Overview

The field studies how a robot selects contact points and gripper poses, then controls its hand to acquire and manipulate objects safely. Common approaches include geometric grasp sampling from RGB-D images or point clouds, learned grasp policies and diffusion or flow-based generators, and language- or affordance-guided planning for task-specific contacts. Tactile and force feedback, compliant gripper designs, and simulation-to-real training help systems adjust to slip, object properties, and changing contact during execution. A central challenge is making grasps physically reliable and efficient under clutter, partial observations, unknown friction, and different robot embodiments, while benchmarks increasingly test real-world execution as well as predicted grasp quality.

Latest papers

316 papers35 papers in the last four weeks, down 34% on the four weeks before. 0.2% of all new papers.

Feb 18, 2026

One Hand to Rule Them All: Canonical Representations for Unified Dexterous Manipulation

Dexterous manipulation policies today largely assume fixed hand designs, severely restricting their generalization to new embodiments with varied kinematic and structural layouts. To overcome this limitation, we introduce a parameterized canonical representation that unifies a broad spectrum of dexterous hand architectures. It comprises a unified parameter space and a canonical URDF format, offering three key advantages. 1) The parameter space captures essential morphological and kinematic variations for effective conditioning in learning algorithms. 2) A structured latent manifold can be learned over our space, where interpolations between embodiments yield smooth and physically meaningful morphology transitions. 3) The canonical URDF standardizes the action space while preserving dynamic and functional properties of the original URDFs, enabling efficient and reliable cross-embodiment policy learning. We validate these advantages through extensive analysis and experiments, including grasp policy replay, VAE latent encoding, and cross-embodiment zero-shot transfer. Specifically, we train a VAE on the unified representation to obtain a compact, semantically rich latent embedding, and develop a grasping policy conditioned on the canonical representation that generalizes across dexterous hands. We demonstrate, through simulation and real-world tasks on unseen morphologies (e.g., 81.9% zero-shot success rate on 3-finger LEAP Hand), that our framework unifies both the representational and action spaces of structurally diverse hands, providing a scalable foundation for cross-hand learning toward universal dexterous manipulation. Project Page: https://zhenyuwei2003.github.io/OHRA/
Feb 18, 2026

HERO: Learning Humanoid End-Effector Control for Visual Whole-Body Open-Vocabulary Object Grasping

Visual loco-manipulation of arbitrary in-the-wild objects requires accurate end-effector (EE) control and a generalizable understanding of the scene from visual inputs (eg, RGB-D images). Existing imitation and sim2real methods jointly learn both these aspects via monolithic end-to-end learning and are thus hard to scale. In this work, we bring to bear the best tools for each of these problems -- large vision models for generalizable scene understanding and simulated training for accurate EE control -- leading to an overall modular loco-manipulation system that exhibits strong generalization. Our core technical innovation is HERO, an accurate residual-aware EE tracking policy made possible by combining classical robotics with machine learning. It uses a) inverse kinematics to convert residual end-effector targets into reference trajectories, b) a learned neural forward model for accurate forward kinematics, and c) goal adjustment and replanning. Together, these innovations reduce the end-effector tracking error to 2.44cm, outperforming the strongest prior method by 5.5x. Our overall system operates in diverse real-world environments, from offices to coffee shops, where the robot reliably grasps various everyday objects (eg, mugs, apples, toys) on surfaces ranging from 43cm to 92cm in height. Systematic modular and end-to-end tests demonstrate the effectiveness of our proposed design. We believe our advances open up new ways of training humanoids to interact with daily objects. Project page: https://hero-humanoid.github.io/
Feb 18, 2026

Reactive Slip Control in Multifingered Grasping: Hybrid Tactile Sensing and Internal-Force Optimization

We build a low-level reflex control layer driven by fast tactile feedback for multifinger grasp stabilization. Our hybrid approach combines learned tactile slip detection with model-based internal-force control to halt in-hand slip while preserving the object-level wrench. The multimodal tactile stack integrates piezoelectric sensing (PzE) for fast slip cues and piezoresistive arrays (PzR) for contact localization, enabling online construction of a contact-centric grasp representation without prior object knowledge. Experiments demonstrate reactive stabilization of multifingered grasps under external perturbations, without explicit friction models or direct force sensing. In controlled trials, slip onset is detected after 20.4 +/- 6 ms. The framework yields a theoretical grasp response latency on the order of 30 ms, with grasp-model updates in less than 5 ms and internal-force selection in about 4 ms. The analysis supports the feasibility of sub-50 ms tactile-driven grasp responses, aligned with human reflex baselines.
Feb 16, 2026

