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Oct 16

GaussianGrasper: 3D Language Gaussian Splatting for Open-vocabulary Robotic Grasping

Constructing a 3D scene capable of accommodating open-ended language queries, is a pivotal pursuit, particularly within the domain of robotics. Such technology facilitates robots in executing object manipulations based on human language directives. To tackle this challenge, some research efforts have been dedicated to the development of language-embedded implicit fields. However, implicit fields (e.g. NeRF) encounter limitations due to the necessity of processing a large number of input views for reconstruction, coupled with their inherent inefficiencies in inference. Thus, we present the GaussianGrasper, which utilizes 3D Gaussian Splatting to explicitly represent the scene as a collection of Gaussian primitives. Our approach takes a limited set of RGB-D views and employs a tile-based splatting technique to create a feature field. In particular, we propose an Efficient Feature Distillation (EFD) module that employs contrastive learning to efficiently and accurately distill language embeddings derived from foundational models. With the reconstructed geometry of the Gaussian field, our method enables the pre-trained grasping model to generate collision-free grasp pose candidates. Furthermore, we propose a normal-guided grasp module to select the best grasp pose. Through comprehensive real-world experiments, we demonstrate that GaussianGrasper enables robots to accurately query and grasp objects with language instructions, providing a new solution for language-guided manipulation tasks. Data and codes can be available at https://github.com/MrSecant/GaussianGrasper.

  • 15 authors
·
Mar 14, 2024

Dexonomy: Synthesizing All Dexterous Grasp Types in a Grasp Taxonomy

Generalizable dexterous grasping with suitable grasp types is a fundamental skill for intelligent robots. Developing such skills requires a large-scale and high-quality dataset that covers numerous grasp types (i.e., at least those categorized by the GRASP taxonomy), but collecting such data is extremely challenging. Existing automatic grasp synthesis methods are often limited to specific grasp types or object categories, hindering scalability. This work proposes an efficient pipeline capable of synthesizing contact-rich, penetration-free, and physically plausible grasps for any grasp type, object, and articulated hand. Starting from a single human-annotated template for each hand and grasp type, our pipeline tackles the complicated synthesis problem with two stages: optimize the object to fit the hand template first, and then locally refine the hand to fit the object in simulation. To validate the synthesized grasps, we introduce a contact-aware control strategy that allows the hand to apply the appropriate force at each contact point to the object. Those validated grasps can also be used as new grasp templates to facilitate future synthesis. Experiments show that our method significantly outperforms previous type-unaware grasp synthesis baselines in simulation. Using our algorithm, we construct a dataset containing 10.7k objects and 9.5M grasps, covering 31 grasp types in the GRASP taxonomy. Finally, we train a type-conditional generative model that successfully performs the desired grasp type from single-view object point clouds, achieving an 82.3% success rate in real-world experiments. Project page: https://pku-epic.github.io/Dexonomy.

  • 4 authors
·
Apr 26, 2025

GraspXL: Generating Grasping Motions for Diverse Objects at Scale

Human hands possess the dexterity to interact with diverse objects such as grasping specific parts of the objects and/or approaching them from desired directions. More importantly, humans can grasp objects of any shape without object-specific skills. Recent works synthesize grasping motions following single objectives such as a desired approach heading direction or a grasping area. Moreover, they usually rely on expensive 3D hand-object data during training and inference, which limits their capability to synthesize grasping motions for unseen objects at scale. In this paper, we unify the generation of hand-object grasping motions across multiple motion objectives, diverse object shapes and dexterous hand morphologies in a policy learning framework GraspXL. The objectives are composed of the graspable area, heading direction during approach, wrist rotation, and hand position. Without requiring any 3D hand-object interaction data, our policy trained with 58 objects can robustly synthesize diverse grasping motions for more than 500k unseen objects with a success rate of 82.2%. At the same time, the policy adheres to objectives, which enables the generation of diverse grasps per object. Moreover, we show that our framework can be deployed to different dexterous hands and work with reconstructed or generated objects. We quantitatively and qualitatively evaluate our method to show the efficacy of our approach. Our model, code, and the large-scale generated motions are available at https://eth-ait.github.io/graspxl/.

  • 5 authors
·
Mar 28, 2024 1

FunGrasp: Functional Grasping for Diverse Dexterous Hands

Functional grasping is essential for humans to perform specific tasks, such as grasping scissors by the finger holes to cut materials or by the blade to safely hand them over. Enabling dexterous robot hands with functional grasping capabilities is crucial for their deployment to accomplish diverse real-world tasks. Recent research in dexterous grasping, however, often focuses on power grasps while overlooking task- and object-specific functional grasping poses. In this paper, we introduce FunGrasp, a system that enables functional dexterous grasping across various robot hands and performs one-shot transfer to unseen objects. Given a single RGBD image of functional human grasping, our system estimates the hand pose and transfers it to different robotic hands via a human-to-robot (H2R) grasp retargeting module. Guided by the retargeted grasping poses, a policy is trained through reinforcement learning in simulation for dynamic grasping control. To achieve robust sim-to-real transfer, we employ several techniques including privileged learning, system identification, domain randomization, and gravity compensation. In our experiments, we demonstrate that our system enables diverse functional grasping of unseen objects using single RGBD images, and can be successfully deployed across various dexterous robot hands. The significance of the components is validated through comprehensive ablation studies. Project page: https://hly-123.github.io/FunGrasp/ .

  • 5 authors
·
Nov 24, 2024 1

UltraDexGrasp: Learning Universal Dexterous Grasping for Bimanual Robots with Synthetic Data

Grasping is a fundamental capability for robots to interact with the physical world. Humans, equipped with two hands, autonomously select appropriate grasp strategies based on the shape, size, and weight of objects, enabling robust grasping and subsequent manipulation. In contrast, current robotic grasping remains limited, particularly in multi-strategy settings. Although substantial efforts have targeted parallel-gripper and single-hand grasping, dexterous grasping for bimanual robots remains underexplored, with data being a primary bottleneck. Achieving physically plausible and geometrically conforming grasps that can withstand external wrenches poses significant challenges. To address these issues, we introduce UltraDexGrasp, a framework for universal dexterous grasping with bimanual robots. The proposed data-generation pipeline integrates optimization-based grasp synthesis with planning-based demonstration generation, yielding high-quality and diverse trajectories across multiple grasp strategies. With this framework, we curate UltraDexGrasp-20M, a large-scale, multi-strategy grasp dataset comprising 20 million frames across 1,000 objects. Based on UltraDexGrasp-20M, we further develop a simple yet effective grasp policy that takes point clouds as input, aggregates scene features via unidirectional attention, and predicts control commands. Trained exclusively on synthetic data, the policy achieves robust zero-shot sim-to-real transfer and consistently succeeds on novel objects with varied shapes, sizes, and weights, attaining an average success rate of 81.2% in real-world universal dexterous grasping. To facilitate future research on grasping with bimanual robots, we open-source the data generation pipeline at https://github.com/InternRobotics/UltraDexGrasp.

  • 7 authors
·
Mar 5 1

GOAG: Generative and Object-Agnostic Grasp Planner for Dexterous Robotic Manipulation

Multifingered grasping is a crucial robotic skill, but current deep-learning grasp planners often struggle to generalize to new objects because they are trained on limited, object-specific datasets. We introduce a fundamentally different approach, grounded in the observation that the gripper and the object share identical surface geometry at their mutual contact points. We propose GOAG: Generative and Object-Agnostic Grasp Planner for Dexterous Robotic Manipulation, a novel deep generative model that learns a compact latent representation of a specific gripper's contact surface distribution, enabling the efficient sampling of valid grasp configurations without relying on object-specific training data. We show that by introducing object features only at inference time, our model can effectively retrieve admissible contact areas that are compatible with the gripper's capabilities. We validate our approach through extensive experiments on established grasp protocols in both simulated and real-world scenarios, demonstrating its effectiveness with different grippers from the literature. Our method delivers state-of-the-art results on the objects from the MultiDex dataset, achieving an average success rate of 86.93%. It offers significantly faster processing when generating numerous grasps, while matching the performance of leading approaches specifically trained on this dataset. Unlike these methods, our approach does not rely on object-specific training data, highlighting the advantages of object-agnostic learning. It effectively addresses the generalization challenges faced by traditional data-driven grasp planners. Code and videos are available on our project website https://cea-list.github.io/goagweb/ .

