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SubscribeGraspClutter6D: A Large-scale Real-world Dataset for Robust Perception and Grasping in Cluttered Scenes
Robust grasping in cluttered environments remains an open challenge in robotics. While benchmark datasets have significantly advanced deep learning methods, they mainly focus on simplistic scenes with light occlusion and insufficient diversity, limiting their applicability to practical scenarios. We present GraspClutter6D, a large-scale real-world grasping dataset featuring: (1) 1,000 highly cluttered scenes with dense arrangements (14.1 objects/scene, 62.6\% occlusion), (2) comprehensive coverage across 200 objects in 75 environment configurations (bins, shelves, and tables) captured using four RGB-D cameras from multiple viewpoints, and (3) rich annotations including 736K 6D object poses and 9.3B feasible robotic grasps for 52K RGB-D images. We benchmark state-of-the-art segmentation, object pose estimation, and grasping detection methods to provide key insights into challenges in cluttered environments. Additionally, we validate the dataset's effectiveness as a training resource, demonstrating that grasping networks trained on GraspClutter6D significantly outperform those trained on existing datasets in both simulation and real-world experiments. The dataset, toolkit, and annotation tools are publicly available on our project website: https://sites.google.com/view/graspclutter6d.
Cross-Embodiment Dexterous Grasping with Reinforcement Learning
Dexterous hands exhibit significant potential for complex real-world grasping tasks. While recent studies have primarily focused on learning policies for specific robotic hands, the development of a universal policy that controls diverse dexterous hands remains largely unexplored. In this work, we study the learning of cross-embodiment dexterous grasping policies using reinforcement learning (RL). Inspired by the capability of human hands to control various dexterous hands through teleoperation, we propose a universal action space based on the human hand's eigengrasps. The policy outputs eigengrasp actions that are then converted into specific joint actions for each robot hand through a retargeting mapping. We simplify the robot hand's proprioception to include only the positions of fingertips and the palm, offering a unified observation space across different robot hands. Our approach demonstrates an 80% success rate in grasping objects from the YCB dataset across four distinct embodiments using a single vision-based policy. Additionally, our policy exhibits zero-shot generalization to two previously unseen embodiments and significant improvement in efficient finetuning. For further details and videos, visit our project page https://sites.google.com/view/crossdex.
Using Simulation and Domain Adaptation to Improve Efficiency of Deep Robotic Grasping
Instrumenting and collecting annotated visual grasping datasets to train modern machine learning algorithms can be extremely time-consuming and expensive. An appealing alternative is to use off-the-shelf simulators to render synthetic data for which ground-truth annotations are generated automatically. Unfortunately, models trained purely on simulated data often fail to generalize to the real world. We study how randomized simulated environments and domain adaptation methods can be extended to train a grasping system to grasp novel objects from raw monocular RGB images. We extensively evaluate our approaches with a total of more than 25,000 physical test grasps, studying a range of simulation conditions and domain adaptation methods, including a novel extension of pixel-level domain adaptation that we term the GraspGAN. We show that, by using synthetic data and domain adaptation, we are able to reduce the number of real-world samples needed to achieve a given level of performance by up to 50 times, using only randomly generated simulated objects. We also show that by using only unlabeled real-world data and our GraspGAN methodology, we obtain real-world grasping performance without any real-world labels that is similar to that achieved with 939,777 labeled real-world samples.
HANDAL: A Dataset of Real-World Manipulable Object Categories with Pose Annotations, Affordances, and Reconstructions
We present the HANDAL dataset for category-level object pose estimation and affordance prediction. Unlike previous datasets, ours is focused on robotics-ready manipulable objects that are of the proper size and shape for functional grasping by robot manipulators, such as pliers, utensils, and screwdrivers. Our annotation process is streamlined, requiring only a single off-the-shelf camera and semi-automated processing, allowing us to produce high-quality 3D annotations without crowd-sourcing. The dataset consists of 308k annotated image frames from 2.2k videos of 212 real-world objects in 17 categories. We focus on hardware and kitchen tool objects to facilitate research in practical scenarios in which a robot manipulator needs to interact with the environment beyond simple pushing or indiscriminate grasping. We outline the usefulness of our dataset for 6-DoF category-level pose+scale estimation and related tasks. We also provide 3D reconstructed meshes of all objects, and we outline some of the bottlenecks to be addressed for democratizing the collection of datasets like this one.
