Overview

Contact-rich manipulation concerns tasks such as pushing, insertion, juggling, and rearranging objects, where friction, impacts, and changing contacts determine the outcome. Approaches combine contact models and trajectory optimization with model-predictive control, hierarchical reinforcement learning, geometric planning, and tactile or visual prediction. Differentiable simulators and domain randomization help plan under uncertain dynamics and transfer policies from simulation to real robots, while compliant control addresses safety and external forces. A central challenge is balancing physically accurate contact reasoning with fast, reliable planning across changing objects, environments, and contact modes.

Latest papers

15 papers4 papers in the last four weeks, against 1 the four weeks before. 0.0% of all new papers.

Oct 29, 2026

EgoContact: Evaluating Physical Intelligence with Egocentric Video

Egocentric video has emerged as one of the most scalable sources of data for learning generalizable manipulation priors. Yet, despite its growing use in pretraining robotic policies, it has been underutilized as a validation tool for physical intelligence, a key component of which is understanding where to make contact with an object to achieve an intended interaction. We present EgoContact, a large-scale egocentric dataset for evaluating the generalizability and precision of learned manipulation priors through future contact-point prediction. EgoContact contains 22.5K manually verified interaction events, each with a pre-contact observation, semantic intent, and pixel-precise contact locations. We find that current methods often struggle to predict precise interaction contacts and sometimes fail to localize the target object in diverse, in-the-wild scenes, even when allowed multiple predictions. Furthermore, we demonstrate the usefulness of EgoContact's annotated interactions for robotic manipulation: simply using EgoContact as the memory bank of an existing affordance-transfer policy improves grasp success from 14.2% to 31.2% in simulation and from 16% to 58% on a real robot.
Oct 20, 2026

Touch-JEPA: Tactile Representation Learning from Hand-Object Video with Limited Tactile Supervision

Understanding contact and tactile magnitude in hand-object interaction is a key step toward physically intelligent systems, yet learning such representations is limited by the cost and restricted coverage of tactile measurements. We present Touch-JEPA, a framework for learning tactile representations from hand-object videos with limited tactile supervision. We first introduce a self-supervised pretraining objective that learns from video alone without tactile supervision. Using video-derived hand geometry, Touch-JEPA predicts masked visual features at corresponding hand-surface locations from spatial and temporal context, encouraging the representation to capture latent contact dynamics. We then extend this formulation to joint representation learning, where masked prediction is applied to all videos while tactile supervision is available only for a labeled subset, grounding the shared representation in measured contact and magnitude. With self-supervised pretraining alone, simple supervised readouts on frozen Touch-JEPA features outperform supervised baselines in contact discrimination and tactile magnitude estimation across three human-hand benchmarks, and transfer to robotic hands without robot tactile training data. Joint learning with limited tactile supervision further improves contact and magnitude estimation on the human-hand benchmarks. Together, these results show that hand-object video can provide scalable self-supervision for tactile representation learning, while limited tactile measurements provide complementary physical grounding.
Oct 19, 2026

FR-VLA: Implicit Force Reasoning VLA for Contact-Rich Manipulation

Integrating force awareness into Vision-Language-Action (VLA) models involves not merely encoding wrench measurements as an additional modality, but determining when and how strongly physical interaction should influence robot action generation. Existing VLAs that use force typically inject it through a fixed pathway, without explicitly determining when it is relevant to the current action. This calls for an intermediate force relevance mechanism inside the VLA, in which visual-language context estimates the relevance of physical feedback to the current task before force enters the action pathway. FR-VLA addresses this gap with a Vision-Language Force-Reasoning Model that uses learnable force query tokens to derive a force admission signal grounded in visual-language context, and uses this signal to modulate an external tokenized force pathway for action generation. In real-world experiments on five contact-rich tasks across two robotic platforms, FR-VLA achieves the highest mean success rate over six evaluated stages, and trajectory visualizations show that its force admission varies with the interaction phase.
Oct 13, 2026

Intent-guided Adaptive Stiffening for Visuomotor Policies under Unknown Resistance

