Organizations: Tsinghua University · TsingTec · Fudan University · Shenzhen University · Nanyang Technological University · Georgia Institute of Technology
Recent advances in 3D hand-object interaction (HOI) perception have opened new opportunities for learning dexterous robotic skills from human videos. However, existing dexterous imitation learning methods often rely on costly and manually teleoperated robot demonstrations, requiring substantial human effort. Therefore, we build DEXCAST, a framework that learns dexterous robotic hand control directly from monocular RGB-D videos by leveraging joint HOI reconstructions, without requiring any teleoperation. Furthermore, how to model high-dimensional robotic hand motion and extract temporal context to inform future action generation remains a key challenge. To this end, we propose a DexHand Motion Perception Module (DMPM) to capture inter-joint coordination and temporal dependencies in compact latent representations that condition our diffusion policy. Extensive real-world experiments demonstrate that DEXCAST achieves exceptional performance across diverse dexterous manipulation tasks.
Figures & tables
Fig. 2 : Overview of DexCast . (a) Demonstration acquisition. Given monocular videos, we leverage 4D HOI reconstruction and reinforcement learning to generate training data for dexterous policy learning. (b) We pretrain our VAE-based DexHand Motion Perception Module (DMPM) on large-scale motion capture data. (c) The pretrained DMPM encoder produces a compact latent representation of robotic hand motion, which conditions the diffusion process.
Fig. 3 : Visualization of data flow. We recover the full hand–object geometry from raw RGB-D videos, transfer the interaction to a robotic hand, and synthesize complete interaction point clouds for downstream policy training.
Fig. 4 : Details of the DMPM Encoder. (a) Our encoder leverages the articulated kinematic chains of the robotic hand to capture structured inter-joint couplings. (b) SkeletonBlock performs topology-aware residual aggregation along the kinematic graph. (c) Visualization of the skeleton. The skeleton represents the robotic hand as a structured articulated graph, with nodes representing joints and directed edges tracing the kinematic hierarchy.
Model
Grasp
Pour
Flip
Push
Wipe
Stack
Avg
State-Based DP
35.0 | 40.0
50.0 | 40.0
60.0 | 50.0
40.0 | 35.0
20.0 | 30.0
10.0 | 25.0
35.8 | 36.7
ACT-3D
40.0 | 50.0
40.0 | 35.0
65.0 | 70.0
60.0 | 70.0
25.0 | 40.0
20.0 | 30.0
41.7 | 49.2
DP-3D
35.0 | 45.0
60.0 | 50.0
60.0 | 65.0
65.0 | 70.0
60.0 | 55.0
30.0 | 40.0
51.7 | 54.2
CordViP
75.0 | 80.0
70.0 | 75.0
75.0 | 70.0
80.0 | 80.0
75.0 | 80.0
60.0 | 65.0
72.5 | 75.0
Ours
90.0 | 80.0
85.0 | 90.0
80.0 | 85.0
90.0 | 95.0
95.0 | 90.0
85.0 | 80.0
87.5 | 86.7
TABLE I : Quantitative results on six real-world dexterous manipulation tasks. Each entry reports the success rate (%) under Viewpoint-1 | Viewpoint-2, with the final column reporting the average success rates.
Fig. 5 : Real-world performance on six dexterous manipulation tasks.
Model
Pour
Stack
Avg.
Seen
Unseen
Seen
Unseen
DP-3D
60.0
55.0
30.0
30.0
43.8
CordViP
70.0
65.0
60.0
55.0
62.5
Ours
85.0
85.0
85.0
85.0
85.0
TABLE II : Success rates (%) on seen and unseen objects.
Model
Pour
Stack
Grasp
Push
Avg.
Env-1
Env-2
Env-3
Cluttered
Env-1
Env-2
Env-3
Cluttered
Env-1
Env-2
Env-3
Cluttered
Env-1
Env-2
Env-3
Cluttered
DP-3D
60.0
50.0
45.0
30.0
30.0
25.0
40.0
20.0
35.0
25.0
25.0
20.0
65.0
60.0
55.0
45.0
39.4
CordViP
70.0
65.0
65.0
55.0
60.0
55.0
50.0
40.0
75.0
70.0
75.0
60.0
80.0
70.0
75.0
65.0
64.4
Ours
85.0
85.0
80.0
70.0
85.0
85.0
90.0
70.0
90.0
85.0
85.0
75.0
90.0
90.0
85.0
80.0
83.1
TABLE III : Generalization of DexCast to different environments (Env.) (Success Rate %).
Variant
Grasp
Pour
Flip
Push
Wipe
Stack
Avg.
DexCast w/o augmented data
30.0
40.0
20.0
25.0
25.0
15.0
25.8
DexCast w/o SIM(3) & DMPM
60.0
70.0
60.0
75.0
75.0
60.0
66.7
DexCast w/o DMPM
80.0
80.0
70.0
85.0
85.0
70.0
78.3
DexCast w/o SIM(3)
80.0
85.0
75.0
80.0
85.0
80.0
80.8
DexCast (from scratch)
80.0
85.0
60.0
90.0
85.0
80.0
80.0
DexCast (Full)
90.0
85.0
80.0
90.0
95.0
85.0
87.5
TABLE IV : Ablation studies of DexCast. (Success Rate %).
Fig. 6 : UMAP visualization of hand-state representations encoded by DMPM and an MLP baseline.
