Deformable Objects

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12 papers in the last 28 days · 0.2% of indexed attention

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Period ending 2026-09-21

6 new papers

A weekly snapshot of new work published in Deformable Objects.

Period ending 2026-09-14

4 new papers

A weekly snapshot of new work published in Deformable Objects.

Period ending 2026-09-07

1 new paper

A weekly snapshot of new work published in Deformable Objects.

89 papers

Latest in Deformable Objects

May 26, 2026cs.RO

Manipulating Tangible Virtual Object Dynamics to Promote Learning of Precision Force Generation

Robotic haptic devices combined with virtual reality offer novel opportunities to train fine force generation, an essential yet overlooked component of post-stroke rehabilitation. This study proposes that manipulating the rendered dynamics of tangible virtual objects can be leveraged to train precise force control while engaging the somatosensory system. We conducted an experiment with fifty healthy participants who performed a curling-inspired task in which they had to stretch a virtual spring to generate a target release force to propel the stone to a predefined location on the ice sheet. During training, the spring's force-elongation relationship was modeled as either a linear or non-linear function, i.e., a Gaussian or antisymmetric Gaussian (AS-Gaussian) function with zero derivative at the release target force. Results indicate that the AS-Gaussian group consistently achieved higher force accuracy during training than the linear group, while the Gaussian group only outperformed the linear group toward the end of training. Analysis of personality traits revealed that higher Free Spirit scores were associated with poorer performance and reduced task exploration under Gaussian dynamics, whereas higher Transform-of-Challenge scores correlated with increased exploration. Despite these training effects, no significant differences in long-term retention were found across spring types or personality traits. Participants primarily relied on learned target elongation rather than target force, as evidenced by performance in a transfer task with a different stiffness but the same target force. While promising for somatosensory neurorehabilitation, these methods require refinement to reduce reliance on proprioceptive cues before testing with neurological patients.
Alberto Garzás-Villar, Alba Riera-Cardona, Alexis Derumigny +3
May 23, 2026cs.RO

RoboHitch: Learning Visual Affordance from Disordered Keypoints for Hitch Knots Tying

Robotic manipulation of deformable linear objects (DLOs) presents significant challenges due to complex dynamics and frequent self-occlusions. Existing robotic knot tying methods typically rely on precise topological state tracking with ordered keypoints and explicit edge connectivity. This reliance makes them prone to failures due to tracking drift and topology mismatch caused by repeated bending and crossings during knot formation.To address these limitations, we introduce RoboHitch, a novel framework that learns to perform hitch knot tying from human demonstrations using only disordered 3D keypoints and RGB images. This eliminates the need for explicit topological order, allowing for more flexible manipulation. Our method employs a dynamic Graph Autoencoder to extract geometric features from untracked keypoints, complemented by a Convolutional Autoencoder that captures essential visual context. A bidirectional cross-attention mechanism then fuses these modalities to jointly predict pick and place affordances, facilitating implicit reasoning about the rope's state and enabling knot tying under occlusion.Real-world experiments demonstrate the effectiveness and generalizability of our approach, successfully completing hitch knots in scenarios with self-occlusions.
Jiahui Zuo, Boyang Zhang, Fumin Zhang
May 23, 2026cs.RO

IsaacIPC: Coupling High-Fidelity Simulation and Realistic Rendering for Contact-Rich Robotic Systems

We present IsaacIPC, a robotic simulation framework that couples GPU accelerated incremental potential contact (IPC) with IsaacSim/Lab. IsaacIPC maps simulated deformation between simulation and visual meshes, enabling real-time realistic rendering with applications to data collection and policy evaluation. For tactile sensing, we introduce the geometric mortar contact potential (GMCP), which defines a barrier potential over contact samples on tactile surfaces to better resolve contact-pressure distributions. We evaluate GMCP on contact benchmarks and demonstrate IsaacIPC on rigid-deformable robotic simulations including a quadruped robot, a dexterous hand, and a universal manipulation interface (UMI) gripper.
Qixin Liang, Zhongqing Han
May 20, 2026cs.CV