  • 4 authors
·
Aug 19 2

VCoT-Grasp: Grasp Foundation Models with Visual Chain-of-Thought Reasoning for Language-driven Grasp Generation

Robotic grasping is one of the most fundamental tasks in robotic manipulation, and grasp detection/generation has long been the subject of extensive research. Recently, language-driven grasp generation has emerged as a promising direction due to its practical interaction capabilities. However, most existing approaches either lack sufficient reasoning and generalization capabilities or depend on complex modular pipelines. Moreover, current grasp foundation models tend to overemphasize dialog and object semantics, resulting in inferior performance and restriction to single-object grasping. To maintain strong reasoning ability and generalization in cluttered environments, we propose VCoT-Grasp, an end-to-end grasp foundation model that incorporates visual chain-of-thought reasoning to enhance visual understanding for grasp generation. VCoT-Grasp adopts a multi-turn processing paradigm that dynamically focuses on visual inputs while providing interpretable reasoning traces. For training, we refine and introduce a large-scale dataset, VCoT-GraspSet, comprising 167K synthetic images with over 1.36M grasps, as well as 400+ real-world images with more than 1.2K grasps, annotated with intermediate bounding boxes. Extensive experiments on both VCoT-GraspSet and real robot demonstrate that our method significantly improves grasp success rates and generalizes effectively to unseen objects, backgrounds, and distractors. More details can be found at https://zhanghr2001.github.io/VCoT-Grasp.github.io.

  • 9 authors
·
Oct 7, 2025

Dense Hand-Object(HO) GraspNet with Full Grasping Taxonomy and Dynamics

Existing datasets for 3D hand-object interaction are limited either in the data cardinality, data variations in interaction scenarios, or the quality of annotations. In this work, we present a comprehensive new training dataset for hand-object interaction called HOGraspNet. It is the only real dataset that captures full grasp taxonomies, providing grasp annotation and wide intraclass variations. Using grasp taxonomies as atomic actions, their space and time combinatorial can represent complex hand activities around objects. We select 22 rigid objects from the YCB dataset and 8 other compound objects using shape and size taxonomies, ensuring coverage of all hand grasp configurations. The dataset includes diverse hand shapes from 99 participants aged 10 to 74, continuous video frames, and a 1.5M RGB-Depth of sparse frames with annotations. It offers labels for 3D hand and object meshes, 3D keypoints, contact maps, and grasp labels. Accurate hand and object 3D meshes are obtained by fitting the hand parametric model (MANO) and the hand implicit function (HALO) to multi-view RGBD frames, with the MoCap system only for objects. Note that HALO fitting does not require any parameter tuning, enabling scalability to the dataset's size with comparable accuracy to MANO. We evaluate HOGraspNet on relevant tasks: grasp classification and 3D hand pose estimation. The result shows performance variations based on grasp type and object class, indicating the potential importance of the interaction space captured by our dataset. The provided data aims at learning universal shape priors or foundation models for 3D hand-object interaction. Our dataset and code are available at https://hograspnet2024.github.io/.

  • 11 authors
·
Sep 5, 2024

T-DOM: A Taxonomy for Robotic Manipulation of Deformable Objects

Robotic grasp and manipulation taxonomies, inspired by observing human manipulation strategies, can provide key guidance for tasks ranging from robotic gripper design to the development of manipulation algorithms. The existing grasp and manipulation taxonomies, however, often assume object rigidity, which limits their ability to reason about the complex interactions in the robotic manipulation of deformable objects. Hence, to assist in tasks involving deformable objects, taxonomies need to capture more comprehensively the interactions inherent in deformable object manipulation. To this end, we introduce T-DOM, a taxonomy that analyses key aspects involved in the manipulation of deformable objects, such as robot motion, forces, prehensile and non-prehensile interactions and, for the first time, a detailed classification of object deformations. To evaluate T-DOM, we curate a dataset of ten tasks involving a variety of deformable objects, such as garments, ropes, and surgical gloves, as well as diverse types of deformations. We analyse the proposed tasks comparing the T-DOM taxonomy with previous well established manipulation taxonomies. Our analysis demonstrates that T-DOM can effectively distinguish between manipulation skills that were not identified in other taxonomies, across different deformable objects and manipulation actions, offering new categories to characterize a skill. The proposed taxonomy significantly extends past work, providing a more fine-grained classification that can be used to describe the robotic manipulation of deformable objects. This work establishes a foundation for advancing deformable object manipulation, bridging theoretical understanding and practical implementation in robotic systems.

  • 5 authors
·
Dec 30, 2024

NBMOD: Find It and Grasp It in Noisy Background

Grasping objects is a fundamental yet important capability of robots, and many tasks such as sorting and picking rely on this skill. The prerequisite for stable grasping is the ability to correctly identify suitable grasping positions. However, finding appropriate grasping points is challenging due to the diverse shapes, varying density distributions, and significant differences between the barycenter of various objects. In the past few years, researchers have proposed many methods to address the above-mentioned issues and achieved very good results on publicly available datasets such as the Cornell dataset and the Jacquard dataset. The problem is that the backgrounds of Cornell and Jacquard datasets are relatively simple - typically just a whiteboard, while in real-world operational environments, the background could be complex and noisy. Moreover, in real-world scenarios, robots usually only need to grasp fixed types of objects. To address the aforementioned issues, we proposed a large-scale grasp detection dataset called NBMOD: Noisy Background Multi-Object Dataset for grasp detection, which consists of 31,500 RGB-D images of 20 different types of fruits. Accurate prediction of angles has always been a challenging problem in the detection task of oriented bounding boxes. This paper presents a Rotation Anchor Mechanism (RAM) to address this issue. Considering the high real-time requirement of robotic systems, we propose a series of lightweight architectures called RA-GraspNet (GraspNet with Rotation Anchor): RARA (network with Rotation Anchor and Region Attention), RAST (network with Rotation Anchor and Semi Transformer), and RAGT (network with Rotation Anchor and Global Transformer) to tackle this problem. Among them, the RAGT-3/3 model achieves an accuracy of 99% on the NBMOD dataset. The NBMOD and our code are available at https://github.com/kmittle/Grasp-Detection-NBMOD.

  • 6 authors
·
Jun 17, 2023

CoToGrasp: Contact-Topology-Conditioned Dexterous Grasp Synthesis via Canonical Workspace Learning

Current dexterous grasp planners primarily optimize for physical stability, focusing on whether an object can be grasped rather than how it should be grasped to support downstream functional tasks. However, conditioning grasp synthesis on specific human grasp taxonomies typically requires prohibitively expensive, object-annotated datasets. To address these limitations, we propose CoToGrasp, a novel generative framework that synthesizes diverse, stable grasps strictly conditioned on specific contact topologies. To bypass the data collection bottleneck, CoToGrasp is trained entirely in an object-agnostic manner. We introduce a feature-based canonical workspace that projects local object features into a unified gripper-centric domain, effectively decoupling the semantic functional intent from the arbitrary object geometry. By learning the intrinsic contact manifold of the gripper within this workspace, our model achieves zero-shot generalization to unseen objects at inference. Extensive evaluations on the large-scale DexGraspNet dataset demonstrate that CoToGrasp achieves state-of-the-art performance, outperforming existing taxonomy-guided planners. Finally, we demonstrate the physical viability and kinematic feasibility of our synthesized contact topologies on a physical robot platform. Code is available on our project website https://cea-list.github.io/cotograspweb/ .

