---
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标题: "Disney’s Olaf: From the Screen to Reality via Physical AI S81492 | GTC San Jose 2026"
原文链接: "https://www.nvidia.com/gtc/session-catalog/sessions/gtc26-s81492/"
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AI优质: "否"
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AI摘要: "迪士尼Imagineering团队在NVIDIA GTC 2026上介绍机器人角色Olaf及BDX机器人，利用强化学习和模块化硬件，并搭载NVIDIA Jetson，将屏幕角色带入乐园现实。"
AI摘要模型: "ali-deepseek-v4-flash"
AI摘要时间: "2026-09-07T03:30:31.286Z"
采集批次: "2026年8月15日21点37分12秒"
采集批次ID: "20260815-213712-121"
去重键: "https://www.nvidia.com/gtc/session-catalog/sessions/gtc26-s81492"
---

Title: Disney’s Olaf: From the Screen to Reality via Physical AI S81492 | GTC San Jose 2026

URL Source: https://www.nvidia.com/gtc/session-catalog/sessions/gtc26-s81492/

Published Time: Fri, 14 Aug 2026 17:26:04 GMT

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00:12

Good morning.

00:15

Yeah, thanks so much, Akhil.

00:17

It's the third year in a row that we get to present here,

00:21

and it's very humbling to be able to do that.

00:25

And we have a really amazing partnership with NVIDIA, so

00:27

I'll highlight some of the work that we actually do together.

00:31

So I'm going to talk about OLAF, but I'm also going to talk about

00:35

robotic characters in general.

00:37

So it's important that our technology that we build is

00:40

basically... Oh, could we go back?

00:42

Alright, it's advancing.

00:46

One more back.

00:50

So you're going to talk about technology behind robotic

00:54

characters, technology that helps, that is agnostic to

00:57

the character that we build and helps to build them quickly.

01:01

So the theme here is to go from screen to reality, and

01:05

we use physical AI, and physical AI means actually something different

01:08

for the Walt Disney Company, so I'll explain what that means.

01:13

All right, so a robotic character, what is a robotic character?

01:16

So some of you might have seen a robotic character before,

01:20

definitely yesterday some of you have seen, or most

01:24

of you have seen OLAF.

01:26

But so let me briefly explain what a robotic character is and

01:28

let me use our BDX druids to do so.

01:32

So BDX druids are new to us because they can freely roam in our parks.

01:38

They are bipedal systems, they have actually five degrees

01:41

of freedom in each leg.

01:43

So they have one degree of freedom less than we humans do.

01:47

So walking is more challenging for them.

01:50

But what's unique about them is that they can walk

01:52

around, interact with objects, interact with our guests.

01:57

And you as a guest can co-direct a story, so you can influence a

02:01

story, and every time you meet such a druid, the story is different.

02:06

So they enable us at The Walt Disney Company to augment our lens.

02:13

All right, so some of you might know that already, but

02:16

the inspiration for the BDX droids was the BD-1.

02:20

So this character took actually first steps in a game, not

02:26

in a movie, so in a game.

02:28

It's an explorer droid that assists basically if you're

02:31

on a mission to explore the area, and it's also a companion.

02:36

And so that served as an inspiration for us

02:38

to do the BDX Druid.

02:39

You see clear differences here, but so the game character

02:43

is basically smaller.

02:44

We had some constraints, actuator sizes and so on, and thought

02:48

we could just build an adult version of a BD type Druid.

02:53

If you think of a puppy, you know, the BDX would be the adult version.

02:59

But so since we last talked, since we were here last year,

03:03

we brought actually the VDX droids for limited engagements

03:06

to all of our global parks.

03:09

So this is really exciting for my team and all of us

03:12

at Imagineering to bring these droids to all of our parks.

03:16

And even we brought them to a cruise ship, the first

03:19

cruise ship, the Vish.

03:22

The good thing is they're going to come back every now and

03:25

then to all of these global parks.

03:28

This is thrilling to us.

03:30

All right. But now a bit more about the technology.

03:33

So we built this technology or tools that help us to build

03:37

these robotic characters, our new robotic characters quickly.

03:40

So we want to be able to build custom characters quickly.

03:43

So that's a unique challenge.

03:45

And we want to do this within months, not years.

03:49

So let me explain how that works.

03:51

So at the core of this is this triangle.

03:54

So you have mechatronics design, so we use CAD software to

03:57

design our robots.