Latent Dynamics for Full Body Avatar Animation

Pose-driven full-body avatars built on neural rendering produce high-quality novel views of a captured subject. Yet loose clothing and other dynamic elements deform in ways pose alone cannot explain: the same pose can correspond to many different states, because their motion depends on history, inertia, and contact. Explicit simulation and layered-garment methods can model such dynamics, but they require either a dedicated garment template, which raw multi-view capture does not naturally provide, or a test-time physics simulator with non-trivial runtime cost. A parallel line of work learns data-driven clothing avatars that avoid explicit garment layers. These methods add an auxiliary latent for variation beyond pose; at inference, they fix it, regress it from pose, or retrieve it from training data, without explicitly modeling how the latent evolves with its own dynamics. Additionally, even in everyday motion with loose clothing, existing architectures often struggle to capture fine-grained detail, producing blurry renderings and temporal artifacts. We augment a pose-conditioned 3D Gaussian avatar with a transformer-based decoder and a dynamics residual latent that captures temporal appearance and geometry variation beyond the driving signals. At inference, a learned latent dynamics model evolves the residual latent from a short pose history and the previous latent state. The model decomposes each update into driving, restoring, and dissipative forces, producing temporally coherent, history-dependent rollouts with negligible added cost. Different initial conditions yield diverse yet plausible motion trajectories, and the force decomposition exposes controls such as stiffness. Across nine captured sequences of everyday motion with diverse loose garments, quantitative metrics and a perceptual user study show improved animation quality over recent data-driven baselines.
Shichong Peng, Chengxiang Yin, Fei Jiang +7
May 20, 2026cs.LG

Point Cloud Sequence Encoding for Material-conditioned Graph Network Simulators

Graph Network Simulators (GNSs) have emerged as powerful surrogates for complex physics-based simulation, offering inherent differentiability and orders-of-magnitude speedups over traditional solvers. However, GNSs typically assume access to the underlying material parameters, such as stiffness or viscosity, severely limiting their utility in realistic experimental settings. While recent meta-learning approaches address the parameter dependency by inferring properties from mesh trajectories, reconstructing a mesh from an observed scene is challenging. In this work, we introduce Point Cloud Encoding for Accurate Context Handling (PEACH), a novel framework that applies in-context learning on point clouds to adapt a learned simulator to unseen physical properties during inference. Our approach relies on a novel spatio-temporal point cloud sequence encoder, as well as two forms of auxiliary supervision to help improve simulation fidelity. We demonstrate that PEACH is capable of accurate zero-shot sim-to-real transfer on a challenging, dynamic scene. Experiments on simulation scenes show that PEACH even outperforms mesh-based baselines on prediction accuracy, while being much more practical for real-world deployment.
Philipp Dahlinger, Balázs Gyenes, Niklas Freymuth +6
May 19, 2026cs.GR

HyperBones: Realtime Bone-driven Neural Garment Simulation with Hypernetwork Conditioning

Recent advances in garment simulation have brought high-quality results closer to real-time performance. Physics-based simulators can produce accurate motion, but remain too computationally expensive for interactive applications. In contrast, linear blend skinning is efficient, but cannot capture the complex dynamics of loose-fitting garments, often leading to unrealistic motion and visual artifacts. Neural methods offer a promising alternative, yet they still struggle to animate loose clothing plausibly under strict runtime constraints. We present a fast and physically plausible approach for dynamic garment simulation. Our method trains a reduced-space neural dynamics simulator composed of independent coarse- and fine-level components. At the coarse level, the garment is driven by a set of virtual bones integrated with a lightweight neural network. Fine-scale wrinkle details are then recovered using a trained convolutional neural map. By decoupling identity-specific computation from real-time neural integration, our architecture maintains high performance while supporting diverse body shapes and motions. We further introduce an effective physics-supervision scheme that enables accurate results without relying on an external simulator. Experiments show that our method produces physically plausible garment dynamics, generalizes across a range of motions and body shapes, and supports a fixed set of garments. Our simulator runs at 300+ FPS on a commodity GPU, making it suitable for real-time applications.
Astitva Srivastava, Hsiao-Yu Chen, Ryan Goldade +9
May 19, 2026cs.CV

MatPhys: Learning Material-Aware Physics Parameters for Deformable Object Simulation from Videos

Reconstructing simulation-ready deformable objects is important for vision, graphics, and robotics. Existing physics-driven methods can recover physical digital twins from videos, but they suffer from two fundamental limitations: they typically assume a homogeneous material across the whole object, and their scene-specific inverse optimization, combined with the inherent ambiguity of monocular observation, yields inconsistent parameters for the same material across different scenes or interactions. We propose MatPhys, a material-aware feed-forward framework that predicts spring-mass parameters from a single-view video, addressing these two issues with two coupled designs. To relax the homogeneous material assumption, we use DINO features to decompose the object into semantically meaningful parts and to query a part-level material prior, assigning each part its own physical behavior. To enforce cross-scene consistency, we introduce a learned material codebook of shared material embeddings as the bridge between appearance and physics, and further use the part-level prior as a reference distribution that constrains the decoder so that the same material yields consistent parameters across scenes and interactions. Together, these designs turn an under-constrained monocular problem into feed-forward inference grounded on shared, reusable material concepts. Experiments show that our method matches per-scene optimization baselines in reconstruction and future prediction, while achieving stronger generalization to unseen interactions and objects with more consistent physical parameters.
Yang Yang, Yiyan Wang, Zheming Liu +1
May 18, 2026cs.RO

