This work proposes a novel learning framework for visual hand dynamics analysis that takes into account the physiological aspects of hand motion. The existing models, which are simplified joint-actuated systems, often produce unnatural motions. To address this, we integrate a musculoskeletal system with a learnable parametric hand model, MANO, to create a new model, MS-MANO. This model emulates the dynamics of muscles and tendons to drive the skeletal system, imposing physiologically realistic constraints on the resulting torque trajectories. We further propose a simulation-in-the-loop pose refinement framework, BioPR, that refines the initial estimated pose through a multi-layer perceptron (MLP) network. Our evaluation of the accuracy of MS-MANO and the efficacy of the BioPR is conducted in two separate parts. The accuracy of MS-MANO is compared with MyoSuite, while the efficacy of BioPR is benchmarked against two large-scale public datasets and two recent state-of-the-art methods. The results demonstrate that our approach consistently improves the baseline methods both quantitatively and qualitatively.
Transparent objects are widely used in our daily lives, making it important to teach robots to interact with them. However, it's not easy because the reflective and refractive effects can make RGB-D cameras fail to give accurate geometry measurements. To solve this problem, this paper introduces RFTrans, an RGB-D-based method for surface normal estimation and manipulation of transparent objects. By leveraging refractive flow as an intermediate representation, RFTrans circumvents the drawbacks of directly predicting the geometry (e.g. surface normal) from RGB images and helps bridge the sim-to-real gap. RFTrans integrates the RFNet, which predicts refractive flow, object mask, and boundaries, followed by the F2Net, which estimates surface normal from the refractive flow. To make manipulation possible, a global optimization module will take in the predictions, refine the raw depth, and construct the point cloud with normal. An analytical grasp planning algorithm, ISF, is followed to generate the grasp poses. We build a synthetic dataset with physically plausible ray-tracing rendering techniques to train the networks. Results show that the RFTrans trained on the synthetic dataset can consistently outperform the baseline ClearGrasp in both synthetic and real-world benchmarks by a large margin. Finally, a real-world robot grasping task witnesses an 83% success rate, proving that refractive flow can help enable direct sim-to-real transfer. The code, data, and supplementary materials are available at https://rftrans.robotflow.ai.
This paper presents a novel simulation platform, ZeMa, designed for robotic manipulation tasks concerning soft objects. Such simulation ideally requires three properties: two-way soft-rigid coupling, intersection-free guarantees, and frictional contact modeling, with acceptable runtime suitable for deep and reinforcement learning tasks. Current simulators often satisfy only a subset of these needs, primarily focusing on distinct rigid-rigid or soft-soft interactions. The proposed ZeMa prioritizes physical accuracy and integrates the incremental potential contact method, offering unified dynamics simulation for both soft and rigid objects. It efficiently manages soft-rigid contact, operating 75x faster than baseline tools with similar methodologies like IPC-GraspSim. To demonstrate its applicability, we employ it for parallel grasp generation, penetrated grasp repair, and reinforcement learning for grasping, successfully transferring the trained RL policy to real-world scenarios.
Tactile perception stands as a critical sensory modality for human interaction with the environment. Among various tactile sensor techniques, optical sensor-based approaches have gained traction, notably for producing high-resolution tactile images. This work explores gel elastomer deformation simulation through a physics-based approach. While previous works in this direction usually adopt the explicit material point method (MPM), which has certain limitations in force simulation and rendering, we adopt the finite element method (FEM) and address the challenges in penetration and mesh distortion with incremental potential contact (IPC) method. As a result, we present a simulator named TacIPC, which can ensure numerically stable simulations while accommodating direct rendering and friction modeling. To evaluate TacIPC, we conduct three tasks: pseudo-image quality assessment, deformed geometry estimation, and marker displacement prediction. These tasks show its superior efficacy in reducing the sim-to-real gap. Our method can also seamlessly integrate with existing simulators. More experiments and videos can be found in the supplementary materials and on the website: https://sites.google.com/view/tac-ipc.
In the realm of robotic cloth manipulation, accurately estimating the cloth state during or post-execution is imperative. However, the inherent complexities in a cloth's dynamic behavior and its near-infinite degrees of freedom (DoF) pose significant challenges. Traditional methods have been restricted to using keypoints or boundaries as cues for cloth state, which do not holistically capture the cloth's structure, especially during intricate tasks like folding. Additionally, the critical influence of cloth physics has often been overlooked in past research. Addressing these concerns, we introduce DiffCP, a novel differentiable pipeline that leverages the Anisotropic Elasto-Plastic (A-EP) constitutive model, tailored for differentiable computation and robotic tasks. DiffCP adopts a ``real-to-sim-to-real'' methodology. By observing real-world cloth states through an RGB-D camera and projecting this data into a differentiable simulator, the system identifies physics parameters by minimizing the geometric variance between observed and target states. Extensive experiments demonstrate DiffCP's ability and stability to determine physics parameters under varying manipulations, grasping points, and speeds. Additionally, its applications extend to cloth material identification, manipulation trajectory generation, and more notably, enhancing cloth pose estimation accuracy. More experiments and videos can be found in the supplementary materials and on the website: https://sites.google.com/view/diffcp.