DexEvolve: Evolutionary Optimization for Robust and Diverse Dexterous Grasp Synthesis

Dexterous grasping is fundamental to robotics, yet data-driven grasp prediction heavily relies on large, diverse datasets that are costly to generate and typically limited to a narrow set of gripper morphologies. Analytical grasp synthesis can be used to scale data collection, but necessary simplifying assumptions often yield physically infeasible grasps that need to be filtered in high-fidelity simulators, significantly reducing the total number of grasps and their diversity. We propose a scalable generate-and-refine pipeline for synthesizing large-scale, diverse, and physically feasible grasps. Instead of using high-fidelity simulators solely for verification and filtering, we leverage them as an optimization stage that continuously improves grasp quality without discarding precomputed candidates. More specifically, we initialize an evolutionary search with a seed set of analytically generated, potentially suboptimal grasps. We then refine these proposals directly in a high-fidelity simulator (Isaac Sim) using an asynchronous, gradient-free evolutionary algorithm, improving stability while maintaining diversity. In addition, this refinement stage can be guided toward human preferences and/or domain-specific quality metrics without requiring a differentiable objective. We further distill the refined grasp distribution into a diffusion model for robust real-world deployment, and highlight the role of diversity for both effective training and during deployment. Experiments on a newly introduced Handles dataset and a DexGraspNet subset demonstrate that our approach achieves over 120 distinct stable grasps per object (a 1.7-6x improvement over unrefined analytical methods) while outperforming diffusion-based alternatives by 46-60% in unique grasp coverage.
Feb 10, 2026

Learning Force-Regulated Robotic Manipulation with a Low-Cost Tactile-Force-Controlled Gripper

Successfully manipulating many everyday objects, such as potato chips, requires precise force regulation. Failure to modulate force can lead to task failure or irreversible damage to the objects. Humans can precisely achieve this by adapting force from tactile feedback, even within a short period of physical contact. We aim to give robots this capability. However, commercial grippers exhibit high cost or high minimum force, making them unsuitable for studying force-controlled policy learning with everyday force-sensitive objects. We introduce TF-Gripper, a low-cost (~$150) force-controlled parallel-jaw gripper that integrates tactile sensing as feedback. It has an effective force range of 0.45-45 N and is compatible with different robot arms. Additionally, we designed a teleoperation device paired with TF-Gripper to record human-applied grasping forces. While we can train standard low-frequency policies with the collected force data, achieving reliable performance remains challenging due to the reactive and contact-dependent nature of force-regulated manipulation. To overcome this, we propose RETAF (REactive Tactile Adaptation of Force), a framework that decouples grasping force control from arm pose prediction. RETAF regulates force at high frequency using wrist images and tactile feedback, while a base policy predicts end-effector pose and gripper open/close action. Our experiments show that, compared to position control, direct force control with TF-Gripper improves grasp stability and overall task performance across six real-world tasks. We further show that tactile feedback is essential for force regulation, and that RETAF consistently outperforms baselines and can be integrated with various base policies. We hope this work opens a path for scaling the learning of force-controlled policies in robotic manipulation. Project page: https://force-gripper.github.io .
Feb 6, 2026

MultiGraspNet: A Multitask 3D Vision Model for Multi-gripper Robotic Grasping

Vision-based models for robotic grasping automate critical, repetitive, and draining industrial tasks. Existing approaches are typically limited in two ways: they either target a single gripper and are potentially applied on costly dual-arm setups, or rely on custom hybrid grippers that require ad-hoc learning procedures with logic that cannot be transferred across tasks, restricting their general applicability. In this work, we present MultiGraspNet, a novel multitask 3D deep learning method that predicts feasible poses simultaneously for parallel and vacuum grippers within a unified framework, enabling a single robot to handle multiple end effectors. The model is trained on the richly annotated GraspNet-1Billion and SuctionNet-1Billion datasets, which have been aligned for the purpose, and generates graspability masks quantifying the suitability of each scene point for successful grasps. By sharing early-stage features while maintaining gripper-specific refiners, MultiGraspNet effectively leverages complementary information across grasping modalities. This design preserves a compact architectural footprint of only 15.75M parameters and enables fast inference on a single GPU, enhancing adaptability and efficiency in cluttered scenes. We characterize MultiGraspnet's performance with an extensive experimental analysis, demonstrating its competitiveness with single-task models on relevant benchmarks while reducing computational cost. Moreover, real-world experiments on a single-arm multi-gripper robotic setup show that our approach outperforms normalization-based multi-gripper approaches. Project page: https://vandal-lab.github.io/multigraspnet-project
Jan 31, 2026

