Omnigrasp: Grasping Diverse Objects with Simulated Humanoids
TL;DR Summary
Omnigrasp is a method for controlling simulated humanoids to grasp and manipulate over 1200 diverse objects along predefined trajectories. It enhances control accuracy through humanoid motion representation, requiring no paired training data and demonstrating excellent scalabilit
Abstract
We present a method for controlling a simulated humanoid to grasp an object and move it to follow an object's trajectory. Due to the challenges in controlling a humanoid with dexterous hands, prior methods often use a disembodied hand and only consider vertical lifts or short trajectories. This limited scope hampers their applicability for object manipulation required for animation and simulation. To close this gap, we learn a controller that can pick up a large number (>1200) of objects and carry them to follow randomly generated trajectories. Our key insight is to leverage a humanoid motion representation that provides human-like motor skills and significantly speeds up training. Using only simplistic reward, state, and object representations, our method shows favorable scalability on diverse objects and trajectories. For training, we do not need a dataset of paired full-body motion and object trajectories. At test time, we only require the object mesh and desired trajectories for grasping and transporting. To demonstrate the capabilities of our method, we show state-of-the-art success rates in following object trajectories and generalizing to unseen objects. Code and models will be released.
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1. Bibliographic Information
1.1. Title
Omnigrasp: Grasping Diverse Objects with Simulated Humanoids
1.2. Authors
- Zhengyi Luo (Carnegie Mellon University; Reality Labs Research, Meta)
- Jinkun Cao (Carnegie Mellon University)
- Sammy Christen (Reality Labs Research, Meta; ETH Zurich)
- Alexander Winkler (Reality Labs Research, Meta)
- Kris Kitani (Carnegie Mellon University; Reality Labs Research, Meta)
- Weipeng Xu (Reality Labs Research, Meta)
1.3. Journal/Conference
The paper is published as a preprint on arXiv (arXiv:2407.11385v2). While arXiv is not a peer-reviewed journal or conference, it is a widely recognized platform for sharing research in physics, mathematics, computer science, and related fields before (or in parallel with) formal publication. The authors' affiliations with Carnegie Mellon University and Reality Labs Research (Meta) suggest a strong research background in robotics, computer vision, and simulated environments.
1.4. Publication Year
2024 (Published at UTC: 2024-07-16T05:05:02.000Z)
1.5. Abstract
The paper introduces Omnigrasp, a method for controlling a simulated humanoid to grasp and manipulate diverse objects, specifically making them follow a predefined trajectory. The core challenge lies in controlling dexterous humanoid hands within a full-body simulation, which prior methods often simplify by using disembodied hands or limiting tasks to simple lifts and short trajectories. Omnigrasp addresses this by learning a controller capable of picking up over 1200 objects and carrying them along randomly generated trajectories. A key innovation is leveraging a humanoid motion representation (PULSE-X) that provides human-like motor skills, significantly accelerating Reinforcement Learning (RL) training. The method uses simplistic reward, state, and object representations, demonstrating scalability across diverse objects and trajectories. Crucially, it does not require a dataset of paired full-body motion and object trajectories for training. At test time, only the object mesh and desired trajectories are needed. The authors report state-of-the-art success rates in trajectory following and generalization to unseen objects, with code and models planned for release.
1.6. Original Source Link
- Original Source Link:
https://arxiv.org/abs/2407.11385v2 - PDF Link:
https://arxiv.org/pdf/2407.11385v2.pdf - Publication Status: Preprint on
arXiv.
2. Executive Summary
2.1. Background & Motivation
The core problem Omnigrasp aims to solve is the challenging task of controlling a simulated humanoid with dexterous hands to grasp diverse objects and precisely manipulate them along arbitrary trajectories. This capability is crucial for generating realistic human-object interactions in applications like animation, virtual reality (VR), augmented reality (AR), and eventually, for controlling real humanoid robots.
Prior research in simulated grasping has largely faced several significant challenges:
-
Complexity of Full-Body Control: Controlling a
bipedal humanoidrequires maintaining balance while simultaneously executingdexterous movementswith arms and fingers. This high-dimensional control space (e.g., 153 degrees of freedom for theSMPL-Xmodel used) makesReinforcement Learning (RL)exploration highly inefficient and prone tounnatural motion. -
Limited Scope of Prior Work: Many existing methods simplify the problem by using a
disembodied hand(a "floating hand") where its root position and orientation are controlled by non-physical forces, thus avoiding the complexities of full-body balance and locomotion. Even when considering full bodies, tasks are often limited to simple actions likevertical liftsor veryshort, pre-recorded trajectoriesfor a single object or task. Thislimited scopeseverely restricts their applicability for dynamic and diverse object manipulation needed for animation and advanced simulations. -
Diversity of Objects and Trajectories: Humans can effortlessly grasp a vast array of objects and manipulate them along countless trajectories. Scaling
simulated graspingtothousands of diverse object shapesandarbitrary, randomly generated trajectoriesis a significant hurdle. Each object might require a uniquegrasping strategy, and each trajectory demands precisefull-body coordination. Prior work typically focuses onsimple trajectoriesor requirestask-specific policies. -
Data Dependency: Many advanced
human-object interaction(HOI) methods rely onMotion Capture (MoCap)data, which is scarce for pairedfull-body motionandobject trajectories, especially for diverse objects or complex interactions.The paper's entry point and innovative idea revolve around addressing these challenges simultaneously by:
- Leveraging a
universal dexterous humanoid motion representation(PULSE-X): This representation provideshuman-like motor skillsas a structuredaction spacefor theRL agent, significantly speeding up training and preventingunnatural motion. This is a crucialmotion priorthat constrains theRLexploration to plausible human movements. - Designing a
hierarchical RL frameworkwithpre-grasp guidance: By using a simplestepwise rewardfunction that incorporatespre-graspposes (hand pose just before grasping) as guidance, the policy can learn to approach and grasp objects effectively without requiring fullkinematic grasp synthesisorpaired human-object motion data. - Training with
randomly generated trajectoriesandhard-negative mining: This allows the system to learngeneralized manipulation skillsfor diverse, unseen objects and trajectories without relying onMoCapinteraction data.
2.2. Main Contributions / Findings
The paper makes several significant contributions to the field of simulated humanoid control and dexterous manipulation:
-
Dexterous and Universal Humanoid Motion Representation (
PULSE-X): The authors design and implementPULSE-X, an extension of thePULSEmotion representation that incorporatesarticulated finger motions. This48-dimensional, full-body-and-hand motion latent spaceacts as a powerfulhuman-like motion priorin theRL action space. This structured action space dramatically increasessample efficiencyduringRL trainingand allows for the use of simplerstateandreward designs. This is a critical innovation for enabling stable and natural full-body control, especially fordexterous tasks. -
Data-Efficient Grasping Policy Learning:
Omnigraspdemonstrates that leveraging thisuniversal motion representationallows for learninggrasping policiesusing onlysynthetic grasp poses(pre-grasps) andrandomly generated trajectories. Crucially, it does not require any dataset of paired full-body human-object motion data. This overcomes a major data bottleneck in the field, making the method highly scalable. -
Scalable and Generalizable Humanoid Controller: The paper shows the feasibility of training a single
humanoid controllerthat achieves:-
High Success Rates: State-of-the-art
grasp success ratesandtrajectory following success rateson complex tasks. -
Diversity: Capability to grasp and transport a large number of diverse objects (over 1200 objects from the
OakInkdataset) and follow arbitrarycomplex trajectories. -
Generalization: Robustly generalizes to
unseen objectsandreference trajectoriesat test time, showcasing its applicability to novel scenarios without re-training. -
Bimanual Manipulation: The policy learns to use both hands for grasping and transporting larger or heavier objects, demonstrating emergent, human-like
manipulation skills.These findings collectively address the
limited scopeanddata dependencyissues of prior work, opening new avenues for creating realistic and versatilehuman-object interactionsinsimulationandanimation, with potential forsim-to-real transfertohumanoid robotics.
-
3. Prerequisite Knowledge & Related Work
3.1. Foundational Concepts
To understand Omnigrasp, a foundational understanding of Reinforcement Learning (RL), humanoid control, and motion representation is essential.
3.1.1. Reinforcement Learning (RL)
Reinforcement Learning (RL) is a paradigm of machine learning where an agent learns to make decisions by performing actions in an environment to maximize a cumulative reward. The agent interacts with the environment over a sequence of timesteps.