04:00

And then we can extract simulation representations from them.

04:03

And then what's unique about our use case is that we have

04:06

always artistic interfaces.

04:09

So we use animation, basically motion targets that we want

04:14

these robots to be able to do.

04:17

And then, what connects these two disciplines is

04:20

reinforcement learning.

04:21

So reinforcement learning is really bringing this together

04:24

and allows us to iterate quickly.

04:26

So let me briefly explain that and use the BDX druids for that.

04:30

So to build custom robots quickly, we use modular hardware components.

04:34

So we have actuators or a family of actuators, and we also have

04:38

sensors and a family of sensors.

04:41

And we understand these actuators and sensors well in our software

04:45

stack, meaning in the runtime stack, but also in the offline

04:48

tools that we use, for example, for reinforcement learning.

04:52

That's crucial.

04:53

You need to understand your hardware well.

04:56

And then you also have the brains and power on board, so we have a

04:58

Jetson on board, that's incredibly important for autonomy, so that's

05:02

a connection to NVIDIA, we actually get help from NVIDIA also, when

05:07

it comes to runtime systems and so on, and we have a battery on board

05:11

that lasts for about two hours.

05:14

Before you have to recharge these components are agnostic

05:17

to the character but so one thing that is specific to the

05:20

character are the so-called show functions so we don't want to just

05:24

build functional robots we want to build robots that perform on

05:28

stage so we have speakers on board a headlamp for scanning we have

05:32

eyes that we can animate and we have antennas that we can actuate

05:36

And so speakers are quite important because you want to hear

05:39

a druid and not a mechanical robot.

05:42

But those are specific to the character, rest is agnostic

05:45

to the character.

05:47

So animation is an important key ingredient.

05:50

We create technology that always has a creative interface.

05:54

We want to make sure that our amazing world talent when it comes

05:59

to animation can create content for these robotic characters.

06:04

So animation is key.

06:05

And so the goal for our robots is basically to be able to

06:09

control them, remote control them, similar to how you control a game

06:13

character, a virtual character.

06:15

So we can use procedural animation to create the target motions

06:20

that we want these robots to be able to do.

06:23

And so you want to be able to control, for example,

06:25

the VDX Droids with two joystick controllers.

06:28

So with one you control the direction of walking and with

06:31

the other one the relative motion of the head relative to the body.

06:36

But this, if you would run this in a robot, the robot

06:38

would actually fall over, because this is kinematic input, it's not

06:42

physics informed, and that's where reinforcement learning comes in.

06:47

So with reinforcement learning you can connect these two worlds, you

06:49

get the simulation representation from the mechatronics design

06:53

and the animation input and then you can basically train

06:57

so-called control policies.

06:59

And that's actually quite a simple process, so you bring

07:02

your druid or your robot into a simulation environment.

07:07

And then you have two inputs here.

07:09

You want to be able to control the Droids, that's where the

07:12

operator commands come in.

07:14

They are inputs to a simple neural network,

07:17

a so-called control policy.

07:20

You also have the robot state as an input, and the policy

07:23

is a simple functional mapping that then goes from inputs

07:26

to outputs, and outputs in this context are actuator commands.

07:32

And so, we use reinforcement learning to train those, but

07:35

what's unique about our use case is that we send the same operator

07:39

commands during training also to an animation engine to define a

07:44

target state for every robot state, and then we can define rewards.

07:49

If you can follow an animation well, then you get high rewards,

07:53

especially also if the robot doesn't fall over.

07:55

But if the robot falls over, or if you don't follow these

07:58

stylized motions well, you get a lower reward.

08:01

And then reinforcement learning simply updates this mapping

08:04

by updating the weights.

08:08

And the important thing is that we randomize these commands.

08:11

So if you don't do that, there could be configurations or

08:16

combinations of the two joysticks or buttons and so on where

08:19

the robot could fail.

08:20

So you want to sample that entire space during training

08:23

so that you as an operator can do arbitrary combinations

08:26

of the operator commands.

08:28

While the robot is always stably balancing.

08:32

So here is the process, so we initialize these weights

08:35

basically with random numbers.

08:37

At the beginning the robot falls over, but over time

08:40

if you continue to update these weights, it not only balances

08:44

better, but slowly but surely can do the stylized reference motions

08:49

that our artists are interested in.

08:53

And so it's incredible how well this works and scales also.

08:56

That's again where GPUs come in.

09:00

So we use NVIDIA hardware for training here.

