Yuke Zhu (@yukez) header
Yuke Zhu (@yukez) profile picture

Associate Professor @UTCompSci | Director @NVIDIAAI Co-Leading GEAR | CS PhD @Stanford | Building generalist robot autonomy in the wild | Opinions are my own

Austin, TX
Joined August 2008
Photo by Yuke Zhu (@yukez)Photo by Yuke Zhu (@yukez)Photo by Yuke Zhu (@yukez)Photo by Yuke Zhu (@yukez)Photo by Yuke Zhu (@yukez)Photo by Yuke Zhu (@yukez)Photo by Yuke Zhu (@yukez)Photo by Yuke Zhu (@yukez)Photo by Yuke Zhu (@yukez)Photo by Yuke Zhu (@yukez)
Yuke Zhu retweeted
Introducing Flora, an open model suite for scaling robotics data engines. It watches robot and human video and annotate what happened (timestamped instructions) and how well it went (rewards and failure reasons). 🔗 research.nvidia.com/labs/gea… We use it to train NVIDIA GR00T. 🧵
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ASPIRE is now open-source! Since our initial release, we've made exciting progress: 🤖 Real-world robot manipulation with GPT-6 Astra. 🔄 Continual skill refinement on physical robots. 📈 Saturated simulation benchmarks: 99% on LIBERO-Pro (80 tasks), 100% on Robosuite (7 representative tasks), and 100% on BEHAVIOR-1K (2 representative tasks). Code: github.com/NVlabs/ASPIRE Project: research.nvidia.com/labs/gea… 🧵 More results in the thread below.
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📢 CoRL early-career keynote nominations are due July 30. Early-career researchers: we encourage reaching out to someone who knows your work well and asking whether they’d consider nominating you. ➡️Nominations: CoRL website.
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Success rate has long been the primary metric for evaluating robot manipulation. What about speed? Today, we introduce ⚡️B-spline Policy (BSP). Instead of predicting discrete fixed-rate action chunks, we parameterize actions as continuous B-spline curves. Together with our system design, BSP enables fast manipulation on low-cost robot arms. This project is co-led by @xshenhan, check out his following threads for more details. 🧵 PS: one of my favorite parts of this project was the first time we saw the robots move significantly faster and smoother than the baselines. The videos below are all real time. 👇
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Yuke Zhu retweeted
We scaled a robot model natively to 8,000 timesteps of context, 5 minutes worth of muscle memory, with constant inference cost. Robot policies used to live their lives a few frames at a time (< 0.1 sec), instantly forgetting what just happened. We pushed to 3 orders of magnitude beyond SOTA. Introducing RoboTTT. Test-Time Training (“TTT”) carries a tiny model *inside* the model. Every incoming sensor reading triggers one gradient step on that tiny core, so the history keeps getting compressed into its weights. The hidden state has a fixed size (literally a small neural net), so the robot can “grok” arbitrarily long experience with little overhead. Learning continues indefinitely after deployment. We can then put an entire video in context as prompt! RoboTTT enables one-shot in-context learning from human video: in circuit board assembly, a human demonstrates a never-seen configuration once, and the robot imitates it faithfully. Humans drop things all the time, but we pick them up so fast that we don’t even notice. That reflex to fix is half of our physical competence. RoboTTT shows self-improvement on the fly: the robot is skilled at recovering from its own errors mid-episode, and each fix enters its context to inform the next move. The TTT core distills a general-purpose, failure-to-correction mapping from the training data. One more thing. What excites me the most is a new Context Scaling Curve: from 128 to 8K timesteps, closed-loop performance hill-climbs steadily with no sign of saturation. 8K-context pretraining beats 1K by 62%. What LLM enjoys, robotics should too. Soon, even 1M context is not a fantasy. Deep dive in thread:
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Yuke Zhu retweeted
How can robots learn dexterous manipulation from human demonstrations at scale? Excited to share CHORD: Learning Dexterous Manipulation Using Contact Wrench Guidance From Human Demonstration. CHORD learns from human demos by focusing not only on where contact happens, but how that contact moves the object through force and torque guidance. This unified contact-wrench representation carries human manipulation skills across diverse behaviors, long-horizon tasks, whole-body embodiments, and real-world hardware. We evaluated CHORD on large-scale, long-horizon, contact-rich tasks paired with human demonstrations, spanning rigid, articulated, and multi-object manipulation. At scale: * 82.12% average success across 1,831 tasks * 90.77% whole-body manipulation success * 4,739 sim-ready dexterous manipulation benchmark * Transfer to real dexterous hands Project page: nvidia-isaac.github.io/video… Tech report: nvidia-isaac.github.io/video… Code will be released soon as part of Video to Data repo github.com/nvidia-isaac/vide…, our end-to-end pipeline for converting human demonstration videos into simulation-ready assets and physics-grounded robot training data. Huge thanks to amazing contributors: @zhu_xinghao , Zixi Liu, Shalin Jain, Chenran Li, Milad Noori, Huihua Zhao, John Welsh, @michaelv03, Wei Liu, @TingwuWang , Xingye (Dennis) Da, @zhengyiluo, Vishal Kulkarni, @sNaema, @yukez, @DrJimFan, @bowenwen_me, @danfei_xu, @SohaPouya, @Dr_YanChang. #Robotics #PhysicalAI #DexterousManipulation #RobotLearning #NVIDIA