- Agent: The entity that learns and makes decisions. In this paper, it's the
Omnigrasppolicy controlling thehumanoid. - Environment: The world in which the agent operates. Here, it's a
physics simulator(Isaac Gym) containing thehumanoidandobjects. - State (): A complete description of the environment at a given
timestep. The humanoid'sproprioception(joint angles, velocities, contact forces) andgoal state(object information, target trajectory) constitute the state. - Action (): A decision made by the agent that influences the environment. In
Omnigrasp, the action is alatent motion representationthat is then decoded intojoint actuation targetsfor thehumanoid. - Reward (): A scalar feedback signal from the environment indicating how good or bad the agent's last action was. The agent's goal is to learn a
policythat maximizes theexpected cumulative reward. - Policy (): A mapping from states to actions, defining the agent's behavior. The
Omnigrasppolicy learns to chooselatent codesbased on the current state. - Markov Decision Process (MDP): A mathematical framework for modeling
RLproblems. AnMDPis defined by a tuple , where:- : Set of possible
states. - : Set of possible
actions. - :
Transition dynamics, specifying the probability of moving to a new state given the current state and action , i.e., . - :
Reward function, defining the reward received for taking action in state and transitioning to . - :
Discount factor, a value between 0 and 1 that determines the present value of future rewards.
- : Set of possible
3.1.2. Proximal Policy Optimization (PPO)
Proximal Policy Optimization (PPO) [67] is a popular RL algorithm that is an on-policy method, meaning it learns from experiences generated by the current policy. PPO aims to update the policy in a stable manner by taking multiple small steps, avoiding large updates that could destabilize training. It achieves this by clipping the policy ratio (the ratio of the new policy's probability to the old policy's probability for a given action) to ensure that the new policy does not deviate too far from the old one, and by using a clipped objective function. Omnigrasp uses PPO to maximize the discounted reward.
3.1.3. Humanoid Control
Humanoid control involves developing algorithms and systems to make simulated or physical humanoid robots perform complex behaviors like walking, running, jumping, and manipulating objects. This is highly challenging due to the high degrees of freedom (DoF), complex kinematics and dynamics, and the need for balance.
- Degrees of Freedom (DoF): The number of independent parameters that define the configuration of a mechanical system. A
humanoidcan have manyDoF(e.g.,SMPL-Xhas 153 DoF), making control complex. - Proportional-Derivative (PD) Controller: A common control loop feedback mechanism used to control the target joint positions of a robot. It calculates an error value as the difference between a desired
setpoint(thePD targetaction in this paper) and a measuredprocess variable(the current joint position) and then applies a correction based onproportional (P)andderivative (D)terms of this error.
3.1.4. Motion Representation and Latent Space
- Motion Representation: A way to encode or describe human (or humanoid) motion in a compact and meaningful format. Traditional representations might use raw joint angles and positions, but these are high-dimensional and redundant.
- Latent Space: A lower-dimensional, abstract representation of data where similar data points are grouped closer together. In the context of motion, a
motion latent spacecaptures the underlying structure and patterns of human movement, allowingRL policiesto operate on more meaningful and less noisyactions. - Variational Autoencoder (VAE) [32]: A type of
generative modelthat learns alatent spacerepresentation of data. AVAEconsists of anencoderthat maps input data to alatent distribution(typically Gaussian) and adecoderthat reconstructs the data from samples drawn from thislatent distribution. The training objective includes both areconstruction lossand aKullback-Leibler (KL) divergenceterm to ensure thelatent spaceis well-structured and follows a prior distribution (e.g., unit Gaussian).PULSE-Xuses a similar concept ofvariational information bottleneckforonline distillation.
3.1.5. Grasping and Dexterous Manipulation
- Grasping: The act of physically interacting with an object using a hand or manipulator to hold, lift, or move it.
- Pre-grasp: The hand pose and position right before making contact with an object to initiate a grasp. This is a crucial intermediate step that significantly influences the success of a grasp.
- Dexterous Hands: Robotic hands with multiple
articulated fingersthat can perform complex manipulation tasks, similar to human hands. - Bimanual Manipulation: Tasks that involve the coordinated use of two hands to manipulate an object.
3.2. Previous Works
The paper positions Omnigrasp in contrast to and building upon several lines of research:
3.2.1. Simulated Humanoid Control
- Traditional Methods: Model-based control [29] and
trajectory optimization[36, 82] are used, butdeep RL[13, 53] has gained popularity due to its flexibility and scalability. PHC[42]:Perpetual Humanoid Control. Aphysics-based humanoid motion imitatorthat can learn complexlocomotion skillsfromMoCapdata.Omnigraspextends this toPHC-Xfordexterous hands.PHCdirectly imitateskinematic poses, but its average 30mm tracking error for hands can be too large for precise grasping.AMP[56]:Adversarial Motion Priors. Usesadversarial learningto trainphysics-based charactersto performstylized movementsfromMoCapdata, achievinghuman-like motion.AMPis used as a baseline, andOmnigraspshows its importance ofmotion priorin theaction spacefor bettertrajectory following.- Full-body Imitators with Limited Scope: Prior work often limits
articulated fingers[3, 6, 36, 48] or focuses onsingle object interaction sequences[77], encounteringdifficulties in trajectory following[6].
3.2.2. Dexterous Manipulation
- Disembodied Hand Approaches: A common approach in robotics [7, 8, 11, 12, 15, 16, 19, 37, 61, 74, 84, 95, 96, 97] and animation [2, 6, 34, 100]. These methods often use
non-physical virtual forcesto control the hand, simplifying the problem by ignoringfull-body dynamics.D-Grasp[16]: Leverages theMANO[65] hand model forphysically plausible grasp synthesisand6DoF target reaching.UniDexGrasp[84] and follow-ups [74]: Use theShadow Hand[1] model fordexterous grasping, often requiring specialized training procedures likegeneralist-specialist trainingorcurriculum learningfor diverse objects.PGDM[17]: Trainsgrasping policiesfor individualobject trajectoriesand identifiespre-grasp initializationas crucial for success.Omnigraspadopts the idea ofpre-graspsin its reward design.
- Full-body Object Manipulation:
PMP[3] andPhysHOI[77]: Train onepolicyper task or object.PhysHOIexplicitly usesMoCap human-object interaction dataandinteraction graphsto imitate human behavior.- Braun et al. [6]: Studies a similar setting to
Omnigrasp(full-bodyhand-object interaction synthesis) but relies onMoCap human-object interaction dataand uses only one hand.Omnigraspaims to be data-agnostic for training and supportsbimanual motion.
3.2.3. Kinematic Grasp Synthesis
This area focuses on generating hand poses given an object, often from images/videos [5, 10, 10, 18, 21, 38, 46, 50, 83, 88] or for image generation [51, 89].
GrabNet[69]: Trained onobject shapesfromOakInk[85] to generatehand poses.OmnigraspusesGrabNetto generatepre-graspsasreward guidancewhenMoCapdata is unavailable.TOCH[102] andGeneOH[39]: Focus on denoisingdynamic hand pose predictionsforobject interactions.- Generative Methods for Paired HOI: Some methods [22, 35, 68, 71, 72, 81, 90] can create
paired human-object interactions, but often requireinitialization from ground truth[22, 68, 81] or only predictstatic full-body grasps[72]. The lack oflarge-scale MoCap datafor synchronizedfull-bodyandobject trajectoriesis a key challenge thatOmnigraspcircumvents.
3.2.4. Humanoid Motion Representation
This field explores methods to create compact and efficient action spaces for RL to improve sample efficiency and produce coherent motion.
- Motion Primitives [24, 25, 47, 62] or Motion Latent Space [55, 73]: These approaches aim to provide
structured action spaces. - Part-based Motion Priors [3, 6]: Effective for
single task settingsbut struggle toscale to free-formed motion. PULSE[41]:Physics-based Universal Latent Space for humanoids. A recently proposeduniversal humanoid motion representationthatOmnigraspextends toPULSE-Xfordexterous humanoids.PULSEdistills motor skills into alatent representationusing avariational information bottleneck.
3.3. Technological Evolution
The evolution of simulated humanoid control has progressed from model-based control and trajectory optimization to deep Reinforcement Learning. Initial RL efforts focused on locomotion and simple body motions, often without considering articulated hands. The introduction of motion imitation methods like PHC and AMP allowed RL agents to learn human-like motion from MoCap data, improving realism and sample efficiency.
Concurrently, dexterous manipulation research primarily focused on disembodied hands due to the complexity of integrating hand dexterity with full-body balance. Methods like D-Grasp and UniDexGrasp advanced grasp synthesis but typically for floating hands.
This paper represents a significant step in converging these two lines of research. Omnigrasp extends universal motion representations (like PULSE) to include dexterous hands, enabling a full-body humanoid to perform complex, generalized grasping and trajectory following. It moves beyond task-specific policies and heavy MoCap data reliance for human-object interaction, pushing towards more general, data-efficient, and scalable solutions. By leveraging an intelligent motion prior, it tackles the exploration problem that plagued earlier RL approaches for high-DoF humanoids performing dexterous tasks.