Dynamic robotic cloth folding with efficient Koopman operator-based model predictive control

Robotic cloth folding is a challenging task, particularly when considering dynamic folding tasks, which aim at folding cloth by fast motions that leverage its dynamics. When subject to such fast motions, the complexity of cloth dynamics hinders both system identification and planning of folding trajectories, resulting in a difficult simulation-to-reality transfer when using physical models of cloth. Compared to the dexterity that humans exhibit when performing folding tasks, robotic approaches usually employ small garments with quite rigid dynamics, and are either too slow, or fast but imprecise, requiring several attempts to achieve a reasonably good fold. In this paper, we tackle these challenges by generating fast folding trajectories with a novel model predictive controller, integrating physics-based simulation of cloth dynamics and efficient, kernel-based Koopman operator regression. Koopman operator regression, an increasingly popular machine learning technique for nonlinear system identification, is used to obtain a linear model for the cloth being folded. Such a surrogate model, trained with data from a high-fidelity, physics-based cloth simulator, can then be employed within a suitable model predictive control algorithm, in place of the costly, nonlinear one, to efficiently generate folding trajectories to be executed by a robotic manipulator. Both in simulated and real-robot experiments, we show how the linearization supplied by the Koopman operator-based model can be employed to efficiently generate fast folding trajectories to unseen poses, without sacrificing folding accuracy.
Edoardo Caldarelli, Franco Coltraro, Adrià Colomé +2
May 17, 2026cs.RO

Visual Sculpting: Visually-Aligned Planning Representations for Long-Horizon Robot Clay Sculpting

Clay sculpting is a nuanced, artistic task involving dexterous manipulation with long-horizon planning to achieve high-level goals. As a robotics problem, we formulate clay sculpting as a shape-to-shape matching challenge. Prior deformable object manipulation work either requires retraining a policy per goal or relies on dynamics models which represent state as sparse point clouds which do not capture important clay features, such as textures, well. We present a method for modeling the dynamics of deformable materials and planning for robotic sculpting in a representation that is visually-aligned, capturing lighting and texture features. With three different deformable materials and various end-effectors, we demonstrate that our dynamics model is comparable in performance to the state-of-the-art with the added benefit of being compatible with visual planning. Our actions are represented as parametrized pushes into clay with a single end-effector, which proved to be suitable for long-horizon (>100 actions) clay relief sculptures. Lastly, we show the benefits of planning in a visually-aligned representation, but also provide analysis providing evidence as to why this representation is challenging to plan in compared to 3D representations.
Peter Schaldenbrand, Jean Oh
May 15, 2026cs.RO

Learning Sim-Grounded Policies for Bimanual Rope Manipulation from Human Teleoperation Data

Deformable Linear Objects (DLOs) such as ropes and cables are widely encountered in both household and industrial applications, yet remain challenging to manipulate due to their infinite-dimensional configuration space and frequent self-occlusion. Imitation learning from teleoperation offers a practical path to bimanual DLO manipulation, but its scalability is limited by human effort, making the choice of observation space critical for generalization from small datasets. In this study, we investigate whether the lack of generalization in egocentric visual policies for the knot-untangling task stems from the observation space itself, rather than from the policy architecture or data scale. We compare two Action Chunking with Transformers policies trained on the same bimanual teleoperation data: a vision-based policy conditioned on two egocentric RGB streams from wrist-mounted cameras, and a state-based policy conditioned on the DLO's 3D particle state, extracted from an initial observation via multi-view fusion and evolved in a particle-based eXtended Position-Based Dynamics simulation. Evaluated open-loop on an unseen rope configuration, the state-based policy outperforms its visual counterpart with a 30.8% reduction in L1 error when predicting the initial grasp-and-pull action, quantifying the observability gap between pixels and physics-consistent state, and pointing toward more data-efficient robot learning for the DLO manipulation task from limited human demonstrations.
Gina Wigginghaus, Tim Missal, Berk Guler +2
May 15, 2026cs.CV

EndoGSim: Physics-Aware 4D Dynamic Endoscopic Scene Simulations via MLLM-Guided Gaussian Splatting