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Excited to share T-Rex: Tactile-Reactive Dexterous Manipulation 🦖🤖 Touch is fundamental to human dexterity, yet most Vision-Language-Action (VLA) models either ignore tactile feedback or lack the ability to react to high-frequency contact signals. In this work, we tackle both the data and architectural challenges of tactile-reactive dexterous manipulation. 🦖 A 100-hour tactile-synchronized dexterous manipulation dataset with 7,700+ trajectories, 22 motor primitives, and 200+ everyday objects. 🦖 A tactile-reactive MoT architecture with spatial-temporal tactile encoding and asynchronous high-frequency tactile refinement. 🦖 A scalable training recipe combining 22,889 hours of human egocentric pretraining with tactile-grounded robot mid-training. Across 12 real-world contact-rich manipulation tasks, T-Rex achieves over 30% higher average success rate than the strongest baseline. We are fully open-sourcing the dataset, models, teleoperation stack, training code, and inference pipeline. 🌐 Project: tactile-rex.github.io/ 📄 Paper: arxiv.org/abs/2606.17055 💻 Code: github.com/ZhuoyangLiu2005/T… 🤗 Dataset: huggingface.co/datasets/zeka… 🧵 Thread ↓
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Yuke Zhu retweeted
Today, we enable AutoResearch in the physical world for the first time! Introducing ENPIRE: we give 8 Codex agents a fleet of robots, an allocation of GPUs, and generous token budget. We set them free with a simple goal: solve the task as quickly as possible, keep the robots busy but stay safe, don't waste precious compute. Make no mistake. Then humans step aside and our watch begins. The robot fleet starts to come alive: they learn to look for visual clues, reset the scene, practice novel skills, tinker with control stack, read papers online, debate, reflect, get stuck, and try again directly on the hardware. All we did is to give Codex an API to the world of atoms, and the rest is emergence. ENPIRE is able to solve high-precision tasks like tying zip-ties, organizing fine pins, and installing GPUs all by itself. We also discovered a new type of "physical scaling": 8 robots exploring in parallel improves significantly faster than fewer ones. A part of our NVIDIA GEAR lab now self-improves tirelessly over night. We just read the reports in the morning. /goal: we all take a holiday and Jensen wouldn't even notice ;) We will be open-sourcing everything, so you can host your self-running robot lab at home too! Deep dive in the thread:
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This is actually sick! 🤯 A motion generator for robotics. and gaming. This is MotionBricks cooked by @NVIDIAAI. It's a 15,000 FPS real-time motion generation for robots and games. MotionBricks shipped to SIGGRAPH 2026 with code that integrates directly into NVIDIA's GR00T Whole-Body Control stack. 15,000 FPS, 2ms latency, 350,000 motion skills from a single neural backbone. Okay, let's have a look how it works: first train one generative model on 350k production-grade mocap clips (BONES-SEED dataset from Bones Studio). Then add "smart primitives" on top, a unified interface where you specify navigation targets, object interaction keyframes, and style prompts. The network generates everything else in real-time. There's no animation graph., and no per-task fine-tuning. Their demo-character navigates, picks up a sword, vaults a bench, sits down, switches between zombie/injured/skipping styles. Every frame generated by the network, in real-time. I think that this matters as MotionBricks is now core to GR00T Whole-Body Control which is the same stack powering humanoids widely used in research across the globe. Btw. code ships with an interactive G1 demo, but a full robotics-integrated release coming in ~1 month. The motion stack for humanoid robots is getting bigger! 🔥 Check it out here: nvlabs.github.io/motionbrick… cc: @NVIDIARobotics ~~ ♻️ Join the weekly robotics newsletter, and never miss any news → ziegler.substack.com
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Now you can use GR00T N1.7 and SONIC together to enable tasks that require TRUE whole-body coordination!! Including simultaneous precise hand and foot placement, like opening a trash can with the foot pedal and throwing an object inside! Try it yourself, it is so fun!