Manipulation tasks such as unscrewing a cap or sliding a part in contact with a surface require imposing force along a high-friction direction: the robot must overcome a resistance rather than yield to it. Generative visuomotor policies predict the motion for such tasks but not the authority needed to realize it, and that authority is bounded by the impedance controller beneath them: when the resistance exceeds what a compliant controller can exert under a bounded tracking error, the task is unattainable however accurate the prediction is. The required amount cannot be anticipated either, since it depends on a contact state the observation does not reveal. In this paper, we propose a residual stiffening layer placed underneath an unmodified policy. Resistance is recognized, without force sensing, from the mismatch between the motion the policy commands and the motion the robot realizes, and a four-mode supervisor raises the stiffness along a single direction read off the policy's own action chunk, retains it while the task progresses and releases it afterwards. The layer needs no compliance labels, no retraining and no re-collected demonstrations. On two real tasks, unscrewing a bottle cap and pushing a T-nut along a T-slot groove against non-homogeneous friction, evaluated at six resistance levels of which two were withheld from the demonstrations, the layer raises the success rate from 52% to 90% while producing 61% less peak off-axis force than a uniformly stiff controller at the same resistance.
Sep 8, 2026

Ostrich: Taking Large Strides Through Stiff Contact in Differentiable Dynamics

Three properties determine whether a differentiable simulator can drive gradient-based optimization through contact: simulation accuracy, gradient reliability, and per-iteration cost. Tape-based engines such as MJX and Newton Semi-Implicit require timesteps small enough to keep contacts numerically tractable, and their backpropagation memory grows linearly with the number of timesteps T. Surrogate models bound memory by approximating contact away, but the resulting gradients lose the geometry the optimization depends on. We present Ostrich, a GPU-accelerated rigid-body simulator that resolves hard contacts and friction with non-smooth Newton iteration at large timesteps (h ~ 0.1 s), and differentiates the converged residual via the implicit function theorem, reusing the forward Schur complement to compute the adjoint at O(1) memory per timestep. On real-robot trajectories over a pallet obstacle, Ostrich holds MuJoCo's sim-to-real accuracy up to a 50x larger timestep. Its gradients converge from random initializations where MJX descends slowly and Newton Semi-Implicit stalls; a warm iteration runs 211x faster than MJX's and 4.7x faster than Semi-Implicit's. On the same scene Ostrich differentiates 8,192 parallel worlds on a single 24 GB GPU, sustaining 29x checkpointed MJX's optimization throughput; without checkpointing both baselines exhaust memory at far fewer worlds. We close with a gradient-based trajectory optimization demonstration over triangle-mesh terrain across a 10 s horizon, a setting where prior engines either restrict to primitive geometry or face the convergence and memory limits shown above.
Aug 15, 2026

EgoTac: In-the-wild Tactile Prediction from Egocentric Vision

Touch is fundamental to dexterous manipulation, yet most egocentric human data increasingly used for robot learning lacks tactile information. Directly collecting large-scale tactile data is challenging due to sensor limitations, while human video data is abundant, contact-rich, and easily scalable. This motivates a natural question: can tactile signals be inferred purely from vision? To address this, we introduce EgoTac, a generalizable model that predicts rich tactile information directly from egocentric human videos. EgoTac is trained on a unified corpus of over 5.7M image-tactile pairs, covering both continuous force measurements and binary contacts. By learning from this diverse dataset, EgoTac captures nuanced touch dynamics across varied interactions. Experiments demonstrate strong performance: in-domain prediction achieves an average force error below 0.06N. On out-of-domain contact prediction benchmarks, EgoTac consistently outperforms the state-of-the-art contact estimator. It also captures the rise and fall patterns of real tactile data and enables zero-shot predictions on unconstrained real-world videos. Scaling analyses further reveal that both data diversity and volume improve performance steadily. Overall, EgoTac provides a scalable pathway to extract tactile priors from egocentric human videos, enabling broadly applicable tactile-aware robot learning. Related resources can be found at https://egotac.github.io/ .
Jul 27, 2026

FeelWorld: Visuo-Tactile World Model for Hierarchical Contact Prediction and Planning

Humans plan physical interactions by imagining the possible outcomes of candidate actions. However, existing visual world models primarily capture appearance dynamics while overlooking the tactile states that govern contact-rich interactions, potentially producing imagined futures that appear visually plausible but violate physical dynamics. We introduce FeelWorld, a hierarchical visuo-tactile world model that jointly predicts future visual latents and three tactile states. FeelWorld organizes these states hierarchically as contact state, a 3D tactile latent that encodes force-related information, and slip state. These states are jointly predicted by a shared latent dynamics model with explicit supervision. To prevent irrelevant tactile signals during free-space motion from degrading visual prediction, we introduce a contact-gated asymmetric attention mechanism that maintains a visual-only prediction pathway before contact and enables joint visuo-tactile dynamics prediction during contact. The model is further trained with autoregressive rollouts and context noise injection to improve robustness to compounding errors. The predicted contact and slip states also support contact-aware CEM planning. Experiments on chip grasping, fruit grasping, and USB insertion show that FeelWorld reduces 10-step LPIPS from 0.084 to 0.058 and maintains an LPIPS that is 61% lower than that of the visual baseline after an 80-step autoregressive rollout. FeelWorld also achieves an average zero-shot planning success rate of 81.7%, providing an effective approach for incorporating tactile sensing into world models.
Jun 4, 2026

