Organizations: University of Tübingen, Germany · Tübingen AI Center, Germany · Max Planck Institute for Informatics, Saarland Informatics Campus, Germany · University of California, Berkeley, USA
Synthesizing physically grounded dexterous hand-object interactions is important for VR/AR, gaming, and robotics, yet remains challenging because subtle contact dynamics, diverse object geometries, and target trajectories must be jointly respected while maintaining natural grasps. Existing methods either track mocap trajectories with limited transfer to novel objects, or rely on hand-only generative priors that fail to capture coupled hand-object motion, sacrificing contact fidelity and sample efficiency. To tackle these challenges, we introduce PiHand, a Physically grounded Interaction-aware Hand motion synthesis framework. PiHand first trains expert policies that track mocap demonstrations in simulation, distills them into a unified hand-object interaction prior using a goal-conditioned VAE, and finally solve diverse dexterous manipulation tasks through bounded residual exploration in its latent space. With only a single reward and no complex curriculum training, this yields general tabletop manipulation policies that generalize to unseen objects and trajectories on GRAB and DexYCB. The same prior transfers to object catching and bimanual handover, two tasks that are rarely seen in its training data. Across all tasks, PiHand consistently outperforms baselines in all metrics. We will release the processed data and model checkpoints.
Figures & tables
Figure 1: We propose PiHand, a method to generate physically plausible hand-object interaction motions by learning physically grounded interaction priors from mocap references. Our single interaction prior transfers to diverse dexterous manipulation tasks.
Figure 2: Method Overview . In Stage I we train expert policies that can track mocap hand-object interactions in a physically simulated environment. In Stage II we then distill the expert knowledge into a VAE-like student network via behavior cloning. The VAE embeds hand-object interactions into a latent space which we leverage in Stage III for efficient sampling and exploration for object trajectory guided motion generation.
Figure 3: Tabletop manipulation synthesis comparison on unseen objects from GRAB (top row) and DexYCB (bottom row) evaluation set. Grayed out frames indicate early termination due to fatally wrong grasps. Action space exploration generates unnatural grasping and hand-only prior often fails to grasp with object reference while ours achieves both realism and high success rate.
Method
Data
Granularity
SR ↑
TC ↑
Et (cm) ↓
Er ( ∘ ) ↓
MPJPE (cm) ↓
ManipTrans
GRAB50
Per-sequence
69.6
77.6
0.43
7.3
1.97
Ours
GRAB50
Per-sequence
93.3
95.8
0.28
4.9
1.01
GRAB Full
Per-object
84.8
92.2
1.04
15.4
2.08
Table 1: Physical imitation of mocap reference motions on GRAB50 and the full GRAB dataset. Our method significantly improves the tracking success rate than ManipTrans ( Li et al., 2025a ) .
GRAB ( Taheri et al., 2020 )
DexYCB ( Chao et al., 2021 )
Method
SR ↑
TC ↑
Et (cm) ↓
Er ( ∘ ) ↓
SR ↑
TC ↑
Et (cm) ↓
Er ( ∘ ) ↓
Action Space Expl.
59.1
73.6
1.79
21.5
60.8
81.3
1.63
14.2
Hand-Only Prior
60.0
73.4
1.52
21.2
59.5
79.4
1.59
16.1
Ours
74.0
82.9
1.36
20.0
77.7
87.4
1.52
13.8
Table 2: Tabletop manipulation synthesis on GRAB and DexYCB with unseen objects and trajectories. The interaction prior is trained only on GRAB dataset.
Figure 4: Effect of the latent residual bound B . Exploration with less constraint (larger bound value B) leads to higher success rate 4(a) but collapsed grasp diversity 4(b) as the deployed latents (blue) deviate too much from the learned latent prior (grey) in 4(c) .
Figure 5: Generalization of the interaction prior to object catching (top) and handover (bottom). Our interaction prior transfers to other manipulation tasks rarely seen in GRAB.
Appendix figures & tables11 assets
Supplementary material from the paper’s appendix.
Appendix
Parameter
Value
Reward Weights & Environment
Keypoint tracking weight ( λkey )
10
Object surface-sample weight ( λsamp )
10
Contact tracking weight ( λcont )
2.5
Termination threshold: Object position deviation
5 cm → 2 cm (annealed)
Termination threshold: Object sample deviation
5 cm → 2 cm (annealed)
Appendix
Table 5: Hyperparameters for expert policy training. Reward weights and environment thresholds are shared across all expert variants. We scale the minibatch size with the dataset diversity of the respective training task.