GraspMolmo: Generalizable Task-Oriented Grasping via Large-Scale Synthetic Data Generation
We present GrasMolmo, a generalizable open-vocabulary task-oriented grasping (TOG) model. GraspMolmo predicts semantically appropriate, stable grasps conditioned on a natural language instruction and a single RGB-D frame. For instance, given "pour me some tea", GraspMolmo selects a grasp on a teapot handle rather than its body. Unlike prior TOG methods, which are limited by small datasets, simplistic language, and uncluttered scenes, GraspMolmo learns from PRISM, a novel large-scale synthetic dataset of 379k samples featuring cluttered environments and diverse, realistic task descriptions. We fine-tune the Molmo visual-language model on this data, enabling GraspMolmo to generalize to novel open-vocabulary instructions and objects. In challenging real-world evaluations, GraspMolmo achieves state-of-the-art results, with a 70% prediction success on complex tasks, compared to the 35% achieved by the next best alternative. GraspMolmo also successfully demonstrates the ability to predict semantically correct bimanual grasps zero-shot. We release our synthetic dataset, code, model, and benchmarks to accelerate research in task-semantic robotic manipulation, which, along with videos, are available at https://abhaybd.github.io/GraspMolmo/.
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.
$\mathcal{D(R,O)}$ Grasp: A Unified Representation of Robot and Object Interaction for Cross-Embodiment Dexterous Grasping
Dexterous grasping is a fundamental yet challenging skill in robotic manipulation, requiring precise interaction between robotic hands and objects. In this paper, we present D(R,O) Grasp, a novel framework that models the interaction between the robotic hand in its grasping pose and the object, enabling broad generalization across various robot hands and object geometries. Our model takes the robot hand's description and object point cloud as inputs and efficiently predicts kinematically valid and stable grasps, demonstrating strong adaptability to diverse robot embodiments and object geometries. Extensive experiments conducted in both simulated and real-world environments validate the effectiveness of our approach, with significant improvements in success rate, grasp diversity, and inference speed across multiple robotic hands. Our method achieves an average success rate of 87.53% in simulation in less than one second, tested across three different dexterous robotic hands. In real-world experiments using the LeapHand, the method also demonstrates an average success rate of 89%. D(R,O) Grasp provides a robust solution for dexterous grasping in complex and varied environments. The code, appendix, and videos are available on our project website at https://nus-lins-lab.github.io/drograspweb/.
DDGC: Generative Deep Dexterous Grasping in Clutter
Recent advances in multi-fingered robotic grasping have enabled fast 6-Degrees-Of-Freedom (DOF) single object grasping. Multi-finger grasping in cluttered scenes, on the other hand, remains mostly unexplored due to the added difficulty of reasoning over obstacles which greatly increases the computational time to generate high-quality collision-free grasps. In this work we address such limitations by introducing DDGC, a fast generative multi-finger grasp sampling method that can generate high quality grasps in cluttered scenes from a single RGB-D image. DDGC is built as a network that encodes scene information to produce coarse-to-fine collision-free grasp poses and configurations. We experimentally benchmark DDGC against the simulated-annealing planner in GraspIt! on 1200 simulated cluttered scenes and 7 real world scenes. The results show that DDGC outperforms the baseline on synthesizing high-quality grasps and removing clutter while being 5 times faster. This, in turn, opens up the door for using multi-finger grasps in practical applications which has so far been limited due to the excessive computation time needed by other methods.