DiffMorphGrasp: A Diffusion Framework Conditioned on Hand Morphology for Cross-Embodiment Grasp Generation

As robots are deployed across diverse environments, manipulation tasks require robot hands with different morphologies to satisfy varying task requirements, hardware capabilities, and cost constraints. However, transferring grasping policies learned on one robot hand to another with a different morphology remains a fundamental challenge due to variations in kinematic structures and degrees of freedom across embodiments. To address these limitations, we propose DiffMorphGrasp, the first diffusion-based framework that incorporates hand morphology information into the generative process for cross-embodiment dexterous grasping. The proposed approach maps grasps from diverse robotic hands into a reference hand pose, providing a common space for learning. Grasp generation is then continuously conditioned on structured representations of hand kinematics, encoded as graphs derived from hand configurations, together with object geometry. In addition, we introduce a loss function that computes joint-level errors over the hand kinematic structure to constrain the generated grasps during training. To evaluate DiffMorphGrasp, we construct a new benchmark for assessing grasp generation performance across robot hands with different morphologies. Extensive experiments demonstrate that DiffMorphGrasp achieves strong zero-shot generalization to unseen hand morphologies, enabling scalable cross-embodiment grasp deployment. Project page: https://georgewuzy.github.io/DiffMorphGrasp-website
Dec 24, 2025

Tracing Energy Flow: Learning Tactile-based Grasping Force Control to Reduce Slippage in Dynamic Object Interaction

Regulating grasping force to reduce slippage during dynamic object interaction remains a fundamental challenge in robotic manipulation, especially when objects are manipulated by multiple rolling contacts, have unknown properties (such as mass or surface conditions), and when external sensing is unreliable. In contrast, humans can quickly regulate grasping force by touch, even without visual cues. Inspired by this ability, we aim to enable robotic hands to rapidly explore objects and learn tactile-driven grasping force control under motion and limited sensing. We propose a physics-informed energy abstraction that models the object as a virtual energy container. The inconsistency between the fingers' applied power and the object's retained energy provides a physically grounded signal for inferring slip-aware stability. Building on this abstraction, we employ model-based learning and planning to efficiently model energy dynamics from tactile sensing and perform real-time grasping force optimization. Experiments in both simulation and hardware demonstrate that our method can learn grasping force control from scratch within minutes, effectively reduce slippage, and extend grasp duration across diverse motion-object pairs, all without relying on external sensing or prior object knowledge. (Video: https://youtu.be/l3TJV29Mo6w)
Nov 8, 2025

Adversarial Game-Theoretic Algorithm for Dexterous Grasp Synthesis

For many complex tasks, multi-finger robot hands are poised to revolutionize how we interact with the world, but reliably grasping objects remains a significant challenge. We focus on the problem of synthesizing grasps for multi-finger robot hands that, given a target object's geometry and pose, computes a hand configuration. Existing approaches often struggle to produce reliable grasps that sufficiently constrain object motion, leading to instability under disturbances and failed grasps. A key reason is that during grasp generation, they typically focus on resisting a single wrench, while ignoring the object's potential for adversarial movements, such as escaping. We propose a new grasp-synthesis approach that explicitly captures and leverages the adversarial object motion in grasp generation by formulating the problem as a two-player game. One player controls the robot to generate feasible grasp configurations, while the other adversarially controls the object to seek motions that attempt to escape from the grasp. Simulation experiments on various robot platforms and target objects show that our approach achieves a success rate of 75.78%, up to 19.61% higher than the state-of-the-art baseline. The two-player game mechanism improves the grasping success rate by 27.40% over the method without the game formulation. Our approach requires only 0.28-1.04 seconds on average to generate a grasp configuration, depending on the robot platform, making it suitable for real-world deployment. In real-world experiments, our approach achieves an average success rate of 85.0% on ShadowHand and 87.5% on LeapHand, which confirms its feasibility and effectiveness in real robot setups.
Sep 8, 2025