In robot-assisted minimally invasive surgery, high-fidelity dynamic endoscopic scene reconstruction and simulation are crucial to enhancing downstream tasks and advancing surgical outcomes. However, existing methods primarily focus on visual reconstruction, lacking physics-based descriptions of the scene required for realistic simulation. We propose a unified framework that achieves physics-aware reconstruction and physical simulation of endoscopic scenes through Multi-modal Large Language Models (MLLMs)-guided Gaussian Splatting. Our approach utilizes 4D Gaussian Splatting (4DGS) integrated with pre-trained segmentation and depth estimation to represent deformable tissues and tools. To achieve automatic inference of physical properties, we introduce an object-wise material field that initializes material parameters via MLLM and refines them through a differentiable Material Point Method (MPM) under joint supervision from rendered images and optical flow. Validated on both open-source and in-house datasets, our framework achieves superior simulation fidelity and physical accuracy compared to state-of-the-art methods, underscoring its potential to advance robot-assisted surgical applications.
Changjing Liu, Yiming Huang, Long Bai +2
May 14, 2026cs.GR

WorldParticle: Unified World Simulation of Lagrangian Particle Dynamics via Transformer

A unified simulator that can model diverse physical phenomena without solver-specific redesign is a long-standing goal across simulation science. We present a learning-based particle simulator built on a single transformer architecture to model cloth, elastic solds, Newtonian and non-Newtonian fluids, granular materials, and molecular dynamics. Our model follows a prediction-correction design on a shared Lagrangian particle representation. An explicit predictor first advances particles under the known external forces, producing an intermediate state that captures externally driven motion but not inter-particle interactions. A learned corrector then predicts the residual position and velocity updates through three stages: a particle tokenizer that encodes local particle-particle, particle-boundary, and topology-guided interactions; a super-token encoder that hierarchically merges particle tokens into a compact set of super tokens via alternating self-attention and token merging; and a super-token decoder that lifts these super tokens back to particle resolution through cross-attention to predict per-particle position and velocity corrections. Progressive token merging reduces the attention cost at successive encoder layers by halving the token count at each level, and the decoder communicates through the compact super-token set rather than full particle-to-particle attention. Across the six dynamics categories, the same architecture generalizes to unseen materials, boundary configurations, initial conditions, and external forces. We further demonstrate downstream interactive control, inverse design, and learning from real-world manipulation data, reducing the need for per-phenomenon solver engineering.
Caoliwen Wang, Minghao Guo, Siyuan Chen +13
May 10, 2026cs.CV

DeformMaster: An Interactive Physics-Neural World Model for Deformable Objects from Videos

World models for deformable objects should recover not only geometry and appearance, but also underlying physical dynamics, interaction grounding, and material behavior. Learning such a model from real videos is challenging because deformable linear, planar, and volumetric objects evolve under high-dimensional deformation, noisy interactions, and complex material response. The model must therefore infer a physical state from visual observations, roll it forward under new interactions, and render the resulting dynamics with high visual fidelity. We present DeformMaster, a video-derived interactive physics-neural world model that turns real interaction videos into an online interactive model of deformable objects within a unified dynamics-and-appearance framework. DeformMaster preserves structured physical rollout while using a neural residual to compensate for unmodeled effects, grounds sparse hand motion as distributed compliant actuator for hand-continuum interaction, represents material response with spatially varying constitutive experts, and drives high-fidelity 4D appearance from the predicted physical evolution. Experiments on real-world deformable-object sequences demonstrate DeformMaster's ability to roll out future dynamics and render dynamic appearance, outperforming state-of-the-art baselines while supporting novel action rollout, material-parameter variation, and dynamic novel-view synthesis. Project page: https://can-lee.github.io/deformmaster-web/
Can Li, Zhoujian Li, Ren Li +4
May 10, 2026cs.CV

PhysHanDI: Physics-Based Reconstruction of Hand-Deformable Object Interactions

While existing methods for reconstructing hand-object interactions have made impressive progress, they either focus on rigid or part-wise rigid objects-limiting their ability to model real-world objects (e.g., cloth, stuffed animals) that exhibit highly non-rigid deformations-or model deformable objects without full 3D hand reconstruction. To bridge this gap, we present PhysHanDI (Physics-based Reconstruction of Hand and Deformable Object Interactions), a framework that enables full 3D reconstruction of both interacting hands and non-rigid objects. Our key idea is to physically simulate object deformations driven by forces induced from densely reconstructed 3D hand motions, ensuring that the reconstructed object dynamics are both physically plausible and coherent with the interacting hand movements. Furthermore, we demonstrate that such simulation of object deformations can, in turn, refine and improve hand reconstruction via inverse physics. In experiments, PhysHanDI outperforms the state-of-the-art baseline across reconstruction and future prediction.
Jihyun Lee, Changmin Lee, Donghwan Kim +1
May 7, 2026cs.RO

