In this paper, we address the problem of tactile sim-to-real policy transfer for contact-rich tasks. Existing methods primarily focus on vision-based sensors and emphasize image rendering quality while providing overly simplistic models of force and shear. Consequently, these models exhibit a large sim-to-real gap for many dexterous tasks. Here, we present HydroShear, a non-holonomic hydroelastic tactile simulator that advances the state-of-the-art by modeling: a) stick-slip transitions, b) path-dependent force and shear build up, and c) full SE(3) object-sensor interactions. HydroShear extends hydroelastic contact models using Signed Distance Functions (SDFs) to track the displacements of the on-surface points of an indenter during physical interaction with the sensor membrane. Our approach generates physics-based, computationally efficient force fields from arbitrary watertight geometries while remaining agnostic to the underlying physics engine. In experiments with GelSight Minis, HydroShear more faithfully reproduces real tactile shear compared to existing methods. This fidelity enables zero-shot sim-to-real transfer of reinforcement learning policies across four tasks: peg insertion, bin packing, book shelving for insertion, and drawer pulling for fine gripper control under slip. Our method achieves a 93% average success rate, outperforming policies trained on tactile images (34%) and alternative shear simulation methods (58%-61%).
Figures & tables
Fig. 2: Illustration of the teacher-student RL training using Asymmetric Actor-Critic Distillation (AACD) [ 6 ] . Stage 1: a teacher actor-critic is trained with access to privileged states such as contact forces and object poses. Stage 2: the critic is initialized with the expert critic pretrained from Stage 1 and the student actor that takes high-dimensional inputs (end-effector (EE) pose, relative EE-goal pose, left and right tactile shear) is trained from scratch. The actor-critic is optimized with the PPO RL objective and uses encoder-LSTM-MLP networks (see Appx. A-A ). Stage 3: we deploy the student actor in the real world.
Fig. 3: Illustration of HydroShear and its pipeline for tactile shear simulation. HydroShear simulates the tactile shear feedback that arises from the physical interaction between the indenter I in (a) and the sensor elastomer E in (b). The goal is to compute the marker displacement fields across the tactile grid query points on the elastomer {pi}i=1N from (b). HydroShear computes the dilation displacement field Mtd in (c) and the shear displacement field Mts in (d) to get the total marker displacement field Mt in (e). The dilation field is computed by identifying the tactile grid points that are in contact with the indenter SDF ( ϕI(pi)<0 ). Here, the red circle represents the outline of the contact patch. For the shear field, we take the history of indenter poses in the elastomer frame EX0:tI to track the 3D displacement −f^j,t of the indenter on-surface points {oj,t}j=1M , represented by the red arrows in (d), which connects the initial contact location of indenter on-surface points ( {o^j,t}j=1M ) to the current position of the on-surface indenter points while in-penetration to the elastomer SDF ( ϕE(ot)<0 ).
Fig. 4: Digital twin calibration setup: In the real-world, a KUKA robot arm equipped with a sphere indenter to dilate and shear the elastomer of the GelSight Mini vision-based tactile sensor mounted on the table. We replicate the same motion in a digital twin of the real-world setup to run baseline and our algorithms to calibrate the tactile simulation model.
Model
Shear Type
Dilation
Shear
Twist
Roll
RMSE ↓
CS ↑
RMSE
CS
RMSE
CS
RMSE
CS
TacSL
2.187
0.323
4.262
0.126
4.022
0.157
3.861
0.137
FOTS
1.333
0.976
2.146
0.930
3.596
0.683
2.841
0.561
Ours
1.000
0.976
1.719
0.951
2.021
0.974
1.576
0.904
TABLE I: Calibration Results. Per-taxel shear RMSE [px] and cosine similarity (denoted as CS) between the predicted and ground-truth shear vectors are reported for each shear type.
Fig. 5: Samples from calibration. We showcase samples from representative motions such as dilation, translational shear, rotational shear (twist) and from rolling motion of the sphere. The red circle indicates the contact patch on the soft elastomer from the rigid sphere. The green arrows represent the shear vector field that are not to real-world scale but consistent across samples for visualization purposes. We list the RMSE and cosine similarity between the real-world ground truth sample and the simulated ones respectively as reference values to Tab. I .
Fig. 6: Illustration of shear simulation with complex geometries. We showcase HydroShear’s ability to simulate marker displacement fields from interactions between the sensor elastomer and complex geometries such as a cow with four legs and a ring torus. These geometries introduce complex configurations by the shape of the contact patch or by the number of it. We compare against the baseline models and find that with HydroShear’s SDF-based formulation and with tactile shadowing effects, we can effectively simulate the shear feedback resulting from complex contact geometries compared to other methods.
