ExtremControl: Low-Latency Humanoid Teleoperation with Direct Extremity Control

📅 2026-02-11
📈 Citations: 0
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🤖 AI Summary
Existing teleoperation systems for humanoid robots suffer from high latency due to their reliance on full-body motion retargeting and position control, hindering performance in dynamic interaction tasks. This work proposes a low-latency whole-body control framework that eschews conventional retargeting by directly mapping SE(3) poses of end-effectors into Cartesian space and incorporates a velocity feedforward mechanism to enhance responsiveness. The framework unifies support for diverse motion capture systems—including optical and VR-based setups—and achieves an end-to-end latency as low as 50 ms, substantially outperforming the current state-of-the-art latency of approximately 200 ms. Experimental validation demonstrates successful execution of highly dynamic tasks such as balancing a ping-pong ball, juggling, and real-time ball return, underscoring the system’s capability for agile human-robot interaction.

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📝 Abstract
Building a low-latency humanoid teleoperation system is essential for collecting diverse reactive and dynamic demonstrations. However, existing approaches rely on heavily pre-processed human-to-humanoid motion retargeting and position-only PD control, resulting in substantial latency that severely limits responsiveness and prevents tasks requiring rapid feedback and fast reactions. To address this problem, we propose ExtremControl, a low latency whole-body control framework that: (1) operates directly on SE(3) poses of selected rigid links, primarily humanoid extremities, to avoid full-body retargeting; (2) utilizes a Cartesian-space mapping to directly convert human motion to humanoid link targets; and (3) incorporates velocity feedforward control at low level to support highly responsive behavior under rapidly changing control interfaces. We further provide a unified theoretical formulation of ExtremControl and systematically validate its effectiveness through experiments in both simulation and real-world environments. Building on ExtremControl, we implement a low-latency humanoid teleoperation system that supports both optical motion capture and VR-based motion tracking, achieving end-to-end latency as low as 50ms and enabling highly responsive behaviors such as ping-pong ball balancing, juggling, and real-time return, thereby substantially surpassing the 200ms latency limit observed in prior work.
Problem

Research questions and friction points this paper is trying to address.

teleoperation
latency
humanoid
motion retargeting
responsiveness
Innovation

Methods, ideas, or system contributions that make the work stand out.

low-latency teleoperation
SE(3) pose control
Cartesian-space mapping
velocity feedforward
humanoid extremity control
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