AssistDLO: Assistive Teleoperation for Deformable Linear Object Manipulation

Manipulating Deformable Linear Objects (DLOs) is challenging in robotics due to their infinite-dimensional configuration space and complex nonlinear dynamics. In teleoperation, depth uncertainty hinders state perception and reaction. AssistDLO addresses this challenge as an assistive teleoperation framework for DLO manipulation that combines real-time multi-view state estimation, visual assistance (VA), and a geometry-aware shared-autonomy controller based on Control Barrier Functions (SA-CBF). While traditional shared autonomy methods often rely on simple geometric attractors and may fail to preserve DLO geometry, SA-CBF acts as a geometry-aware funnel, facilitating precise grasping while preserving the operator's high-level authority. The framework is evaluated in a bimanual knot-untangling user study (N = 22) using ropes with varying length and rigidity. Results show that the effectiveness of the assistance depends strongly on operator expertise and DLO properties. SA-CBF provides the strongest gains for naive users, acting as a skill equalizer that increases task success from 71% to 88%, and is effective for stiffer ropes. Conversely, expert users prefer VA, and highly compliant, long ropes benefit more from visual support than localized action assistance. Ultimately, these findings demonstrate that effective DLO teleoperation cannot rely on a fixed strategy, highlighting the critical need for adaptive, user-aware, and material-aware shared autonomy.
Berk Guler, Simon Manschitz, Kay Pompetzki +1
May 6, 2026cs.RO

Reduced-order Neural Modeling with Differentiable Simulation for High-Detail Tactile Perception

Tactile perception is key to dexterous manipulation, yet simulating high-resolution elastomer deformation remains computationally prohibitive. Finite element methods (FEM) deliver high fidelity but demand costly remeshing, while Material Point Methods (MPM) suffer from heavy particle-memory tradeoffs. We propose a {reduced-order neural simulation framework} that couples coarse-grained MPM dynamics with an implicit neural decoder to reconstruct sub-particle tactile details from compact latent states. The framework learns a continuous deformation manifold from paired high- and low-resolution simulations, enabling physically consistent, differentiable inference. Compared to the TacIPC, our method achieves over 65% faster simulation and {40% lower memory usage}, while maintaining better geometric fidelity. In tactile rendering and 3D surface reconstruction, our methods further improve accuracy by 25% and produce realistic depth images and surface mesh within a faster inference speed. These results demonstrate that the proposed reduced-order neural model enables high-detail, physically grounded tactile simulation with substantial efficiency gains for robotic interaction and optimization.
Yuhu Guo, Zhikai Shen, Jiasheng Qu +4
May 5, 2026cs.RO

Neural Control: Adjoint Learning Through Equilibrium Constraints

Many physical AI tasks require sequential implicit computation: at each step, boundary controls are applied, and the resulting configuration is obtained by solving an equilibrium problem. This setting arises naturally in deformable object manipulation, where even bending a deformable linear object (DLO) to a target shape can be nonlinear and multistable: identical boundary conditions may produce different configurations depending on actuation history. Unlike explicit transition models, the control-to-configuration relation is implicit and history-dependent, making long-horizon learning and control brittle; backpropagating through iterative solves is also memory- and compute-intensive. We propose Neural Control, a boundary-control framework that propagates gradients through branch-dependent sequences of equilibrium solves rather than a single fixed point. Neural Control computes trajectory-dependent proxy gradients by differentiating equilibrium conditions with an adjoint formulation, avoiding solver unrolling while keeping forward rollouts on converged equilibria. Combined with receding-horizon continuation, Neural Control re-anchors optimization to realized equilibria and mitigates basin switching. We validate Neural Control on simulated and real DLO manipulation, compare against SPSA and iCEM, and demonstrate applicability to a learned DEQ-style implicit equilibrium model.
Dezhong Tong, Jiawen Wang, Hengyi Zhou +3
May 1, 2026cs.RO

Online Safety Filter for Deformable Object Manipulation with Horizon Agnostic Neural Operators

Safety critical control of robotic manipulation tasks involving deformable media such as fluids, cloth, and soft objects remains challenging because existing learning based approaches encode safety indirectly through reward shaping, which provides no guarantee of constraint satisfaction at deployment. We present a constraint driven online safety filter for deformable object manipulation that enforces explicit task level safety constraints in real time by minimally modifying any nominal control policy. Our approach combines two key components: a horizon agnostic neural operator that learns the boundary input output mapping of the underlying PDE dynamics and generalizes across variable rollout lengths without retraining, and a boundary control barrier function that certifies safety at the task relevant output level via a lightweight quadratic program. The resulting safety constraint is affine in the boundary input rate, enabling real time online filtering. We evaluate the proposed method on fluid manipulation tasks in FluidLab, where the filter improves safe trajectory rates by up to 22% over unfiltered base policies while also reducing the number of steps required to reach the safe set, demonstrating that constraint driven safety enforcement is both more reliable and more efficient than reward shaping approaches.
Jiaxing Li, Hanjiang Hu, Zhuoyuan Wang +2
Apr 30, 2026cs.RO