Learning Synergies between Pushing and Grasping with Self-supervised Deep Reinforcement Learning
Skilled robotic manipulation benefits from complex synergies between non-prehensile (e.g. pushing) and prehensile (e.g. grasping) actions: pushing can help rearrange cluttered objects to make space for arms and fingers; likewise, grasping can help displace objects to make pushing movements more precise and collision-free. In this work, we demonstrate that it is possible to discover and learn these synergies from scratch through model-free deep reinforcement learning. Our method involves training two fully convolutional networks that map from visual observations to actions: one infers the utility of pushes for a dense pixel-wise sampling of end effector orientations and locations, while the other does the same for grasping. Both networks are trained jointly in a Q-learning framework and are entirely self-supervised by trial and error, where rewards are provided from successful grasps. In this way, our policy learns pushing motions that enable future grasps, while learning grasps that can leverage past pushes. During picking experiments in both simulation and real-world scenarios, we find that our system quickly learns complex behaviors amid challenging cases of clutter, and achieves better grasping success rates and picking efficiencies than baseline alternatives after only a few hours of training. We further demonstrate that our method is capable of generalizing to novel objects. Qualitative results (videos), code, pre-trained models, and simulation environments are available at http://vpg.cs.princeton.edu
RoboGrasp: A Universal Grasping Policy for Robust Robotic Control
Imitation learning and world models have shown significant promise in advancing generalizable robotic learning, with robotic grasping remaining a critical challenge for achieving precise manipulation. Existing methods often rely heavily on robot arm state data and RGB images, leading to overfitting to specific object shapes or positions. To address these limitations, we propose RoboGrasp, a universal grasping policy framework that integrates pretrained grasp detection models with robotic learning. By leveraging robust visual guidance from object detection and segmentation tasks, RoboGrasp significantly enhances grasp precision, stability, and generalizability, achieving up to 34% higher success rates in few-shot learning and grasping box prompt tasks. Built on diffusion-based methods, RoboGrasp is adaptable to various robotic learning paradigms, enabling precise and reliable manipulation across diverse and complex scenarios. This framework represents a scalable and versatile solution for tackling real-world challenges in robotic grasping.
Free-form language-based robotic reasoning and grasping
Performing robotic grasping from a cluttered bin based on human instructions is a challenging task, as it requires understanding both the nuances of free-form language and the spatial relationships between objects. Vision-Language Models (VLMs) trained on web-scale data, such as GPT-4o, have demonstrated remarkable reasoning capabilities across both text and images. But can they truly be used for this task in a zero-shot setting? And what are their limitations? In this paper, we explore these research questions via the free-form language-based robotic grasping task, and propose a novel method, FreeGrasp, leveraging the pre-trained VLMs' world knowledge to reason about human instructions and object spatial arrangements. Our method detects all objects as keypoints and uses these keypoints to annotate marks on images, aiming to facilitate GPT-4o's zero-shot spatial reasoning. This allows our method to determine whether a requested object is directly graspable or if other objects must be grasped and removed first. Since no existing dataset is specifically designed for this task, we introduce a synthetic dataset FreeGraspData by extending the MetaGraspNetV2 dataset with human-annotated instructions and ground-truth grasping sequences. We conduct extensive analyses with both FreeGraspData and real-world validation with a gripper-equipped robotic arm, demonstrating state-of-the-art performance in grasp reasoning and execution. Project website: https://tev-fbk.github.io/FreeGrasp/.
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/ .
