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GraspXL: Generating Grasping Motions for Diverse Objects at Scale

Published:03/29/2024
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TL;DR Summary

GraspXL is a policy learning framework that unifies diverse, multi-objective grasping motion generation for unseen objects at scale. Trained without 3D hand-object interaction data, it robustly synthesizes motions for 500k+ novel objects with 82.2% success, demonstrating high gen

Abstract

Human hands possess the dexterity to interact with diverse objects such as grasping specific parts of the objects and/or approaching them from desired directions. More importantly, humans can grasp objects of any shape without object-specific skills. Recent works synthesize grasping motions following single objectives such as a desired approach heading direction or a grasping area. Moreover, they usually rely on expensive 3D hand-object data during training and inference, which limits their capability to synthesize grasping motions for unseen objects at scale. In this paper, we unify the generation of hand-object grasping motions across multiple motion objectives, diverse object shapes and dexterous hand morphologies in a policy learning framework GraspXL. The objectives are composed of the graspable area, heading direction during approach, wrist rotation, and hand position. Without requiring any 3D hand-object interaction data, our policy trained with 58 objects can robustly synthesize diverse grasping motions for more than 500k unseen objects with a success rate of 82.2%. At the same time, the policy adheres to objectives, which enables the generation of diverse grasps per object. Moreover, we show that our framework can be deployed to different dexterous hands and work with reconstructed or generated objects. We quantitatively and qualitatively evaluate our method to show the efficacy of our approach. Our model, code, and the large-scale generated motions are available at https://eth-ait.github.io/graspxl/.

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1. Bibliographic Information

  • Title: GraspXL: Generating Grasping Motions for Diverse Objects at Scale
  • Authors: Hui Zhang, Sammy Christen, Zicong Fan, Otmar Hilliges, and Jie Song.
  • Affiliations: The authors are affiliated with ETH Zürich, Switzerland, and the Max Planck Institute for Intelligent Systems, Germany. These are highly respected institutions in the fields of computer science, computer vision, and robotics.
  • Journal/Conference: This paper was submitted to arXiv, a preprint server. The version analyzed is v2, dated March 2024. While not a peer-reviewed publication at this stage, arXiv is a standard platform for disseminating cutting-edge research in computer science. The work references a future publication at ICRA 2024 (SynH2R), suggesting the authors are active in top-tier robotics conferences.
  • Publication Year: 2024
  • Abstract: The paper presents GraspXL, a policy learning framework designed to generate realistic grasping motions for a wide variety of objects. Unlike previous methods that often focus on a single objective (like approach direction) and require expensive 3D hand-object interaction data, GraspXL unifies multiple objectives (graspable area, heading direction, wrist rotation, hand position) and works without any such data. The framework is highly generalizable, demonstrated by training a policy on only 58 objects that can successfully generate grasps for over 500,000 unseen objects with an 82.2% success rate. It is also adaptable to different dexterous hand models (both human and robotic) and can work with imperfect object models from 3D reconstruction or generation.
  • Original Source Link:

2. Executive Summary

  • Background & Motivation (Why):

    • Core Problem: The goal is to generate physically plausible and diverse grasping motions for any given object, similar to how humans can effortlessly grasp novel items. This requires not just achieving a stable grasp, but also adhering to specific user-defined constraints, such as grasping a mug by its handle or approaching an object from a particular direction.
    • Gaps in Prior Work: Existing methods have several key limitations that prevent large-scale, versatile grasp synthesis:
      1. Data Dependency: Many approaches rely on large datasets of 3D hand-object interactions, which are expensive and difficult to capture, limiting their generalization to objects or hand types not seen during training.
      2. Scalability Issues: Some methods require time-consuming, per-object optimization at inference time to generate a grasp, making them impractical for large-scale applications.
      3. Limited Controllability: Most frameworks are designed to achieve a single objective (e.g., a stable grasp) and lack the fine-grained control to satisfy multiple simultaneous objectives (e.g., grasp area, approach angle, and wrist orientation).
    • Innovation: GraspXL introduces a novel framework that is data-agnostic (it doesn't need 3D hand-object interaction data for training), scalable (it can generate grasps for hundreds of thousands of unseen objects in real-time), and controllable (it allows users to specify multiple simultaneous motion objectives).
  • Main Contributions / Findings (What):