3.4. Differentiation Analysis
Omnigrasp differentiates itself from previous work in several key aspects:
-
Full-Body Dexterous Control with Generalization: Unlike most prior work that uses
disembodied hands[16, 17, 60, 84] or limitsfull-body manipulationto single tasks/objects [77] or simple lifts [16, 84],Omnigraspcontrols afull-body humanoidwithdexterous handstograsp diverse objects(over 1200) and followcomplex, randomly generated trajectories. -
Universal Motion Representation as Action Space: The core innovation is using
PULSE-X, aunified universal and dexterous humanoid motion latent space, as theaction spacefor theRL policy. This differs from:- Direct Joint Actuation: Training directly on
joint actuation space(e.g.,PPO-10Bbaseline) leads tounnatural motionand severeexploration problems. - Separate Body/Hand Latent Spaces: Prior work like
Braun et al.[6] usedadversarial latent spacesfor body and hands, but these were often small-scale and curated, not achieving highgrasping success rates.Omnigraspproposes aunified latent spacethat covers both.
- Direct Joint Actuation: Training directly on
-
Reduced Data Dependency:
Omnigrasplearnsgrasping policieswithsynthetic grasp poses(pre-grasps) andrandomly generated trajectories, without requiring any dataset of paired full-body human-object motion data. This is a significant advantage over methods likeBraun et al.[6] andPhysHOI[77], which rely heavily onMoCap human-object interaction data. -
Simple State and Reward Design: By leveraging the strong
human-like motion priorfromPULSE-X,Omnigraspcan usesimplistic reward, state, and object representations. It does not requirespecialized interaction graphs[77, 101] orreference body motionas input, which simplifies the system and enhancesgeneralizability. -
Robustness and Scalability:
Omnigraspdemonstratesfavorable scalabilityondiverse objectsandtrajectoriesandgeneralizes to unseen objectswith state-of-the-artsuccess rates, including emergentbimanual manipulationstrategies. This robustness is further shown underobservation noise.In essence,
Omnigraspprovides a more general, data-efficient, and scalable solution fordexterous full-body humanoid controlby intelligently structuring theaction spacewith auniversal motion priorand designing ahierarchical RL frameworkthat minimizes reliance on specifickinematic dataorcomplex reward engineering.
4. Methodology
The Omnigrasp method for controlling a simulated humanoid to grasp objects and follow object trajectories is structured as a hierarchical Reinforcement Learning (RL) framework, built upon a novel universal dexterous humanoid motion representation. The entire architecture is visualized in Figure 2 from the original paper.
The following figure (Figure 2 from the original paper) shows that Omnigrasp is trained in two stages:

该图像是一个示意图,展示了Omnigrasp的训练过程分为两个阶段:第一阶段是通过蒸馏训练通用灵巧的人形运动表示(PULSE-X);第二阶段是利用预训练运动表示进行前抓引导抓取训练。图中包含的关键信息包括状态、动作解码器以及物理仿真环境。
Figure :Omnigrasp is traine in two stages. (a) A universal and dexterous humanoid motion representation is trained via distillation. (b) Pre-grasp guided grasping training using a pretrained motion representation.
4.1. Principles
The core idea behind Omnigrasp is to simplify the Reinforcement Learning task for dexterous humanoid manipulation by providing the RL agent with a high-level, human-like motion vocabulary rather than forcing it to learn raw joint actuations from scratch. This motion vocabulary acts as a powerful motion prior, significantly improving sample efficiency and promoting natural movements.
The theoretical basis and intuition are rooted in the challenges of high-dimensional action spaces in RL. Directly controlling a humanoid's 153 degrees of freedom (DoF) (including articulated fingers) leads to an immense exploration problem. Random exploration in this space often results in unnatural, unstable motions that quickly destabilize the humanoid or cause it to miss objects, hindering learning progress. By compressing motor skills into a low-dimensional latent space (the PULSE-X representation), the RL policy (Omnigrasp) can choose coherent, human-like movements directly, making the learning process more stable and efficient.
Furthermore, Omnigrasp uses pre-grasps as guidance in its reward function to steer the humanoid's hands towards plausible grasping configurations before actual contact. This stepwise reward strategy helps the policy to first approach, then form a valid pre-grasp, and finally grasp and manipulate the object.
4.2. Core Methodology In-depth (Layer by Layer)
The Omnigrasp training process is divided into two main stages:
4.2.1. Stage 1: PULSE-X: Physics-based Universal Dexterous Humanoid Motion Representation
This stage focuses on learning a universal motion representation for a dexterous humanoid. This representation, called PULSE-X, extends PULSE [41] by incorporating articulated fingers.
4.2.1.1. Data Augmentation
Full-body motion datasets that include articulated finger motion are scarce (e.g., only 9% of AMASS sequences contain finger motion). To address this, the authors augment existing sequences to create a dexterous full-body motion dataset.
- Process: Similar to
BEDLAM[4],full-body motionfromAMASS[44] is randomly paired withhand motionsampled fromGRAB[70] andRe:InterHand[49]. - Purpose: This augmentation increases the diversity of
dexterous motionsin the training data, enhancing thedexterityof the subsequentmotion imitatorandmotion representation.
4.2.1.2. PHC-X: Humanoid Motion Imitation with Articulated Fingers
The next step is to train a humanoid motion imitator (PHC-X) that can scale to the augmented dexterous full-body motion dataset. PHC-X is inspired by PHC [42].
- Approach: The
finger jointsare treated similarly to otherbody joints(e.g., toes, wrists), which is found sufficient for acquiring the necessarydexterity. - Goal State for Training : The
Reinforcement Learning (RL)policy is trained toimitatea reference motion. Itsgoal stateat timestep is defined as:- : The difference in
3D joint rotationsbetween the reference pose at and the current reference pose at . This represents the desiredrotational change. The symbol likely denotes a composition operator for rotations (e.g., quaternion multiplication or relative rotation in 6D representation). - : The difference in
3D joint positionsbetween the reference pose at and the current physics simulation pose at . This represents the desiredpositional change. - : The difference in
linear velocitiesbetween the reference pose at and the current physics simulation pose at . This represents the desiredlinear velocity change. - : The difference in
angular velocitiesbetween the reference pose at and the current physics simulation pose at . This represents the desiredangular velocity change. - : The target
3D joint rotationsfrom the reference motion at . - : The target
3D joint positionsfrom the reference motion at . - The
hatsymbol () indicates values from the reference motion, while symbols without accents (e.g., ) refer to values from thephysics simulation. - This goal state encourages the
PHC-Xpolicy to match the reference motion's future pose, velocity, and angular velocity, effectively learning to imitate human motion including fingers.
- : The difference in
4.2.1.3. Learning Motion Representation via Online Distillation
Once PHC-X is trained, its motor skills are distilled into a latent representation using a variational information bottleneck, similar to a Variational Autoencoder (VAE) [32]. This latent space will then serve as the action space for downstream tasks like object manipulation.
- Components:
Encoder(): Maps thehumanoid's proprioceptionand themimicry goal stateto alatent code.Decoder(): Translates thelatent codeandproprioceptionintojoint actuation targets.Prior(): Defines aGaussian distributionover thelatent codebased solely on thehumanoid's proprioception. Thispriorreplaces the unitGaussian distributiontypically used inVAEsand increases theexpressivenessof thelatent space.
- Mathematical Formulations: The
encoderandpriordistributions are modeled asdiagonal Gaussians:- : The
latent codeat timestep . It is a48-dimensional vectorinOmnigrasp. - : The
humanoid's proprioceptionat timestep , defined as , where is the3D body pose(joint rotations and positions), is thevelocity(angular and linear), and are thecontact forceson the hand. All values are normalized with respect to thehumanoid heading (yaw). - : The
goal stateformotion mimicry(explained in thePHC-Xsection above). - : A
Gaussian (normal) distributionwithmeanandstandard deviation. - : The
meanandstandard deviationoutput by theencoder. - : The
meanandstandard deviationoutput by theprior.
- : The
- Training Process:
Online distillation(similar toDAgger[66]) is used. Theencoder-decoderpair is rolled out insimulation, and thePHC-X imitator() providesaction labels() to train thePULSE-Xcomponents. This process effectively teachesPULSE-Xto compress themotor skillslearned byPHC-Xinto a compactlatent space. - Role in Downstream Tasks: For
object manipulation, thefrozen decoder() andprior() will be used to translate thelatent codechosen by theOmnigrasp policyintojoint actuations. Theprioralso guides downstream learning by forming aresidual action space.
4.2.2. Stage 2: Pre-grasp Guided Object Manipulation
This stage uses the pretrained PULSE-X components to train the main Omnigrasp policy () for object grasping and trajectory following.