Dataset
SR ↑
TC ↑
MPJPE ↓
Hand-only imitation experts
GRAB + mirroring
79.5
84.5
0.53
Appendix
Table 6: Hand-only imitation experts used to build the Hand-Only Prior baseline. SR and TC in % under a 2.5 cm keypoint error threshold, MPJPE in cm.
Method
Obj. Sample
Pre-grasp
Curriculum
Action Space Exploration
✓
✓
✓
Hand-Only Prior
✓
✓
✓
Ours
✓
×
×
Appendix
Table 7: Reward terms and curriculum used by each method for Tabletop Manipulation. Although our method relies only on the object surface-sample reward and needs no curriculum, it outperforms both baselines.
Figure 6: Success rate over training epochs of our imitation experts compared to ManipTrans on GRAB50.
Method
Data
Granularity
SR (5cm) [%]
TC (5cm) [%]
Et [cm]
Er [ ∘ ]
MPJPE [cm]
ManipTrans ( Li et al., 2025a )
GRAB50
Per-sequence
69.6±1.5
77.6±1.9
0.43±0.01
7.3±0.2
1.97±0.06
Ours
GRAB50
Per-sequence
93.3±3.0
95.8±2.6
0.28±0.05
4.9±1.2
1.01±0.10
Appendix
Table 8: Three-seed replication of the ManipTrans comparison on GRAB50. We report mean ± standard deviation over 3 random seeds.
Method
SR ↑
TC ↑
Et↓
Er↓
Action Space Exploration
59.1±4.7
73.6±3.6
1.79±0.10
21.5±1.0
Hand-Only Prior
60.0±3.1
73.4±2.1
1.52±0.06
21.2±1.0
Ours
74.0±0.9
82.9±0.6
1.36±0.01
20.0±0.5
Appendix
Table 9: Tabletop Manipulation on held-out GRAB objects. We report mean ± standard deviation over 3 random seeds. SR and TC in % (10 cm threshold), Et in cm, Er in degrees.
Training Objects
Held-Out Objects
Method
Hand Usage
SR ↑
TC ↑
Et↓
SR ↑
TC ↑
Et↓
Action Space Exploration
both hands
51.1
68.2
3.19
43.0
61.9
3.27
Hand-Only Prior
both hands
4.9
37.3
3.70
1.0
32.3
3.55
Ours
right only
78.2
89.8
2.03
78.0
88.3
1.98
Ours
both hands
84.6
91.6
1.66
87.0
94.5
1.38
Appendix
Table 10: Catching a thrown object. Left: the 45 training objects, 900 episodes per method. Right: five held-out objects, 100 episodes per method. All methods are trained under an equal wall-clock budget. The right only row is a different task, catching with the right hand only ( Sec. D.4 ), and is not directly comparable to the other rows.
Training Objects
Held-Out Objects
Method
SR ↑
TC ↑
Et↓
SR ↑
TC ↑
Et↓
Action Space Exploration
53.8
69.2
2.46
11.9
30.8
5.27
Hand-Only Prior
26.8
51.2
4.39
5.0
35.3
4.45
Ours
69.0
79.4
1.60
51.9
74.6
2.18
Appendix
Table 11: Bimanual handover. Left: training objects, 800 episodes per method. Right: held-out objects, restricted to the 160 motion-capture start frames that are physically stable ( Sec. D.5 ). All methods start from identical states.
Table 12: Zero-shot robustness of the Tabletop Manipulation policies to physical perturbations. Success rate in % on held-out objects (100 evaluations per motion), varying one factor at a time; parentheses give the relative change w.r.t. each method’s own base setting (friction 0.7, mass 1× , no noise). Action noise adds zero-mean Gaussian noise to the commanded joint targets at every control step (standard deviation in degrees for rotational joints and in mm for wrist translation). Single seed only.
Method
SR @ 10 cm ↑
SR @ 7.5 cm ↑
SR @ 5 cm ↑
Action Space Exploration
59.1 ± 4.7
50.0 ± 4.0
37.2 ± 4.0
Hand-Only Prior
60.0 ± 3.1
55.0 ± 2.6
46.6 ± 2.4
Ours
74.0 ± 0.9
69.9 ± 1.1
63.5 ± 1.1
Appendix
Table 13: Tabletop Manipulation on held-out GRAB objects under stricter object-position termination thresholds. Success rate in %, mean ± standard deviation over 3 seeds.