    1. GraspXL Framework: A reinforcement learning (RL) framework that unifies grasp generation across diverse objects, multiple motion objectives, and different hand morphologies without relying on pre-existing hand-object interaction data.
    2. Learning Curriculum & Objective-Driven Guidance: A two-stage training curriculum that first learns to satisfy objectives on static objects and then learns to achieve stable grasps on dynamic ones. This is complemented by a guidance mechanism that accelerates learning and improves control precision.
    3. Demonstrated Scalability and Generalization: The model, trained on only 58 objects, successfully generates grasps for over 500,000 unseen objects from the Objaverse dataset with high success rates. It also generalizes to various robotic hands and imperfect object models from 3D reconstruction/generation.
    4. Large-Scale Generated Dataset: The authors have generated and released a massive dataset of diverse grasping motions for over 500,000 objects, which can serve as a valuable resource for future research in robotics and animation.

3. Prerequisite Knowledge & Related Work

  • Foundational Concepts:

    • Dexterous Manipulation: The ability of a hand (human or robotic) to manipulate objects with skill and precision using its fingers. This goes beyond simple parallel-jaw gripping and involves complex coordination of multiple joints.
    • Reinforcement Learning (RL): A machine learning paradigm where an "agent" (the policy) learns to make decisions by performing actions in an "environment" (the physics simulation) to maximize a cumulative "reward". It's a trial-and-error learning process well-suited for control tasks.
    • Physics Simulation: A virtual environment that models physical laws like gravity, friction, and contact dynamics. Using a simulator allows the RL agent to learn without the cost and danger of interacting with the real world, and to generate physically plausible motions.
    • Policy: In RL, the policy is the "brain" of the agent. It's typically a neural network that takes the current state of the environment as input and outputs an action to perform.
    • MANO (Hand Model): A widely used parametric 3D model of the human hand. It can represent a vast range of hand shapes and poses with a small set of parameters, making it ideal for learning and synthesis tasks.
  • Previous Works: The paper categorizes related work into two main areas:

    1. Hand-object Interaction Synthesis: These methods aim to generate realistic motions of hands interacting with objects, primarily for graphics and animation.
      • Data-driven approaches: Rely on captured 3D hand-object data. Their performance is limited by the diversity of their training data, making it hard to generalize to new objects or satisfy specific motion objectives.
      • Physics-based approaches: Use RL and simulation to ensure physical plausibility and reduce data dependency. However, previous works often required a reference pose (e.g., a static grasp) to initiate the motion, which itself can be difficult or time-consuming to obtain, thus limiting scalability.
    2. Dexterous Robot Hand Manipulation: This field focuses on enabling robots to perform complex manipulation tasks.
      • Imitation Learning: These methods learn from human demonstrations but are often constrained by the need for expensive data collection (e.g., teleoperation) and struggle to generalize beyond the demonstrated tasks.
      • RL-based approaches: Learn from scratch in simulation. While powerful, they can struggle with affordance-aware grasping (e.g., grasping a mug by its handle) and have typically been demonstrated on a small number of novel objects.
  • Differentiation: GraspXL distinguishes itself by combining the strengths of prior work while overcoming their key limitations. Table 1 in the paper provides a clear comparison:

    (This is a transcription of the data from Table 1 in the paper.)

    Method Multiple Objectives Different Hands Data-agnostic Inference Number of Test Objects
    DexVIP [28] 0
    D-Grasp [9] 3
    UniDexGrasp [45] 100
    UniDexGrasp++ [43] 100
    SynH2R [8] 1,174
    GraspXL (Ours) 503,409

    The key differentiators are:

    • Multiple Objectives: GraspXL is the only method listed that explicitly supports a combination of objectives like grasp area, heading, and rotation.
    • Data-agnostic Inference: It does not require any reference data (like a target pose) for a novel object at inference time, enabling real-time performance.
    • Massive Scalability: It demonstrates successful generalization to an unprecedented number of over 500,000 unseen objects.

4. Methodology (Core Technology & Implementation)

GraspXL formulates the objective-driven grasping problem within a reinforcement learning framework.

  • Task Definition: The goal is to generate a motion sequence for a hand model hh to grasp a rigid object oo. The user can specify a set of motion objectives τ\tau.