Optimal Control Approach for Non-prehensile Ball Juggling Using a 7-DoF Manipulator

Non-prehensile object manipulation skills are important for real-world robot interactions, enabling highly dynamic tasks such as balancing a glass on a tray or the controlled sliding of items on a table. Among such tasks, those characterised by high-speed manipulation requirements and general sensitivity of the resulting hybrid dynamics are particularly hard to accomplish. Within these, juggling can be seen as a highly challenging maneuver to be solved. The key to robotic juggling is achieving dynamic stabilisation of an underactuated object. Since the object does not possess the ability of self-correction, its stability is entirely dependent on the forces applied to it. This creates a system that is sensitive to control inputs, where timing is critical to continuously counteract deviations and maintain the desired behavior. We develop a systematic method to control a 7-degree-of-freedom manipulator performing non-prehensile ball juggling with a tool. Our primary contribution is a model-based framework for generating juggling trajectories and stabilizing a periodic juggling motion for this hybrid system. The framework incorporates a two-stage optimal control approach to compute the underlying feasible motion patterns required for stable juggling. Offline-computed trajectories are then organised to enable real-time error correction without solving optimal control problems online. We demonstrate the effectiveness of the resulting controller by first evaluating its performance in a simulation environment and performing an experiment using a Franka Emika Panda robot.
May 25, 2026

Compliant Non-Prehensile Pushing Manipulation

In this paper, we address the challenge of performing non-prehensile pushing operations with a compliant robotic manipulation system. To ensure safe operations in human-populated environments, robots must comply with external physical interactions and exhibit passive behavior. To achieve this, we extend a state-of-the-art pushing model to integrate it with impedance-controlled robots. We develop a model predictive control framework built upon this model that enables compliant pushing through optimal modulation of the robot's position/velocity set-point, jointly realizing the required pushing force and contact point adaptation to obtain desired object motion. However, external interactions may induce tracking errors, causing a consequent potentially indefinite increase of the pushing force. To prevent this, we integrate an energy tank passivity filter that further modulates the robot velocity set-point to guarantee passivity and avoid uncontrolled energy buildup. The proposed method has been rigorously tested in simulation and validated through experiments on two different robotic systems, demonstrating passive compliance during human-robot interactions and assessing trajectory tracking performance and robustness to variations in the object's physical parameters.
May 18, 2026

Optimal Knock-Pick Planning for Tightly Packed Tabletop Blocks With Parallel Grippers

Rearranging densely packed tabletop objects is challenging when parallel-gripper picks are infeasible without sufficient clearance around an object. This work studies the problem characteristics for practically motivated settings with uniformly sized blocks placed at planar tabletop grid locations. Since purely prehensile removal can become infeasible, a directional knock primitive is therefore introduced and the optimal knock-pick variant of the problem is formulated. The work proposes a series of abstractions wherein minimal constraining gadgets are covered to identify the necessary knocks. Utilizing a maximum-weight perfect matching on a graphical abstraction yields efficient polynomial-time computation of the optimal plan that minimizes the number of actions. Experiments are reported for increasing grid sizes in synthetic settings as well as in IsaacSim. The theoretical observations provide a promising stepping stone towards rigorously building efficient manipulation strategies that interleave prehensile and non-prehensile actions.
May 5, 2026

On Surprising Effects of Risk-Aware Domain Randomization for Contact-Rich Sampling-based Predictive Control

Domain randomization (DR) is widely used in policy learning to improve robustness to modeling error, but remains underexplored in contact-rich sampling-based predictive control (SPC), where rollout quality is highly sensitive to uncertainty. In this work, we take the first step by studying risk-aware DR in predictive sampling on a simple yet representative Push-T task, comparing average, optimistic, and pessimistic rollout aggregations under randomized model instances. Our initial results suggest that DR affects not only robustness to model error, but also the effective cost landscape seen by the sampling-based optimizer, by reshaping the basin of attraction around contact-producing actions. This opens up potential for exploring better grounded risk-aware contact-rich SPC under model uncertainty. Video: https://youtu.be/f1F0ALXxhSM
Mar 29, 2026

Spectral Decomposition of Inverse Dynamics for Fast Exploration in Model-Based Manipulation