09:03

You can train so-called policies, these policies, you know,

09:07

in hours to a couple of days.

09:10

And we vary here the terrain.

09:12

We randomize the terrain so that they can stably balance even

09:15

if you don't have flagged ground.

09:17

And we also push them.

09:18

So we apply forces and torques that you see here in green and blue.

09:22

So that they know how to recover, do recovery steps

09:25

and don't fall over.

09:26

That's where the robustness comes from.

09:29

And so what amounts to a decade of training you can do in a

09:32

few hours, today's on-desktop GPUs.

09:35

Amazing, I think, what that unlocks.

09:38

Okay, so that gives you a really nice abstraction layer, so here...

09:42

You know, independent of what an operator does, even if you have

09:46

a very challenging environment, this robot learned to balance

09:50

through this process by randomizing the simulation, basically.

09:54

All right, so that opens up the question, well, you have

09:57

now an abstraction layer.

09:59

How can you make these characters more autonomous?

10:01

And I want to give you an update on our autonomous or

10:04

autonomous solutions there.

10:06

And so for us, it's not just about functional autonomy,

10:09

it's about believable autonomy.

10:11

You want to believe that this is a character on stage, not just

10:15

functionally going from A to B.

10:18

So one item that you can think about in an autonomy stack is

10:23

navigation and so I just explained that this you know abstraction

10:27

layer works quite well where you control remotely a droid with

10:32

operator commands so it abstracts basically the lower level controls

10:36

from a user but now the question is could you actually replace

10:40

this with a navigation policy?

10:44

And that takes from a brain navigation commands, for

10:47

example, waypoints along a trajectory as an input.

10:50

And then you want to be able to follow this trajectory,

10:53

while obviously you don't want to bump into anything

10:56

and you want to be in character.

10:58

And so to be able to do that, you not only need the robot

11:00

state, you also need the state of the environment.

11:03

You need perception models.

11:06

So you need a sensor model.

11:08

So a sensor model then takes the simulated environment

11:13

as an input and provides a sensor state that then serves as

11:17

an input in its navigation policy.

11:21

So then we apply actually something very similar to what

11:24

we do if we train a control policy.

11:27

We send the same navigation commands to an artistic goal

11:30

engine that provides us then with a target state.

11:34

And this target state could be discrete, that discrete

11:36

time steps you want to be at a certain location.

11:40

That's sort of a simple case, and could be a partial state

11:43

of the robot, for example, just the pelvis, or it could

11:46

be the full state, and it could be dense inputs, because we want

11:49

to have a robot not just go from A to B, but do this in style, with

11:54

a personality, and maybe that's not the straight path, actually.

11:58

But so you can then compare the target state to the robot state

12:01

again, define rewards, and use reinforcement learning to update

12:06

those weights, While you freeze, basically, the control policies.

12:11

Again, it's important to always randomize your commands,

12:13

otherwise your system is not going to be robust.

12:16

That's where robustness comes from.

12:18

So, for example, you randomly choose waypoints that

12:22

you want to reach.

12:24

So let me show an example of this in action.

12:26

So here you see druids that learn to navigate.

12:30

You see the sensor simulated, and they give these target

12:33

points, the green points, and they learn basically to

12:36

get to these target points without bumping into any obstacles.

12:40

And so we do that by also procedurally changing the

12:43

obstacles or make it really challenging environments.

12:48

And so we also brought this to our robots of use.

12:51

So everything that you see here runs on a Jetson on

12:54

board of the robot.

12:55

We stream this video data that you see in the inset.

12:59

And the robot, online, does mapping, so it can map the

13:03

environment, it sees obstacles.

13:05

So if you didn't explore an area yet, it's an explorer droid, right?

13:09

Then you see white, but as soon as you see obstacles, it updates

13:13

the map and, you know, every voxel also has a confidence value, how

13:17

confident the robot is that there is an obstacle or no obstacle.

13:22

And so you can challenge the robots with these obstacles,

13:26

so that's Dario and Sami working on this part of the project.

13:32

And so you can make it really challenging and you see that

13:34

the robot learns to not bump into anything, it always goes

13:38

around the obstacles, and it does that in a quite natural way.

13:42

But the robot also does usually this scanning every now and

13:45

then, that's part of the story, it's an explorer droid, so things

13:48

like that are important to us.

13:51

All right, so here is another autonomy task

13:55

for us, human-robot interaction or guest-robot interaction.