RopeDreamer: A Kinematic Recurrent State Space Model for Dynamics of Flexible Deformable Linear Objects

The robotic manipulation of Deformable Linear Objects (DLOs) is a fundamental challenge due to the high-dimensional, non-linear dynamics of flexible structures and the complexity of maintaining topological integrity during contact-rich tasks. While recent data-driven methods have utilized Recurrent and Graph Neural Networks for dynamics modeling, they often struggle with self-intersections and non-physical deformations, such as tangling and link stretching. In this paper, we propose a latent dynamics framework that combines a Recurrent State Space Model with a Quaternionic Kinematic Chain representation to enable robust, long-term forecasting of DLO states. By encoding the DLO as a sequence of relative rotations (quaternions) rather than independent Cartesian positions, we inherently constrain the model to a physically valid manifold that preserves link-length constancy. Furthermore, we introduce a dual-decoder architecture that decouples state reconstruction from future-state prediction, forcing the latent space to capture the underlying physics of deformation. We evaluate our approach on a large-scale simulated dataset of complex pick-and-place trajectories involving self-intersections. Our results demonstrate that the proposed model achieves a 40.52% reduction in open-loop prediction error over 50-step horizons compared to the state-of-the-art baseline, while reducing inference time by 31.17%. Our model further maintains superior topological consistency in scenarios with multiple crossings, proving its efficacy as a compositional primitive for long-horizon manipulation planning.
Tim Missal, Lucas Domingues, Berk Guler +3
Apr 30, 2026cs.RO

DOT-Sim: Differentiable Optical Tactile Simulation with Precise Real-to-Sim Physical Calibration

Simulating optical tactile sensors presents significant challenges due to their high deformability and intricate optical properties. To address these issues and enable a physically accurate simulation, we propose DOT-Sim: Differentiable Optical Tactile Simulation. Unlike prior simulators that rely on simplified models of deformable sensors, DOT-Sim accurately captures the physical behavior of soft sensors by modeling them as elastic materials using the Material Point Method (MPM). DOT-Sim enables rapid calibration of optical tactile sensor simulation using a small number of demonstrations within minutes, which is substantially faster than existing methods. Compared to current baselines, our approach supports much larger and non-linear deformations. To handle the optical aspect, we propose a novel approach to simulating optical responses by learning a residual image relative to the real-world idle state. We validate the physical and visual realism of our method through a series of zero-shot sim-to-real tasks. Our experiments show that DOT-Sim (1) accurately replicates the physical dynamics of a DenseTact optical tactile sensor in reality, (2) generates realistic optical outputs in contact-rich scenarios, (3) enables direct deployment of simulation-trained classifiers in the real world, achieving 85% classification accuracy on challenging objects and 90% accuracy in embedded tumor-type detection, and (4) allows precise trajectory following with a policy trained from demonstrations in simulation, with an average error of less than 0.9 mm.
Yang You, Won Kyung Do, Aiden Swann +3
Apr 28, 2026cs.LG

Momentum-Conserving Graph Neural Networks for Deformable Objects

Graph neural networks (GNNs) have emerged as a versatile and efficient option for modeling the dynamic behavior of deformable materials. While GNNs generalize readily to arbitrary shapes, mesh topologies, and material parameters, existing architectures struggle to correctly predict the temporal evolution of key physical quantities such as linear and angular momentum. In this work, we propose MomentumGNN -- a novel architecture designed to accurately track momentum by construction. Unlike existing GNNs that output unconstrained nodal accelerations, our model predicts per-edge stretching and bending impulses which guarantee the preservation of linear and angular momentum. We train our network in an unsupervised fashion using a physics-based loss, and we show that our method outperforms baselines in a number of common scenarios where momentum plays a pivotal role.
Jiahong Wang, Logan Numerow, Stelian Coros +3
Apr 27, 2026cs.RO

SPLIT: Separating Physical-Contact via Latent Arithmetic in Image-Based Tactile Sensors

Training machine learning models for robotic tactile sensing requires vast amounts of data, yet obtaining realistic interaction data remains a challenge due to physical complexity and variability. Simulating tactile sensors is thus a crucial step in accelerating progress. This paper presents SPLIT, a novel method for simulating image-based tactile sensors, with a primary focus on the DIGIT sensor. Central to our approach is a latent space arithmetic strategy that explicitly disentangles contact geometry from sensor-specific optical properties. Unlike methods that require recalibration for every new unit, this disentanglement allows SPLIT to adapt to diverse DIGIT backgrounds and even transfer data to distinct sensors like the GelSight R1.5 without full model retraining. Beyond this adaptability, our approach achieves faster inference speeds than existing alternatives. Furthermore, we provide a calibrated finite element method (FEM) soft-body mesh simulation with variable resolution, offering a tunable trade-off between speed and fidelity. Additionally, our algorithm supports bidirectional simulation, allowing for both the generation of realistic images from deformation meshes and the reconstruction of meshes from tactile images. This versatility makes SPLIT a valuable tool for accelerating progress in robotic tactile sensing research.
Wadhah Zai El Amri, Nicolás Navarro-Guerrero
Apr 24, 2026cs.RO