Planning long duration robotic manipulation sequences is challenging because of the complexity of exploring feasible trajectories through nonlinear contact dynamics and many contact modes. Moreover, this complexity grows with the problem's horizon length. We propose a search tree method that generates trajectories using the spectral decomposition of the inverse dynamics equation. This equation maps actuator displacement to object displacement, and its spectrum is efficient for exploration because its components are orthogonal and they approximate the reachable set of the object while remaining dynamically feasible. These trajectories can be combined with any search based method, such as Rapidly-Exploring Random Trees (RRT), for long-horizon planning. Our method performs similarly to recent work in model-based planning for short-horizon tasks, and differentiates itself with its ability to solve long-horizon tasks: whereas existing methods fail, ours can generate 45 second duration, 10+ contact mode plans using 15 seconds of computation, demonstrating real-time capability in highly complex domains.
Mar 14, 2026

LDHP: Library-Driven Hierarchical Planning for Non-prehensile Dexterous Manipulation

Non-prehensile manipulation is essential for handling thin, large, or otherwise ungraspable objects in unstructured settings. Prior planning and search-based methods often rely on ad-hoc manual designs or generate physically unrealizable motions by ignoring critical gripper properties, while training-based approaches are data-intensive and struggle to generalize to novel, out-of-distribution tasks. We propose a library-driven hierarchical planner (LDHP) that makes executability a first-class design goal: a top-tier contact-state planner proposes object-pose paths using MoveObject primitives, and a bottom-tier grasp planner synthesizes feasible grasp sequences with AdjustGrasp primitives; feasibility is certified by collision checks and quasi-static mechanics, and contact-sensitive segments are recovered via a bounded dichotomy refinement. This gripper-aware decomposition decouples object motion from grasp realizability, yields a task-agnostic pipeline that transfers across manipulation tasks and geometric variations without re-design, and exposes clean hooks for optional learned priors. Real-robot studies on zero-mobility lifting and slot insertion demonstrate consistent execution and robustness to shape and environment changes.
Jan 16, 2026

Where to Touch, How to Contact: A Hierarchical RL-MPC Framework for Geometry-Aware Sim-to-Real Manipulation

A key challenge in contact-rich dexterous manipulation is the need to jointly reason over global geometry and nonsmooth contact dynamics. End-to-end policies bypass this complexity, but often require large amounts of data and transfer poorly from simulation to reality. We address the limitations with a simple insight: dexterous manipulation is inherently hierarchical--at a high level, a robot decides where to touch (geometry); at a low level it determines how to move the object through contact dynamics. Building on this insight, we propose a hierarchical RL--MPC framework in which a high-level reinforcement learning (RL) policy predicts a contact intention, a novel object-centric interface that specifies (i) an object-surface contact location and (ii) a post-contact object subgoal pose. Conditioned on the contact intention, a low-level contact-implicit model predictive control (MPC) optimizes local contact modes and real-time (re)plans through contact dynamics to generate robot actions that robustly move the object toward each subgoal. We evaluate the framework on non-prehensile tasks, including geometry-generalized pushing across diverse object shapes, pivoting/flipping-based object reorientation, and environment-assisted object repositioning. It achieves high success rate with substantially reduced data (10 times less than end-to-end baselines), highly robust performance, and zero-shot sim-to-real transfer.
Oct 4, 2025

Model-Based Adaptive Precision Control for Tabletop Planar Pushing Under Uncertain Dynamics

Data-driven planar pushing methods have recently gained attention as they reduce manual engineering effort and improve generalization compared to analytical approaches. However, most prior work targets narrow capabilities (e.g., side switching, precision, or single-task training), limiting broader applicability. We present a model-based framework for non-prehensile tabletop pushing that uses a single learned model to address multiple tasks without retraining. Our approach employs a recurrent GRU-based architecture with additional non-linear layers to capture object-environment dynamics while ensuring stability. A tailored state-action representation enables the model to generalize across uncertain dynamics, variable push lengths, and diverse tasks. For control, we integrate the learned dynamics with a sampling-based Model Predictive Path Integral (MPPI) controller, which generates adaptive, task-oriented actions. This framework supports side switching, variable-length pushes, and objectives such as precise positioning, trajectory following, and obstacle avoidance. Training is performed in simulation with domain randomization to support sim-to-real transfer. We first evaluate the architecture through ablation studies, showing improved prediction accuracy and stable rollouts. We then validate the full system in simulation and real-world experiments using a Franka Panda robot with markerless tracking. Results demonstrate high success rates in precise positioning under strict thresholds and strong performance in trajectory tracking and obstacle avoidance. Moreover, multiple tasks are solved simply by changing the controller's objective function, without retraining. While our current focus is on a single object type, we extend the framework by training on wider push lengths and designing a balanced controller that reduces the number of steps for longer-horizon goals.