• 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
    1. Between-Instance Variation: Different dog breeds (or animals) exhibit diverse body proportions (limb lengths, ear shapes, etc.).
    2. Within-Instance Variation: Each dog’s motion over time includes skeletal articulation and soft deformation (e.g., muscles, fur).
    3. Sim-to-Real Gap: Policies trained in simulation often fail on real hardware without domain adaptation due to unmodeled dynamics (friction, motor torques, etc.).
Dog Locomotion Example
Fig 1. Example of a dog’s gait extracted from a casual YouTube video (conceptual).



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

  1. Video Input: Collect single-view or multi-view videos of dog locomotion.
  2. RAC Reconstruction: Obtain a 3D canonical model + per-frame articulations $ \theta $ + morphological differences ($ \Delta J_\beta $).
  3. Retargeting: Map the resulting 3D joint trajectories to the robot via Inverse Kinematics (IK).
  4. Motion Imitation: Use reinforcement learning (RL) to train the robot’s policy $ \pi_\theta $ in simulation, imitating the retargeted reference motions.
  5. Domain Adaptation: Transfer the learned policy to the physical quadruped robot, mitigating the sim-to-real gap.
RAC Pipeline
Fig 2. Simplified pipeline: (1) Videos → (2) RAC reconstruction → (3) IK retargeting → (4) RL-based motion imitation → (5) Domain adaptation and real-world deployment.



3. Implementation & Training

• Step-by-Step Process

  1. 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.
  2. 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)):
    \[\min_{q_{0:T}} \sum_{t} \sum_{i} \|\hat{x}_i(t) - x_i(q_t)\|^2 + (\bar{q} - q_t)^T W (\bar{q} - q_t).\]
  3. 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:
    \[r_t = w_p \, r_t^p + w_v \, r_t^v + w_e \, r_t^e + w_{rp} \, r_t^{rp} + w_{rv} \, r_t^{rv},\]

    where $ r_t^p $ focuses on pose accuracy, $ r_t^v $ on velocity matching, etc.

  4. 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

  1. 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.
  2. 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.
  3. 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.
  4. 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

  1. 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.
  2. 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.
  3. Online Adaptation
    • Continually update the policy on the real robot using real-time feedback (IMU, foot contacts) for improved robustness and fast domain adaptation.
  4. Safety & Energy Efficiency
    • Integrate constraints to reduce risk of falls or hardware damage.
    • Investigate gait patterns that minimize energy consumption or motor heat.
Robot Deployment
Fig 3. Conceptual depiction of a quadruped robot performing dog-like gaits extracted from YouTube footage.



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.