4.2.2.1. State
The goal state provided to the Omnigrasp policy contains information about the object and the desired object trajectory. It is defined as:
- : The difference between the
reference object positionfor the next frames and thecurrent object position. - : The difference between the
reference object orientationfor the next frames and thecurrent object orientation. - : The difference between the
reference object linear velocityfor the next frames and thecurrent object linear velocity. - : The difference between the
reference object angular velocityfor the next frames and thecurrent object angular velocity. - : The
current object position. - : The
current object orientation. - : The
object shape latent code. This is computed using thecanonical object poseandBasis Point Set (BPS)[57], which represents the object's geometry. - : The difference between the
current object positionandeach hand joint position. - : The number of
future frames(e.g., 20 frames at 15Hz) for which thereference trajectoryinformation is provided. - Normalization: All values are normalized with respect to the
humanoid heading (yaw). - Key Design Choice: The state does not contain
body pose,grasp information, orphase variables(which are sometimes used inlocomotion policies). This design choice enhances the method's applicability tounseen objectsandreference trajectoriesat test time.
4.2.2.2. Action
The action space for the Omnigrasp policy () is the latent motion representation . This is a residual action relative to the prior's mean () from PULSE-X. The policy directly outputs a residual latent code , which is then added to the prior's mean and decoded to produce the PD target .
The PD target is computed as:
- : The
Omnigrasp policyoutputs aresidual latent codebased on thehumanoid's proprioceptionand thegoal state. - : The
meanof thelatent code distributionpredicted by thePULSE-X prior(). This provides a default,human-like motiontrajectory based on currentproprioception. - : The
PULSE-X decoder, which translates the combinedlatent code(residual + prior mean) intojoint actuation targetsfor thehumanoid. - Benefit: This
residual action spaceallows theOmnigrasp policytofine-tunethehuman-like motionprovided byPULSE-Xto achieve the specific task ofgraspingandobject trajectory following, significantly simplifying the learning problem.
4.2.2.3. Reward
The reward function is designed to guide the humanoid through three distinct phases: approach, pre-grasp, and object trajectory following. It incorporates pre-grasp information, either generated (e.g., by GrabNet [69]) or extracted from MoCap data, as guidance.
The stepwise pre-grasp reward is defined as:
-
: The
target pre-grasp hand position(fromGrabNetorMoCap). -
: The
current hand position(usually thewristorpalmfor distance calculation). -
: A
time threshold(set to 1.5 seconds) indicating the frame by whichgraspingshould occur.Let's break down each component of the reward:
-
Approach Reward (): This reward is active when the hands are far from the
pre-grasp target(distance ) and before thegrasping time threshold. It encourages the hands to move closer to thepre-grasp position:- This is a
differential rewardthat gives a positive value if the hand moved closer to thepre-grasp targetcompared to the previous timestep, and a negative value if it moved further away.
- This is a
-
Pre-grasp Reward (): This reward becomes active when the hands are sufficiently close to the
pre-grasp target() and still before . It encourages precisehand positionandorientationmatching to thepre-grasp pose:- :
Weighting coefficientsforhand positionandhand rotationcomponents, respectively. - : An
exponential decay termthat provides a high reward for very small errors and rapidly decreases as the error increases, promoting precision. - : The
target pre-grasp hand orientation. - : The
current hand orientation. - is an
indicator variablethat is 1 if thepre-grasp positionis within of theobject position, and 0 otherwise. This ensures thepre-graspis relevant to theobject's location.
- :
-
Object Trajectory Following Reward (): This reward is active after the
grasping time threshold. It encourages thehumanoidtohold the objectand make it follow thereference object trajectory:- : These are likely typographical errors in the paper and should refer to the
reference (target) object position, orientation, linear velocity, and angular velocity(e.g., , , etc.). Assuming this correction:- :
Weighting coefficientsforobject position,rotation,linear velocity, andangular velocitymatching respectively. - for position/rotation and for velocity/angular velocity:
Exponential decay termsencouraging precise matching of theobject's stateto thereference trajectory. The lower decay constant (5) for velocities suggests less strict matching is required or tolerated for dynamic properties. - : An
indicator variablethat istrue(1) if theobjectis incontact with the humanoid hands, andfalse(0) otherwise. This filters the trajectory following reward to only be active when the object is actually held. - : A
weighting coefficientforcontact reward. The term provides a constant positive reward for simply maintaining contact with the object, encouraging stablegrasps.
- :
- : These are likely typographical errors in the paper and should refer to the
4.2.2.4. Object 3D Trajectory Generator
To overcome the scarcity of ground-truth object trajectories, Omnigrasp uses a synthetic 3D object trajectory generator ().
- Purpose: This generator creates diverse trajectories with varying speed and direction, allowing the policy to be trained without relying on
ground-truth trajectories. - Mechanism: The generator takes an
initial object pose() and produces a sequence ofreference object poses(). - Trajectory Characteristics:
Velocity: Randomly sampled between .Angles: Bounded between[0, 1]radianfor general movement.Sharp Turns: With a probability of 0.2, a sharp turn can occur, with angles betweenradian.Z-direction: Bounded between[0.1, 2.0]meters to prevent trajectories that are too high or too low.Rotation: Anextrapolatoruses the object'sinitial trajectoryto obtain a sequence of target rotations.
- Benefit: This generator enables training on a vast and diverse set of
object trajectories, crucial forgeneralization.
4.2.2.5. Training
The training process for Omnigrasp is outlined in Algorithm 1 of the paper (shown below).
Hard-Negative Mining: To improve performance and efficiency,Omnigraspemploys a simplehard-negative miningprocess. Instead of complexcurriculum learning[74, 100], it regularly evaluates the policy and identifieshard objects(those that frequently lead to failed lifts/grasps) to prioritize in subsequent training steps.-
Let be the number of failed lifts for object .
-
The
sampling probabilityfor object is , where is the total number of objects. This means objects that are harder to grasp are sampled more frequently.The following is Algorithm 1 from the original paper:
-
1 Function TrainOmnigrasp( , , , , ):
2 Input: Pretrained PULSE-X's decoder and prior , Object mesh dataset , 3D trajectory Generator ;
3 while not converged do
4 // initialize sampling memory;
5 while not filled() do
6 , , randomly sample initial object pose, pre-grasp and humanoid state from or from dataset;
7 // generate object trajectory;
8 for do
9 // use pretrained latent space as action space;
10 // compute prior latent code;
11 // decode action using pretrained decoder;
12 // simulation;
13 // compute reward;
14 Add experience to ;
15 end for
16 end while
17 update using experiences collected in ;
18 Evaluate and update hard objects;
19 return ;
- Line 6: Selects an
initial object pose(),pre-grasp(), andhumanoid state() either from a dataset (e.g.,GRABforMoCapinitial states) or by dropping the object insimulation. Crucially, it prioritizeshard objects() identified duringhard-negative mining. - Line 7: A
3D object trajectory() is generated using thetrajectory generator(). - Lines 9-11: The
Omnigrasp policyoutputs aresidual latent code. This is combined with themean of the prior latent code() fromPULSE-Xand then decoded byPULSE-X's decoder() to produce thePD target action. - Lines 12-14: The
simulationadvances,rewardis computed, and theexperienceis stored in memory . - Line 17: The
Omnigrasp policyis updated using thePPO algorithmwith the collected experiences. - Line 18: The
hard objectsset is updated based on the current policy's performance (i.e., objects that caused failures are added to for increased sampling frequency).
4.2.2.6. Object and Humanoid Initial State Randomization
- Object Randomization: The
initial object pose() and itscomponent velocitiesare perturbed to make the policy robust to variations. - Humanoid Randomization: The
initial humanoid stateis sampled from a dataset (e.g.,GRABforMoCapinitial states) or set to astanding T-poseif nopaired datais available. - Independent Training: The final policy only requires the
object mesh(),initial object position(), anddesired object trajectory() attest time, demonstrating independence frompre-graspsorpaired kinematic human poseduring deployment.
5. Experimental Setup
5.1. Datasets
Omnigrasp evaluates its method on three diverse datasets to cover a range of object sizes, types, and interaction complexities:
-
GRAB Dataset [70]:
- Characteristics: Contains
1.3k paired full-body motionandobject trajectoriesfor 50 distinct objects (excluding a doorknob, which is not movable). The objects are generally small to medium-sized, common household items. - Source:
Motion Capture (MoCap)data, providingground-truth reference motionfor both thehumanoidand theobject. - Splits:
GRAB-Goal-Test: Across-objectsplit (training on objects seen, testing on 5 unseen objects). This evaluatesgeneralization to novel objects.GRAB-IMoS-Test: Across-subjectsplit (training on motions from some subjects, testing on 92 sequences from 44 objects, performed by unseen subjects). This evaluatesgeneralization to novel interaction styles.
