locomotion Skills by Imitating Animals” with “RAC: Reconstructing Animatable Categories from Videos”
- Develop a pipeline that converts YouTube or monocular videos of animals (e.g., dogs) into 3D skeletal motion, retargets the motion to a robot, and trains it via reinforcement learning
- Verify that domain adaptation strategies enable real-time, real-world deployment of such motion on physical quadruped robots
1. Problem Definition & Dataset Analysis
- Context
- Traditionally, motion capture (mocap) data from real animals (e.g., dogs) is used to learn agile and dynamic locomotion skills. However, mocap often requires specialized equipment and setups.
- RAC enables per-video, 3D reconstructions of animals captured in casual, in-the-wild videos (e.g., on YouTube).
- By combining RAC’s ability to reconstruct animatable 3D models with the motion imitation approach from [Peng et al.], we aim to replicate lifelike animal gaits on a quadruped robot.
- Key Observations
- Between-Instance Variation: Different dog breeds (or animals) exhibit diverse body proportions (limb lengths, ear shapes, etc.).
- Within-Instance Variation: Each dog’s motion over time includes skeletal articulation and soft deformation (e.g., muscles, fur).
- Sim-to-Real Gap: Policies trained in simulation often fail on real hardware without domain adaptation due to unmodeled dynamics (friction, motor torques, etc.).

2. Proposed Model & Approach
• Using RAC for 3D Reconstruction
- RAC (Reconstructing Animatable Categories):
- Learns a category-level skeleton (e.g., for dogs) with a morphology code $ \beta $ per instance/video.
- Decomposes motion into articulation (joint rotations) and soft deformation (non-rigid warping).
- Incorporates a background model (NeRF) for robust rendering and better silhouette refinement.
• From Video to Robot
- Video Input: Collect single-view or multi-view videos of dog locomotion.
- RAC Reconstruction: Obtain a 3D canonical model + per-frame articulations $ \theta $ + morphological differences ($ \Delta J_\beta $).
- Retargeting: Map the resulting 3D joint trajectories to the robot via Inverse Kinematics (IK).
- Motion Imitation: Use reinforcement learning (RL) to train the robot’s policy $ \pi_\theta $ in simulation, imitating the retargeted reference motions.
- Domain Adaptation: Transfer the learned policy to the physical quadruped robot, mitigating the sim-to-real gap.

3. Implementation & Training
• Step-by-Step Process
- RAC Reconstruction
- Between-Instance Variation: A morphology code $ \beta $ adjusts bone length, shape, and appearance.
- Within-Instance Variation: Per-frame articulation $ \theta $ and invertible soft-deformation fields.
- Differentiable Rendering: Uses silhouettes, RGB, and optical flow to optimize the 3D model and background NeRF end-to-end.
- Motion Retargeting
- After we obtain time-varying joint positions $ \hat{x}_i(t) $ from the RAC output, we solve the IK problem to match them to the robot’s joint variables $ q_t $.
- Formally ([Peng et al.], Eq. (1)):
- Motion Imitation (RL)
- In simulation (e.g., PyBullet, Mujoco), define a reward function that measures how closely the robot tracks the reference joint angles, velocities, and end-effector trajectories.
- Example reward ([Peng et al.], Eqs. (4)–(9)) could be:
where $ r_t^p $ focuses on pose accuracy, $ r_t^v $ on velocity matching, etc.
- Domain Adaptation
- Domain Randomization: Randomize friction, mass, motor parameters during training.
- Latent Embedding ($ \mathbf{z} $): Learned representation of environment dynamics that can be adjusted for real hardware.
- During real-robot trials, refine $ \mathbf{z} $ or the policy to handle physical discrepancies (motor torque limits, real friction, sensor noise).
• Training Settings
- Simulation: Typically trained with tens or hundreds of millions of timesteps using PPO or SAC.
- Hardware: The final policy is deployed on a quadruped robot (e.g., Unitree, MIT mini-cheetah, or similar).
- Time Horizons: Usually 5–10 seconds per episode for locomotion tasks.
4. Key Challenges & Solutions
- Unstable Single-View Reconstruction
- Challenge: Monocular videos can cause ambiguities in 3D shape or skeleton inference.
- Solution: Use additional priors (category skeleton, shape regularization) or, if possible, multi-view data to improve reliability.
- Overly Complex Deformation
- Challenge: Overfitting can occur if the soft deformation field tries to “explain everything.”
- Solution: Regularize the bone-based articulation vs. soft deformation boundaries, ensuring stable shape and motion.
- Sim-to-Real Gap
- Challenge: Policies that work in simulation might fail when friction, sensor noise, or motor torque differ in reality.
- Solution: Domain randomization + policy adaptation. For instance, searching for an optimal latent vector $ \mathbf{z}^* $ that maximizes performance on the real robot.
- Real-Time Control
- Challenge: High-dimensional policies or large neural nets might be slow to run on embedded hardware.
- Solution: Optimize network size, use TensorRT or similar acceleration, or offload to a compact controller.
5. Potential Extensions & Future Directions
- Complex Motions
- Expand beyond straightforward walking/trotting to include jumping, obstacle avoidance, or spinning behaviors.
- Gather additional YouTube videos capturing more dynamic dog or cat movements.
- Multi-Camera or Improved 3D Keypoint Systems
- If single-view reconstructions remain noisy, consider multi-camera setups or advanced pose-estimation techniques to refine 3D data quality.
- Online Adaptation
- Continually update the policy on the real robot using real-time feedback (IMU, foot contacts) for improved robustness and fast domain adaptation.
- Safety & Energy Efficiency
- Integrate constraints to reduce risk of falls or hardware damage.
- Investigate gait patterns that minimize energy consumption or motor heat.

6. Results & Conclusion
- Enhanced Motion Quality
- Combines RAC (which captures realistic animal shapes and articulations) with motion imitation RL to achieve lifelike gaits on quadruped robots.
- Robustness via Domain Adaptation
- Policies become resilient to real-world discrepancies (friction, sensor noise) thanks to domain randomization and latent embedding adjustments.
- Scalable Data Source
- Bypasses specialized mocap setups by leveraging YouTube or casually captured videos, greatly expanding the variety of reference motions.
- Real-Time Possibility
- With optimized model sizes and efficient inference frameworks, near real-time control (tens to hundreds of Hz) is feasible on modern robotic platforms.
In summary, by integrating RAC’s video-based 3D reconstruction with the motion imitation pipeline from [Peng et al.]—including retargeting, RL training, and domain adaptation—we can empower quadruped robots to learn agile, animal-like behaviors purely from ordinary videos. This paves the way for more flexible, data-driven robotic locomotion, unbound by heavy motion capture equipment or specialized lab environments.