14:00

And so here we had an amazing operator who really knows how to

14:03

get the best out of the character.

14:06

So how can you get to human-operator level autonomy with

14:11

a completely autonomous solution?

14:14

That's a huge challenge.

14:15

And I think that's a challenge in robotics in general, not

14:17

just for robotic characters Those are our use case.

14:21

So what you can do is we can record sensor data together

14:26

before an operator does.

14:30

That's a hugely important and valuable data set

14:35

that it can capture.

14:37

And so if you have these data sets captured, you

14:40

can basically train a network.

14:42

We use a diffusion model at this moment in time to imitate

14:46

what the operator does.

14:47

So you can then go and map sensor states to operator commands.

14:53

And so that's how we can actually achieve quite believable autonomy.

14:57

That's shown here for a robot that is shy, so we ask operators

15:02

to author content for a shy robot.

15:06

So it doesn't, it does never look towards Sammy, it tries

15:09

to look away, it says go away.

15:12

So it's remarkable how well this works, and you know, you need only

15:17

very little data for that, so not a huge, huge data set, so that was

15:21

quite interesting for us to see.

15:24

So really the personality comes out.

15:28

Alright, so the BDX druids were special as characters

15:32

because they took first steps in a park and now are going to appear

15:37

in the Mandalorian Grogu movie.

15:39

So usually if you go the other way around, we start in a

15:41

film or in a movie and bring these characters to life in the park.

15:45

And so that's actually a simpler problem to solve because robotic

15:48

characters, so we built literally a robotic character, a druid,

15:53

that's easier to build than trying to get other characters

15:57

to life in the physical world.

16:01

So, then we started working on OLAF.

16:03

And OLAF is an animated character.

16:05

Animated characters can do very non-physical things.

16:08

They don't have to observe the laws of physics.

16:12

For example, OLAF has a gigantic head, right, and has only two

16:15

snowballs sticking out for walking.

16:17

So how can you achieve something like that in the physical world?

16:21

That was a huge challenge to us.

16:23

At the beginning, I was actually pretty worried that we won't

16:26

succeed in building OLAF so that it's a high-quality,

16:30

Disney-quality experience.

16:33

But I think we got there.

16:35

And we got there within months.

16:36

So here you see OLAF taking steps at the World of Frozen in Paris.

16:42

This is gonna open up next week.

16:44

So you'll be able to see OLAF at the park

16:47

at Disneyland Paris next week.

16:50

So that was an amazing experience and it's a fantastic world

16:53

also for OLAF to walk around.

16:58

And so we brought, or are going to bring, OLAF to Disneyland Paris

17:02

and then soon after to also our Hong Kong park where there is an

17:06

existing World of Frozen already.

17:09

And so now I'm going to introduce you to a very

17:12

special guest, OLAF himself.

17:16

Hi, I'm OLAF and I like warm welcomes.

17:26

Good morning.

17:32

Look at us, out on the town.

17:34

I'm wearing my fancy kohl.

17:37

Yeah, also I iron my shirt, Olaf.

17:40

So you're quite a celebrity by now, huh?

17:42

Alright, nothing to see here.

17:44

Just an enchanted snowman walking among you.

17:48

So what has your favorite moment been at GTC so far?

17:53

Good question.

17:55

Um, maybe, nope, I can't narrow it down.

18:00

It's like asking me to choose my favorite snowflake.

18:04

So do you have any advice for us before we continue

18:07

with the presentation?

18:08

Do every possible thing to make friends with every single

18:11

person you meet the entire day.

18:13

Are you taking notes?

18:15

Yeah, noted. I'm gonna follow your advice, OLAF.

18:19

So thanks so much. We'll continue with the presentation.

18:21

You can come back later.

18:23

Goodbye, friends.

18:25

I'll never forget most of you.

18:34

Now, now, no need for applause, but no need for not applause either.

18:43

Thank you. Thank you.

18:49

Alright, now it's difficult to continue because you will

18:53

probably want to see OLAF more, but I'm gonna try.

18:56

Bye for now!

18:59

So here you see the mechatronics design, we can see inside

19:04

of OLAF and we actually use two legs that are exactly the same and

19:08

mounted them in opposite, you know, mounted them so that one knee bends

19:13

forward, the other one backward.

19:15

So for the arms we used so-called spherical linkages and also

19:19

in the head we used linkages.

19:21

And, you know, traditionally if you look at humanoid

19:24

characters you usually have actuators at the joints.