Model
Peg Insertion
Bin Packing
Book Shelving
Drawer Pulling
Total
TacSL Gray
16/30
16/30
6/30
3/30
41/120
TacSL Shear
19/30
4/30
23/30
24/30
70/120
FOTS
1/30
5/30
20/30
15/30
41/120
FOTS (Reimpl.)
20/30
24/30
26/30
3/30
73/120
HydroShear
25/30
29/30
28/30
30/30
112/120
TABLE II: Zero-shot Sim-to-Real Policy Evaluation. We test 5 different policies that is trained with different tactile simulation frameworks for each task: (1) TacSL tactile grayscale image; (2) TacSL tactile normalized shear; (3) Original FOTS tactile shear with our parallelization; (4) Our reimplemention of FOTS with improvements; (5) HydroShear tactile shear.
Appendix figures & tables21 assets
Supplementary material from the paper’s appendix.
Appendix
State Component
Symbol
Dimension
Description
Plug state †
xtplug
R13
Plug pose (quaternion and position) and velocity
Robot state †
qt
R16
Joint positions (panda joints and gripper joints) and velocities.
End-effector pose
Xtee
R7
Pose of the robot’s end-effector
Socket pose
Xtsocket
R7
Pose of the socket
Plug-Socket Contact Force †
Ftplug-socket
R3
Force vector due to the contact interaction between the plug and the socket
Plug-Left Elastomer Contact Force †
Ftplug-left
R3
Contact interaction forces between plug and the elastomer on left panda finger
Appendix
TABLE III: Summary of our MDP for Peg Insertion, in terms of state, action, and reward components. Each component is denoted by its name, shorthand symbol, dimensionality and a brief description. † : only used in simulation.
State Component
Symbol
Dimension
Description
Grasped Cube state †
xtcube
R13
Grasped cube pose and velocity
Preset Cubes state †
xtpreset-cubes
R7
Pose information for 15 cubes inside the bin.
Robot state †
qt
R14
Joint positions and velocities
End-effector pose
Xtee
R7
Pose of the robot’s end-effector
Goal pose
Xgoal
R7
Target goal pose of grasped cube in end-effector frame
Grasped Cube Contact Forces †
Ftcube-left
R3
Contact force between grasped cube and left elastomer
Appendix
TABLE IV: Summary of our MDP for Bin Packing, in terms of state, action, and reward components. Each component is denoted by its name, shorthand symbol, dimensionality and a brief description. † : only used in simulation.
State Component
Symbol
Dimension
Description
Grasped Book state †
xtcube
R13
Grasped book pose and velocity
Preset Books state †
xtpreset-cube
R7
Preset books information for 14 books inside the bookshelf
Robot state †
qt
R16
Joint positions (panda and gripper joints) and velocities
End-effector pose
Xtee
R7
Pose of the robot’s end-effector
Goal pose
Xgoal
R7
Target goal pose of grasped book
Grasped Book Contact Forces †
Ftbook-elastomer
R6
Contact force between grasped book and both elastomers
Appendix
TABLE V: Summary of our MDP for Book Shelving, in terms of state, action, and reward components. Each component is denoted by its name, shorthand symbol, dimensionality and a brief description. † : only used in simulation.
State Component
Symbol
Dimension
Description
Handle state †
xthandle
R13
Drawer handle pose and velocity
Drawer Box Joint State †
qtdrawer
R2
Drawer Prismatic Joint (for sliding the drawer) position and velocity.
Robot state †
qt
R16
Joint positions (panda joints and gripper joints) and velocities.
End-effector pose
Xtee
R7
Pose of the robot’s end-effector
Handle-Elastomer Contact Force
Fthandle-elastomer
R6
Contact interaction force vector between drawer handle and both elastomers
Handle-Finger Contact Force
Fthandle-finger
R3
Contact interaction force vector between drawer handle and both fingers
Appendix
TABLE VI: Summary of our MDP for Drawer Pulling, in terms of state, action, and reward components. Each component is denoted by its name, shorthand symbol, dimensionality and a brief description. † : only used in simulation.
Hyperparameter
Value
Discount factor
0.99
GAE parameter
0.95
Grad norm
1.0
Entropy coeff.
0.0
PPO clip range
0.2
Bounds loss coeff.