UniGraspTransformer: Simplified Policy Distillation for Scalable Dexterous Robotic Grasping
We introduce UniGraspTransformer, a universal Transformer-based network for dexterous robotic grasping that simplifies training while enhancing scalability and performance. Unlike prior methods such as UniDexGrasp++, which require complex, multi-step training pipelines, UniGraspTransformer follows a streamlined process: first, dedicated policy networks are trained for individual objects using reinforcement learning to generate successful grasp trajectories; then, these trajectories are distilled into a single, universal network. Our approach enables UniGraspTransformer to scale effectively, incorporating up to 12 self-attention blocks for handling thousands of objects with diverse poses. Additionally, it generalizes well to both idealized and real-world inputs, evaluated in state-based and vision-based settings. Notably, UniGraspTransformer generates a broader range of grasping poses for objects in various shapes and orientations, resulting in more diverse grasp strategies. Experimental results demonstrate significant improvements over state-of-the-art, UniDexGrasp++, across various object categories, achieving success rate gains of 3.5%, 7.7%, and 10.1% on seen objects, unseen objects within seen categories, and completely unseen objects, respectively, in the vision-based setting. Project page: https://dexhand.github.io/UniGraspTransformer.
DexGraspVLA: A Vision-Language-Action Framework Towards General Dexterous Grasping
Dexterous grasping remains a fundamental yet challenging problem in robotics. A general-purpose robot must be capable of grasping diverse objects in arbitrary scenarios. However, existing research typically relies on specific assumptions, such as single-object settings or limited environments, leading to constrained generalization. Our solution is DexGraspVLA, a hierarchical framework that utilizes a pre-trained Vision-Language model as the high-level task planner and learns a diffusion-based policy as the low-level Action controller. The key insight lies in iteratively transforming diverse language and visual inputs into domain-invariant representations, where imitation learning can be effectively applied due to the alleviation of domain shift. Thus, it enables robust generalization across a wide range of real-world scenarios. Notably, our method achieves a 90+% success rate under thousands of unseen object, lighting, and background combinations in a ``zero-shot'' environment. Empirical analysis further confirms the consistency of internal model behavior across environmental variations, thereby validating our design and explaining its generalization performance. We hope our work can be a step forward in achieving general dexterous grasping. Our demo and code can be found at https://dexgraspvla.github.io/.
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.
NeRF in the Palm of Your Hand: Corrective Augmentation for Robotics via Novel-View Synthesis
Expert demonstrations are a rich source of supervision for training visual robotic manipulation policies, but imitation learning methods often require either a large number of demonstrations or expensive online expert supervision to learn reactive closed-loop behaviors. In this work, we introduce SPARTN (Synthetic Perturbations for Augmenting Robot Trajectories via NeRF): a fully-offline data augmentation scheme for improving robot policies that use eye-in-hand cameras. Our approach leverages neural radiance fields (NeRFs) to synthetically inject corrective noise into visual demonstrations, using NeRFs to generate perturbed viewpoints while simultaneously calculating the corrective actions. This requires no additional expert supervision or environment interaction, and distills the geometric information in NeRFs into a real-time reactive RGB-only policy. In a simulated 6-DoF visual grasping benchmark, SPARTN improves success rates by 2.8times over imitation learning without the corrective augmentations and even outperforms some methods that use online supervision. It additionally closes the gap between RGB-only and RGB-D success rates, eliminating the previous need for depth sensors. In real-world 6-DoF robotic grasping experiments from limited human demonstrations, our method improves absolute success rates by 22.5% on average, including objects that are traditionally challenging for depth-based methods. See video results at https://bland.website/spartn.