19:28

And so those systems are really hard to control.

19:32

So there is innovation in the leg design to maximize

19:35

the workspace, but then also we used many linkages to place

19:38

actuators where there is space.

19:41

For example, for the arms, we placed the actuators, two actuators

19:45

inside, and then the spherical linkage allowed us to really,

19:49

you know, move these like sticks that stick out of the snowman

19:53

without you seeing the actuators.

19:55

So that was a huge challenge for us.

19:58

So we use actually the same modular hardware components

20:00

like we used for BDX largely.

20:03

We added a couple of additional actuators to the actuator family,

20:06

characterized them, so we have good simulation representations, but

20:10

we used largely the same hardware.

20:12

And again, a Jetson is on board, we also have a battery on board that

20:16

lasts actually a bit less long than for the BDX druids, but long enough

20:22

for doing several shows in a row.

20:24

And show functions, if you have speakers on board, you

20:26

can also plug in to audio systems, as you heard, directly stream

20:32

the audio from the robot itself.

20:35

So model hardware is important, and for reinforcement learning,

20:37

we actually use this framework that I explained at the very

20:41

beginning for the BDX-Druids.

20:44

But there was a challenge, and the challenge was simulation,

20:48

or e-simulation in this context.

20:51

Why is this challenging?

20:52

Well, we have good simulators out there for articulated body systems.

20:56

Most simulators that are fast, GPU-accelerated, are made

20:59

for articulated body systems.

21:02

But so OLAF has these spherical linkages, has

21:05

also linkages in his head.

21:08

So you see the articulated body part here in green and the closed

21:11

loops or these linkages in blue.

21:15

And so the linkages are challenging to control with

21:17

control policy or simulate.

21:21

So we started working on a simulator.

21:24

So most simulators that you can use for reinforcement

21:28

learning, again, they interface well with articulated body systems.

21:33

Sometimes you have loop-close constraints that it can add,

21:36

but the simulators are made for more articulated body systems.

21:39

That's just not enough.

21:40

But the simulators are good on the GPUs.

21:42

For example, Isaac Sim is a good simulator that we've

21:47

used for the BDX druids.

21:49

And they support contact also.

21:51

Contact is important for walking characters or characters or

21:55

robots that manipulate the objects.

21:58

But then, so we have built expertise at DCM Research to

22:03

build simulators that can simulate so-called audio animatronics well.

22:08

And so systems are highly complex systems that have

22:10

many closed loops and use, you know, all sorts of joint types.

22:15

And so this is again to place actuators where there's space

22:19

and remote actuators.

22:21

And so for this particular animatronic fear that is in

22:25

E1000, we have 45 so-called loops.

22:29

And these are highly complex systems that existing simulators

22:33

struggle to simulate.

22:36

So we had these simulators, but they were targeting the

22:39

CPU, single instances, and we didn't have contact because

22:43

usually these systems act on stage.

22:46

And so then we started, as part of the Newton framework,

22:50

the collaboration with NVIDIA and Google DeepMind, we started working

22:54

on a Camino simulator that brings these two worlds together, supports

22:58

these more general mechanisms with these closed-loop systems, and does

23:01

this on a fundamental level, is GPU-accelerated and allows contact.

23:09

So the name Camino comes from the Star Wars planet, where the

23:14

inhabitants are experts in cloning.

23:15

So you clone many robots in simulation, that's why we

23:18

thought that name makes sense.

23:22

And again, the Camino simulator, the ultimate goal of that

23:25

simulator is to be able to apply reinforcement learning

23:28

to control any mechanism.

23:31

So that's the goal.

23:33

Very complex mechanisms, too.

23:35

And OLAF was just the first one we are going to use

23:38

this simulator for.

23:41

So if you want to learn more about Newton, our collaboration

23:43

with NVIDIA and DeepMind and Dear Progress, together with

23:47

our progress on Camino, come to this session on Newton on Thursday.

23:53

So we'll do a more deep dive there.

23:56

So ultimately, once you have a simulator, you can apply

23:59

reinforcement learning and follow these artistic motions well.

24:06

And so you can really get close to these artistic intents.

24:08

So you see the animation reference in the inset video here and

24:12

how close you can get with the two snowballs for walking.

24:17

So here is another reference animation.

24:20

And so again, the match between what's physically happening

24:25

to what the artist wanted, it's a perfect match.

24:28

You can't see the differences any longer.