Method
SR ↑
TC ↑
Et↓
Er↓
Direct prior rollout
30.8
50.4
2.19
20.8
Action-space residual
49.6
65.2
1.87
21.0
W/o random traj.
67.9
78.4
1.37
20.4
Ours
74.0
82.9
1.36
20.0
Appendix
Table 14: Stage III ablations on held-out GRAB objects. Et in cm, Er in degrees.
Real-world learning for dexterous hands remains brittle because high-dimensional hand actions amplify imitation errors and make reinforcement-learning exploration prone to contact-breaking motion. While combining imitation learning (IL) with online reinforcement learning (RL) can reduce manual supervision, unconstrained exploration in raw hand-action spaces is sample-inefficient and risky for physical hardware. We introduce a latent motion prior module (\prior{}) that maps recent hand-action histories to a compact, history-conditioned latent prior and decodes continuous latent commands into executable high-dimensional hand targets. Built on this prior, \method{} is a three-stage real-world dexterous learning framework: it pretrains \prior{} from demonstrations, trains a visuomotor policy that predicts native arm commands and latent hand-action offsets, and improves the policy with online residual RL in the same latent hand-action space. This shared, decodable interface lets residual exploration make local corrections near demonstrated, contact-consistent hand motions rather than perturbing every finger joint independently. We evaluate \method{} on four real-robot dexterous manipulation tasks against raw, linear, and discrete hand-action interfaces. Starting from small task-specific demonstration sets, \method{} achieves a 56.25% average IL success rate and raises it to 98.75% after online RL, reaching 100% final success on three tasks and 95% on the remaining task.
Xinye Yang, Zhiyuan Ma, Hongze Yu +5
Fudan University · PsiBot · Zhongguancun Academy +2
Dexterous in-hand manipulation requires policies that coordinate high-DoF hand joints through intermittent, contact-rich interaction. Beyond target-orientation tracking, such policies must discover finger gaits that preserve object stability while adapting to geometry, anisotropy, pose, contact, and sensing changes. We propose \method, a tactile-conditioned behavior prior model for dexterous reorientation. \method distills multi-scale sphere specialists into a latent controller and lets downstream policies reuse the fixed tactile prior through residual latent actions, reducing renewed exploration from raw joint commands. The prior conditions on tactile-proprioceptive history so latent behavior reflects the current hand-object interaction. We evaluate arbitrary-pose transfer across anisotropic objects, commanded-axis rotation, and an arm-hand Grasp-to-AnyPose task in which the robot must grasp, lift, transport, and reach goal poses for novel tool geometries and generalized placements. Extensive experiments demonstrate that the proposed method accelerates training and enables stable policies where matched raw-action PPO remains near failure, with successful sim-to-real transfer in in-hand and arm-hand tasks.
Synthesizing believable 4D hand-object grasping sequences is important for character animation, extended reality, and embodied agents. Grasping requires a hand to approach, contact, and lift or manipulate an object coherently. Existing synthesis methods often model only the final static grasp or rely on additional conditions, such as language, target grasps, or object trajectories, to specify the interaction. We instead study the underconstrained problem of generating a complete grasping motion from a single initial hand-object state. Our framework decouples hand-motion generation from object-motion recovery. Given an object point cloud in the initial wrist frame and the initial parameterized hand configuration, conditional flow matching predicts a sequence-level contact map and a hand pose at each normalized sequence time. This time-indexed formulation avoids the error accumulation of autoregressive rollout while representing the complete motion. We then infer an attachment frame and recover rigid-object motion through training-free, contact-guided weighted registration. We evaluate on held-out DexYCB objects and unseen object geometries reconstructed from in-the-wild videos by Open-CHOIR. Compared with LatentHOI, our method produces smoother hand and object motion in every setting, matches or improves on its contact and penetration metrics in the wild under a shared initialization, and is about 30x faster per generated frame. In a 15-participant study, our motions were preferred in roughly two thirds of (forced-choice pairwise) comparisons. Precise contact closure on novel geometry, however, remains a key open challenge.
Nga Kiu Kelly Ho, Yilin Liu, Hao Xu +1
University College London · The Chinese University of Hong Kong · Adobe Research