Robot-free human demonstrations offer a promising route to scaling dexterous manipulation data. The key challenge is to preserve the demonstrator's natural dexterity while producing contact-grounded observations and actions that transfer to robot hands. We present Contact Imitation Interface (CIMI), a framework with contact-grounded demonstration and learning interfaces. The demonstration interface combines shared contact geometry and fingertip RGB views with contact-alignment-first retargeting and reprojection of wider scene views. The learning interface introduces a hierarchical policy in which a contact-surface planner predicts relative contact-surface trajectories and a controller coordinates wrist and finger commands to improve contact alignment. CIMI combines contact-grounded observations, retargeting, and action representations, improving mean final-stage success by at least 50 percentage points over baseline policies across six hand-task pairs on LEAP and Wuji. Hardware designs and software are publicly available.
Figures & tables
Fig. 1: CIMI transfers contact-sensitive skills from human demonstrations to robot hands. Shared fingertip modules provide corresponding contact surfaces and camera views for human demonstration and execution across different robot hands. Bottom: tasks involving deformable objects, multi-finger coordination, and precise contact.
TABLE I: Demonstration interfaces: dexterity, contact geometry and observations relative to execution, and cross-hand reuse. Mixed entries vary across cited systems.
Fig. 2: Contact connects demonstration and learning in CIMI. The demonstration interface captures contact-surface trajectories and observations, then constructs robot demonstrations through contact-alignment-first retargeting and context-view reprojection. The learning interface predicts relative contact-surface trajectories and realizes them through coordinated wrist and finger control.
Figure 4
Fig. 5: Real-world rollouts and failure cases. Orange-bordered insets ( ) show contact-camera views; within each inset, blue lines ( ) mark the contact surface and yellow outlines ( ) mark object boundaries. Green ( ) and blue ( ) backgrounds show successful LEAP and Wuji rollouts, respectively; red ( ) marks CTX and WristJoint failures.
Policy
Visual
LEAP Hand
Wuji Hand
Mean
Cube
Coin
Letter
Bulb
Cube
Coin
Align
Lift
Wedge
Lift
Open
Lift
Screw
Light
Align
Lift
Wedge
Lift
WristJoint
CTX
0
0
0
0
0
0
35
5
0
0
0
0
0.8
ContactSurface
CTX
0
0
0
0
0
0
50
10
0
0
0
0
1.7
WristJoint
CTX+CC
35
20
50
35
25
15
85
70
30
15
40
30
30.8
ContactSurface
CTX+CC
85
75
95
85
90
80
95
90
75
70
90
85
80.8
TABLE II: Policy and observation comparison on LEAP and Wuji hands. SR in %; 20 rollouts per method, hand, and task. Mean SR averages final-stage SR equally over all six hand–task pairs.
Retargeting
Coin
Bulb
Target
Priority
Error (mm) ↓
SR (%) ↑
Error (mm) ↓
SR (%) ↑
Wedge
Lift
Screw
Light
Centers
Context
15.37
0
0
7.85
10
0
Corners
Context
14.67
0
0
5.72
25
0
Centers
Contact
9.31
0
0
4.36
50
20
Corners
Contact
0.51
95
85
1.09
95
90
TABLE III: Retargeting ablation on LEAP. Priority denotes context- or contact-alignment-first. Gray: DexCap-style [ 3 ] ; blue: ours. Error is the mean contact-corner distance over valid frames. SR uses 20 rollouts per variant and task; our SRs are from Table II .
Fig. 6: 15-minute collection throughput on coin picking and bulb installation.
Variant
Coin
Bulb
Mean SR (%) ↑
Wedge
Lift
Screw
Light
Context-view conversion
No overlay
90
80
75
45
62.5
No reprojection, no overlay
75
50
55
10
30.0
Planner proprioceptive input
No planner proprioception [ 11 ]
90
85
10
0
42.5
TABLE IV: Design ablations on LEAP. Stage-wise SR in %; 20 rollouts per variant and task. All variants use our ContactSurface + CTX+CC framework with the listed changes. Citations denote related input styles adapted to CIMI. Our SRs are from Table II . Mean SR averages Coin Lift and Bulb Light.
Fig. S1: Transformation tree for visual contact-surface tracking. Each edge specifies the child frame’s pose in its parent frame. Dashed yellow edges are estimated from videos; solid orange edges are fixed mounting calibrations.