24:33

Right, so one important aspect was also heel-toe walking.

24:36

So usually when you see robots walking, they always have

24:39

full contact with the ground, with the full surface of the foot.

24:44

So that didn't work for us.

24:46

Rolling off was actually quite important to do this or hit

24:49

the creative vision for this.

24:50

So we extended our tools on the procedural animation side

24:55

to achieve this goal.

24:58

And so we didn't stop innovating there.

25:00

So reinforcement learning provided us with control policies.

25:05

We were able to do first walking cycles on the physical system.

25:10

But we realized that this OLAF makes a lot of noise, too

25:15

much noise, when he walks around.

25:17

So that doesn't work, right?

25:19

The snowman doesn't do noisy walking, so we had to find

25:24

a solution for that.

25:25

And so I'm going to show you a video and I'll talk

25:27

about that video once the audio is fully played.

25:38

Too loud for snowmen.

25:43

So what we did here is we introduced so-called impact

25:46

reduction rewards so they really you know reduced the

25:51

noise that they can hear and that made a huge difference so

25:54

the second motion or the second you know video that I showed is much

26:00

much better much more believable and so if I switched off the audio

26:04

you would not see a difference it's a much more believable

26:08

motion and impact reduction is useful in general for robotics

26:12

Because if you can reduce the impact forces that act

26:16

on a mechanical system, you have less wear on the system,

26:21

especially also on your actuators, and you have to replace them less.

26:24

So it actually helps to reduce maintenance cost, or has the

26:28

potential to do so.

26:29

So what we innovated for OLAF has applications elsewhere as well.

26:34

And then the second innovation was that we introduced rewards

26:37

that help with, basically, OLAF learning to not melt.

26:43

So he loves summer, so we need to prevent him from melting.

26:48

And so we saw overheating for the actuators.

26:53

So we introduced thermal dynamics modeling.

26:55

So we not only simulate the mechanical system, but also the

26:58

thermal dynamics of the actuators to prevent overheating, make the

27:03

least amount of changes possible to stay as close as possible to the

27:08

artistic intent while preventing the system from failing due

27:11

to overheating in the actuators.

27:14

So we have additional rewards that help with that.

27:18

And so what I'm going to show you is two videos side by side.

27:22

And so OLAF has a huge head.

27:25

And the problem here is we had to fit three small actuators.

27:28

So you have all the degrees of freedom necessary to move

27:31

the head in the thin neck.

27:33

We didn't want to make any changes because it's OLAF, you can't.

27:37

You have to keep the outside the same.

27:39

So large head, even if you reduce the weights as much

27:42

as possible, we saw overheating of those actuators in the neck.

27:47

And so with those additional rewards and the thermal dynamics

27:51

modeling, we could prevent basically the actuators to

27:55

ever cross a certain temperature limit with a safety margin.

28:01

And so I'm going to show these two videos.

28:04

And so what you are going to see with thermal modeling

28:07

is that the higher the temperature,

28:13

The more we lean forward, and if the temperature is

28:17

decreasing again, the robot goes back and leans backward.

28:22

So, very subtle changes.

28:24

An operator would not perceive that, especially a guest would

28:27

not perceive that.

28:28

You would not perceive these differences.

28:31

But OLAF literally learned to manage its own heat.

28:36

And I think that's huge also in general for robotics.

28:39

Think of like robots working outdoors in outdoor environments

28:44

where it's really hot outside, so thermal modeling will

28:47

become more important.

28:49

Okay, so I want to briefly give you an update on what

28:52

we do on the research side.

28:53

We've built this humanoid character for research purposes.

28:57

And recently, we looked actually into soft and stylized falling.

29:01

And so falling is always perceived as a failure.

29:06

I don't think falling is a failure.

29:08

I think you should not exclude that from your control stack.

29:11

You should include it, because we can detect the fall and

29:15

then fall in a natural way, and in a way that doesn't

29:19

have an impact on your components.

29:21

So what you're trying to do here with a policy is

29:25

we trained a policy where you can provide a target

29:28

pose the robot should fall into.

29:31

And we had rewards to reduce the impact forces that act

29:36

onto the components so you can prevent components from failing.

29:41

So stylized falling helps also if you have a target

29:44

post the robot can fall into, you can also do more easy recovery

29:48

afterwards and in-style recovery.

29:51

So I think it's something important for robots in general,

29:54

we need to embrace that falling is just part of functionality

29:58

that we need to cover.