  • 4 authors
·
Aug 19 2

HERMES: Human-to-Robot Embodied Learning from Multi-Source Motion Data for Mobile Dexterous Manipulation

Leveraging human motion data to impart robots with versatile manipulation skills has emerged as a promising paradigm in robotic manipulation. Nevertheless, translating multi-source human hand motions into feasible robot behaviors remains challenging, particularly for robots equipped with multi-fingered dexterous hands characterized by complex, high-dimensional action spaces. Moreover, existing approaches often struggle to produce policies capable of adapting to diverse environmental conditions. In this paper, we introduce HERMES, a human-to-robot learning framework for mobile bimanual dexterous manipulation. First, HERMES formulates a unified reinforcement learning approach capable of seamlessly transforming heterogeneous human hand motions from multiple sources into physically plausible robotic behaviors. Subsequently, to mitigate the sim2real gap, we devise an end-to-end, depth image-based sim2real transfer method for improved generalization to real-world scenarios. Furthermore, to enable autonomous operation in varied and unstructured environments, we augment the navigation foundation model with a closed-loop Perspective-n-Point (PnP) localization mechanism, ensuring precise alignment of visual goals and effectively bridging autonomous navigation and dexterous manipulation. Extensive experimental results demonstrate that HERMES consistently exhibits generalizable behaviors across diverse, in-the-wild scenarios, successfully performing numerous complex mobile bimanual dexterous manipulation tasks. Project Page:https://gemcollector.github.io/HERMES/.

  • 7 authors
·
Aug 27, 2025 2

ContactDexNet: Multi-fingered Robotic Hand Grasping in Cluttered Environments through Hand-object Contact Semantic Mapping

The deep learning models has significantly advanced dexterous manipulation techniques for multi-fingered hand grasping. However, the contact information-guided grasping in cluttered environments remains largely underexplored. To address this gap, we have developed a method for generating multi-fingered hand grasp samples in cluttered settings through contact semantic map. We introduce a contact semantic conditional variational autoencoder network (CoSe-CVAE) for creating comprehensive contact semantic map from object point cloud. We utilize grasp detection method to estimate hand grasp poses from the contact semantic map. Finally, an unified grasp evaluation model PointNetGPD++ is designed to assess grasp quality and collision probability, substantially improving the reliability of identifying optimal grasps in cluttered scenarios. Our grasp generation method has demonstrated remarkable success, outperforming state-of-the-art methods by at least 4.65% with 81.0% average grasping success rate in real-world single-object environment and 75.3% grasping success rate in cluttered scenes. We also proposed the multi-modal multi-fingered grasping dataset generation method. Our multi-fingered hand grasping dataset outperforms previous datasets in scene diversity, modality diversity. The dataset, code and supplementary materials can be found at https://sites.google.com/view/contact-dexnet.

  • 7 authors
·
Apr 12, 2024

Hierarchical Reinforcement Learning for Articulated Tool Manipulation with Multifingered Hand

Manipulating articulated tools, such as tweezers or scissors, has rarely been explored in previous research. Unlike rigid tools, articulated tools change their shape dynamically, creating unique challenges for dexterous robotic hands. In this work, we present a hierarchical, goal-conditioned reinforcement learning (GCRL) framework to improve the manipulation capabilities of anthropomorphic robotic hands using articulated tools. Our framework comprises two policy layers: (1) a low-level policy that enables the dexterous hand to manipulate the tool into various configurations for objects of different sizes, and (2) a high-level policy that defines the tool's goal state and controls the robotic arm for object-picking tasks. We employ an encoder, trained on synthetic pointclouds, to estimate the tool's affordance states--specifically, how different tool configurations (e.g., tweezer opening angles) enable grasping of objects of varying sizes--from input point clouds, thereby enabling precise tool manipulation. We also utilize a privilege-informed heuristic policy to generate replay buffer, improving the training efficiency of the high-level policy. We validate our approach through real-world experiments, showing that the robot can effectively manipulate a tweezer-like tool to grasp objects of diverse shapes and sizes with a 70.8 % success rate. This study highlights the potential of RL to advance dexterous robotic manipulation of articulated tools.

  • 4 authors
·
Jul 9, 2025

A Grasp Pose is All You Need: Learning Multi-fingered Grasping with Deep Reinforcement Learning from Vision and Touch

Multi-fingered robotic hands have potential to enable robots to perform sophisticated manipulation tasks. However, teaching a robot to grasp objects with an anthropomorphic hand is an arduous problem due to the high dimensionality of state and action spaces. Deep Reinforcement Learning (DRL) offers techniques to design control policies for this kind of problems without explicit environment or hand modeling. However, state-of-the-art model-free algorithms have proven inefficient for learning such policies. The main problem is that the exploration of the environment is unfeasible for such high-dimensional problems, thus hampering the initial phases of policy optimization. One possibility to address this is to rely on off-line task demonstrations, but, oftentimes, this is too demanding in terms of time and computational resources. To address these problems, we propose the A Grasp Pose is All You Need (G-PAYN) method for the anthropomorphic hand of the iCub humanoid. We develop an approach to automatically collect task demonstrations to initialize the training of the policy. The proposed grasping pipeline starts from a grasp pose generated by an external algorithm, used to initiate the movement. Then a control policy (previously trained with the proposed G-PAYN) is used to reach and grab the object. We deployed the iCub into the MuJoCo simulator and use it to test our approach with objects from the YCB-Video dataset. Results show that G-PAYN outperforms current DRL techniques in the considered setting in terms of success rate and execution time with respect to the baselines. The code to reproduce the experiments is released together with the paper with an open source license.

  • 4 authors
·
Jun 6, 2023

ORCA: A Platform for Open-Source Dexterity Research

Robotics manipulation research increasingly focuses on two-finger parallel grippers for their effectiveness, affordability, and ease of teleoperation. Grippers are nonetheless limited by their form factor, often requiring bimanual setups even for simple reorientation tasks. Anthropomorphic hands are a more natural platform for dexterous robot learning -- closer to the human hand, and capable of learning from human video -- yet they remain hard to use in learning research: even where open and accessible hand hardware exists, the software for control, simulation, teleoperation, and retargeting is scattered in one-off code bases, and largely disconnected from the robot-learning ecosystem. In this work, we introduce the \orca~learning stack, an open-source research stack for dexterity as a first-class robot learning domain. Our \orca~stack unifies low-level control, simulation, teleoperation from a range of consumer platforms, and hand retargeting, behind a single interface, and integrates natively with popular robot-learning frameworks such as \lerobot, so dexterous hand researchers can leverage the same data, training, and evaluation pipelines used for non-dexterous robot learning. We demonstrate a complete end-to-end workflow, collecting expert demonstrations of an in-hand reorientation task by teleoperation with a consumer-grade VR headset, training an autonomous policy with \lerobot, and evaluating the learned policy in a fully reproducible and observable setup. We open-source the entire stack as a shared, reproducible foundation for dexterous-manipulation research.