Component
Qty.
Cost (USD)
HBVCAM-2307-FPC82 V11 contact camera
3
$28.25 each
Orbbec Gemini 305 stereo camera
2
$259.18 each
DCXG500 RGB tracking camera (middle-finger and external views)
2
$84.42 each
Fabrication materials (printed parts, silicone sleeves, friction tape, and fiducials)
1 set
$7.00 (est.)
Estimated hardware total
$778.95
TABLE S1: Bill of materials for one three-finger demonstration interface. The total covers three contact cameras, two Gemini 305 cameras, two auxiliary tracking cameras, and the combined fabrication-material estimate.
Fig. S2: Qualitative lighting robustness of fiducial detection. (a,b) Low-light examples. (c,d) Examples with spatially varying colored illumination. For each condition, the left panel shows dense keypoints with enlarged tag-grid insets, and the right panel shows detected tag outlines. All detection overlays are preserved from the original images.
Fig. S3: Contact-surface planner architecture. The upper path encodes the V configured RGB views and the current inter-finger geometry into a condition vector. The lower path evaluates the conditional velocity network and integrates it for three Euler steps to predict an H -step contact-surface trajectory. Blue groups RGB processing, green groups geometric inputs, conditioning, and the predicted trajectory, and orange groups flow prediction. Dashed boxes and arrows identify optional camera inputs. Here F is the number of controlled fingers and each contact-surface pose has nine coordinates (three translation and six rotation coordinates).
Setting
Value
Solver schedule
4,000 projected Adam steps, then up to 1,000 L-BFGS-B steps
Optimization variables
Scaled to [−1,1]
Floating-root bound
±0.20 m per axis from initialization
Temporal-gap handling
Edge weight 1/g for a g -frame interval; no edge across more than 16 missing frames
TABLE S3: Coin-picking processing on an RTX 4090 D (10 demonstrations, 557 frames). Serial stage wall times include initialization and output writing.
Task
Retained / stored
Retention
Valid frames
Coin
209 / 210
99.5%
99.3%
Letter
205 / 205
100.0%
95.5%
Bulb
115 / 117
98.3%
79.0%
TABLE S4: Data retention for audited LEAP task datasets. Valid-frame coverage is weighted by recording length, not averaged over recordings.
Fig. S4: Visual augmentation for coin picking. Rows show the thumb and middle-finger contact views, followed by wrist context views with nominal and perturbed camera extrinsics. The perturbed wrist render also varies robot lighting and materials. Each base image has four whole-image MIL blends with photometric augmentation and four photometric-only variants. Blend columns give original/texture percentages; the two 60/40 candidates use distinct textures.
Setting
Value
Contact-surface scaling
Translation ×20 ; six rotation coordinates unchanged
Direct baseline scaling
Global 2nd–98th percentile for non-rotation coordinates; rotation unchanged
Dropout
0
Batch and budget
256; up to 63,000 optimizer updates
AdamW
LR 10−4 ; β=(0.95,0.999) ; ϵ=10−8 ; weight decay 10−6
LR and EMA schedules
500 warm-up updates then cosine decay; EMA inverse-gamma 1, power 0.75, maximum 0.9999
TABLE S5: Planner normalization and training settings.
Fig. S5: Contact-surface controller architecture. The deterministic geometric front end converts the planner’s relative contact-surface trajectory to ordered target corners and constructs absolute and reference-relative frame features. A shared residual MLP then decodes every horizon step in one batched forward pass. Green denotes inputs and outputs, blue denotes deterministic geometric feature construction, and orange denotes the learned decoder. Here F is the number of controlled four-joint fingers, dx is the per-step feature dimension, and H=16 is the trajectory horizon.
Parameter
Range
Temperature τ
[−0.40,0.40]
Tint η
[−0.12,0.12]
Exposure (EV)
[−1,1]
Contrast
[0.60,1.40]
Saturation
[0.60,1.40]
Hue
[−0.04,0.04]
TABLE S6: Uniform photometric-augmentation ranges; hue is measured in turns. Temperature and tint set RGB gains to (eτ−η/2,eη,e−τ−η/2) . Shading applies gain 1+a(xcosφ+ysinφ)/2 , where x,y∈[−1,1] are normalized image coordinates.