29:59

And it's not a failure.

30:01

So we consider that part of the character.

30:05

So here it's quite remarkable how, in a very short amount

30:09

of time, if you train a policy well enough, the robot can react to that

30:13

and fall into a particular pose.

30:14

It can even turn itself.

30:25

Okay, you can tell that we are having fun every day.

30:29

Even if the robots don't look beautiful, it's still quite

30:31

funny to work with them.

30:33

Okay, so now autonomy, how does the future look like?

30:37

Well, we have these MULTIMODAL reasoning models or MULTIMODAL

30:40

large language models that can do long horizon planning

30:44

for us and can provide us with high level commands as

30:47

an input for the next steps.

30:49

But the question is, how can you interface with those high-level

30:53

commands and how can you bring this to a robotic character

30:56

or a robot in general?

30:58

And so here we believe that this is a two-step process.

31:02

So motion diffusion models are quite useful.

31:05

We use self-supervised learning to extract from large data

31:09

sets, motion data sets, the structure to understand the

31:13

structure, understand motion.

31:16

And so video data is actually quite helpful for scalability.

31:19

In videos, you can actually observe motion, extract motion.

31:24

But so there is one bottleneck with that, and I'll talk about

31:26

that right after showing what a diffusion model does.

31:30

So a diffusion model can take high-level commands

31:32

as a conditional input, takes noise also, and denoises.

31:36

And usually we have seen that is for images, but here is

31:40

a visualization of that process, the denoising process on a robot.

31:45

And in the end, you see a very, very smooth motion.

31:48

So you could have a conditional input saying

31:50

I want this robot to do

31:53

You know, Michael Jackson moonwalk, and then with that

31:57

condition, it could perform

32:00

that motion based on learning from large data sets of motions.

32:06

But the question is, this is not physics-informed, this

32:08

is kinematic motion.

32:10

And so kinematic motion needs to somehow be mapped to the

32:14

robot itself, and for that we need reinforcement learning,

32:18

we need simulation, because what it can't observe in video

32:22

data is forces and torques.

32:24

So you need to close the gap, and that's why simulation

32:27

and reinforcement learning is so incredibly important as a tool, and

32:31

will stay relevant in this context.

32:34

So we can train them with reinforcement learning based

32:36

on this large data set of motion.

32:38

We can train a tracking policy so we can basically close the loop

32:42

fully and bring this to characters.

32:45

We've demonstrated this already a while ago, these results.

32:49

We have some more exciting things in the pipeline there.

32:53

But so I think this could basically be a pipeline that can

32:56

scale quite well and do this soon.

33:01

Alright, so this is the team in Zurich, that's the team

33:03

I get to work with, I get to present here on stage, but it's

33:07

actually those team members that should be in the spotlight here.

33:11

Everyone has a unique expertise, and without your expertise,

33:15

robots like a BDX or OLAF would not be possible.

33:19

And you also have half of the team here, so I'm going

33:22

to call them out briefly.

33:24

Agon, Dario, David, Espen and Ruben, if you could get

33:28

up, stand up briefly.

33:40

So if you have questions that you rather should ask them,

33:42

they are the true experts.

33:45

And so we also get tremendous amount of help to bring these

33:49

characters to our parks, deploy them, productize them.

33:53

There's hardware productization, there's software productization.

33:57

So it is truly a family behind this all.

34:01

Many, many, many contributors to make this possible.

34:03

So I'm very grateful that we have this support system.

34:08

These are references if you are interested in reading

34:10

up on some of this technology.

34:18

And then come to our session on Newton simulation, because

34:23

with good simulators that balance accuracy with parallelism

34:28

and speed, you can not only achieve walking with these robotic

34:33

characters, but performances.

34:35

So here is a robot doing a pirouette.

34:40

And so it's incredibly hard because frictional contact

34:42

is hard to model properly.

34:44

And so you see here stick-slip contact.

34:46

So if you wanted to learn more about simulation

34:49

and what it can help with, especially in combination

34:52

with reinforcement learning, come to our session on Thursday.

34:56

And last but not least, we have a landing page for Camino.

34:59

Camino is available now.

35:00

You can try Camino.

35:02

So you can find this landing page online, and this gives

35:05

you pointers on how to use Camino.

35:08

It's in a beta state, but we wanted to release it to get

35:12

first feedback and for you to use.

35:15

So thanks so much.

35:27

So now OLAF is here to answer your questions.