First Plan Then Evaluate: Multi-Target Planning with Post-Planning Success Evaluation Improves Learning-Based Grasping Pipelines

Autonomous multi-finger grasping is a fundamental capability in robotic manipulation. Optimization-based approaches show strong performance, but tend to be sensitive to initialization and are potentially time-consuming. As an alternative, the generator-evaluator-planner framework has been proposed. A generator generates grasp candidates, an evaluator ranks the proposed grasps, and a motion planner plans a trajectory to the highest-ranked grasp. If the planner doesn't find a trajectory, a new trajectory optimization is started with the next-best grasp as the target and so on. However, executing lower-ranked grasps means a lower chance of grasp success, and multiple trajectory optimizations are time-consuming. Alternatively, relaxing the threshold for motion planning accuracy allows for easier computation of a successful trajectory but implies lower accuracy in estimating grasp success likelihood. It's a lose-lose proposition: either spend more time finding a successful trajectory or have a worse estimate of grasp success. We propose a framework that plans trajectories to a set of generated grasp targets, the evaluator estimates the grasp success likelihood at the terminal configuration of the planned trajectories, and the robot executes the trajectory most likely to succeed. Our experiments show our approach improves over the traditional generator-evaluator-planner framework across different objects, generators, and motion planners, and successfully generalizes to novel environments in the real world, including different shelves and table heights. Project Website: https://martinmatak.github.io/fpte/
Jul 24, 2025

Equivariant Volumetric Grasping

We propose a new volumetric grasp model that is equivariant to rotations around the vertical axis, leading to a significant improvement in sampling efficiency. Our model employs a tri-plane volumetric feature representation -- i.e., the projection of 3D features onto three canonical planes. We introduce a novel tri-plane feature design in which features on the horizontal plane are equivariant to 90∘90^\circ rotations, while the sum of features from the other two planes remains invariant to reflections induced by the same transformations. We further develop equivariant adaptations of two state-of-the-art volumetric grasp planners, GIGA and IGD. Specifically, we derive a new equivariant formulation of IGD's deformable attention mechanism and propose an equivariant generative model of grasp orientations based on flow matching. We provide a detailed analytical justification of the proposed equivariance properties and validate our approach through extensive simulated and real-world experiments. Our results demonstrate that the proposed projection-based design reduces both computational and memory costs. Moreover, the equivariant grasp models built on top of our tri-plane features consistently outperform their non-equivariant counterparts, achieving higher performance within a real-time cost constraint. Video and code can be viewed in: https://mousecpn.github.io/evg-page/
Jun 10, 2025

Towards Biosignals-Free Autonomous Prosthetic Hand Control via Imitation Learning

Limb loss affects millions globally, impairing physical function and reducing quality of life. Most traditional surface electromyographic (sEMG) and semi-autonomous methods require users to generate myoelectric signals for each control, imposing physically and mentally taxing demands. This study aims to develop a fully autonomous control system that enables a prosthetic hand to automatically grasp and release objects of various shapes using only a camera attached to the wrist. By placing the hand near an object, the system will automatically execute grasping actions with a proper grip force in response to the hand's movements and the environment. To release the object being grasped, just naturally place the object close to the table and the system will automatically open the hand. Such a system would provide individuals with limb loss with a very easy-to-use prosthetic control interface and may help reduce mental effort while using. To achieve this goal, we developed a teleoperation system to collect human demonstration data for training the prosthetic hand control model using imitation learning, which mimics the prosthetic hand actions from human. By training the model on data from a limited set of objects collected from a single participant's demonstration, we showed that the imitation learning algorithm can achieve high success rates and generalize effectively to new users and previously unseen objects with varying weights. The demonstrations are available at https://sites.google.com/view/autonomous-prosthetic-hand.
May 7, 2025

Web2Grasp: Learning Functional Grasps from Web Images of Hand-Object Interactions