- Usage: Used for evaluating
trajectory followingofMoCap object trajectories.Initial humanoid positionsandpre-graspsare extracted from this dataset when available.
- Characteristics: Contains
-
OakInk Dataset [85, 86]:
- Characteristics: A large-scale dataset containing 1700 diverse objects across 32 categories. These objects include real-world scanned and generated meshes, varying significantly in shape, size, and material.
- Source: Real-world scans and generated meshes.
- Splits:
- 1330 objects for training.
- 185 objects for validation.
- 185 objects for testing.
- Splits are
category-wise, ensuringtraining and test splitscontain objects fromall categoriesto properly evaluategeneralization.
- Usage: Used for
scaling up grasping policiesto a large number of objects and testinggeneralization to unseen object shapes. Since nopaired MoCap motionexists,GrabNet[69] is used to createpre-grasps. - Example Data Sample (Conceptual): A 3D mesh of a
mugwith a correspondingpre-grasp hand posegenerated byGrabNet. The humanoid needs to grasp this mug and lift it.
-
OMOMO Dataset [34]:
-
Characteristics: Contains 15
large objects(e.g., table lamps, monitors). The authors select 7 objects with cleaner meshes. -
Source: Reconstructed meshes.
-
Usage: Primarily for testing if the
Omnigrasp pipelinecan learn to movelarger objects. Due to the limited number, onlyin-distributiontesting (on objects used for training) is conducted to verify the pipeline's capability rather than generalization. -
Example Data Sample (Conceptual): A 3D mesh of a
table lamp. The humanoid needs to grasp this lamp and move it.These datasets are chosen to validate
Omnigrasp's performance acrosssmall to large objects,diverse shapes, and different levels ofground-truth motion availability.GRABprovides a strongMoCap-based benchmarkfortrajectory following,OakInktestsscalabilityandgeneralizationtohundreds of unseen objects, andOMOMOverifies handlinglarger items.
-
5.2. Evaluation Metrics
The paper uses a comprehensive set of metrics to evaluate both the grasping success and the precision of trajectory following:
-
Grasp Success Rate ():
- Conceptual Definition: Measures the percentage of episodes where the
humanoid successfully graspsandholds the objectwithout dropping it, for a minimum duration. It focuses on the primary goal of establishing and maintaining a stable grip. - Mathematical Formula: Not explicitly provided in the paper, but conceptually calculated as:
- Symbol Explanation:
Number of successful grasps: Count of episodes where the object is held for at least 0.5 seconds in the physics simulation without being dropped.Total number of attempts: Total number of times thehumanoidattempts tograspanobject.
- Conceptual Definition: Measures the percentage of episodes where the
-
Trajectory Success Rate ():
- Conceptual Definition: Measures the percentage of episodes where the
humanoid successfully graspstheobjectandfollows the entire reference trajectorywithout theobjectdeviating too far from thereference pathat any point. This assesses the overall task completion. - Mathematical Formula: Not explicitly provided in the paper, but conceptually calculated as:
- Symbol Explanation:
Number of successful trajectories: Count of episodes wheregraspingis successful, AND theobject's positionremains within of thereference trajectoryfor the entire duration of the trajectory. If the object deviates by more than at any point, the trajectory is deemed unsuccessful.Total number of attempts: Same as for `Succ}_{\text{grasp}}$.
- Conceptual Definition: Measures the percentage of episodes where the
-
Trajectory Targets Reached (TTR):
- Conceptual Definition: Quantifies how well the
objecttracks thereference trajectory targetsover time, but only forepisodes where grasping was successful. It's a measure oftracking accuracyconditional on having a stablegrasp. - Mathematical Formula: Not explicitly provided in the paper, but conceptually calculated as:
- Symbol Explanation:
Number of timesteps where object is near target: Count oftimestepswhere theobject's positionis within of thereference target position.Total number of timesteps in successful trajectories: Sum oftimestepsacross alltrajectoriesthat were deemedsuccessfulby `Succ}_{\text{traj}}$.
- Conceptual Definition: Quantifies how well the
-
Position Error ():
- Conceptual Definition: The average
Euclidean distancebetween theactual object positionand thereference object positionover thetrajectory. It measures how accurately theobject's locationis tracked. - Mathematical Formula:
- Symbol Explanation:
- : Total number of
timestepsin thetrajectory. - :
Actual object positionattimestep. - :
Reference object positionattimestep. - :
Euclidean norm(L2 distance). - Result is reported in
millimeters (mm).
- : Total number of
- Conceptual Definition: The average
-
Rotation Error ():
- Conceptual Definition: The average
angular differencebetween theactual object orientationand thereference object orientationover thetrajectory. It measures how accurately theobject's rotationis tracked. - Mathematical Formula: A common way to compute rotation error between two rotations and (e.g., represented as
quaternionsorrotation matrices) is using theangle-axis representationorgeodesic distance. Assuming 6D rotation representations or quaternions are used internally for : - Symbol Explanation:
- : Total number of
timesteps. - :
Actual object orientationattimestep. - :
Reference object orientationattimestep. angle_between: A function that computes the smallest angle inradiansbetween two orientations.- Result is reported in
radians.
- : Total number of
- Conceptual Definition: The average
-
Acceleration Error ():
- Conceptual Definition: The average
Euclidean distancebetween theactual object accelerationand thereference object accelerationover thetrajectory. It quantifies how well thedynamicsof theobject's motionare matched. - Mathematical Formula:
- Symbol Explanation:
- : Total number of
timesteps. - :
Actual object accelerationattimestep. This is typically computed from successivevelocitymeasurements. - :
Reference object accelerationattimestep. This is typically computed from successivereference velocitymeasurements. - :
Euclidean norm. - Result is reported in `millimeters per frame squared (mm/frame}^2)$.
- : Total number of
- Conceptual Definition: The average
-
Velocity Error ():
- Conceptual Definition: The average
Euclidean distancebetween theactual object linear velocityand thereference object linear velocityover thetrajectory. It measures how accurately theobject's speedanddirectionare tracked. - Mathematical Formula:
- Symbol Explanation:
- : Total number of
timesteps. - :
Actual object linear velocityattimestep. - :
Reference object linear velocityattimestep. - :
Euclidean norm. - Result is reported in
millimeters per frame (mm/frame).
- : Total number of
- Conceptual Definition: The average
5.3. Baselines
Omnigrasp is compared against several representative baselines to demonstrate its superior performance:
-
PPO-10B: This is a directReinforcement Learningbaseline trained usingPPOwithout leveragingPULSE-X's latent space(i.e., directly onjoint actuation space).- Characteristics: It uses a similar
stateandreward designasOmnigraspbut operates on the raw, high-dimensionaljoint actuation targets. - Purpose: To highlight the significant performance gain and
sample efficiencyprovided byPULSE-X's universal motion representation. The "10B" likely refers to the approximate number ofsamplescollected (around samples) over a long training period (one month), showcasing the computational cost of training without a propermotion prior.
- Characteristics: It uses a similar
-
PHC[42]:Perpetual Humanoid Control. This baseline represents animitator-based approachfor grasping.- Characteristics: A
pretrained humanoid motion imitatoris directly used. For grasping,ground-truth kinematic body and finger motion(when available) is fed to thisimitatorto attempt object grasping. - Purpose: To evaluate if a direct
motion imitationapproach is sufficient for preciseobject grasping. The authors note thatPHChas an average tracking error for hands, which might be too large for tasks requiring high precision like grasping.
- Characteristics: A
-
AMP[56]:Adversarial Motion Priors.- Characteristics: A
physics-based character controlmethod that usesadversarial learningto generatestylized motionsfromMoCapdata. It is trained with a similarstateandreward design(excludingPULSE-X's latent space) and atask and discriminator reward weightingof 0.5 and 0.5. - Purpose: To compare
Omnigrasp'smotion prior(fromPULSE-X) with anadversarial motion priorand to see its performance intrajectory followingwhen trained with similar task rewards.
- Characteristics: A
-
Braun et al. [6]:Physically plausible full-body hand-object interaction synthesis.-
Characteristics: This is a prior
state-of-the-art (SOTA)method that studies a similar full-body grasping setting. It relies onMoCap human-object interaction dataand typically uses onlyone hand. -
Purpose: To provide a direct comparison with a specialized,
data-driven full-body graspingmethod.Omnigraspaims to outperformBraun et al.insuccess ratesandgeneralizationwhile reducingdata dependency.These baselines are representative because they cover different approaches to
simulated humanoid controlandgrasping:raw RL,direct imitation,adversarial motion priors, and priorSOTA specialized methods.