35:34

We can take a few questions..

35:43

and interactions.

35:44

You mentioned you don't need many data to train, let's

35:47

say, the shy robot.

35:48

So what's the process there to capture the emotions?

35:52

Yeah, data capture for interactions, human-robot

35:55

interaction in particular.

35:57

So the data capture, we simplified the sensors for now.

36:01

We used the mocap system to just get a sense of does that

36:05

scale at all, because we didn't know how much data you would need.

36:08

So we abstracted away the sensors with mocap.

36:11

So you saw that Sami, who worked on this project, was wearing a

36:16

hat with mocap markers on the head.

36:19

And so we didn't have full body mocap, so just on the head,

36:24

but that was actually sufficient to achieve quite good results already.

36:30

So we captured everything that an operator does, together

36:33

with mocap markers on the robot and on the human's head.

36:44

Once more, but louder.

36:49

Is there another question you could help answer?

36:53

Hello, good morning. My name is Jonathan Ramos.

36:54

I'm a GenAI team lead.

36:56

I have a question concerning the use of large language

36:59

models, particularly how did it simplify your workflow

37:03

on getting OLAF from A to B?

37:07

So, that's an excellent question.

37:08

Do you want to take this one, Olaf?

37:11

No, I'm not sure.

37:15

So at the moment OLAF is actually completely remote controlled and we

37:19

trigger recorded lines so you can actually hear Josh Gadd's voice.

37:25

So for OLAF that's going to stay that way.

37:30

But so for characters in general, large language models can

37:33

help to understand, especially with multimodal input.

37:38

Data can understand the world better, can do longer horizon

37:41

planning, and could basically help with our navigation tasks

37:45

because you need to somehow get from, you know, break down a larger

37:51

problem into tasks, subtasks, and then the navigation engine

37:56

could execute those subtasks.

37:57

For OLAF, we don't have any...

38:02

Any reasoning model, anytime soon, it's also, you know, you get

38:06

so much personality out if a human operator operates the... Thanks!

38:16

Is there one more question that I can answer?

38:25

Do you see in the future that character design will be based

38:29

more around manufacturability to bring those characters into the

38:33

parks as opposed to the character always coming first and then

38:39

the robot having to follow suit?

38:42

So manufacturability, basically optimizing robots

38:46

for manufacturability, that was the question.

38:49

So to some degree, if you've worked with modeler hardware components,

38:54

that already gets you a step there.

38:56

Because if you use production-grade actuators, production-grade

39:00

sensors, production-grade electronics inside, and their

39:04

modeler, you can use them across many characters.

39:08

That's basically already helping in the process.

39:11

But you probably think of components and

39:13

manufacturability of components.

39:15

And there are always a few refinement cycles that need

39:18

to happen to make a character truly production ready or

39:21

robot production ready.

39:23

So I think, you know, for us, manufacturability, we

39:27

don't do that at scale as much.

39:30

We customize characters.

39:31

We build only a few OLAFs.

39:33

You never will see, other than in a simulation video,

39:37

several OLAFs on a stage.

39:40

So we optimize basically for fewer characters but building

39:45

custom characters more quickly.

39:47

So manufacturability is an important item for us but

39:51

maybe for our use case not the most important one.

40:02

Shall we take another question?

40:06

We're technically at time, so we should say goodbye.

40:10

Sorry, my ears were icy.

40:12

Say that again?

40:14

Should say goodbye.

40:16

Goodbye, friends.

40:18

I'll never forget most of you.

40:23

So thanks so much for coming.

40:26

Absolutely.

40:29

Oh, thank you.

# Disney’s Olaf: From the Screen to Reality via Physical AI

Moritz Baecher,Director, Research Lab Zurich,Disney Research Imagineering

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The translation of animated characters like Olaf, or the design of characters like our BDX Droids, requires balancing artistic fidelity with the constraints of the physical world. This talk explores how these robotic characters achieve that balance through the integration of modular mechatronics and deep reinforcement learning. Leveraging GPU-accelerated simulation to handle complex mechanisms, we train control policies that enable our characters to self-balance and self-regulate temperature. We further demonstrate progress in believable, autonomous navigation and human-robot interaction driven by onboard perception.

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Events & Trainings:GTC San Jose

Date:March 2026

Industry:All Industries

Level:General Interest

Topic:Robotics - Robotics Simulation

Language:English

NVIDIA technology:CUDA, Isaac

Region:

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