    该图像为示意图,展示了手部局部坐标系及关键抓取参数符号说明。左图(a)展示手部的局部坐标轴xyz,以及旋转ω、前进方向v和中点m的定义。右图(b)分别示意… 该图像为示意图,展示了手部局部坐标系及关键抓取参数符号说明。左图(a)展示手部的局部坐标轴xyz,以及旋转ω、前进方向v和中点m的定义。右图(b)分别示意目标物体与手腕旋转ω、前进方向v、中点m在抓取过程中的关系,突出这些参数对抓取姿态的影响。 Figure 4: Task definition. (a) illustrates the hand's local coordinate system with heading direction v\mathbf{v}, wrist rotation ω\omega, and midpoint m\mathbf{m}. (b) shows how these objectives relate to an object, including the specification of graspable ({oj+}\{ \mathbf{o}_{j}^{+}\}) and non-graspable ({oj}\{ \mathbf{o}_{j}^{-}\}) areas.

    The key objectives are:

    • Graspable Area: The object's surface points are partitioned into graspable {oj+}\{ \mathbf{o}_{j}^{+}\} and non-graspable {oj}\{ \mathbf{o}_{j}^{-}\} sets.
    • Heading Direction (vˉ\bar{\mathbf{v}}): The desired direction from which the hand should approach the object.
    • Wrist Rotation (ωˉ\bar{\omega}): The desired rotation of the wrist around the heading direction vector.
    • Hand Position (mˉ\bar{\mathbf{m}}): The target 3D position for the hand's midpoint (defined as the point between the thumb tip and the middle finger's third joint).
  • Principles & Overall Pipeline:

    该图像是方法流程示意图,展示了GraspXL生成多样化抓取动作的整体框架。左上方列出多种对象3D模型和不同类型的手模型;左侧展示动作目标(方向、旋转、位置… Figure 3: Overview of GraspXL. The framework takes an object and hand model as input, along with user-specified motion objectives. The RL policy processes state information (hand state, contact sensors, distances) and objectives to generate actions. These actions are executed in a physics simulator via a PD controller, producing a new state and completing the learning loop. The output is a generated grasping motion sequence.

    The system operates in a standard RL loop:

    1. State & Objectives: At each timestep, the system receives the current state st\mathbf{s}_t from the simulation and the user-defined objectives τ\tau.
    2. Feature Extraction: A function ϕ\phi extracts relevant features from the state and objectives.
    3. Policy Action: The policy network π\pi takes these features and outputs an action at\mathbf{a}_t.
    4. Control & Simulation: The action at\mathbf{a}_t represents target joint angles for a Proportional-Derivative (PD) controller, which computes torques to apply to the hand's joints in the physics simulator.
    5. New State: The simulator advances one step, producing the next state st+1\mathbf{s}_{t+1}.
  • Mathematical Formulas & Key Details:

    1. Feature Extraction: The feature vector Φ(s,τ)\varPhi(\mathbf{s}, \tau) fed to the policy is a concatenation of:

    • Hand state: joint angles q\mathbf{q}, joint tracking error d\mathbf{d}, and velocities uh\mathbf{u}_h.
    • Object state: velocities uo\mathbf{u}_o.
    • Interaction state: contact indicators c\mathbf{c} and contact forces f\mathbf{f}.
    • Objective errors: differences between current and target heading v~\tilde{\mathbf{v}}, midpoint m~\tilde{\mathbf{m}}, and rotation ω~\tilde{\omega}.
    • Shape Features (Joint Distance): To make the policy aware of the object's local geometry without being tied to a specific shape representation, the authors introduce distance features. For each hand link ii, they compute the vector to the nearest point on the graspable surface (1+1^{+}) and the non-graspable surface (1^{-}). This provides crucial information for fine-grained finger placement.

    2. Reward Function: The reward function is designed to be general across different hand morphologies and is composed of two main parts: r=rgoal+rgraspr = r_{\text{goal}} + r_{\text{grasp}}

    • rgoalr_{\text{goal}} encourages adhering to the motion objectives.

    • rgraspr_{\text{grasp}} encourages forming a stable and successful grasp.

      The goal reward rgoalr_{\text{goal}} is: rgoal=rdis+rv+rω+rmr_{\text{goal}} = r_{\text{dis}} + r_{\mathbf{v}} + r_{\omega} + r_{\mathbf{m}}

    • rdisr_{\text{dis}} rewards moving fingers towards the graspable area and away from the non-graspable area.