Setting
Value
Motion augmentation
Endpoint translation
Independent uniform offsets in [−0.02,0.02] m per axis
Endpoint rotation
Uniform angle in [−0.15,0.15] rad; uniformly sampled axis
Endpoint joint offsets
Gaussian; standard deviation 8% of each joint’s range
Application
Probability 0.9 per batch; independent perturbations per trajectory
Base optimization
TABLE S7: Controller motion-augmentation and base optimization settings.
Hand
Task
CTX
Added contact views
LEAP
Cube
Wrist
Thumb, index
LEAP
Coin
Wrist
Thumb, index
LEAP
Letter
Wrist
Thumb, index
LEAP
Bulb
Wrist, web-space
Thumb, index, middle
Wuji
Cube, coin
Wrist
Thumb, middle
TABLE S8: Policy camera inputs. Finger names identify the controlled robot fingers.
Timed path
Median
95th percentile
Prepared RGB to commands
7.47
7.91
Cached features to commands
2.66
2.80
Controller only (16 targets)
0.84
0.98
TABLE S9: Inference latency (ms). Both policy paths include the controller; the timings are not additive.
Dexterous manipulation with multi-fingered robot hands promises human-level dexterity, but collecting large-scale dexterous robot hand data remains difficult. Learning from human demonstrations has emerged as a scalable alternative to robot teleoperation, providing strong priors on object interaction and contact strategies. Recent sim-to-real RL methods incorporate such priors, but often (i) omit rewards that explicitly incentivize precise contact, yielding weak real-world performance, and/or (ii) generalize poorly to unseen object instances. We propose DemoMimic (Dexterous Motion Mimic), a policy that manipulates objects by focusing on their geometry local to the contact points. Its contact-centric rewards encourage precise contact and improve sim-to-real consistency, yielding a single real-world policy that transfers across objects of varying shape, scale, mass, and friction wherever local contact structure is preserved. Real-world ablations show that DemoMimic achieves 71% success across 16 objects, four tasks, and two robot-hand embodiments, with the smallest sim-to-real drop compared to baselines.
Human hand-object interactions (HOIs) provide a rich source of demonstrations for dexterous manipulation, but learning directly from them presents challenges in bridging morphology gaps, ensuring dynamical feasibility, and sim-to-real deployment. We present Morphometric Imitation, a three-stage framework that transforms reconstructed HOIs into zero-shot sim-to-real visuomotor policies. First, morphometric optimization (MMO) kinematically retargets human motion across hand morphologies while preserving demonstrated contacts. Second, residual reinforcement learning (RL) refines the kinematic reference using object pose and contact information from the human motion to produce dynamically feasible robot demonstrations. Third, these demonstrations are distilled into visuomotor policies. Across three robot hands and ten HOIs, MMO outperforms five baselines in contact F1, improving on the strongest ones by 8 to 28 points, while improving the success rate of downstream dynamic retargeting by as much as 35 points. On a Sharpa hand, the visuomotor policies achieve 89.3% zero-shot success in 300 real-world trials on 30 objects spanning 10 categories. Project page: https://morphometricimitation.github.io
Tara Sadjadpour, Siming He, C. K. Wolfe +5
Department of Electrical Engineering and Computer Science at the University of California, Berkeley, CA, USA
Generalizable contact-rich manipulation requires robots to preserve intended task behavior while adapting its physical realization to changing contact conditions. However, interaction forces can vary substantially with small changes in surface geometry, orientation, and friction, making policies trained directly on raw force measurements difficult to transfer beyond demonstrated conditions. We introduce FACE, a contact-factorized imitation learning framework that separates intended task behavior from environment-dependent contact factors. Our representation expresses interaction forces in normalized, contact-relative coordinates, while a learned contact-normal estimator and an online friction estimator infer the local contact normal and effective friction scale. Together, these estimators enable force observations to be encoded and policy outputs to be decoded into physical motion and force commands during execution. In this way, FACE adapts execution to current contact conditions while preserving the intended task behavior, without updating the policy parameters. We evaluate FACE on real-robot contact-rich manipulation under unseen variations in surface properties and geometry, demonstrating robust generalization across contact conditions through controlled comparisons with variants that adapt prior approaches to our setting. Videos and additional materials can be found on the project page: https://rcilab.khu.ac.kr/face.
Jiho Hong, Daeun Song, Sanghyun Kim +1
Kyung Hee University · Ewha Womans University · University of Central Florida