LeHome: A Simulation Environment for Deformable Object Manipulation in Household Scenarios

Household environments present one of the most common, impactful yet challenging application domains for robotics. Within household scenarios, manipulating deformable objects is particularly difficult, both in simulation and real-world execution, due to varied categories and shapes, complex dynamics, and diverse material properties, as well as the lack of reliable deformable-object support in existing simulations. We introduce LeHome, a comprehensive simulation environment designed for deformable object manipulation in household scenarios. LeHome covers a wide spectrum of deformable objects, such as garments and food items, offering high-fidelity dynamics and realistic interactions that existing simulators struggle to simulate accurately. Moreover, LeHome supports multiple robotic embodiments and emphasizes low-cost robots as a core focus, enabling end-to-end evaluation of household tasks on resource-constrained hardware. By bridging the gap between realistic deformable object simulation and practical robotic platforms, LeHome provides a scalable testbed for advancing household robotics. Webpage: https://lehome-web.github.io/ .
Zeyi Li, Yushi Yang, Shawn Xie +15
Apr 23, 2026cs.CV

OmniFit: Multi-modal 3D Body Fitting via Scale-agnostic Dense Landmark Prediction

Fitting an underlying body model to 3D clothed human assets has been extensively studied, yet most approaches focus on either single-modal inputs such as point clouds or multi-view images alone, often requiring a known metric scale. This constraint is frequently impractical, especially for AI-generated assets where scale distortion is common. We propose OmniFit, a method that can seamlessly handle diverse multi-modal inputs, including full scans, partial depth observations, and image captures, while remaining scale-agnostic for both real and synthetic assets. Our key innovation is a simple yet effective conditional transformer decoder that directly maps surface points to dense body landmarks, which are then used for SMPL-X parameter fitting. In addition, an optional plug-and-play image adapter incorporates visual cues to compensate for missing geometric information. We further introduce a dedicated scale predictor that rescales subjects to canonical body proportions. OmniFit substantially outperforms state-of-the-art methods by 57.1 to 80.9 percent across daily and loose clothing scenarios. To the best of our knowledge, it is the first body fitting method to surpass multi-view optimization baselines and the first to achieve millimeter-level accuracy on the CAPE and 4D-DRESS benchmarks.
Zeyu Cai, Yuliang Xiu, Renke Wang +8
Apr 20, 2026cs.CV

MUA: Mobile Ultra-detailed Animatable Avatars

Building photorealistic, animatable full-body digital humans remains a longstanding challenge in computer graphics and vision. Recent advances in animatable avatar modeling have largely progressed along two directions: improving the fidelity of dynamic geometry and appearance, or reducing computational complexity to enable deployment on resource-constrained platforms, e.g., VR headsets. However, existing approaches fail to achieve both goals simultaneously: Ultra-high-fidelity avatars typically require substantial computation on server-class GPUs, whereas lightweight avatars often suffer from limited surface dynamics, reduced appearance details, and noticeable artifacts. To bridge this gap, we propose a novel animatable avatar representation, termed Wavelet-guided Multi-level Spatial Factorized Blendshapes, and a corresponding distillation pipeline that transfers motion-aware clothing dynamics and fine-grained appearance details from a pre-trained ultra-high-quality avatar model into a compact, efficient representation. By coupling multi-level wavelet spectral decomposition with low-rank structural factorization in texture space, our method achieves up to 2000X lower computational cost and a 10X smaller model size than the original high-quality teacher avatar model, while preserving visually plausible dynamics and appearance details closely resemble those of the teacher model. Extensive comparisons with state-of-the-art methods show that our approach significantly outperforms existing avatar approaches designed for mobile settings and achieves comparable or superior rendering quality to most approaches that can only run on servers. Importantly, our representation substantially improves the practicality of high-fidelity avatars for immersive applications, achieving over 180 FPS on a desktop PC and real-time native on-device performance at 24 FPS on a standalone Meta Quest 3.
Heming Zhu, Guoxing Sun, Marc Habermann
Apr 19, 2026cs.RO

FLASH: Fast Learning via GPU-Accelerated Simulation for High-Fidelity Deformable Manipulation in Minutes