0.0
Appendix
TABLE VII: Teacher PPO Hyperparameters.
Hyperparameter
Value
Discount factor
0.99
GAE parameter
0.95
Grad norm
1.0
Entropy coeff.
0.0
PPO clip range
0.2
Bounds loss coeff.
0.0
Appendix
TABLE VIII: Student PPO Hyperparameters.
Model
Peg Insertion
Bin Packing
Book Shelving
Drawer Pulling
TacSL Gray
76.9 / 74.0
96.9 / 89.5
178.2 / 176.5
63.7 / 63.0
TacSL Shear
87.1 / 81.0
97.7 / 91.0
99.4 / 93.0
155.6 / 125.0
FOTS
197.0 / 197.0
237.6 / 213.0
158.2 / 163.0
96.8 / 90.0
FOTS (Reimpl.)
74.9 / 73.5
169.2 / 148.5
126.7 / 114.0
75.7 / 72.0
HydroShear
85.2 / 82.0
108.8 / 86.0
180.2 / 182.5
120.6 / 116.5
Appendix
TABLE IX: Mean / median real-world environment timesteps to success (success-only). Lower is better.
Parameters
Value
m
50
n
0.0001
β
0.0029
λcontactstage_1
0
λcontactstage_2
0.001
λaction
0.001
Appendix
TABLE X: Reward parameters used in training. λcontact is split into two parts where there is λcontactstage_1 and λcontactstage_2 for the stage 1 and stage 2 teacher training.
Fig. 7: Different randomization modes per task. For Peg Insertion, we randomize the socket position and the in-hand pose of the peg. For Bin Packing, we randomize the goal location out of 16 cube locations and randomize the amount of squish, its direction (horizontal or vertical), and the number of cubes (single or double) used to squish the goal space. For Book Shelving, we randomize the books that are neighboring the goal book pose. We either squish the goal by translating neighboring books in parallel or by tilting to occlude the goal region. For Drawer Pulling, we randomize the force and timing at which perturbation is applied to induce slippage as the robot policy pulls the drawer out.
Fig. 8: Teacher RL training curves. We train the teacher actor-critic over two stages: one without contact penalty and one with contact penalty. The discontinuity is from this finetuning.
Fig. 9: Peg Insertion Students RL training curves
Fig. 10: Bin Packing Students RL training curves
Fig. 11: Book Shelving Students RL training curves
Fig. 12: Drawer Pulling Students RL training curves
Sensor Model
Computation Time (ms)
256 Env
512 Env
1024 Env
Mean ↓
Stdev ↑
Mean
Stdev
Mean
Stdev
FOTS
122.829
3.445
230.884
6.360
446.656
4.028
FOTS (Reimpl.)
11.145
1.826
11.827
1.621
12.040
1.593
Ours
33.805
1.505
57.042
1.787
103.736
1.569
Appendix
TABLE XI: Comptutation Speed Comparison. We evaluate the computational speed of FOTS, our implemented FOTS, and HydroShear by running it on the rollouts of a teacher policy on a Peg Insertion task. The number of environments labelled in the table describes the number of rollouts that the model has to calculate the tactile shear for during the evaluation. The computation time mean and standard deviation are calculated in milliseconds.
Fig. 13: The effect of higher mesh point density (smaller surfel diameter) on HydroShear performance. We use 1.5mm surfels.
Fig. 14: Illustration of representative keyframes during the same policy rollout for peg insertion and its respective tactile feedback per simulation framework.
Fig. 15: Illustration of representative keyframes during the same policy rollout for bin packing and its respective tactile feedback per simulation framework.
Fig. 16: Illustration of representative keyframes during the same policy rollout for book shelving and its respective tactile feedback per simulation framework.
Fig. 17: Illustration of representative keyframes during the same policy rollout for drawer pulling and its respective tactile feedback per simulation framework.
Fig. 18: Illustration of representative keyframes from a sim-to-real policy rollout for each task: (a) Peg Insertion, (b) Bin Packing, (c) Book Shelving, and (d) Drawer Pulling. For (a–c), we show the reset frame, the moment when the grasped object first makes extrinsic contact with the environment, the policy’s reactive response to this contact, and the final successful insertion. For (d), we show the reset with the initial grasp, a frame where a random force perturbation is applied, a frame where the gripper adaptively modulates its grasp to prevent further slippage (highlighted by the red outline), and the final successful drawer opening while maintaining a stable grasp. For each task, the top row shows the visual scene during the rollout, while the bottom row shows synchronized tactile images overlaid with marker displacement fields, visualized as light blue arrows.