    • rvr_{\mathbf{v}}, rωr_{\omega}, and rmr_{\mathbf{m}} are negative squared error terms that penalize deviations from the target heading direction, wrist rotation, and midpoint position, respectively. For example: rv=wvvvˉ2r_{\mathbf{v}} = -w_{\mathbf{v}} \| \mathbf{v} - \bar{\mathbf{v}} \|^2

    The grasp reward rgraspr_{\text{grasp}} is: rgrasp=rc+rf+ranatomy+rreg r_{\text{grasp}} = r_{\mathbf{c}} + r_{\mathbf{f}} + r_{\text{anatomy}} + r_{\text{reg}}

    • rcr_{\mathbf{c}} rewards contact with the graspable area and penalizes contact with the non-graspable area.
    • rfr_{\mathbf{f}} encourages applying sufficient force on the graspable area (proportional to the object's weight) to lift it, while penalizing force on non-graspable parts.
    • ranatomyr_{\text{anatomy}} (used for the MANO hand) penalizes unnatural hand poses.
    • rregr_{\text{reg}} penalizes excessive hand and object velocities to promote stability.

    3. Learning Curriculum: Directly learning to grasp while satisfying objectives is difficult, as exploration for objectives can destabilize the object upon contact. To solve this, a two-stage curriculum is proposed:

    • Phase 1 (Objective Learning): The policy is trained with stationary objects and a higher weight on rgoalr_{\text{goal}}. This allows the model to learn precise finger and hand movements to satisfy the objectives without the complication of the object moving.
    • Phase 2 (Grasp Learning): The policy is fine-tuned with non-stationary (movable) objects and a higher weight on rgraspr_{\text{grasp}}. This encourages the model to learn how to establish a stable grasp and lift the object successfully.

    4. Objective-driven Hand Guidance: To simplify the exploration problem for the policy, especially with diverse objectives, the authors introduce a direct guidance mechanism. The errors between the current and target heading direction, wrist rotation, and midpoint position are used as bias terms for the wrist's 6-DoF PD controller. This simple but effective trick directly pushes the hand towards the desired global pose, allowing the RL policy to focus on the more nuanced task of shaping the fingers for a successful grasp.

5. Experimental Setup

  • Datasets:

    • Training Set: A small set of 58 objects (26 from ShapeNet, 32 from PartNet) with diverse shapes. The small size highlights the method's data efficiency and generalization power.
    • Test Sets:
      • PartNet: 48 unseen objects from seen categories, used for evaluating part-aware grasping.
      • ShapeNet: 3,993 completely novel objects to test generalization.
      • Objaverse: A massive-scale dataset of 503,409 unseen objects to demonstrate scalability.
      • Generated/Reconstructed Objects: Objects created by DreamFusion (text-to-3D) and reconstructed by HOLD (from video) to test robustness against imperfect geometry.
  • Evaluation Metrics:

    1. Grasping Success Rate (Suc. Rate) [%] ↑:
      • Conceptual Definition: The percentage of trials where the object is successfully lifted higher than 10cm and held stably without being dropped until the end of the episode. This is the primary metric for grasp stability.
    2. Midpoint Error (Mid. Error) [cm] ↓:
      • Conceptual Definition: Measures how accurately the hand is positioned relative to the target. It is the Euclidean distance between the final hand midpoint position m\mathbf{m} and the target midpoint mˉ\bar{\mathbf{m}}.
      • Mathematical Formula: Errormid=mmˉ2 \text{Error}_{\text{mid}} = \| \mathbf{m} - \bar{\mathbf{m}} \|_2
    3. Heading Error (Head. Error) [rad] ↓:
      • Conceptual Definition: Measures how accurately the hand is oriented. It is the geodesic distance (the angle between the two vectors) between the final heading direction vector v\mathbf{v} and the target vector vˉ\bar{\mathbf{v}}.
      • Mathematical Formula: Errorhead=arccos(vvˉ) \text{Error}_{\text{head}} = \arccos(\mathbf{v} \cdot \bar{\mathbf{v}})
    4. Wrist Rotation Error (Rot. Error) [rad] ↓:
      • Conceptual Definition: Measures the accuracy of the wrist's roll angle. It is the absolute difference between the final wrist rotation angle ω\omega and the target angle ωˉ\bar{\omega}.
      • Mathematical Formula: Errorrot=ωωˉ \text{Error}_{\text{rot}} = | \omega - \bar{\omega} |
    5. Contact Ratio [%] ↑:
      • Conceptual Definition: Measures adherence to the specified graspable area. It is the ratio of hand links in contact with the graspable part {oj+}\{ \mathbf{o}_{j}^{+}\} to the total number of links in contact with the entire object. A higher ratio indicates a more precise, affordance-aware grasp.
  • Baselines:

    • SynH2R: A state-of-the-art method that first uses an optimization procedure to generate a static reference grasp pose and then uses an RL policy to execute the motion. The authors adapted its optimization to incorporate all of GraspXL's objectives for a fair comparison.
    • SynH2R-PD: A simpler baseline where the optimized reference poses from SynH2R are used as direct targets for a PD controller, without a learned RL policy for motion execution.

6. Results & Analysis

  • Core Results: Method Comparison

    (This is a transcription of the data from Table 2 in the paper.)

    | | \multicolumn{5}{c|}{PartNet Test Set} | \multicolumn{4}{c|}{ShapeNet Test Set} | :--- | :--- | :--- | :--- | :--- | :--- | :--- | :--- | :--- | :--- | Method | Suc. Rate [%] ↑ | Mid. Error [cm] ↓ | Head. Error [rad] ↓ | Rot. Error [rad] ↓ | Contact Ratio [%] ↑ | Suc. Rate [%] ↑ | Mid. Error [cm] ↓ | Head. Error [rad] ↓ | Rot. Error [rad] ↓ | PD | 26.5 | 4.30 | 0.767 | 0.857 | 13.0 | 21.9 | 4.60 | 0.850 | 0.964 | SynH2R | 82.3 | 4.06 | 0.522 | 0.568 | 53.4 | 65.8 | 4.49 | 0.642 | 0.688 | Ours | 95.0 | 2.85 | 0.270 | 0.306 | 86.7 | 81.0 | 3.22 | 0.292 | 0.338

    Analysis:

    • GraspXL significantly outperforms both baselines across all metrics on both datasets. It achieves a much higher success rate (+12.7% on PartNet, +15.2% on ShapeNet vs. SynH2R) while being substantially more accurate in following objectives (objective errors are reduced by 30-50%).

    • The Contact Ratio is dramatically higher, showing GraspXL is much better at grasping objects by their intended parts (e.g., handles).

    • Crucially, the baselines require a slow, offline optimization step for every new object, which took about a week for the ShapeNet test set. GraspXL performs inference in real-time.

      该图像为插图,展示了GraspXL方法与SynH2R方法在满足抓取目标(图中红色箭头指示的抓取区域)方面的对比。左侧为抓取目标示意,右侧上排为参考手部抓取… Figure 6: Qualitative Comparison. This figure from the supplementary material shows that SynH2R can fail to produce a stable grasp or follow the objective (red arrow) due to noisy references. In contrast, GraspXL directly generates a motion that successfully and accurately achieves the objective.

  • Ablations / Parameter Sensitivity:

    1. Ablation Study:

    (This is a transcription of the data from Table 6 in the paper.)

    | | \multicolumn{5}{c|}{PartNet Test Set} | \multicolumn{4}{c|}{ShapeNet Test Set} | :--- | :--- | :--- | :--- | :--- | :--- | :--- | :--- | :--- | :--- | Model | Suc. Rate [%] ↑ | Mid. Error [cm] ↓ | Head. Error [rad] ↓ | Rot. Error [rad] ↓ | Contact Ratio [%] ↑ | Suc. Rate [%] ↑ | Mid. Error [cm] ↓ | Head. Error [rad] ↓ | Rot. Error [rad] ↓ | w/o Guidance | 90.0 | 3.22 | 0.394 | 0.425 | 82.2 | 68.5 | 3.74 | 0.455 | 0.528 | w/o Distance | 81.6 | 2.90 | 0.419 | 0.475 | 84.2 | 70.7 | 3.34 | 0.467 | 0.510 | w/o Curriculum | 96.2 | 4.12 | 0.381 | 0.462 | 88.8 | 79.6 | 4.60 | 0.396 | 0.461 | Ours | 95.0 | 2.85 | 0.270 | 0.306 | 86.7 | 81.0 | 3.22 | 0.292 | 0.338

    Analysis:

    • w/o Guidance: Removing the objective-driven guidance significantly degrades performance, especially objective adherence (higher errors) and success rate on the harder ShapeNet set. This confirms its importance for efficient exploration.
    • w/o Distance: Removing the joint-to-surface distance features leads to a major drop in performance, particularly success rate and objective accuracy. This highlights that these features are critical for the policy to "understand" the object's local shape.
    • w/o Curriculum: Removing the curriculum results in a large increase in objective errors. While the success rate remains high, the policy fails to learn precise control. This validates the curriculum's role in decoupling the learning of objectives and stable grasping.