Fluid interactions permeate daily human activities, with properties like density and viscosity playing pivotal roles in household tasks. While density estimation is straightforward through Archimedes' principle, viscosity poses a more intricate challenge, especially given the varied behaviors of Newtonian and non-Newtonian fluids. These fluids, which differ in their stress-strain relationships, are delineated by specific constitutive models such as the Carreau, Cross, and Herschel-Bulkley models, each possessing unique viscosity parameters. This study introduces a novel differentiable fitting framework, DiffStir, tailored to identify key physics parameters via the common daily operation of stirring. By employing a robotic arm for stirring and harnessing a differentiable Material Point Method (diffMPM)-based simulator, the framework can determine fluid parameters by matching observations from both the simulator and the real world. Recognizing the distinct preferences of the aforementioned constitutive models for specific fluids, an online strategy was adopted to adaptively select the most fitting model based on real-world data. Additionally, we propose a refining neural network to bridge the sim-to-real gap and mitigate sensor noise-induced inaccuracies. Comprehensive experiments were conducted to validate the efficacy of DiffStir, showcasing its precision in parameter estimation when benchmarked against reported literature values. More experiments and videos can be found in the supplementary materials and on the website: https://sites.google.com/view/diffstir.
This work presents a novel tactile perception-based method, named T-NT, for performing the needle-threading task, an application of deformable linear object (DLO) manipulation. This task is divided into two main stages: Tail-end Finding and Tail-end Insertion. In the first stage, the agent traces the contour of the thread twice using vision-based tactile sensors mounted on the gripper fingers. The two-run tracing is to locate the tail-end of the thread. In the second stage, it employs a tactile-guided reinforcement learning (RL) model to drive the robot to insert the thread into the target needle eyelet. The RL model is trained in a Unity-based simulated environment. The simulation environment supports tactile rendering which can produce realistic tactile images and thread modeling. During insertion, the position of the poke point and the center of the eyelet are obtained through a pre-trained segmentation model, Grounded-SAM, which predicts the masks for both the needle eye and thread imprints. These positions are then fed into the reinforcement learning model, aiding in a smoother transition to real-world applications. Extensive experiments on real robots are conducted to demonstrate the efficacy of our method. More experiments and videos can be found in the supplementary materials and on the website: https://sites.google.com/view/tac-needlethreading.
This paper explores the development of UniFolding, a sample-efficient, scalable, and generalizable robotic system for unfolding and folding various garments. UniFolding employs the proposed UFONet neural network to integrate unfolding and folding decisions into a single policy model that is adaptable to different garment types and states. The design of UniFolding is based on a garment's partial point cloud, which aids in generalization and reduces sensitivity to variations in texture and shape. The training pipeline prioritizes low-cost, sample-efficient data collection. Training data is collected via a human-centric process with offline and online stages. The offline stage involves human unfolding and folding actions via Virtual Reality, while the online stage utilizes human-in-the-loop learning to fine-tune the model in a real-world setting. The system is tested on two garment types: long-sleeve and short-sleeve shirts. Performance is evaluated on 20 shirts with significant variations in textures, shapes, and materials. More experiments and videos can be found in the supplementary materials and on the website: https://unifolding.robotflow.ai
Text-to-speech(TTS) has undergone remarkable improvements in performance, particularly with the advent of Denoising Diffusion Probabilistic Models (DDPMs). However, the perceived quality of audio depends not solely on its content, pitch, rhythm, and energy, but also on the physical environment. In this work, we propose ViT-TTS, the first visual TTS model with scalable diffusion transformers. ViT-TTS complement the phoneme sequence with the visual information to generate high-perceived audio, opening up new avenues for practical applications of AR and VR to allow a more immersive and realistic audio experience. To mitigate the data scarcity in learning visual acoustic information, we 1) introduce a self-supervised learning framework to enhance both the visual-text encoder and denoiser decoder; 2) leverage the diffusion transformer scalable in terms of parameters and capacity to learn visual scene information. Experimental results demonstrate that ViT-TTS achieves new state-of-the-art results, outperforming cascaded systems and other baselines regardless of the visibility of the scene. With low-resource data (1h, 2h, 5h), ViT-TTS achieves comparative results with rich-resource baselines.~\footnote{Audio samples are available at \url{https://ViT-TTS.github.io/.}}
Tactile sensing is one of the modalities humans rely on heavily to perceive the world. Working with vision, this modality refines local geometry structure, measures deformation at the contact area, and indicates the hand-object contact state. With the availability of open-source tactile sensors such as DIGIT, research on visual-tactile learning is becoming more accessible and reproducible. Leveraging this tactile sensor, we propose a novel visual-tactile in-hand object reconstruction framework \textbf{VTacO}, and extend it to \textbf{VTacOH} for hand-object reconstruction. Since our method can support both rigid and deformable object reconstruction, no existing benchmarks are proper for the goal. We propose a simulation environment, VT-Sim, which supports generating hand-object interaction for both rigid and deformable objects. With VT-Sim, we generate a large-scale training dataset and evaluate our method on it. Extensive experiments demonstrate that our proposed method can outperform the previous baseline methods qualitatively and quantitatively. Finally, we directly apply our model trained in simulation to various real-world test cases, which display qualitative results. Codes, models, simulation environment, and datasets are available at \url{https://sites.google.com/view/vtaco/}.