TranSplat: Surface Embedding-guided 3D Gaussian Splatting for Transparent Object Manipulation
Transparent object manipulation remains a significant challenge in robotics due to the difficulty of acquiring accurate and dense depth measurements. Conventional depth sensors often fail with transparent objects, resulting in incomplete or erroneous depth data. Existing depth completion methods struggle with interframe consistency and incorrectly model transparent objects as Lambertian surfaces, leading to poor depth reconstruction. To address these challenges, we propose TranSplat, a surface embedding-guided 3D Gaussian Splatting method tailored for transparent objects. TranSplat uses a latent diffusion model to generate surface embeddings that provide consistent and continuous representations, making it robust to changes in viewpoint and lighting. By integrating these surface embeddings with input RGB images, TranSplat effectively captures the complexities of transparent surfaces, enhancing the splatting of 3D Gaussians and improving depth completion. Evaluations on synthetic and real-world transparent object benchmarks, as well as robot grasping tasks, show that TranSplat achieves accurate and dense depth completion, demonstrating its effectiveness in practical applications. We open-source synthetic dataset and model: https://github. com/jeongyun0609/TranSplat
On the Effectiveness of Retrieval, Alignment, and Replay in Manipulation
Imitation learning with visual observations is notoriously inefficient when addressed with end-to-end behavioural cloning methods. In this paper, we explore an alternative paradigm which decomposes reasoning into three phases. First, a retrieval phase, which informs the robot what it can do with an object. Second, an alignment phase, which informs the robot where to interact with the object. And third, a replay phase, which informs the robot how to interact with the object. Through a series of real-world experiments on everyday tasks, such as grasping, pouring, and inserting objects, we show that this decomposition brings unprecedented learning efficiency, and effective inter- and intra-class generalisation. Videos are available at https://www.robot-learning.uk/retrieval-alignment-replay.
Soft Robotic Dynamic In-Hand Pen Spinning
Dynamic in-hand manipulation remains a challenging task for soft robotic systems that have demonstrated advantages in safe compliant interactions but struggle with high-speed dynamic tasks. In this work, we present SWIFT, a system for learning dynamic tasks using a soft and compliant robotic hand. Unlike previous works that rely on simulation, quasi-static actions and precise object models, the proposed system learns to spin a pen through trial-and-error using only real-world data without requiring explicit prior knowledge of the pen's physical attributes. With self-labeled trials sampled from the real world, the system discovers the set of pen grasping and spinning primitive parameters that enables a soft hand to spin a pen robustly and reliably. After 130 sampled actions per object, SWIFT achieves 100% success rate across three pens with different weights and weight distributions, demonstrating the system's generalizability and robustness to changes in object properties. The results highlight the potential for soft robotic end-effectors to perform dynamic tasks including rapid in-hand manipulation. We also demonstrate that SWIFT generalizes to spinning items with different shapes and weights such as a brush and a screwdriver which we spin with 10/10 and 5/10 success rates respectively. Videos, data, and code are available at https://soft-spin.github.io.
NeuGrasp: Generalizable Neural Surface Reconstruction with Background Priors for Material-Agnostic Object Grasp Detection
Robotic grasping in scenes with transparent and specular objects presents great challenges for methods relying on accurate depth information. In this paper, we introduce NeuGrasp, a neural surface reconstruction method that leverages background priors for material-agnostic grasp detection. NeuGrasp integrates transformers and global prior volumes to aggregate multi-view features with spatial encoding, enabling robust surface reconstruction in narrow and sparse viewing conditions. By focusing on foreground objects through residual feature enhancement and refining spatial perception with an occupancy-prior volume, NeuGrasp excels in handling objects with transparent and specular surfaces. Extensive experiments in both simulated and real-world scenarios show that NeuGrasp outperforms state-of-the-art methods in grasping while maintaining comparable reconstruction quality. More details are available at https://neugrasp.github.io/.
OptiGrasp: Optimized Grasp Pose Detection Using RGB Images for Warehouse Picking Robots
In warehouse environments, robots require robust picking capabilities to manage a wide variety of objects. Effective deployment demands minimal hardware, strong generalization to new products, and resilience in diverse settings. Current methods often rely on depth sensors for structural information, which suffer from high costs, complex setups, and technical limitations. Inspired by recent advancements in computer vision, we propose an innovative approach that leverages foundation models to enhance suction grasping using only RGB images. Trained solely on a synthetic dataset, our method generalizes its grasp prediction capabilities to real-world robots and a diverse range of novel objects not included in the training set. Our network achieves an 82.3\% success rate in real-world applications. The project website with code and data will be available at http://optigrasp.github.io.