Metric
w/o Skeleton
Skeleton
16
32
64
128
16
32
64
128
TMPJPE (mm) ↓
11.497
9.328
8.445
13.141
4.005
3.691
4.540
12.345
MPJPE (mm) ↓
3.355
2.722
2.364
3.835
1.150
1.073
1.316
3.653
Pose Consistency (deg) ↓
2.125
1.811
1.505
2.096
0.776
0.699
0.863
1.941
Hand Jitter (deg/s 2 ) ↓
0.133
0.215
0.215
0.248
0.320
0.290
0.255
0.288
TABLE V : Ablation studies on skeleton architecture and sequence length. Clip length T varies from 16 to 128 frames.
Fig. 7 : Visualization of DexHand motion recovery for two DMPM architectures. The DMPM with Skeleton produces higher-fidelity reconstructions.
Metric
32
64
128
256
512
1024
2048
TMPJPE (mm) ↓
6.623
3.370
3.075
3.024
3.402
3.691
4.211
MPJPE (mm) ↓
1.877
0.967
0.893
0.881
0.983
1.073
1.221
Pose Consistency (deg) ↓
1.237
0.639
0.622
0.581
0.656
0.699
0.794
Hand Jitter (deg/s 2 ) ↓
0.366
0.395
0.388
0.346
0.312
0.290
0.298
TABLE VI : Latent Dimension Ablation. Performance of DMPM under different latent dimensions.
Robotic foundation models pre-trained on human demonstration videos have shown promise, but a significant embodiment gap remains when the resulting policies are deployed on real robots. A common remedy is to fine-tune these models on robot-specific demonstrations. However, robot data collection can be prohibitively expensive and time-consuming, which is particularly acute in dexterous manipulation, e.g., teleoperating a multi-fingered hand for even a single atomic task can take days. To address this, we introduce Dexterous Point Policy, a framework that learns dexterous manipulation policies directly from human videos and requires no robot demonstrations. Our core insight is that a unified 3D keypoint representation can bridge human and robot embodiments when used for both observations and actions. Specifically, we extract 3D keypoints of task-relevant objects and human hands from raw videos, and train an autoregressive transformer over these keypoints. We observe that at the keypoint level, specifically the wrist and fingertips, human and robot behaviors closely align, enabling direct policy transfer. On a suite of real-robot tasks spanning pick-and-place and tool use, Dexterous Point Policy attains 75.0% success, whereas a state-of-the-art VLA baseline reaches only 1.0%. Furthermore, our method generalizes strongly to unseen scenarios, including multi-object environments and novel object categories.
While learning dexterous manipulation from a single human video offers a promising alternative to costly robot demonstrations, many recent methods predominantly imitate demonstrated motions. Such strict motion matching often limits generalization to initial object poses, goal poses, and grasps not shown in the video. Alternatively, discovering a policy via reinforcement learning (RL) allows for broad generalization, but without prior guidance, it struggles with high-dimensional exploration in complex, multi-stage tasks. To address these coupled generalization and exploration challenges, we present Dex-One2Many, a real-to-sim-to-real framework that learns a generalizable dexterous manipulation policy from a single human video. Our key insight is to abstract the video into sequential scene graphs that guide RL, enabling efficient exploration while preserving broad generalizability. The graphs serve as generative constraints for sampling diverse reset states and provide dense rewards for each stage. Because the graphs constrain relations rather than exact poses, these reset states cover object poses and grasps beyond the video, while initializing each stage from them with dense rewards keeps exploration short and guided. Trained entirely in simulation, Dex-One2Many transfers zero-shot to a real multi-fingered hand. Across five tool-use and manipulation tasks, Dex-One2Many exceeds baselines by 6.5% in seen configurations, while its robust generalization widens this gap to 71% in unseen scenarios.
Jusuk Lee, Sungha Kim, Yeonsoo Park +8
Seoul National University · University of Maryland, College Park · All Purpose AI +1
Human videos are an abundant source of dexterous manipulation behaviors, but they lack tactile information that is crucial for contact-rich interaction. This raises a fundamental question: can robots learn deployable visual-tactile dexterous manipulation policies from human video demonstrations without robot-side data collection? We present DEX-X, a framework for learning visual-tactile dexterous manipulation from human videos through simulation. Our key insight is that simulation can serve as a tactile completion engine. Given monocular human demonstrations, DEX-X reconstructs hand-object interactions in simulation, where physically grounded contact dynamics provide tactile supervision unavailable in the original videos. Leveraging this recovered tactile information, we train visual-tactile dexterous manipulation policies and distill them into deployable policies operating on point-cloud observations and tactile sensing. We demonstrate zero-shot sim-to-real transfer on a dexterous hand-arm platform across diverse grasping and contact-rich tool-use tasks. The teacher policy achieves 65.9% average success across six task categories in simulation, while the distilled visual-tactile policy achieves 93% success on real-world cube picking and 53% on the challenging table-cleaning task. Zero-shot generalization to unseen object geometries is also observed on object-picking tasks. Our results suggest that simulated interaction is a key bridge between human videos and deployable dexterous manipulation policies, providing the missing physical supervision needed for scalable robot skill learning from Internet-scale human video data.
Ruoqu Chen, Feixiang Ruan, Liu Cao +9
Tsinghua University · Shanghai Qizhi Institute · Sharpa +2