ViserDex: Visual Sim-to-Real for Robust Dexterous In-hand Reorientation
Organizations: ETH Zurich · NVIDIA
Abstract
In-hand object reorientation requires precise estimation of the object pose to handle complex task dynamics. While RGB sensing offers rich semantic cues for pose tracking, existing solutions rely on multi-camera setups or costly ray tracing. We present a sim-to-real framework for monocular RGB in-hand reorientation that integrates 3D Gaussian Splatting (3DGS) to bridge the visual sim-to-real gap. Our key insight is performing domain randomization in the Gaussian representation space: by applying physically consistent, pre-rendering augmentations to 3D Gaussians, we generate photorealistic, randomized visual data for object pose estimation. The manipulation policy is trained using curriculum-based reinforcement learning with teacher-student distillation, enabling efficient learning of complex behaviors. Importantly, both perception and control models can be trained independently on consumer-grade hardware, eliminating the need for large compute clusters. Experiments show that the pose estimator trained with 3DGS data outperforms those trained using conventional rendering data in challenging visual environments. We validate the system on a physical multi-fingered hand equipped with an RGB camera, demonstrating robust reorientation of five diverse objects even under challenging lighting conditions. Our results highlight Gaussian splatting as a practical path for RGB-only dexterous manipulation. For videos of the hardware deployments and additional supplementary materials, please refer to the project website: https://rffr.leggedrobotics.com/works/viserdex/
Figures & tables
| Augmentation | Targets | Probability | Fraction | Range |
| Random Noise | ||||
| Additive | SH0, SHN | 0.2 | 1.0 | |
| Scaling | SH0, SHN | 0.2 | 1.0 | |
| Spatial Cluster | ||||
| Additive | SH0, SHN | 0.8 | 0.10 | |
| Scaling | SH0, SHN | 0.8 | 0.20 | |
| Objects | Cube | 3D Printed Toy | Rubber Duck | Tablet Bottle | Globe | Mean | ||||||
| Method | ADD | Accuracy | ADD | Accuracy | ADD | Accuracy | ADD | Accuracy | ADD | Accuracy | ADD | Accuracy |
| Nominal Conditions | ||||||||||||
| Standard Tiled | ||||||||||||
| DR Tiled | ||||||||||||
| Naïve GS | ||||||||||||
| Ours | ||||||||||||
| Objects | Cube | 3D Printed Toy | Rubber Duck | Tablet Bottle | Globe | Mean | ||||||
| Method | ADD | Accuracy | ADD | Accuracy | ADD | Accuracy | ADD | Accuracy | ADD | Accuracy | ADD | Accuracy |
| Nominal Conditions | ||||||||||||
| w/o Random Noise | ||||||||||||
| w/o Spatial Clustering | ||||||||||||
| w/o Color Clustering | ||||||||||||
| w/o Global Shift | ||||||||||||
| Consecutive Successes (Over Five Runs) | |||
| Objects | DeXtreme [ 7 ] | Ours (Nominal) | Ours (Adversarial) |
| Cube | |||
| 3D Printed Toy | - | ||
| Rubber Duck | - | ||
| Tablet Bottle | - | ||
| Globe | - | ||
Appendix figures & tables12 assets
Supplementary material from the paper’s appendix.
Appendix
| Consecutive Successes | |||
| Objects | Teacher Policy (w/o obs noise) | Student Policy (w/o obs noise) | Student Policy (with obs noise) |
| Cube | |||
| 3D Printed Toy | |||
| Rubber Duck | |||
| Tablet Bottle | |||
| Globe | |||
| Objects | Trans Error | Rot Error | Trans Error Correlation | Rot Error Correlation |
| Cube | ||||
| 3D Printed Toy | ||||
| Rubber Duck | ||||
| Tablet Bottle | ||||
| Globe | ||||
| Mean |
| Objects | Cube | 3D Printed Toy | Rubber Duck | Tablet Bottle | Globe | Mean | ||||||
| Method | Trans Error | Rot Error | Trans Error | Rot Error | Trans Error | Rot Error | Trans Error | Rot Error | Trans Error | Rot Error | Trans Error | Rot Error |
| Nominal Conditions | ||||||||||||
| Standard Tiled | ||||||||||||
| Domain Randomized | ||||||||||||
| Naive GS | ||||||||||||
| Ours | ||||||||||||
| Objects | Cube | 3D Printed Toy | Rubber Duck | Tablet Bottle | Globe | Mean | ||||||
| Method | Trans Error | Rot Error | Trans Error | Rot Error | Trans Error | Rot Error | Trans Error | Rot Error | Trans Error | Rot Error | Trans Error | Rot Error |
| Nominal Conditions | ||||||||||||
| w/o Random Noise | ||||||||||||
| w/o Spatial Clustering | ||||||||||||
| w/o Color Clustering | ||||||||||||
| w/o Global Shift | ||||||||||||
| Term | Weight | Equation | Description |
| Task Rewards | |||
| Orientation Tracking | 1.0 | : orientation error, . | |
| Success Bonus | 250.0 | Bonus when rad. | |
| Termination Penalties | |||
| Object Dropped | Penalty when the object falls. | ||
| Curriculum Penalties (Weights are gradually increased during training) | |||
| Term | Dim. | Description |
| Proprioceptive Observations | ||
| Joint Positions | 16 | Measured robot joint angles. |
| Action History | 64 | Joint position commands from the last four time steps. |
| Goal Orientation | 4 | Target orientation (quaternion). |
| Palm Link Position | 3 | Position of the palm link (constant) |
| Remaining Time | 1 | Normalized time remaining in the episode. |
| Parameter | Type | Distribution | Range / Details |
| Startup Randomization | |||
| Robot Link Mass | Scaling | Log-Uniform | |
| Robot Link Friction | Absolute | Uniform | Static/Dynamic: |
| Fingertip Friction | Absolute | Uniform | Static/Dynamic: |
| Robot Restitution | Absolute | Uniform | |
| Object Scale | Scaling | Uniform | (per axis) |
| Parameter | Value |
| Policy Architecture | |
| Actor Hidden Layers | |
| Critic Hidden Layers | |
| Exte. Encoder Hidden Layers | |
| Exte. Encoder Latent Dimension | |
| Priv. Encoder Hidden Layers | |
| Parameter | Value |
| Student Architecture | |
| Actor MLP | |
| Exteroceptive MLP | |
| Exteroceptive Latent Dim | |
| Privileged Latent Dim | |
| Activation Function | ELU |
| Noise Component | Distribution / Type | Parameters / Range |
| Object Position | ||
| Temporal Downsampling | Discrete Sampling ( ) | Update period: – steps |
| Stochastic Jitter | Bernoulli Delay ( ) | Delay probability: – |
| Tracking Failure | Random Replacement | Failure probability: – |
| Biased Noise | Additive Uniform | Noise: mm Bias: mm |
| Object Orientation | ||
| Augmentation | Probability | Range |
| Photometric Augmentations | ||
| Color Jitter | ||
| Hue Shift | ||
| Brightness Scaling | ||
| Contrast Scaling | ||
| Gamma | ||