Active-Perceptive Motion Generation for Mobile Manipulation
Mobile Manipulation (MoMa) systems incorporate the benefits of mobility and dexterity, thanks to the enlarged space in which they can move and interact with their environment. MoMa robots can also continuously perceive their environment when equipped with onboard sensors, e.g., an embodied camera. However, extracting task-relevant visual information in unstructured and cluttered environments such as households remains a challenge. In this work, we introduce an active perception pipeline for mobile manipulators to generate motions that are informative toward manipulation tasks such as grasping, in initially unknown, cluttered scenes. Our proposed approach ActPerMoMa generates robot trajectories in a receding horizon fashion, sampling trajectories and computing path-wise utilities that trade-off reconstructing the unknown scene by maximizing the visual information gain and the taskoriented objective, e.g., grasp success by maximizing grasp reachability efficiently. We demonstrate the efficacy of our method in simulated experiments with a dual-arm TIAGo++ MoMa robot performing mobile grasping in cluttered scenes and when its path is obstructed by external obstacles. We empirically analyze the contribution of various utilities and hyperparameters, and compare against representative baselines both with and without active perception objectives. Finally, we demonstrate the transfer of our mobile grasping strategy to the real world, showing a promising direction for active-perceptive MoMa.
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.
Hierarchical Visual Primitive Experts for Compositional Zero-Shot Learning
Compositional zero-shot learning (CZSL) aims to recognize unseen compositions with prior knowledge of known primitives (attribute and object). Previous works for CZSL often suffer from grasping the contextuality between attribute and object, as well as the discriminability of visual features, and the long-tailed distribution of real-world compositional data. We propose a simple and scalable framework called Composition Transformer (CoT) to address these issues. CoT employs object and attribute experts in distinctive manners to generate representative embeddings, using the visual network hierarchically. The object expert extracts representative object embeddings from the final layer in a bottom-up manner, while the attribute expert makes attribute embeddings in a top-down manner with a proposed object-guided attention module that models contextuality explicitly. To remedy biased prediction caused by imbalanced data distribution, we develop a simple minority attribute augmentation (MAA) that synthesizes virtual samples by mixing two images and oversampling minority attribute classes. Our method achieves SoTA performance on several benchmarks, including MIT-States, C-GQA, and VAW-CZSL. We also demonstrate the effectiveness of CoT in improving visual discrimination and addressing the model bias from the imbalanced data distribution. The code is available at https://github.com/HanjaeKim98/CoT.
KITE: Keypoint-Conditioned Policies for Semantic Manipulation
While natural language offers a convenient shared interface for humans and robots, enabling robots to interpret and follow language commands remains a longstanding challenge in manipulation. A crucial step to realizing a performant instruction-following robot is achieving semantic manipulation, where a robot interprets language at different specificities, from high-level instructions like "Pick up the stuffed animal" to more detailed inputs like "Grab the left ear of the elephant." To tackle this, we propose Keypoints + Instructions to Execution (KITE), a two-step framework for semantic manipulation which attends to both scene semantics (distinguishing between different objects in a visual scene) and object semantics (precisely localizing different parts within an object instance). KITE first grounds an input instruction in a visual scene through 2D image keypoints, providing a highly accurate object-centric bias for downstream action inference. Provided an RGB-D scene observation, KITE then executes a learned keypoint-conditioned skill to carry out the instruction. The combined precision of keypoints and parameterized skills enables fine-grained manipulation with generalization to scene and object variations. Empirically, we demonstrate KITE in 3 real-world environments: long-horizon 6-DoF tabletop manipulation, semantic grasping, and a high-precision coffee-making task. In these settings, KITE achieves a 75%, 70%, and 71% overall success rate for instruction-following, respectively. KITE outperforms frameworks that opt for pre-trained visual language models over keypoint-based grounding, or omit skills in favor of end-to-end visuomotor control, all while being trained from fewer or comparable amounts of demonstrations. Supplementary material, datasets, code, and videos can be found on our website: http://tinyurl.com/kite-site.