-
5.4. Implementation Details
- Simulator:
Isaac Gym[45] is used forphysics simulation.Isaac Gymis known for itshigh-performance, GPU-accelerated physics simulationcapabilities, which are crucial forReinforcement Learningtraining involving millions of samples. - Simulation and Policy Frequencies:
Policyruns at .Simulationruns at . This means for every policy decision, the simulation takes two steps.
- Network Architecture:
PHC-XandPULSE-X: Each policy is a6-layer Multi-Layer Perceptron (MLP).Omnigrasp(Grasping Task): Employs aGRU[14] basedrecurrent policy. It uses aGRUwith alatent dimensionof 512, followed by a3-layer MLP. TheGRUis important for processing sequential information fromtrajectories.
- Training Time:
Omnigrasp: Trained for three days, collecting around samples on anNvidia A100 GPU.PHC-X: Trained once and frozen, taking approximately 1.5 weeks.PULSE-X: Trained once and frozen, taking approximately 3 days.
- Object Properties:
Density: (density of water), a common value for objects in simulation.Static and Dynamic Friction Coefficients: These are set to 1.0 for both the object and thehumanoid fingersto allow for stable grasping.
- Reference Trajectory Window: For the
goal state(), future frames of thereference trajectoryare sampled at . This means the policy gets a preview of the upcomingobject motion. - Object Processing:
Convex Decomposition: Sincephysics simulatorsoften requireconvex objects,built-in VHACDfunction is used to decompose object meshes intoconvex geometries.Object Latent Code: A512-dimensional Basis Point Set (BPS)[57] is used. This is computed by randomly sampling 512 points on a unit sphere and calculating their distances to points on the object mesh, providing a compact geometric representation.Mesh Decimation: For objects with more than 50,000 vertices,quadratic decimationis performed to simplify the mesh.
- Early Termination: During training, an
episodeis terminated if theobjectis more than away from itsdesired reference trajectoryat anytimestep: . This prevents wasting computational resources on irrecoverable failures. - Table Removal: For
table-top objectsfromGRABandOakInk, atablesupports the object initially. However, to prevent collisions with therandomly generated trajectoriesand since thehumanoidlacksenvironmental awareness, thetableis removed after the initial1.5 seconds. - Contact Detection: Since
IsaacGymprovides onlycontact forcesand no directcontact labelsdistinguishing between the table, body, or object, aheuristic-based methodis used: anobjectis deemed incontact with the handsif it is within of the hands, hasnon-zero contact forces, and hasnon-zero velocity.
6. Results & Analysis
All experiments are run 10 times, and results are averaged, accounting for slight differences due to floating-point errors in the simulator.
6.1. Grasping and Trajectory Following
6.1.1. GRAB Dataset (50 objects)
The GRAB dataset evaluates Omnigrasp on MoCap object trajectories using the mean body shape humanoid. For fair comparison with Braun et al. [6], Omnigrasp is trained in two settings: one with MoCap object trajectories and one with synthetic trajectories.
The following are the results from Table 1 of the original paper:
| Method | Traj | | GRAB-Goal-Test (Cross-Object, 140 sequences, 5 unseen objects) | GRAB-IMoS-Test (Cross-Subject, 92 sequences, 44 objects) | ||||||||||||||
| | Succgrasp ↑ | Succraj ↑ | TTR ↑ | Epos ↓ | Erot ↓ | Eacc ↓ | Evel ↓ | | Sucgrasp ↑ | Succtraj ↑ | TTR ↑ | Epos ↓ | Erot | Eacc ↓ | Evel ↓ | ||||
| PPO-10B | Gen | 98.4% | 55.9% | 97.5% | 36.4 | 0.4 | 21.0 | 14.5 | 96.8% | 53.2% | 97.9% | 35.6 | 0.5 | 19.6 | 13.9 | ||
| PC [42] | MoCap | 3.6% | 11.4% | 81.1% | 66.3 | 0.8 | 1.5 | 3.8 | 0% | 3.3% | 97.4% | 56.5 | 0.3 | 1.4 | 2.9 | ||
| AMP [56] | Gen | 90.4% | 46.6% | 94.0 % | 40.7 | 0.6 | 5.3 | 5.3 | 95.8 % | 49.2% | 96.5% | 34.9 | 0.5 | 6.2 | 6.0 | ||
| Braun et al.l. [6] | MoCap | 79% | 85% | - | - | - | - | 64% | - | 65% | - | - | - | - | |||
| Omnigrasp | MoCap | 94.6% | 84.8% | 98.7% | 28.0 | 0.5 | 4.2 | 4.3 | 95.8% | 85.4% | 99.8% | 27.5 | 0.6 | 5.0 | 5.0 | ||
| Omigrasp | Gen | 100% | 94.1% | 99.6% | 30.2 | 0.93 | 5.4 | 4.7 | 98.9% | 90.5% | 99.8% | 27.9 | 0.97 | 6.3 | 5.4 | ||
Analysis:
- Superior Performance:
Omnigrasp(trained withGenorMoCaptrajectories) consistently outperforms all baselines across bothGRAB-Goal-Test(cross-object) andGRAB-IMoS-Test(cross-subject) splits.Omnigrasp (Gen)achieves a100% grasp success rateand94.1% trajectory success rateon thecross-object test, significantly higher thanBraun et al.'s79% grasp successand85% TTR.Position error (E_{pos})forOmnigraspis around , which is state-of-the-art and indicative of precisetrajectory following.
- Importance of
PULSE-X:PPO-10B, which trains directly onjoint actuationwithoutPULSE-X, shows a much lowertrajectory success rate(e.g.,55.9%vs.94.1%forOmnigrasp (Gen)on cross-object test), despite extensive training (~10 billion samples). This strongly validates thesample efficiencyandeffectivenessof usingPULSE-X'slatent motion representation. - Limitations of Direct Imitation:
PHC(using a direct imitator) yields very lowgrasp success rates(3.6%and0%). This indicates that whileimitatorscan trackkinematic poses, their inherent tracking error (e.g.,30mmfor hands) is too large for the precision required forobject grasping, especially withbody shape mismatchesbetweenMoCapand thesimulated humanoid. - Advantage over
AMP:AMPshows bettergrasp successthanPHCbut lags significantly behindOmnigraspintrajectory success rate(46.6%vs.94.1%forOmnigrasp (Gen)). This further highlights the importance ofPULSE-Xas amotion priorin theaction space. - Training Data Source:
Omnigrasptrained onrandomly generated (Gen)trajectories (100% Succgrasp,94.1% Succtrajoncross-object) slightly outperforms or is on par withOmnigrasptrained onMoCaptrajectories (94.6% Succgrasp,84.8% Succtraj). This is a key finding, demonstrating thatsynthetic datacan be sufficient and even superior for learninggeneralizable manipulation skills, reducing reliance on scarceMoCapdata. The authors suggest that the slight difference inErot(0.93 forGenvs. 0.5 forMoCap) might be due to thegenerated rotationsbeing less "physically realistic" thanMoCapones, indicating an area fortrajectory generatorimprovement. - Gap between Grasp and Trajectory Success: The difference between
SuccgraspandSucctraj(e.g.,100%vs.94.1%forOmnigrasp (Gen)) indicates that while objects can often be grasped,maintaining the graspandfollowing the trajectory preciselyuntil the end remains challenging.
6.1.2. OakInk Dataset (1700 objects)
The OakInk dataset evaluates Omnigrasp's scalability to a large number of diverse objects and its generalization to unseen objects. The task here is vertical lifting (30cm) and holding (3s).
The following are the results from Table 3 of the original paper:
| OakInk-Train (1330 objects) | OakInk-Test (185 objects) | |||||||||||||
| Training Data | Succgrasp ↑ | Succtraj ↑ | TTR ↑ | Epos ↓ | Erot ↓ | Eacc↓ | Evel ↓| | Succgrasp ↑ | Succtraj ↑ | TTR ↑ | Epos ↓ | Erot ↓ | Eacc ↓ | Evel ↓ |
| OakInk | 93.7% | 86.2% | 100 % | 21.3 | 0.4 | 7.7 | 6.0 | 94.3% | 87.5% | 100% | 21.2 | 0.4 | 7.6 | 5.9 |
| GGRAB | 84.5% | 75.% | 99..9% | 22.4 | 0.4 | 6.8 | 5.7 | 81.9% | 72.1% | 99.9% | 22.7 | 0.4 | 7.1 | 5.8 |
| GRAB + OakInk | 95.6% | 92.0% | 10 % | 21.0 | 0.6 | 5.4 | 4.8 | 93.5% | 89.0% | 100% | 21.3 | 0.6 | 5.4 | 4.8 |
Analysis:
- High Scalability and Generalization:
Omnigrasptrained solely onOakInkachieves93.7% grasp successand86.2% trajectory successon thetraining set(1330 objects), and94.3% grasp successand87.5% trajectory successon thetest set(185 unseen objects). This demonstrates excellentscalabilityto a large number of diverse objects and stronggeneralizationtounseen objects.- The
TTRis100%across allOakInkexperiments, indicating that once atrajectoryis deemed successful, theobjectvery accurately tracks itstargets.
