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 retargeting


SPIDER: Scalable Physics-Informed Dexterous Retargeting

Pan, Chaoyi, Wang, Changhao, Qi, Haozhi, Liu, Zixi, Bharadhwaj, Homanga, Sharma, Akash, Wu, Tingfan, Shi, Guanya, Malik, Jitendra, Hogan, Francois

arXiv.org Artificial Intelligence

Learning dexterous and agile policy for humanoid and dexterous hand control requires large-scale demonstrations, but collecting robot-specific data is prohibitively expensive. In contrast, abundant human motion data is readily available from motion capture, videos, and virtual reality, which could help address the data scarcity problem. However, due to the embodiment gap and missing dynamic information like force and torque, these demonstrations cannot be directly executed on robots. To bridge this gap, we propose Scalable Physics-Informed DExterous Retargeting (SPIDER), a physics-based retargeting framework to transform and augment kinematic-only human demonstrations to dynamically feasible robot trajectories at scale. Our key insight is that human demonstrations should provide global task structure and objective, while large-scale physics-based sampling with curriculum-style virtual contact guidance should refine trajectories to ensure dynamical feasibility and correct contact sequences. SPIDER scales across diverse 9 humanoid/dexterous hand embodiments and 6 datasets, improving success rates by 18% compared to standard sampling, while being 10X faster than reinforcement learning (RL) baselines, and enabling the generation of a 2.4M frames dynamic-feasible robot dataset for policy learning. As a universal physics-based retargeting method, SPIDER can work with diverse quality data and generate diverse and high-quality data to enable efficient policy learning with methods like RL.


U-LAG: Uncertainty-Aware, Lag-Adaptive Goal Retargeting for Robotic Manipulation

H, Anamika J, Muraleedharan, Anujith

arXiv.org Artificial Intelligence

Robots manipulating in changing environments must act on percepts that are late, noisy, or stale. We present U-LAG, a mid-execution goal-retargeting layer that leaves the low-level controller unchanged while re-aiming task goals (pre-contact, contact, post) as new observations arrive. Unlike motion retargeting or generic visual servoing, U-LAG treats in-flight goal re-aiming as a first-class, pluggable module between perception and control. Our main technical contribution is UAR-PF, an uncertainty-aware retargeter that maintains a distribution over object pose under sensing lag and selects goals that maximize expected progress. We instantiate a reproducible Shift x Lag stress test in PyBullet/PandaGym for pick, push, stacking, and peg insertion, where the object undergoes abrupt in-plane shifts while synthetic perception lag is injected during approach. Across 0-10 cm shifts and 0-400 ms lags, UAR-PF and ICP degrade gracefully relative to a no-retarget baseline, achieving higher success with modest end-effector travel and fewer aborts; simple operational safeguards further improve stability. Contributions: (1) UAR-PF for lag-adaptive, uncertainty-aware goal retargeting; (2) a pluggable retargeting interface; and (3) a reproducible Shift x Lag benchmark with evaluation on pick, push, stacking, and peg insertion.


Geometric Retargeting: A Principled, Ultrafast Neural Hand Retargeting Algorithm

Yin, Zhao-Heng, Wang, Changhao, Pineda, Luis, Bodduluri, Krishna, Wu, Tingfan, Abbeel, Pieter, Mukadam, Mustafa

arXiv.org Artificial Intelligence

We introduce Geometric Retargeting (GeoRT), an ultrafast, and principled neural hand retargeting algorithm for teleoperation, developed as part of our recent Dexterity Gen (DexGen) system. GeoRT converts human finger keypoints to robot hand keypoints at 1KHz, achieving state-of-the-art speed and accuracy with significantly fewer hyperparameters. This high-speed capability enables flexible postprocessing, such as leveraging a foundational controller for action correction like DexGen. GeoRT is trained in an unsupervised manner, eliminating the need for manual annotation of hand pairs. The core of GeoRT lies in novel geometric objective functions that capture the essence of retargeting: preserving motion fidelity, ensuring configuration space (C-space) coverage, maintaining uniform response through high flatness, pinch correspondence and preventing self-collisions. This approach is free from intensive test-time optimization, offering a more scalable and practical solution for real-time hand retargeting.


Kinematic Motion Retargeting for Contact-Rich Anthropomorphic Manipulations

Lakshmipathy, Arjun S., Hodgins, Jessica K., Pollard, Nancy S.

arXiv.org Artificial Intelligence

Hand motion capture data is now relatively easy to obtain, even for complicated grasps; however this data is of limited use without the ability to retarget it onto the hands of a specific character or robot. The target hand may differ dramatically in geometry, number of degrees of freedom (DOFs), or number of fingers. We present a simple, but effective framework capable of kinematically retargeting multiple human hand-object manipulations from a publicly available dataset to a wide assortment of kinematically and morphologically diverse target hands through the exploitation of contact areas. We do so by formulating the retarget operation as a non-isometric shape matching problem and use a combination of both surface contact and marker data to progressively estimate, refine, and fit the final target hand trajectory using inverse kinematics (IK). Foundational to our framework is the introduction of a novel shape matching process, which we show enables predictable and robust transfer of contact data over full manipulations while providing an intuitive means for artists to specify correspondences with relatively few inputs. We validate our framework through thirty demonstrations across five different hand shapes and six motions of different objects. We additionally compare our method against existing hand retargeting approaches. Finally, we demonstrate our method enabling novel capabilities such as object substitution and the ability to visualize the impact of design choices over full trajectories.


Pose-to-Motion: Cross-Domain Motion Retargeting with Pose Prior

Zhao, Qingqing, Li, Peizhuo, Yifan, Wang, Sorkine-Hornung, Olga, Wetzstein, Gordon

arXiv.org Artificial Intelligence

Creating believable motions for various characters has long been a goal in computer graphics. Current learning-based motion synthesis methods depend on extensive motion datasets, which are often challenging, if not impossible, to obtain. On the other hand, pose data is more accessible, since static posed characters are easier to create and can even be extracted from images using recent advancements in computer vision. In this paper, we utilize this alternative data source and introduce a neural motion synthesis approach through retargeting. Our method generates plausible motions for characters that have only pose data by transferring motion from an existing motion capture dataset of another character, which can have drastically different skeletons. Our experiments show that our method effectively combines the motion features of the source character with the pose features of the target character, and performs robustly with small or noisy pose data sets, ranging from a few artist-created poses to noisy poses estimated directly from images. Additionally, a conducted user study indicated that a majority of participants found our retargeted motion to be more enjoyable to watch, more lifelike in appearance, and exhibiting fewer artifacts. Project page: https://cyanzhao42.github.io/pose2motion