WALL-E: Embodied Robotic WAiter Load Lifting with Large Language Model
Enabling robots to understand language instructions and react accordingly to visual perception has been a long-standing goal in the robotics research community. Achieving this goal requires cutting-edge advances in natural language processing, computer vision, and robotics engineering. Thus, this paper mainly investigates the potential of integrating the most recent Large Language Models (LLMs) and existing visual grounding and robotic grasping system to enhance the effectiveness of the human-robot interaction. We introduce the WALL-E (Embodied Robotic WAiter load lifting with Large Language model) as an example of this integration. The system utilizes the LLM of ChatGPT to summarize the preference object of the users as a target instruction via the multi-round interactive dialogue. The target instruction is then forwarded to a visual grounding system for object pose and size estimation, following which the robot grasps the object accordingly. We deploy this LLM-empowered system on the physical robot to provide a more user-friendly interface for the instruction-guided grasping task. The further experimental results on various real-world scenarios demonstrated the feasibility and efficacy of our proposed framework. See the project website at: https://star-uu-wang.github.io/WALL-E/
Robot Learning with Sensorimotor Pre-training
We present a self-supervised sensorimotor pre-training approach for robotics. Our model, called RPT, is a Transformer that operates on sequences of sensorimotor tokens. Given a sequence of camera images, proprioceptive robot states, and past actions, we encode the interleaved sequence into tokens, mask out a random subset, and train a model to predict the masked-out content. We hypothesize that if the robot can predict the missing content it has acquired a good model of the physical world that can enable it to act. RPT is designed to operate on latent visual representations which makes prediction tractable, enables scaling to 10x larger models, and 10 Hz inference on a real robot. To evaluate our approach, we collect a dataset of 20,000 real-world trajectories over 9 months using a combination of motion planning and model-based grasping algorithms. We find that pre-training on this data consistently outperforms training from scratch, leads to 2x improvements in the block stacking task, and has favorable scaling properties.
DIFFTACTILE: A Physics-based Differentiable Tactile Simulator for Contact-rich Robotic Manipulation
We introduce DIFFTACTILE, a physics-based differentiable tactile simulation system designed to enhance robotic manipulation with dense and physically accurate tactile feedback. In contrast to prior tactile simulators which primarily focus on manipulating rigid bodies and often rely on simplified approximations to model stress and deformations of materials in contact, DIFFTACTILE emphasizes physics-based contact modeling with high fidelity, supporting simulations of diverse contact modes and interactions with objects possessing a wide range of material properties. Our system incorporates several key components, including a Finite Element Method (FEM)-based soft body model for simulating the sensing elastomer, a multi-material simulator for modeling diverse object types (such as elastic, elastoplastic, cables) under manipulation, a penalty-based contact model for handling contact dynamics. The differentiable nature of our system facilitates gradient-based optimization for both 1) refining physical properties in simulation using real-world data, hence narrowing the sim-to-real gap and 2) efficient learning of tactile-assisted grasping and contact-rich manipulation skills. Additionally, we introduce a method to infer the optical response of our tactile sensor to contact using an efficient pixel-based neural module. We anticipate that DIFFTACTILE will serve as a useful platform for studying contact-rich manipulations, leveraging the benefits of dense tactile feedback and differentiable physics. Code and supplementary materials are available at the project website https://difftactile.github.io/.
Information-driven Affordance Discovery for Efficient Robotic Manipulation
Robotic affordances, providing information about what actions can be taken in a given situation, can aid robotic manipulation. However, learning about affordances requires expensive large annotated datasets of interactions or demonstrations. In this work, we argue that well-directed interactions with the environment can mitigate this problem and propose an information-based measure to augment the agent's objective and accelerate the affordance discovery process. We provide a theoretical justification of our approach and we empirically validate the approach both in simulation and real-world tasks. Our method, which we dub IDA, enables the efficient discovery of visual affordances for several action primitives, such as grasping, stacking objects, or opening drawers, strongly improving data efficiency in simulation, and it allows us to learn grasping affordances in a small number of interactions, on a real-world setup with a UFACTORY XArm 6 robot arm.