Functional grasping is essential for enabling dexterous multi-finger robot hands to manipulate objects effectively. Prior work largely focuses on power grasps, which only involve holding an object, or relies on in-domain demonstrations for specific objects. We propose leveraging human grasp information extracted from web images, which capture natural and functional hand-object interactions (HOI). Using a pretrained 3D reconstruction model, we recover 3D human HOI meshes from RGB images. To train on these noisy HOI data, we propose to use: (1) an interaction-centric model to learn the functional interaction pattern between hand and object, and (2) geometry-based filtering to remove the infeasible grasps and physical simulation to retain grasps who can resist disturbance. In IssacGym simulation, our model trained on reconstructed HOI grasps achieves a 75.8% success rate on objects from the web dataset and generalizes to unseen objects, outperforming baseline methods in both grasp success and functional quality. In real-world experiments with the LEAP hand and Inspire hand, it attains a 77.5% success rate across 12 objects, including challenging ones such as a syringe, spray bottle, knife, and tongs. Project website is at: https://web2grasp.github.io/.
Mar 31, 2025

Disambiguate Gripper State in Grasp-Based Tasks: Pseudo-Tactile as Feedback Enables Pure Simulation Learning

Grasp-based manipulation tasks are fundamental to robots interacting with their environments, yet gripper state ambiguity significantly reduces the robustness of imitation learning policies for these tasks. Data-driven solutions face the challenge of high real-world data costs, while simulation data, despite its low costs, is limited by the sim-to-real gap. We identify the root cause of gripper state ambiguity as the lack of tactile feedback. To address this, we propose a novel approach employing pseudo-tactile as feedback, inspired by the idea of using a force-controlled gripper as a tactile sensor. This method enhances policy robustness without additional data collection and hardware involvement, while providing a noise-free binary gripper state observation for the policy and thus facilitating pure simulation learning to unleash the power of simulation. Experimental results across three real-world grasp-based tasks demonstrate the necessity, effectiveness, and efficiency of our approach.
Feb 28, 2025

FunHOI: Annotation-Free 3D Hand-Object Interaction Generation via Functional Text Guidance

Hand-object interaction(HOI) is the fundamental link between human and environment, yet its dexterous and complex pose significantly challenges for gesture control. Despite significant advances in AI and robotics, enabling machines to understand and simulate hand-object interactions, capturing the semantics of functional grasping tasks remains a considerable challenge. While previous work can generate stable and correct 3D grasps, they are still far from achieving functional grasps due to unconsidered grasp semantics. To address this challenge, we propose an innovative two-stage framework, Functional Grasp Synthesis Net (FGS-Net), for generating 3D HOI driven by functional text. This framework consists of a text-guided 3D model generator, Functional Grasp Generator (FGG), and a pose optimization strategy, Functional Grasp Refiner (FGR). FGG generates 3D models of hands and objects based on text input, while FGR fine-tunes the poses using Object Pose Approximator and energy functions to ensure the relative position between the hand and object aligns with human intent and remains physically plausible. Extensive experiments demonstrate that our approach achieves precise and high-quality HOI generation without requiring additional 3D annotation data.
Jan 18, 2025

RoMu4o: A Robotic Manipulation Unit For Orchard Operations Automating Proximal Hyperspectral Leaf Sensing

Driven by the need to address labor shortages and meet the demands of a rapidly growing population, robotic automation has become a critical component in precision agriculture. Leaf-level hyperspectral spectroscopy is shown to be a powerful tool for phenotyping, monitoring crop health, identifying essential nutrients within plants as well as detecting diseases and water stress. This work introduces RoMu4o, a robotic manipulation unit for orchard operations offering an automated solution for proximal hyperspectral leaf sensing. This ground robot is equipped with a 6DOF robotic arm and vision system for real-time deep learning-based image processing and motion planning. We developed robust perception and manipulation pipelines that enable the robot to successfully grasp target leaves and perform spectroscopy. These frameworks operate synergistically to identify and extract the 3D structure of leaves from an observed batch of foliage, propose 6D poses, and generate collision-free constraint-aware paths for precise leaf manipulation. The end-effector of the arm features a compact design that integrates an independent lighting source with a hyperspectral sensor, enabling high-fidelity data acquisition while streamlining the calibration process for accurate measurements. Our ground robot is engineered to operate in unstructured orchard environments. However, the performance of the system is evaluated in both indoor and outdoor plant models. The system demonstrated reliable performance for 1-LPB hyperspectral sampling, achieving 95% success rate in lab trials and 79% in field trials. Field experiments revealed an overall success rate of 70% for autonomous leaf grasping and hyperspectral measurement in a pistachio orchard.