  • 4 authors
·
Jun 11

RoboDexVLM: Visual Language Model-Enabled Task Planning and Motion Control for Dexterous Robot Manipulation

This paper introduces RoboDexVLM, an innovative framework for robot task planning and grasp detection tailored for a collaborative manipulator equipped with a dexterous hand. Previous methods focus on simplified and limited manipulation tasks, which often neglect the complexities associated with grasping a diverse array of objects in a long-horizon manner. In contrast, our proposed framework utilizes a dexterous hand capable of grasping objects of varying shapes and sizes while executing tasks based on natural language commands. The proposed approach has the following core components: First, a robust task planner with a task-level recovery mechanism that leverages vision-language models (VLMs) is designed, which enables the system to interpret and execute open-vocabulary commands for long sequence tasks. Second, a language-guided dexterous grasp perception algorithm is presented based on robot kinematics and formal methods, tailored for zero-shot dexterous manipulation with diverse objects and commands. Comprehensive experimental results validate the effectiveness, adaptability, and robustness of RoboDexVLM in handling long-horizon scenarios and performing dexterous grasping. These results highlight the framework's ability to operate in complex environments, showcasing its potential for open-vocabulary dexterous manipulation. Our open-source project page can be found at https://henryhcliu.github.io/robodexvlm.

  • 6 authors
·
Mar 3, 2025

DexNDM: Closing the Reality Gap for Dexterous In-Hand Rotation via Joint-Wise Neural Dynamics Model

Achieving generalized in-hand object rotation remains a significant challenge in robotics, largely due to the difficulty of transferring policies from simulation to the real world. The complex, contact-rich dynamics of dexterous manipulation create a "reality gap" that has limited prior work to constrained scenarios involving simple geometries, limited object sizes and aspect ratios, constrained wrist poses, or customized hands. We address this sim-to-real challenge with a novel framework that enables a single policy, trained in simulation, to generalize to a wide variety of objects and conditions in the real world. The core of our method is a joint-wise dynamics model that learns to bridge the reality gap by effectively fitting limited amount of real-world collected data and then adapting the sim policy's actions accordingly. The model is highly data-efficient and generalizable across different whole-hand interaction distributions by factorizing dynamics across joints, compressing system-wide influences into low-dimensional variables, and learning each joint's evolution from its own dynamic profile, implicitly capturing these net effects. We pair this with a fully autonomous data collection strategy that gathers diverse, real-world interaction data with minimal human intervention. Our complete pipeline demonstrates unprecedented generality: a single policy successfully rotates challenging objects with complex shapes (e.g., animals), high aspect ratios (up to 5.33), and small sizes, all while handling diverse wrist orientations and rotation axes. Comprehensive real-world evaluations and a teleoperation application for complex tasks validate the effectiveness and robustness of our approach. Website: https://meowuu7.github.io/DexNDM/

  • 3 authors
·
Oct 9, 2025 2

Reconstructing Objects along Hand Interaction Timelines in Egocentric Video

We introduce the task of Reconstructing Objects along Hand Interaction Timelines (ROHIT). We first define the Hand Interaction Timeline (HIT) from a rigid object's perspective. In a HIT, an object is first static relative to the scene, then is held in hand following contact, where its pose changes. This is usually followed by a firm grip during use, before it is released to be static again w.r.t. to the scene. We model these pose constraints over the HIT, and propose to propagate the object's pose along the HIT enabling superior reconstruction using our proposed Constrained Optimisation and Propagation (COP) framework. Importantly, we focus on timelines with stable grasps - i.e. where the hand is stably holding an object, effectively maintaining constant contact during use. This allows us to efficiently annotate, study, and evaluate object reconstruction in videos without 3D ground truth. We evaluate our proposed task, ROHIT, over two egocentric datasets, HOT3D and in-the-wild EPIC-Kitchens. In HOT3D, we curate 1.2K clips of stable grasps. In EPIC-Kitchens, we annotate 2.4K clips of stable grasps including 390 object instances across 9 categories from videos of daily interactions in 141 environments. Without 3D ground truth, we utilise 2D projection error to assess the reconstruction. Quantitatively, COP improves stable grasp reconstruction by 6.2-11.3% and HIT reconstruction by up to 24.5% with constrained pose propagation.

  • 4 authors
·
Jun 1

Benchmarking in Manipulation Research: The YCB Object and Model Set and Benchmarking Protocols

In this paper we present the Yale-CMU-Berkeley (YCB) Object and Model set, intended to be used to facilitate benchmarking in robotic manipulation, prosthetic design and rehabilitation research. The objects in the set are designed to cover a wide range of aspects of the manipulation problem; it includes objects of daily life with different shapes, sizes, textures, weight and rigidity, as well as some widely used manipulation tests. The associated database provides high-resolution RGBD scans, physical properties, and geometric models of the objects for easy incorporation into manipulation and planning software platforms. In addition to describing the objects and models in the set along with how they were chosen and derived, we provide a framework and a number of example task protocols, laying out how the set can be used to quantitatively evaluate a range of manipulation approaches including planning, learning, mechanical design, control, and many others. A comprehensive literature survey on existing benchmarks and object datasets is also presented and their scope and limitations are discussed. The set will be freely distributed to research groups worldwide at a series of tutorials at robotics conferences, and will be otherwise available at a reasonable purchase cost. It is our hope that the ready availability of this set along with the ground laid in terms of protocol templates will enable the community of manipulation researchers to more easily compare approaches as well as continually evolve benchmarking tests as the field matures.

  • 6 authors
·
Feb 9, 2015

DexGrasp-Zero: A Morphology-Aligned Policy for Zero-Shot Cross-Embodiment Dexterous Grasping

To meet the demands of increasingly diverse dexterous hand hardware, it is crucial to develop a policy that enables zero-shot cross-embodiment grasping without redundant re-learning. Cross-embodiment alignment is challenging due to heterogeneous hand kinematics and physical constraints. Existing approaches typically predict intermediate motion targets and retarget them to each embodiment, which may introduce errors and violate embodiment-specific limits, hindering transfer across diverse hands. To overcome these limitations, we propose DexGrasp-Zero, a policy that learns universal grasping skills from diverse embodiments, enabling zero-shot transfer to unseen hands. We first introduce a morphology-aligned graph representation that maps each hand's kinematic keypoints to anatomically grounded nodes and equips each node with tri-axial orthogonal motion primitives, enabling structural and semantic alignment across different morphologies. Relying on this graph-based representation, we design a Morphology-Aligned Graph Convolutional Network (MAGCN) to encode the graph for policy learning. MAGCN incorporates a Physical Property Injection mechanism that fuses hand-specific physical constraints into the graph features, enabling adaptive compensation for varying link lengths and actuation limits for precise and stable grasping. Our extensive simulation evaluations on the YCB dataset demonstrate that our policy, jointly trained on four heterogeneous hands (Allegro, Shadow, Schunk, Ability), achieves an 85% zero-shot success rate on unseen hardware (LEAP, Inspire), outperforming the state-of-the-art method by 59.5%. Real-world experiments further evaluate our policy on three robot platforms (LEAP, Inspire, Revo2), achieving an 82% average success rate on unseen objects.

  • 7 authors
·
Mar 17

DragMesh-2: Physically Plausible Dexterous Hand-Object Interaction with Articulated Objects

Dexterous interaction with articulated objects is important for household, assistive, and humanoid manipulation, where multi-finger hands can provide compliant contact patterns beyond parallel-jaw grasping. However, articulated-object manipulation differs from static-object manipulation: the target part cannot be directly actuated, and its motion must emerge through sustained physical hand--handle contact. This makes the transition from object-centric articulated generation to hand-driven dexterous hand--object interaction non-trivial, since geometric trajectory replay or open-loop execution does not model the contact dynamics required to move the articulated part. Moreover, policies trained only for task completion under fixed dynamics can overfit nominal contact loads, especially without tactile or force feedback, and may degrade when the contact load changes. To address these challenges, we present DragMesh-2, a contact-driven framework for dexterous interaction with articulated objects that extends articulated interaction from object-centric generation to hand-driven dexterous hand--object interaction, where articulated motion must arise through physical contact. We further propose PICA, a physically informed contact-aware training mechanism that injects physical signals into policy learning without tactile or force feedback, improving robustness and task success under changing contact loads. Finally, we conduct systematic evaluation across multiple damping conditions and articulated-object categories to study robustness under contact-load variation, and provide a pure-geometry dexterous interaction resource to support future loco-manipulation and humanoid hand--object interaction research. Across seven GAPartNet objects, DragMesh-2 achieves stronger robustness under contact-load variation than the compared methods while maintaining high task success across damping conditions.