Open-sourcing the whole package here! The last piece of our SONIC open-source, data collection, gr00t VLA post-training, inference just hit the repo! Train your Autonomous policies on G1 Whole-body with SONIC and gr00t N1.7! 🧑‍💻Code: github.com/NVlabs/GR00T-Whol… 📑Docs: nvlabs.github.io/GR00T-Whole…
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Yuke Zhu retweeted
GR00T-VisualSim2Real is now open source! VIRAL and DoorMan are now available with training code, simulation assets, and the full recipe for bringing visual sim-to-real loco-manipulation skills to your own humanoids. Repo: github.com/NVlabs/GR00T-Visu…
Zero teleoperation. Zero real-world data. ➔ Autonomous humanoid loco-manipulation in reality. Introducing VIRAL: Visual Sim-to-Real at Scale. We achieved 54 autonomous cycles (walk, stand, place, pick, turn) using a simple recipe: 1. RL 2. Simulation 3. GPUs Website: viral-humanoid.github.io/ Arxiv: arxiv.org/abs/2511.15200 Deep dive with me: 🧵
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Yuke Zhu retweeted
What is missing to bring real-time motion research into AAA games and real-world robotics? We present MotionBricks, a step toward bridging this gap with two key components: - a single generative latent motion backbone covering 350,000+ motion skills, running at 15,000 FPS with 2 ms latency and substantially improved quality and reliability. - a unified smart primitive interface for locomotion, object / scene interaction, with fine-grained control over generated behaviors. Webpage: nvlabs.github.io/motionbrick… Code: github.com/NVlabs/GR00T-Whol… Paper: arxiv.org/abs/2604.24833 (ACM TOG / SIGGRAPH 2026)
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Yuke Zhu retweeted
🤖Co-training is everywhere (sim↔real[e.g. GR00T, LBM], human↔robot[e.g. PI, EgoScale], even non-robot data[e.g. PI, LBM). But why does it work? How can we improve it further? Taking sim-and-real imitation learning in diffusion/ flow-based models as the test bed, we performed a rigorous mechanistic analysis, drawing on theoretical insights and multi-layered experiments. 😮Key insight: it’s all about representations. - Alignment → enables transfer - Discernibility → enables adaptation ⚖️Both are necessary — it's better to have more aligned representations, but the model must be able to discern the domains. We term this as structured representation alignment. ⬇️Let’s take a deep dive into that: Paper: arxiv.org/pdf/2604.13645 Website: science-of-co-training.githu…
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Yuke Zhu retweeted
Robotics: coding agents’ next frontier. So how good are they? We introduce CaP-X: an open-source framework and benchmark for coding agents, where they write code for robot perception and control, execute it on sim and real robots, observe the outcomes, and iteratively improve code reliability. From @NVIDIA @Berkeley_AI @CMU_Robotics @StanfordAILab capgym.github.io 🧵
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Catastrophic forgetting has long been a challenge in continual learning. However, our new study found that pretrained Vision-Language-Action (VLA) models are surprisingly resistant to forgetting! Zero forgetting, or even positive backward transfer, is possible with simple experience replay. arxiv.org/abs/2603.03818
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Yuke Zhu retweeted
We trained a humanoid with 22-DoF dexterous hands to assemble model cars, operate syringes, sort poker cards, fold/roll shirts, all learned primarily from 20,000+ hours of egocentric human video with no robot in the loop. Humans are the most scalable embodiment on the planet. We discovered a near-perfect log-linear scaling law (R² = 0.998) between human video volume and action prediction loss, and this loss directly predicts real-robot success rate. Humanoid robots will be the end game, because they are the practical form factor with minimal embodiment gap from humans. Call it the Bitter Lesson of robot hardware: the kinematic similarity lets us simply retarget human finger motion onto dexterous robot hand joints. No learned embeddings, no fancy transfer algorithms needed. Relative wrist motion + retargeted 22-DoF finger actions serve as a unified action space that carries through from pre-training to robot execution. Our recipe is called "EgoScale": - Pre-train GR00T N1.5 on 20K hours of human video, mid-train with only 4 hours (!) of robot play data with Sharpa hands. 54% gains over training from scratch across 5 highly dexterous tasks. - Most surprising result: a *single* teleop demo is sufficient to learn a never-before-seen task. Our recipe enables extreme data efficiency. - Although we pre-train in 22-DoF hand joint space, the policy transfers to a Unitree G1 with 7-DoF tri-finger hands. 30%+ gains over training on G1 data alone. The scalable path to robot dexterity was never more robots. It was always us. Deep dives in thread:
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Yuke Zhu retweeted
Announcing DreamDojo: our open-source, interactive world model that takes robot motor controls and generates the future in pixels. No engine, no meshes, no hand-authored dynamics. It's Simulation 2.0. Time for robotics to take the bitter lesson pill. Real-world robot learning is bottlenecked by time, wear, safety, and resets. If we want Physical AI to move at pretraining speed, we need a simulator that adapts to pretraining scale with as little human engineering as possible. Our key insights: (1) human egocentric videos are a scalable source of first-person physics; (2) latent actions make them "robot-readable" across different hardware; (3) real-time inference unlocks live teleop, policy eval, and test-time planning *inside* a dream. We pre-train on 44K hours of human videos: cheap, abundant, and collected with zero robot-in-the-loop. Humans have already explored the combinatorics: we grasp, pour, fold, assemble, fail, retry—across cluttered scenes, shifting viewpoints, changing light, and hour-long task chains—at a scale no robot fleet could match. The missing piece: these videos have no action labels. So we introduce latent actions: a unified representation inferred directly from videos that captures "what changed between world states" without knowing the underlying hardware. This lets us train on any first-person video as if it came with motor commands attached. As a result, DreamDojo generalizes zero-shot to objects and environments never seen in any robot training set, because humans saw them first. Next, we post-train onto each robot to fit its specific hardware. Think of it as separating "how the world looks and behaves" from "how this particular robot actuates." The base model follows the general physical rules, then "snaps onto" the robot's unique mechanics. It's kind of like loading a new character and scene assets into Unreal Engine, but done through gradient descent and generalizes far beyond the post-training dataset. A world simulator is only useful if it runs fast enough to close the loop. We train a real-time version of DreamDojo that runs at 10 FPS, stable for over a minute of continuous rollout. This unlocks exciting possibilities: - Live teleoperation *inside* a dream. Connect a VR controller, stream actions into DreamDojo, and teleop a virtual robot in real time. We demo this on Unitree G1 with a PICO headset and one RTX 5090. - Policy evaluation. You can benchmark a policy checkpoint in DreamDojo instead of the real world. The simulated success rates strongly correlate with real-world results - accurate enough to rank checkpoints without burning a single motor. - Model-based planning. Sample multiple action proposals → simulate them all in parallel → pick the best future. Gains +17% real-world success out of the box on a fruit packing task. We open-source everything!! Weights, code, post-training dataset, eval set, and whitepaper with tons of details to reproduce. DreamDojo is based on NVIDIA Cosmos, which is open-weight too. 2026 is the year of World Models for physical AI. We want you to build with us. Happy scaling! Links in thread:
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Yuke Zhu retweeted
🚀 Introducing CHIP: Adaptive Compliance for Humanoid Control through Hindsight Perturbation! Current humanoids face a trade-off: they are either Agile & Stiff OR Slow & Soft. CHIP breaks this barrier. We enable on-the-fly switching between Compliant (wiping 🧼, collaborative holding 📦) and Stiff (lifting dumbbells 🏋️, opening doors 🚪💪) behaviors—all while maintaining agile skills like running! 🏃💨 Website: nvlabs.github.io/CHIP/ Join me for a deep dive on how CHIP enables adaptive control for complex tasks. 🧵↓
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Reality of robotics: humanoid kung fu is solved before they can open doors with RGB. Here we are. Introducing the frontier of sim2real at NVIDIA GEAR. 100% sim data. RGB input only. Code name: 𝗗𝗼𝗼𝗿𝗠𝗮𝗻. We are opening the sim-to-real door. doorman-humanoid.github.io 🧵
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🚀 GR00T Dreams code is live! NVIDIA GEAR Lab's open-source solution for robotics data via video world models. Fine-tune on any robot, generate 'dreams', extract actions with IDM, and train visuomotor policies with LeRobot datasets (GR00T N1.5, SmolVLA). github.com/NVIDIA/GR00T-Drea…
Introducing 𝐃𝐫𝐞𝐚𝐦𝐆𝐞𝐧! We got humanoid robots to perform totally new 𝑣𝑒𝑟𝑏𝑠 in new environments through video world models. We believe video world models will solve the data problem in robotics. Bringing the paradigm of scaling human hours to GPU hours. Quick 🧵
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