Tactile sensing provides direct measurements of contact interactions that are essential for robotic manipulation. However, current simulators lack the fidelity to faithfully model the complex deformation and transduction mechanics of tactile sensors, severely hindering sim-to-real transfer in robot learning pipelines. To address this challenge, we propose a multi-modal representation learning framework that aligns heterogeneous tactile modalities within a shared latent space, eliminating the need for accurate raw-signal simulation while preserving relevant contact information. Our approach employs modality-specific encoders to project diverse tactile observations, such as simulated penetration depth and real-world capacitance, into a common embedding space. The model is trained using self- and cross-reconstruction objectives alongside contrastive alignment, encouraging modality-invariant yet information-rich representations. We evaluate the learned embeddings on indenter shape identification, force prediction, and geometric reconstruction tasks, training exclusively in simulation and testing directly on real sensor measurements. Our results demonstrate zero-shot sim-to-real transfer across physically dissimilar representations. Furthermore, incorporating multi-physics simulation modalities yields more informative embeddings that transfer across diverse downstream tasks, demonstrating a 16.7% reduction in force prediction error and a 45.8% reduction in shape reconstruction error. Finally, we release an efficient Warp-based implementation of a penalty-based tactile simulation model for Isaac Lab, enabling scalable tactile data generation.
Arunim Joarder, Arjun Bhardwaj, René Zurbrügg +6
Robotic Systems Lab, ETH Zürich · ETH AI Center · NVIDIA +1
Contact-rich policies often fail because distinct physical states look alike yet require different actions. Cameras may not reveal whether a connector is aligned or fully seated, while many normal-only tactile sensors can miss the tangential interactions perpendicular to the grasping direction that distinguish these states. We ask whether a learning policy needs calibrated shear measurements, or only a repeatable observation that separates shear-dependent contact states. We introduce TacGooseBumps (TacGB), a passive domed film that mechanically encodes tangential loading as pattern changes in an existing sensor's pressure map. Tangential loading tilts each dome and redistributes pressure across its footprint; an end-to-end policy consumes the resulting maps without added electronics, force reconstruction, or taxel-level dome alignment. Across four imitation-learning tasks and two data-collection pipelines, TacGB improves goal attainment, efficiency, and contact quality: insertion success increases by up to 36 percentage points, and successful insertions are completed faster, while fragile-object placement becomes gentler and drawing becomes more continuous and straight. Signal, stage-wise, failure-mode, and trajectory analyses link these gains to contact regimes in which task-relevant tangential interactions are poorly resolved by vision and normal pressure alone. Together, these results show that shear need not be measured metrically to benefit robot learning; it can instead be mechanically encoded without changing the underlying tactile sensor or the policy's pressure-map input format.
Wenjie Li, Binyu Yang, Yuxin Chen +2
University of California, Berkeley · Saratoga High School
Human-like dexterous hands with multiple fingers offer human-level manipulation capabilities but remain difficult to train the control policies that can deploy on real hardware due to contact-rich physics and imperfect actuation. We present a sim-to-real reinforcement learning method that leverages dense tactile feedback combined with joint torque sensing to explicitly regulate physical interactions. To enable effective sim-to-real transfer, we introduce (i) a computationally fast tactile simulation that computes distances between dense virtual tactile units and the object via parallel forward kinematics, providing high-rate, high-resolution touch signals needed by RL; (ii) a current-to-torque calibration that eliminates the need for torque sensors on dexterous hands by mapping motor current to joint torque; and (iii) actuator dynamics modeling with randomization to account for non-ideal torque-speed effects and bridge the actuation gaps. Using an asymmetric actor-critic PPO pipeline, we train policies entirely in simulation and deploy them directly to a five-finger hand. The resulting policies demonstrate two essential human-hand skills: (1) command-based controllable grasp force tracking and (2) reorientation of objects in the hand, both of which are robustly executed without fine-tuning on the robot. By combining tactile and torque in the observation space with scalable sensing and actuation modeling, our system provides a practical solution to achieve reliable dexterous manipulation. To our knowledge, this is the first demonstration of controllable grasping on a multi-finger dexterous hand trained entirely in simulation and transferred zero-shot on real hardware.
Zhe Zhao, Zhibin Li, Yilin Ou +1
State Key Laboratory of Networking and Switching Technology Beijing University of Posts and Telecommunications, China · University College London, United Kingdom