UGG: Unified Generative Grasping

Dexterous grasping aims to produce diverse grasping postures with a high grasping success rate. Regression-based methods that directly predict grasping parameters given the object may achieve a high success rate but often lack diversity. Generation-based methods that generate grasping postures conditioned on the object can often produce diverse grasping, but they are insufficient for high grasping success due to lack of discriminative information. To mitigate, we introduce a unified diffusion-based dexterous grasp generation model, dubbed the name UGG, which operates within the object point cloud and hand parameter spaces. Our all-transformer architecture unifies the information from the object, the hand, and the contacts, introducing a novel representation of contact points for improved contact modeling. The flexibility and quality of our model enable the integration of a lightweight discriminator, benefiting from simulated discriminative data, which pushes for a high success rate while preserving high diversity. Beyond grasp generation, our model can also generate objects based on hand information, offering valuable insights into object design and studying how the generative model perceives objects. Our model achieves state-of-the-art dexterous grasping on the large-scale DexGraspNet dataset while facilitating human-centric object design, marking a significant advancement in dexterous grasping research. Our project page is https://jiaxin-lu.github.io/ugg/ .

  • 7 authors
·
Nov 28, 2023

Towards Affordance-Aware Robotic Dexterous Grasping with Human-like Priors

A dexterous hand capable of generalizable grasping objects is fundamental for the development of general-purpose embodied AI. However, previous methods focus narrowly on low-level grasp stability metrics, neglecting affordance-aware positioning and human-like poses which are crucial for downstream manipulation. To address these limitations, we propose AffordDex, a novel framework with two-stage training that learns a universal grasping policy with an inherent understanding of both motion priors and object affordances. In the first stage, a trajectory imitator is pre-trained on a large corpus of human hand motions to instill a strong prior for natural movement. In the second stage, a residual module is trained to adapt these general human-like motions to specific object instances. This refinement is critically guided by two components: our Negative Affordance-aware Segmentation (NAA) module, which identifies functionally inappropriate contact regions, and a privileged teacher-student distillation process that ensures the final vision-based policy is highly successful. Extensive experiments demonstrate that AffordDex not only achieves universal dexterous grasping but also remains remarkably human-like in posture and functionally appropriate in contact location. As a result, AffordDex significantly outperforms state-of-the-art baselines across seen objects, unseen instances, and even entirely novel categories.

Alibaba-DAMO-Academy DAMO Academy
·
Aug 12, 2025 3

BODex: Scalable and Efficient Robotic Dexterous Grasp Synthesis Using Bilevel Optimization

Robotic dexterous grasping is important for interacting with the environment. To unleash the potential of data-driven models for dexterous grasping, a large-scale, high-quality dataset is essential. While gradient-based optimization offers a promising way for constructing such datasets, previous works suffer from limitations, such as inefficiency, strong assumptions in the grasp quality energy, or limited object sets for experiments. Moreover, the lack of a standard benchmark for comparing different methods and datasets hinders progress in this field. To address these challenges, we develop a highly efficient synthesis system and a comprehensive benchmark with MuJoCo for dexterous grasping. We formulate grasp synthesis as a bilevel optimization problem, combining a novel lower-level quadratic programming (QP) with an upper-level gradient descent process. By leveraging recent advances in CUDA-accelerated robotic libraries and GPU-based QP solvers, our system can parallelize thousands of grasps and synthesize over 49 grasps per second on a single 3090 GPU. Our synthesized grasps for Shadow, Allegro, and Leap hands all achieve a success rate above 75% in simulation, with a penetration depth under 1 mm, outperforming existing baselines on nearly all metrics. Compared to the previous large-scale dataset, DexGraspNet, our dataset significantly improves the performance of learning models, with a success rate from around 40% to 80% in simulation. Real-world testing of the trained model on the Shadow Hand achieves an 81% success rate across 20 diverse objects. The codes and datasets are released on our project page: https://pku-epic.github.io/BODex.

  • 3 authors
·
Dec 21, 2024

Concurrent Prehensile and Nonprehensile Manipulation: A Practical Approach to Multi-Stage Dexterous Tasks

Dexterous hands enable concurrent prehensile and nonprehensile manipulation, such as holding one object while interacting with another, a capability essential for everyday tasks yet underexplored in robotics. Learning such long-horizon, contact-rich multi-stage behaviors is challenging because demonstrations are expensive to collect and end-to-end policies require substantial data to generalize across varied object geometries and placements. We present DexMulti, a sample-efficient approach for real-world dexterous multi-task manipulation that decomposes demonstrations into object-centric skills with well-defined temporal boundaries. Rather than learning monolithic policies, our method retrieves demonstrated skills based on current object geometry, aligns them to the observed object state using an uncertainty-aware estimator that tracks centroid and yaw, and executes them via a retrieve-align-execute paradigm. We evaluate on three multi-stage tasks requiring concurrent manipulation (Grasp + Pull, Grasp + Open, and Grasp + Grasp) across two dexterous hands (Allegro and LEAP) in over 1,000 real-world trials. Our approach achieves an average success rate of 66% on training objects with only 3-4 demonstrations per object, outperforming diffusion policy baselines by 2-3x while requiring far fewer demonstrations. Results demonstrate robust generalization to held-out objects and spatial variations up to +/-25 cm.

  • 5 authors
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Aug 2

MagCilia: A Compact Magnetociliary Tactile Sensor with 3D Force Sensing for Robotic Contact Perception and Grasping Feedback

Robotic grasping and surface exploration benefit from simultaneous measurement of normal and tangential forces and from surface information obtained through contact. Here, we present a compact magnetociliary tactile sensor (MagCilia) that combines a flexible magnetic-cilia structure with a Hall sensor for 3D force sensing. Quasi-static finite element analysis is used to investigate structural deformation and magnetic responses under multidirectional loading. To reconstruct forces from the coupled magnetic channels, we propose causal history fusion regression (CHFR), which combines current magnetic-field measurements with their recent changes. Five-fold cross-validation grouped by calibration record yields root-mean-square errors of 0.40, 0.57, and 0.69 N for Fx, Fy, and Fz, respectively, with corresponding coefficients of determination of 0.93, 0.90, and 0.92. Robotic experiments demonstrate tangential-force-guided gripper adjustment and multi-axis load monitoring under external perturbations. Frequency-domain features of the reconstructed forces distinguish six surface categories with 99.39% accuracy in three-fold cross-validation grouped by acquisition session. An online robotic demonstration additionally identifies all six tested surfaces. These results demonstrate 3D force reconstruction, grasping feedback, and surface recognition using a single compact tactile unit.

  • 10 authors
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Oct 8

PCHands: PCA-based Hand Pose Synergy Representation on Manipulators with N-DoF

We consider the problem of learning a common representation for dexterous manipulation across manipulators of different morphologies. To this end, we propose PCHands, a novel approach for extracting hand postural synergies from a large set of manipulators. We define a simplified and unified description format based on anchor positions for manipulators ranging from 2-finger grippers to 5-finger anthropomorphic hands. This enables learning a variable-length latent representation of the manipulator configuration and the alignment of the end-effector frame of all manipulators. We show that it is possible to extract principal components from this latent representation that is universal across manipulators of different structures and degrees of freedom. To evaluate PCHands, we use this compact representation to encode observation and action spaces of control policies for dexterous manipulation tasks learned with RL. In terms of learning efficiency and consistency, the proposed representation outperforms a baseline that learns the same tasks in joint space. We additionally show that PCHands performs robustly in RL from demonstration, when demonstrations are provided from a different manipulator. We further support our results with real-world experiments that involve a 2-finger gripper and a 4-finger anthropomorphic hand. Code and additional material are available at https://hsp-iit.github.io/PCHands/.