    2. Generalization:

    该图像为示意图,展示了GraspXL方法在不同物体(3D耳机模型、生成的柯基狗、重建的乐高杯子)和不同机械手(Shadow手、Allegro手)上的多目标… Figure 2 & 3: These images show GraspXL's versatility. It can handle standard 3D assets, text-to-3D generated objects (corgi), and reconstructed objects (Lego mug), and works with different robotic hands (Shadow, Allegro).

    • Large-scale Dataset (Objaverse): Achieved an average success rate of 82.2% across more than 500k unseen objects, proving its remarkable scalability. (Table 3)

    • Reconstructed/Generated Objects: Maintained high performance on objects with noisy or unrealistic geometry, demonstrating robustness. (Table 4)

    • Different Robotic Hands: The framework was successfully applied to four different hands (MANO, Allegro, Shadow, Faive) with varying kinematics and sizes, achieving consistently high success rates (>94% on PartNet, >81% on ShapeNet), proving its morphological generality. (Table 5)

      该图像为三幅插图,展示不同多指机械手模型在一只手握酒杯动作中的运动过程。每幅图右侧有弧形箭头,表示手部抓取动作的旋转方向和动态变化,体现了机械手对目标物体… Figure 5: Generated Motions of Different Hands. This figure illustrates how different hand models (MANO, Shadow, Allegro) successfully execute the same task (grasping a glass from the right), showcasing the framework's adaptability.

7. Conclusion & Reflections

  • Conclusion Summary: The paper introduces GraspXL, a powerful and highly generalizable RL-based framework for synthesizing dexterous grasping motions. By leveraging a learning curriculum, objective-driven guidance, and a generalizable reward and feature design, it overcomes major limitations of prior work. It does not require hand-object interaction data, can be controlled with multiple simultaneous objectives, and scales to hundreds of thousands of unseen objects in real-time. The work demonstrates state-of-the-art performance and versatility across different objects, hand models, and object sources (assets, generated, and reconstructed).

  • Limitations & Future Work: The authors do not explicitly state limitations, but some can be inferred:

    • State-based vs. Vision-based: The current framework operates on known 3D object models and state information. A significant future step would be to extend this to a vision-based policy that can operate directly from camera inputs (e.g., RGB-D images).
    • Rigid Objects: The method is demonstrated on rigid objects. Extending it to handle deformable or articulated objects would be a challenging but valuable direction.
    • Task-level Objectives: The current objectives are geometric (position, orientation). Future work could involve more functional or task-level objectives, such as "prepare to pour from the mug" or "pick up the knife to cut".
    • Grasp Planning: The objectives are currently user-specified. An interesting extension would be an upstream module that automatically proposes sensible objectives based on the object's affordances and the overall task context.
  • Personal Insights & Critique: GraspXL represents a significant leap forward in scalable and controllable grasp synthesis. The most impressive aspect is its data-agnostic nature combined with massive generalization. Training on only 58 objects to achieve robust performance on 500k+ is a testament to the power of their RL formulation and learning strategies.

    • Impact: This work has major implications for both robotics and computer graphics. In robotics, it could be used to generate vast amounts of synthetic data for training robot policies or to provide real-time, controllable motion generation for teleoperation. In animation and VR/AR, it enables the creation of realistic and diverse character interactions with objects at an unprecedented scale.
    • The "Simple Trick": The "objective-driven guidance" is a great example of an elegant, simple solution to a complex exploration problem. It effectively decomposes the control problem, letting a classical controller handle the gross positioning while the learned policy handles the intricate finger coordination.
    • Dataset Contribution: The release of the generated motions for 500k+ objects is a valuable contribution in its own right and will likely fuel future research in motion analysis, retargeting, and imitation learning.

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