- Failure Cases: The authors note that failed objects are typically
too largeortoo smallfor thehumanoidto establish astable grasp. Thehard-negative mining processis also challenged by such a large number of objects. - Cross-Dataset Generalization:
- Training only on
GRABand testing onOakInkstill yields a highgrasp success rateof84.5%(train) and81.9%(test). This is a remarkable result, showing that thegrasping policylearned onGRAB(which has only 50 objects) is robust enough to generalize to over 1000unseen objectsfrom a different dataset, without any prior exposure to their shapes. This highlights therobustnessof the policy.
- Training only on
- Combined Training: Training on
GRAB + OakInkyields the highestsuccess rates(95.6% grasp,92.0% trajectoryon train,93.5% grasp,89.0% trajectoryon test). This combination benefits fromGRABprovidingbi-manual pre-grasps(whichOakInklacks as it only hasone-hand pre-grasps), allowing the policy to learn to use both hands, especially for larger objects.
6.1.3. OMOMO Dataset (7 objects)
The OMOMO dataset evaluates Omnigrasp's ability to handle larger objects.
The following are the results from Table 2 of the original paper:
| OMOMO (7 objects) | ||||||
| Succgrasp ↑ | Succtraj ↑ | TTR ↑ | Epos ↓ | Erot ↓ | Eacc ↓ | Evel ↓ |
| 7/7 | 7/7 | 100% | 22.8 | 0.2 | 3.1 | 3.3 |
Analysis:
-
Omnigraspachieves100% grasp successand100% trajectory successon all 7OMOMOobjects, with very lowposition() androtation() errors. This confirms that the method cansuccessfully pick upandmanipulate large objectsand follow trajectories with high precision. -
The qualitative results (Figure 3) show successful manipulation of larger objects like table lamps, further supporting this.
The following figure (Figure 3 from the original paper) shows qualitative results on unseen objects for GRAB and OakInk, with green dots indicating reference trajectories:
该图像是图表,展示了三种不同场景下的仿人形机器人抓取和移动物体的动画效果,包括 GRAB、OakInk 和 OMOMO,图中可见绿色点表示参考轨迹。此图展示了机器人在多样物体上进行抓取动作的能力。
Figure 3: Qualitative results. Unseen objects are tested for GRAB and OakInk. Green dots: reference trajectories. Best seen in videos on our supplement site.
6.2. Ablation Studies / Parameter Analysis
Ablation studies investigate the contribution of different components of the Omnigrasp framework using the cross-object split of the GRAB dataset.
The following are the results from Table 4 of the original paper:
| GRAB-Goal-Test (Cross-Object, 140 sequences, 5 unseen objects) | ||||||||||||
| idx | PULSE-X | pre-grasp | Dex-AMASS | Rand-pose | Hard-neg | Succgrasp ↑ | Succtraj ↑ | TTR ↑ | Epos ↓ | Erot ↓ | Eace ↓ | Evel ↓ |
| 1 | ✗ | ✓ | ✓ | ✓ | ✓ | 97.0% | 33.6% | 92.8% | 43.5 | 0.5 | 10.6 | 8.3 |
| 2 | × | ✓ | ✓ | 77.1% | 57.9% | 97.4% | 54.9 | 1.0 | 5.5 | 5.2 | ||
| 3 | ✓ | X | ✓ | ; | 94.4% | 77.3% | 99.3% | 30.5 | 0.9 | 4.8 | 4.4 | |
| 4 | ✓ | ✓ | ✓ | X | ✓ | 92.9% | 79.9% | 99.2% | 31.4 | 1.1 | 4.5 | 4.4 |
| 5 | ✓ | ✓ | ✓ | ✓ | × | 94.0% | 71.6% | 98.4% | 32.3 | 1.3 | 6.2 | 5.7 |
| 6 | ✓ | ✓ | ✓ | ✓ | ✓ | 100% | 94.1% | 99.6% | 30.2 | 0.9 | 5.4 | 4.7 |
Analysis:
- Impact of
PULSE-X(Row 1 vs. Row 6):- Removing
PULSE-X's action space(Row 1,✗) drastically reducestrajectory success rateto33.6%from94.1%(Row 6,✓). Whilegrasp successremains high (97.0%), the ability to follow trajectories after grasping is severely hampered. This confirms thatPULSE-Xis critical for learningcoherent, human-like motionandefficient explorationfortrajectory following. Without it,RLstruggles to learn stablefull-body control.
- Removing
- Impact of
Pre-grasp Guidance(Row 2 vs. Row 6):- Disabling the
pre-grasp guidance reward(Row 2,×) significantly lowersgrasp successto77.1%from100%(Row 6,✓). This validatesPGDM's [17] finding thatpre-grasp initialization(orguidancein this case) is crucial for successfulgrasping, even with a strongmotion prior.
- Disabling the
- Impact of
Dex-AMASS(Row 3 vs. Row 6):- Training
PULSE-Xwithout thedexterous AMASS dataset(Row 3, ) leads to a lowertrajectory success rateof77.3%compared to94.1%(Row 6,✓). This suggests that providing diversehand motionduringPULSE-Xtraining is essential for enabling the policy to learn to pick up diverse objects accurately. Without it, the policy might struggle with novel object shapes, even if it can grasp some.
- Training
- Impact of
Object Initial Pose Randomization(Row 4 vs. Row 6):- Removing
randomizationfor theobject's initial pose(Row 4, ) reducestrajectory success rateto79.9%from94.1%. This indicates thatrandomizing initial conditionsis crucial for training arobust policythat can handle variations in theobject's starting position.
- Removing
- Impact of
Hard-Negative Mining(Row 5 vs. Row 6):- Disabling
hard-negative mining(Row 5,×) lowerstrajectory success rateto71.6%from94.1%. This shows that adaptively focusing onhard-to-grasp objectsis important for improving thegeneralizationandrobustnessof the policy across the entire object set.
- Disabling
Additional Ablations (Appendix C.3, Table 8): The following are the results from Table 8 of the original paper:
| GRAB-Goal-Test (Cross-Object, 140 sequences, 5 unseen objects) | ||||||||||
| idx | Object Latent | RNN | Im-obs | Succgrasp ↑ | Succtraj ↑ | TTR ↑ | Epos ↓ | Erot ↓ | Eacc↓ | Evel ↓ |
| 1 | ✓ | × | 100% | 93.2% | 99.8% | 28.7 | 1.3 | 6.1 | 5.1 | |
| 2 | X | X | 99.9% | 89.6% | 99.0% | 33.4 | 1.2 | 4.5 | 4.4 | |
| 3 | ✓ | ✓ | ✓ | 95.2 | 77.8% | 97.9% | 32.2 | 0.9 | 3.2 | 3.9 |
| 4 | ✓ | ✓ | × | | 100% | 94.1% | 99.6% | 30.2 | 0.9 | 5.4 | 4.7 |
Analysis:
- Impact of
Object Latent Code(Row 1 vs. Row 4):- On the
GRAB cross-object test, removing theobject shape latent code() (Row 1) results in a comparabletrajectory success rate(93.2%) to the full model (Row 4,94.1%). This is because the 5testing objectsin this split might not deviate significantly enough to necessitate explicitshape information. For small objects, thehumanoidmight learn a general "scooping" orpincer graspstrategy. However, the authors note that on theGRAB cross-subject test(44 objects), Succ}_{\text{traj}} drops to$84.2%without theobject latent code, showing its importance for broadergeneralization. The higherErotin Row 1 (1.3) suggests that while grasping is successful, theobject's orientationmight not be as precisely controlled withoutshape information`.
- On the
- Impact of
RNN Policy(Row 2 vs. Row 4):- Replacing the
RNN-based policywith anMLP-based policy(Row 2) slightly reducestrajectory success rateto89.6%from94.1%. This indicates that theRNN's abilityto processsequential informationis beneficial fortrajectory following, which is an inherently sequential task.
- Replacing the
- Impact of
Ground Truth Full-Body Pose (Im-obs)(Row 3 vs. Row 4):- Providing
ground-truth full-body pose() as input to the policy (Row 3,✓) actually leads to worse performance (77.8% trajectory success) compared to not providing it (Row 4,94.1%). This counter-intuitive result suggests that directly imitatingkinematic poseswithout acontact graph(as inPhysHOI[77]) can be detrimental. It also highlights thatOmnigrasp's flexible interface, which doesn't requirepaired MoCap full-body motion, is advantageous for learning and testing on novel objects.