A Deep Learning Approach to Grasping the Invisible

We study an emerging problem named "grasping the invisible" in robotic manipulation, in which a robot is tasked to grasp an initially invisible target object via a sequence of pushing and grasping actions. In this problem, pushes are needed to search for the target and rearrange cluttered objects around it to enable effective grasps. We propose to solve the problem by formulating a deep learning approach in a critic-policy format. The target-oriented motion critic, which maps both visual observations and target information to the expected future rewards of pushing and grasping motion primitives, is learned via deep Q-learning. We divide the problem into two subtasks, and two policies are proposed to tackle each of them, by combining the critic predictions and relevant domain knowledge. A Bayesian-based policy accounting for past action experience performs pushing to search for the target; once the target is found, a classifier-based policy coordinates target-oriented pushing and grasping to grasp the target in clutter. The motion critic and the classifier are trained in a self-supervised manner through robot-environment interactions. Our system achieves a 93% and 87% task success rate on each of the two subtasks in simulation and an 85% task success rate in real robot experiments on the whole problem, which outperforms several baselines by large margins. Supplementary material is available at https://sites.google.com/umn.edu/grasping-invisible.

  • 3 authors
·
Sep 10, 2019

UniDexGrasp: Universal Robotic Dexterous Grasping via Learning Diverse Proposal Generation and Goal-Conditioned Policy

In this work, we tackle the problem of learning universal robotic dexterous grasping from a point cloud observation under a table-top setting. The goal is to grasp and lift up objects in high-quality and diverse ways and generalize across hundreds of categories and even the unseen. Inspired by successful pipelines used in parallel gripper grasping, we split the task into two stages: 1) grasp proposal (pose) generation and 2) goal-conditioned grasp execution. For the first stage, we propose a novel probabilistic model of grasp pose conditioned on the point cloud observation that factorizes rotation from translation and articulation. Trained on our synthesized large-scale dexterous grasp dataset, this model enables us to sample diverse and high-quality dexterous grasp poses for the object point cloud.For the second stage, we propose to replace the motion planning used in parallel gripper grasping with a goal-conditioned grasp policy, due to the complexity involved in dexterous grasping execution. Note that it is very challenging to learn this highly generalizable grasp policy that only takes realistic inputs without oracle states. We thus propose several important innovations, including state canonicalization, object curriculum, and teacher-student distillation. Integrating the two stages, our final pipeline becomes the first to achieve universal generalization for dexterous grasping, demonstrating an average success rate of more than 60\% on thousands of object instances, which significantly outperforms all baselines, meanwhile showing only a minimal generalization gap.

  • 13 authors
·
Mar 1, 2023

ReJSHand: Efficient Real-Time Hand Pose Estimation and Mesh Reconstruction Using Refined Joint and Skeleton Features

Accurate hand pose estimation is vital in robotics, advancing dexterous manipulation in human-computer interaction. Toward this goal, this paper presents ReJSHand (which stands for Refined Joint and Skeleton Features), a cutting-edge network formulated for real-time hand pose estimation and mesh reconstruction. The proposed framework is designed to accurately predict 3D hand gestures under real-time constraints, which is essential for systems that demand agile and responsive hand motion tracking. The network's design prioritizes computational efficiency without compromising accuracy, a prerequisite for instantaneous robotic interactions. Specifically, ReJSHand comprises a 2D keypoint generator, a 3D keypoint generator, an expansion block, and a feature interaction block for meticulously reconstructing 3D hand poses from 2D imagery. In addition, the multi-head self-attention mechanism and a coordinate attention layer enhance feature representation, streamlining the creation of hand mesh vertices through sophisticated feature mapping and linear transformation. Regarding performance, comprehensive evaluations on the FreiHand dataset demonstrate ReJSHand's computational prowess. It achieves a frame rate of 72 frames per second while maintaining a PA-MPJPE (Position-Accurate Mean Per Joint Position Error) of 6.3 mm and a PA-MPVPE (Position-Accurate Mean Per Vertex Position Error) of 6.4 mm. Moreover, our model reaches scores of 0.756 for F@05 and 0.984 for F@15, surpassing modern pipelines and solidifying its position at the forefront of robotic hand pose estimators. To facilitate future studies, we provide our source code at ~https://github.com/daishipeng/ReJSHand.

  • 8 authors
·
Mar 7, 2025

GRASP: Gated Regression-Aware Skill Proposer for Self-Improving LLM Agents

LLM agents acting in structured environments fail in operational rather than conversational ways, and reliability depends on procedural knowledge of the environment. Prior self-improvement methods accumulate natural-language guidance without checking that each new item preserves previously correct behavior, so a note that fixes one trajectory can silently regress another. We introduce GRASP (Gated Regression-Aware Skill Proposer), which treats agent improvement as a sequence of edits to a bounded skill library, admitting each candidate only if it produces a net improvement on a balanced held-out probe under a hard regression budget. We evaluate GRASP across five base models (gpt-oss-120b, DeepSeek V4 Flash, Gemini 3.1 Flash Lite, GPT-4.1, GPT-5.4) on two FHIR-based clinical benchmarks. On MedAgentBench, GRASP lifts gpt-oss-120b from 40.6% to 88.8%, exceeds the strongest of five self-improvement baselines by 21.0 points, and improves every other base model by 17.2 to 40.3 points. Ablations attribute the gain to comparative proposal generation, the acceptance gate, and the hard regression budget rather than to skill writing itself, which without validation is no better than using no skills. The mechanism generalizes beyond the clinical domain, improving agents on three of four non-clinical environments and remaining flat only where the action space is open-ended. Frozen libraries transfer across models, where skills from a stronger model improve weaker executors beyond what they learn for themselves while the reverse does not, an asymmetry that no ungated baseline reproduces.

Text2HOI: Text-guided 3D Motion Generation for Hand-Object Interaction

This paper introduces the first text-guided work for generating the sequence of hand-object interaction in 3D. The main challenge arises from the lack of labeled data where existing ground-truth datasets are nowhere near generalizable in interaction type and object category, which inhibits the modeling of diverse 3D hand-object interaction with the correct physical implication (e.g., contacts and semantics) from text prompts. To address this challenge, we propose to decompose the interaction generation task into two subtasks: hand-object contact generation; and hand-object motion generation. For contact generation, a VAE-based network takes as input a text and an object mesh, and generates the probability of contacts between the surfaces of hands and the object during the interaction. The network learns a variety of local geometry structure of diverse objects that is independent of the objects' category, and thus, it is applicable to general objects. For motion generation, a Transformer-based diffusion model utilizes this 3D contact map as a strong prior for generating physically plausible hand-object motion as a function of text prompts by learning from the augmented labeled dataset; where we annotate text labels from many existing 3D hand and object motion data. Finally, we further introduce a hand refiner module that minimizes the distance between the object surface and hand joints to improve the temporal stability of the object-hand contacts and to suppress the penetration artifacts. In the experiments, we demonstrate that our method can generate more realistic and diverse interactions compared to other baseline methods. We also show that our method is applicable to unseen objects. We will release our model and newly labeled data as a strong foundation for future research. Codes and data are available in: https://github.com/JunukCha/Text2HOI.