Simulation frameworks such as Isaac Sim have enabled scalable robot learning for locomotion and rigid-body manipulation; however, contact-rich simulation remains a major bottleneck for deformable object manipulation. The continuously changing geometry of soft materials, together with large numbers of vertices and contact constraints, makes it difficult to achieve high accuracy, speed, and stability required for large-scale interactive learning. We present FLASH, a GPU-native simulation framework for contact-rich deformable manipulation, built on an accurate NCP-based solver that enforces strict contact and deformation constraints while being explicitly designed for fine-grained GPU parallelism. Rather than porting conventional single-instruction-multiple-data (SIMD) solvers to GPUs, FLASH redesigns the physics engine from the ground up to leverage modern GPU architectures, including optimized collision handling and memory layouts. As a result, FLASH scales to over 3 million degrees of freedom at 30 FPS on a single RTX 5090, while accurately simulating physical interactions. Policies trained solely on FLASH-generated synthetic data in minutes achieve robust zero-shot sim-to-real transfer, which we validate on physical robots performing challenging deformable manipulation tasks such as towel folding and garment folding, without any real-world demonstration, providing a practical alternative to labor-intensive real-world data collection.
Siyuan Luo, Bingyang Zhou, Chong Zhang +9
Apr 16, 2026cs.RO

ShapeGen: Robotic Data Generation for Category-Level Manipulation

Manipulation policies deployed in uncontrolled real-world scenarios are faced with great in-category geometric diversity of everyday objects. In order to function robustly under such variations, policies need to work in a category-level manner, i.e. knowing how to interact with any object in a certain category, instead of only a specific one seen during training. This in-category generalizability is usually nurtured with shape-diversified training data; however, manually collecting such a corpus of data is infeasible due to the requirement of intense human labor and large collections of divergent objects at hand. In this paper, we propose ShapeGen, a data generation method that aims at generating shape-variated manipulation data in a simulator-free and 3D manner. ShapeGen decomposes the process into two stages: Shape Library curation and Function-Aware Generation. In the first stage, we train spatial warpings between shapes mapping points to points that correspond functionally, and aggregate 3D models along with the warpings into a plug-and-play Shape Library. In the second stage, we design a pipeline that, leveraging established Libraries, requires only minimal human annotation to generate physically plausible and functionally correct novel demonstrations. Experiments in the real world demonstrate the effectiveness of ShapeGen to boost policies' in-category shape generalizability. Project page: https://wangyr22.github.io/ShapeGen/.
Yirui Wang, Xiuwei Xu, Angyuan Ma +3
Oct 30, 2025cs.RO

Posterior-driven Heuristic Support Adaptation in a Probabilistic Treatment of Real2Sim2Real for Vision-Driven Deformable Linear Object Manipulation

Likelihood-free inference (LFI) enables system identification in complex tasks via black-box modelling, abstracting nonlinearity and stochasticity, and infers a domain distribution for adapting agents to parametric deployment conditions. LFI assumes an arbitrary support for sampling, which remains fixed as the initial generic prior is refined to increasingly descriptive posteriors. Misspecified support can therefore yield suboptimal yet overconfident posteriors. We address this issue by using the posterior of an inference step to guide the adaptation of the support using three illustrative heuristics: EDGE, MODE, and CENTRE. Each heuristic interprets the updated belief and enables support adaptation alongside posterior inference. For illustrative purposes, we first study misspecified support in LFI and evaluate the utility of our heuristics using stochastic dynamical benchmarks. We then evaluate posterior-driven heuristic support adaptation for parameter inference and policy learning in a dynamic deformable linear object (DLO) manipulation task. Inference results in a finer length and stiffness classification for a parametric set of DLOs. When the resulting posteriors are used as domain distributions for sim-based policy learning, they lead to more robust object-centric agent performance.
Georgios Kamaras, Craig Innes, Subramanian Ramamoorthy
Oct 19, 2025cs.CR

UNDREAM: Bridging Differentiable Rendering and Photorealistic Simulation for End-to-end Adversarial Attacks

Deep learning models deployed in safety critical applications like autonomous driving use simulations to test their robustness against adversarial attacks in realistic conditions. However, these simulations are non-differentiable, forcing researchers to create attacks that do not integrate simulation environmental factors, reducing attack success. To address this limitation, we introduce UNDREAM, the first software framework that bridges the gap between photorealistic simulators and differentiable renderers to enable end-to-end optimization of adversarial perturbations on any 3D objects. UNDREAM enables manipulation of the environment by offering complete control over weather, lighting, backgrounds, camera angles, trajectories, and realistic human and object movements, thereby allowing the creation of diverse scenes. We showcase a wide array of distinct physically plausible adversarial objects that UNDREAM enables researchers to swiftly explore in different configurable environments. This combination of photorealistic simulation and differentiable optimization opens new avenues for advancing research of physical adversarial attacks.
Mansi Phute, Matthew Hull, Haoran Wang +6