- Providing
6.2.2. Per-object Success Rate Breakdown (Appendix C.4, Table 9)
The following are the results from Table 9 of the original paper:
| Object | Braun et al. [6] | |||||
| Succgrasp ↑ | Succtraj ↑ | TTR ↑ | Succgrasp ↑ | Succtraj ↑ | TTR ↑ | |
| Apple | 95% | - | 91% | 100% | 99.6% | 99.9% |
| Binoculars | 54% | 83% | 100% | 90.5% | 99.6% | |
| Camera | 95% | 85% | 100% | 97.7% | 99.7% | |
| Mug | 89% | - | 74% | 100% | 97.3% | 99.8% |
| Toothpaste | 64% | - | 94% | 100% | 80.9% | 99.0% |
Analysis:
Omnigraspachieves100% grasp successacross all 5 novel objects in theGRAB-Goal (cross-object)split, significantly outperformingBraun et al. [6]on all metrics, especiallygrasp success(e.g.,54%forBinocularsinBraun et al.vs.100%inOmnigrasp).- The
toothpasteis identified as the hardest object forOmnigraspto pick up, leading to atrajectory success rateof80.9%, lower than other objects. The authors explain this is due toslippingon itsround edges. This highlights a limitation in handling objects with challengingcontact surfacesorgeometry.
6.3. Analysis: Diverse Grasps
The following figure (Figure 4 from the original paper) shows diverse grasping strategies:

该图像是一个展示多种物体抓取的插图,展示了不同的手型与抓取方式,包括饮料瓶、玩具、文具等多样化物体。通过这些视觉示例,表现了人形机器人的抓取能力和灵活性。
Fgure (Top rows): raspin differentobjects using both hands.(Bottm) diverse grasps on the samebject.
Analysis:
- Figure 4 visually demonstrates
Omnigrasp's ability to learndiverse grasping strategiesbased on theobject's shapeandinitial pose. - The
top rowsshow thehumanoidusingboth handsto grasp different objects, adapting to their specific geometry. - The
bottom rowillustratesdiverse graspson thesame object(a box). This indicates that thepolicycan find multiplestable grasping configurations, not just a single canonical one. - The emergence of
bimanual manipulationforlarger objectsorheavier objectsis a notable learned behavior, which comes frompre-graspsinGRABthat utilize both hands. This showcases the advantages of thesimulation environmentand thereward systemin facilitatingskill learning.
6.4. Analysis: Robustness and Potential for Sim-to-real Transfer
The authors study the robustness of Omnigrasp to observation noise, a crucial factor for sim-to-real transfer.
The following are the results from Table 5 of the original paper:
| GRAB-Goal-Test (Cross-Object, 140 sequences, 5 unseen objects) | GRAB-IMoS-Test (Cross-Subject, 92 sequences, 44 objects) | ||||||||||||||||
| Method | Noise Scale | Succgrasp | Succtaj ↑ | TTR ↑ | Epos ↓ | Erot | Eace | Evel ↓ | Succgrasp ↑ | ↑ Succtaj ↑ | TTR ↑ | Epos | Erot ↓ | Eace | Evel ↓ | ||
| Omnigrasp | 0 | 100% | 94.1% | 99.6% | 30.2 | 0.93 | 5.4 | 4.7 | 98.9% | 90.5% | 99.8% | 27.9 | 0.97 | 6.3 | 5.4 | ||
| Omnigrasp | 0.01 | 100% | 91.4% | 99.2% | 34.8 | 1.1 | 15.6 | 11.5 | 99.5% | 86.2% | 99.6% | 32.5 | 1.0 | 17.9 | 13.2 | ||
Analysis:
- Robustness to Noise: Adding uniform random noise of scale
0.01(a typical value insim-to-real RL[28]) totask observation(positions,object latent codes, etc.) andproprioceptionresults in a graceful degradation of performance rather than catastrophic failure.Grasp successremains100%oncross-object testand99.5%oncross-subject test, indicating strong robustness in establishing initial contact.Trajectory success ratedecreases from94.1%to91.4%(cross-object) and90.5%to86.2%(cross-subject).Position errorandrotation errorshow slight increases.- The
drop is more prominentinaccelerationandvelocity metrics( and ), which are more sensitive to noise.
- Potential for
Sim-to-real Transfer: WhileOmnigraspis not yet ready forreal-world deployment, its relative robustness to noise, even without specificnoise training, suggests that a similar system design, combined withsim-to-real modifications(e.g.,domain randomization,distilling into a vision-based policy), holds potential for transfer tophysical humanoid robots.
7. Conclusion & Reflections
7.1. Conclusion Summary
Omnigrasp presents a significant advancement in simulated humanoid control for dexterous object manipulation. By introducing PULSE-X, a universal dexterous humanoid motion representation, the method effectively provides a human-like motion prior as an action space for Reinforcement Learning. This key insight enables Omnigrasp to learn grasping policies for a vast number of diverse objects (over 1200) and follow complex, randomly generated trajectories with high success rates. Crucially, it achieves this without requiring paired full-body human-object motion data for training, relying instead on synthetic pre-grasps and trajectories. The system demonstrates strong scalability, generalization to unseen objects, and robustness to observation noise, marking a state-of-the-art performance in the field.
7.2. Limitations & Future Work
The authors acknowledge several limitations and suggest future research directions:
- Precision in Bimanual Manipulations: While
Omnigraspsupportsbimanual motion, it does not yet supportprecise in-hand manipulationsorarticulations. The current6DoF inputsprovide a coarse orientation target for the hand, which is insufficient for detailedin-hand dexterous tasks. - Trajectory Following Success Rate: Although state-of-the-art, the
trajectory following success ratecould be improved, as objects can still be dropped or not picked up consistently. - Specific Grasp Types: The current method does not allow for
achieving specific types of graspson an object, which might require additional inputs likedesired contact pointsorgrasp configurations. - Human-Level Dexterity:
Human-level dexterity, even insimulation, remains a challenging goal. - Future Work Directions:
- Trajectory Following Diversity: Further improving
trajectory followingand being able to pick up moreobject categories. - Improved Motion Representation: Investigating improvements to the
humanoid motion representation. Separating themotion representationforhandsandbody[3, 6] could potentially lead to further enhancements indexterityandcoordination. - Effective Object Representation: Developing an
object representationthat does not rely on acanonical object poseand generalizes tovision-based systems. This would be valuable for the model to generalize to even more objects and real-world scenarios.
- Trajectory Following Diversity: Further improving
7.3. Personal Insights & Critique
This paper presents a highly inspiring approach to dexterous humanoid manipulation. The core idea of leveraging a pre-trained, universal motion latent space (PULSE-X) as a structured action space for RL is incredibly powerful. It effectively transforms a high-dimensional, sparse-reward problem into a more manageable low-dimensional, dense-reward problem, a classic technique for RL efficiency but applied here in a novel and effective way to complex full-body dexterity.
The ability to train a generalizable policy with randomly generated trajectories and synthetic pre-grasps, largely independent of paired MoCap data, is a monumental step towards scalability. This addresses one of the most significant bottlenecks in human-object interaction research. The emergent bimanual manipulation and diverse grasping strategies are fascinating examples of RL learning intelligent behaviors when given a proper action space and reward signal.
Critically, the paper's robustness analysis against observation noise is a crucial indicator of its potential for sim-to-real transfer. While not explicitly demonstrated, the architectural choices (e.g., residual action space, recurrent policy) suggest a strong foundation for future work in this direction.
Potential areas for improvement or further exploration might include:
-
Dynamic Re-grasping and In-hand Manipulation: The current system excels at picking up and carrying. Extending it to re-grasp objects in hand, rotate them, or perform more intricate manipulations (ee.g., using fingertips) would be a natural next step, possibly requiring a more granular
hand motion representationor more explicitcontact modeling. -
Environmental Awareness: The current
humanoidlacksenvironmental awarenessbeyond theobject. Integratingvision-based perceptionof the environment (e.g., detecting obstacles, surfaces) would make thetrajectory followingmore intelligent and adaptable to complex settings. -
Human-defined Grasps: While
synthetic pre-graspsare effective, allowing a user to define adesired grasp type(e.g.,power grasp,precision pinch) could add artistic control foranimationor task specificity forrobotics. -
Object Properties Generalization: The paper mentions that
too largeortoo smallobjects can cause failures. Further research intoadaptive grasping strategiesormulti-modal object representationsthat handle extreme size variations more robustly could be valuable.Overall,
Omnigraspprovides a compelling blueprint for how to tackle complexfull-body dexterous tasksinsimulationthrough intelligentmotion priorsanddata-efficient RL. Its implications foranimation, VR/AR, andhumanoid roboticsare substantial.
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