  • 4 authors
·
Mar 31, 2024

Immersive Social Interaction with VR and LLM-Assisted Humanoids

Humanoid robots can extend human presence to remote, constrained, or hazardous environments, but existing teleoperation interfaces often require physically demanding motion tracking or cognitively demanding low-level control. This paper presents an immersive teleoperation framework that integrates voice-controlled locomotion, VR-based manipulation, and bidirectional social interaction for whole-body humanoid control. Using Apple Vision Pro, the operator receives egocentric visual feedback, issues natural-language locomotion commands, and teleoperates the robot's arms and dexterous hands through wrist and finger tracking. An LLM-assisted voice-control module converts spoken instructions into high-level locomotion commands, while the manipulation module retargets human hand motions to the robot through inverse kinematics and PD control. The system also records multimodal data, including egocentric RGB observations, voice/text commands, joint states, hand motions, and eye-gaze signals, supporting future imitation learning and autonomy. We evaluate the framework on a Unitree H1 humanoid equipped with dexterous hands in manipulation and social interaction tasks. Results show that novice users can successfully operate the system after brief familiarization, achieving 80\% success in object manipulation and 70\% success in a social cube-passing task. These results demonstrate the potential of immersive, language-assisted teleoperation as an accessible interface for humanoid interaction, remote assistance, and multimodal data collection.

  • 5 authors
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Jul 7

Imagine then Verify: Affordance-Targeted Active Perception for Task-Oriented Grasping in Cluttered Scenes

Task-oriented grasping (TOG) requires robots to grasp functional parts of objects (e.g., the handle of a mug for pouring), yet these affordance regions are frequently occluded in cluttered scenes. Active perception via next-best-view (NBV) planning can resolve such occlusions by moving the camera for more informative observations. However, existing NBV methods typically optimize viewpoints for grasping the target object as a whole without distinguishing which part is task-relevant. A naive adaptation, fully scanning the target object before predicting the affordance, wastes most of the viewpoint budget on task-irrelevant surfaces (e.g., the mug body for pouring). To address this, we propose ATAP, an Affordance-Targeted Active Perception framework that shifts viewpoint planning from exhaustive target scanning to targeted affordance verification. ATAP hypothesizes the occluded target geometry via a generative shape prior and predicts the affordance distribution over the imagined complete surface. In cluttered scenes, severe occlusion can make the location of the hidden affordance ambiguous, leaving multiple locations plausible given the partial observation. ATAP therefore introduces an uncertainty-aware viewpoint planner that jointly optimizes expected entropy reduction over these competing hypotheses and expected affordance verification gain from real observations. This process iterates until the affordance is sufficiently verified for grasp execution. Experiments in simulation and real-world cluttered scenes show that ATAP substantially improves the functional grasp success rate over fixed-view TOG baselines, and outperforms reconstruction-based active perception with over 57% fewer NBV steps.

  • 6 authors
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Sep 19

Dexterous Manipulation Policies from RGB Human Videos via 3D Hand-Object Trajectory Reconstruction

Multi-finger robotic hand manipulation and grasping are challenging due to the high-dimensional action space and the difficulty of acquiring large-scale training data. Existing approaches largely rely on human teleoperation with wearable devices or specialized sensing equipment to capture hand-object interactions, which limits scalability. In this work, we propose VIDEOMANIP, a device-free framework that learns dexterous manipulation directly from RGB human videos. Leveraging recent advances in computer vision, VIDEOMANIP reconstructs explicit 3D robot-object trajectories from monocular videos by estimating human hand poses, object meshes, and retargets the reconstructed human motions to robotic hands for manipulation learning. To make the reconstructed robot data suitable for dexterous manipulation training, we introduce hand-object contact optimization with interaction-centric grasp modeling, as well as a demonstration synthesis strategy that generates diverse training trajectories from a single video, enabling generalizable policy learning without additional robot demonstrations. In simulation, the learned grasping model achieves a 70.25% success rate across 20 diverse objects using the Inspire Hand. In the real world, manipulation policies trained from RGB videos achieve an average 62.86% success rate across seven tasks using the LEAP Hand, outperforming retargeting-based methods by 15.87%. Project videos are available at videomanip.github.io.

  • 10 authors
·
Feb 10

FMB: a Functional Manipulation Benchmark for Generalizable Robotic Learning

In this paper, we propose a real-world benchmark for studying robotic learning in the context of functional manipulation: a robot needs to accomplish complex long-horizon behaviors by composing individual manipulation skills in functionally relevant ways. The core design principles of our Functional Manipulation Benchmark (FMB) emphasize a harmonious balance between complexity and accessibility. Tasks are deliberately scoped to be narrow, ensuring that models and datasets of manageable scale can be utilized effectively to track progress. Simultaneously, they are diverse enough to pose a significant generalization challenge. Furthermore, the benchmark is designed to be easily replicable, encompassing all essential hardware and software components. To achieve this goal, FMB consists of a variety of 3D-printed objects designed for easy and accurate replication by other researchers. The objects are procedurally generated, providing a principled framework to study generalization in a controlled fashion. We focus on fundamental manipulation skills, including grasping, repositioning, and a range of assembly behaviors. The FMB can be used to evaluate methods for acquiring individual skills, as well as methods for combining and ordering such skills to solve complex, multi-stage manipulation tasks. We also offer an imitation learning framework that includes a suite of policies trained to solve the proposed tasks. This enables researchers to utilize our tasks as a versatile toolkit for examining various parts of the pipeline. For example, researchers could propose a better design for a grasping controller and evaluate it in combination with our baseline reorientation and assembly policies as part of a pipeline for solving multi-stage tasks. Our dataset, object CAD files, code, and evaluation videos can be found on our project website: https://functional-manipulation-benchmark.github.io

  • 8 authors
·
Jan 16, 2024

YUBI: Yielding Universal Bidigital Interface for Bimanual Dexterous Manipulation at Scale

We introduce Yielding Universal Bidigital Interface (YUBI), a finger-aligned gripper designed to enable intuitive, ergonomic, and scalable data collection for bimanual dexterous manipulation. While handheld data collection systems such as Universal Manipulation Interface (UMI) enable affordable data collection, their bulky pistol-grip designs can pose ergonomic and usability challenges for fine-grained, dexterous manipulation tasks. To address this, YUBI presents a distinct design principle: yielding, finger-driven actuation that directly maps human finger movements to gripper jaw motion. Using the YUBI devices, we set up a data collection system with integrated VR-based 6 DoF tracking of the gripper, ensuring high-fidelity trajectory data acquisition. We curate a UMI-based dataset of unprecedented scale: 8,434 hours across 1.20M episodes and 119 tasks. Experiments show that YUBI offers advantages over the UMI gripper in versatility for complex bimanual tasks, dexterity, and operational efficiency. A single policy trained on the YUBI dataset transfers across multiple bimanual robots (UR, Franka, and ELEY) simply by mounting the gripper on each platform, confirming that the collected data are directly executable as policy supervision. We release the gripper hardware, data-collection software, and dataset as one integrated stack, offering the open community a reproducible path to large-scale data acquisition for advancing robotic foundation models.

  • 19 authors
·
Jun 7

ForwardDLO: Model-Based Bimanual Shape Matching of Unconstrained Deformable Linear Objects

Ropes, cables, and other deformable linear objects appear in tasks from untangling to cable routing and suturing, yet controlling their shape remains a challenge in robot manipulation. We study model-based shape control in a general setting: the object lies unfixated on a support surface and two arms may grasp and move it anywhere along its length. Because each arm chooses a grasp point, direction, and magnitude, the joint action space is combinatorially large, and the dynamics model's per-prediction cost bounds how much of it a planner can search. We present ForwardDLO, a recurrent latent dynamics model for this unfixated bimanual setting that predicts per-segment displacements grounded in the observed rope state at every step. Our model reaches accuracy comparable to more expensive baselines while containing no explicit segment-to-segment operations, which makes batched evaluation of candidate actions cheap. On open-loop prediction of real rope motion it reaches the lowest error of the learned models we evaluate, 13% below the strongest baseline. Within a fixed time budget it scores 8 to 22 times more candidate actions than models of comparable accuracy while matching them in real-world shape matching; and on a simulated routing task at a 30Hz control rate, this throughput converts into 98% task success versus at most 30% for the baselines at their own budgets. We release the model, code, and a dataset of 2.42 million simulated and 14,107 real rope transitions at https://anonymous.4open.science/r/ForwardDLO/

  • 6 authors
·
Sep 16

AgenticTactileVLA: Contact-Guided Execution-Time Supervision for Generalizable Dexterous Manipulation without VLA Retraining

Vision-language-action policies may predict a transferable manipulation strategy yet fail to realize it reliably on the encountered object: objects compatible with the same grasp differ in geometry and compliance, and visual feedback degrades under closure occlusion. AgenticTactileVLA is presented as an execution-time supervisor that shifts part of object-specific adaptation from prediction to physical interaction. A fixed VLA provides the approach and hand targets; the supervisor decides whether to remain transparent, refine finger flexion, retain or release the corrected configuration, return control to the VLA for retry, or select a compliant hand-control regime. It uses finger-position and motor-effort feedback as proprioceptive contact evidence and requires neither tactile sensors nor VLA retraining. On a Unitree G1 with a BrainCo Revo2 hand, a randomized matched-block evaluation on five objects held out from VLA training yields 61.3% completion for the base VLA, 72.0% for unconditional close-to-stall control, and 84.0% for the supervisor under a shared budget; the gain is positive on every object and persists under moderate pose perturbations. Ablations show the gain is not explained by extended closure alone, and that selective triggering reduces correction episodes by 65.7% with no detected change in completion. A retention audit shows acceptance predicts retention in 88.9% of held-out cases, while compliant objects expose conservative false rejection. A thin-walled-cup study demonstrates contextual routing to compliant control, matching an always-compliant reference. These results suggest that contact-guided execution-time adaptation can improve the object-level generalization of a fixed VLA to held-out objects by adapting physical realization without object-specific retraining.

  • 7 authors
·
Oct 2

From Foundation to Application: Improving VLA Models in Practice

Despite recent progress of VLA foundation models, the disparity between laboratory conditions and real-world applications continues to impede their practical implementation. To bridge this gap, we present LingBot-VLA 2.0, which advances LingBot-VLA through improvements in three functional domains. (1) Generalization across tasks and embodiments. Compared to the previous version, we revamp the data processing pipeline and curate around 60,000 hours of data for pretraining, including 50,000 hours of robot trajectories spanning 20 robot configurations and 10,000 hours of egocentric human videos. (2) Expanded action space in addition to dual-arm hardware platforms. In particular, our system accommodates degrees of freedom for the heads, waists, mobile bases, and dexterous hands, thereby empowering the robots to tackle more complex tasks in practical scenarios. (3) Predictive dynamics modeling for improved temporal reasoning. Specifically, we formulate future prediction as a proxy task, facilitated by a video representation model for semantic priors and a depth estimation model for geometric cues. Evaluations on the GM-100 benchmark, conducted in a generalist setting, validate the beneficial impact of these proposed modifications. Furthermore, benefiting from the expanded pretraining data that covers whole-body degrees of freedom, LingBot-VLA-2.0 demonstrates strong cross-embodiment long-horizon mobile manipulation capability across the two robotic platforms.

robbyant Robbyant
·
Jul 6 2

Manual2Skill: Learning to Read Manuals and Acquire Robotic Skills for Furniture Assembly Using Vision-Language Models

Humans possess an extraordinary ability to understand and execute complex manipulation tasks by interpreting abstract instruction manuals. For robots, however, this capability remains a substantial challenge, as they cannot interpret abstract instructions and translate them into executable actions. In this paper, we present Manual2Skill, a novel framework that enables robots to perform complex assembly tasks guided by high-level manual instructions. Our approach leverages a Vision-Language Model (VLM) to extract structured information from instructional images and then uses this information to construct hierarchical assembly graphs. These graphs represent parts, subassemblies, and the relationships between them. To facilitate task execution, a pose estimation model predicts the relative 6D poses of components at each assembly step. At the same time, a motion planning module generates actionable sequences for real-world robotic implementation. We demonstrate the effectiveness of Manual2Skill by successfully assembling several real-world IKEA furniture items. This application highlights its ability to manage long-horizon manipulation tasks with both efficiency and precision, significantly enhancing the practicality of robot learning from instruction manuals. This work marks a step forward in advancing robotic systems capable of understanding and executing complex manipulation tasks in a manner akin to human capabilities.

  • 10 authors
·
Feb 14, 2025

DexJoCo-X: Benchmarking Action Representations for Multi-Hand Dexterous Manipulation

As dexterous hands proliferate, collecting data and training policies separately for every morphology becomes increasingly impractical. Scalable cross-embodiment learning therefore requires a unified representation that captures shared manipulation structure while preserving morphology-specific control. Differences in hands, tasks, datasets, and control interfaces prevent existing studies from isolating the effects of representation, pretraining, and architecture. We introduce DexJoCo-X, a benchmark and toolkit for controlled comparison across seven representative dexterous hands, six single-arm and bimanual tasks, and 2,100 balanced demonstrations. DexJoCo-X provides a matched multi-hand, multi-task protocol with common scenes, success criteria, and execution interfaces, redesigned glove-to-hand mappings, and an automated pipeline that expands reviewed demonstrations across randomized scenes. Using π_{0.5}, Ego-Pi, and Being-H0.5, we examine whether a shared action interface is sufficient for multi-hand learning. Expanding π_{0.5} to an 80-dimensional bimanual output yields near-zero success. Ego-Pi preserves the pretrained action head through interleaved prediction and supports per-hand multi-task learning, but remains ineffective for seven-hand joint training. By contrast, Being-H0.5 combines cross-embodiment pretraining, a unified action space, and embodiment-aware experts, enabling one policy to control all seven hands. Within this architecture, function-aligned action slots achieve 47.7% mean success, compared with 47.0% for native coordinates and 33.1% for DexLatent. These results show that cross-embodiment representation depends on the entire learning system: action coordinates, pretraining, and architecture must jointly separate shared manipulation structure from embodiment-specific control.

  • 4 authors
·
Oct 1

EquiDexFlow: Contact-Grounded SE(3)-Equivariant Dexterous Grasp Generative Flows

Most learned dexterous grasp generators relegate contact forces to a downstream verification step, so a kinematically-plausible pose can still violate the conditions for a stable physical grasp. We address this with EquiDexFlow, an SE(3)-equivariant flow-matching model that jointly predicts wrist pose, joint angles, fingertip contacts, surface normals, and contact forces from an object point cloud. Our architecture projects contacts onto the object surface and forces into the Coulomb friction cone by construction, so placement and friction compliance hold without loss penalties. We prove end-to-end SE(3) equivariance and verify it empirically over 200 rotations, with wrist residuals below 0.04^circ and exactly zero joint deviation. Trained on 8,100 force-closure grasps across 81 objects for the 16-DoF Allegro Hand, our model achieves zero friction violations, the best composite score, and the lowest wrench residual among all ablation variants. We retarget decoded fingertip contacts to a 16-DoF LEAP Hand via per-finger inverse kinematics, and our hardware-feasible refinement places every joint at least 5% inside its actuator envelope while preserving wrench balance. On the physical robot, retargeted EquiDexFlow-decoded grasps complete open-loop pick-and-hold trials on all six test objects, with every asymmetric object succeeding at both the canonical pose and a 120^circ co-rotation. Videos, code, and checkpoints are available at https://equidexflow.github.io.

  • 3 authors
·
Jun 11