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For years, I’ve been tuning parameters for robot designs and controllers on specific tasks. Now we can automate this on dataset-scale. Introducing Co-Design of Soft Gripper with Neural Physics - a soft gripper trained in simulation to deform while handling load.

36,023 views • 1 year ago •via X (Twitter)

10 Comments

yisha's profile picture
yisha1 year ago

We derived a uniform pressure model for tendon-driven soft fingers. Instead of using only the fingertips, it utilizes the entire finger by deforming to any shape.

yisha's profile picture
yisha1 year ago

webpage: paper:

yisha's profile picture
yisha1 year ago

This is done with my amazing collaborators @baicrystal25, Adabhav Singh, @jianglong_ye , Mike Tolley, @xiaolonw

yisha's profile picture
yisha1 year ago

✨We show that jointly optimizing on all data performs better than individually optimized grippers✨

Tony Tao's profile picture
Tony Tao1 year ago

Cool work Yi Sha!

yisha's profile picture
yisha1 year ago

Thank you ☺️

Sarvesh Patil's profile picture
Sarvesh Patil1 year ago

This is really cool Yisha!!! Did you find warp easy to use?

yisha's profile picture
yisha1 year ago

It’s easier to debug because it’s open source. In general I feel like GPU+soft body simulation still has a long way to go 😂

Sarvesh Patil's profile picture
Sarvesh Patil1 year ago

Haha makes sense! Cheers of the paper!

yisha's profile picture
yisha1 year ago

We sample diverse design (stiffness) parameters and poses in simulation. We use this to train a neural network surrogate, and then optimize the best design and pose. And then transfer to real robots using structure stiffness in 3d printing.

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Haoran Geng

84,318 views • 1 year ago

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Jim Fan

467,237 views • 1 year ago

Let's reverse engineer this demo. You need 3 things: (1) robust hardware and motor designs that treat simulation as first-class citizen; (2) a human motion capture ("mocap") dataset, such as those for film and gaming characters; (3) massively parallel RL training in GPU-accelerated simulation. Last October, our team trained a 1.5M parameter foundation model called HOVER for such agile motor control. It follows this recipe, roughly speaking (details in thread): (1) Simulation used to be an after-thought. Now, it has to be part of the hardware design process. If your robot doesn't simulate well, you can kiss RL goodbye. Hardware-simulation co-design is a very interesting emergent topic that only becomes meaningful with today's compute capability. (2) Human mocap dataset to produce natural-looking walking and running gaits. That's one huge advantage of using humanoid robot - you get to imitate from tons of human motions that were originally captured for movies or AAA games. At least 3 ways to use the data: - For initialization: pre-train the neural net to imitate human, and then finetune it into the robot form factor with physics turned on; - For reward function: penalize any deviations from the target pose; - For representation learning: treat the human poses as a "motion prior" to constrain the space of robot behaviors. (3) Shove the above into Isaac sim, add a lot of randomization, pump it through PPO, throw in a bunch of GPUs, and then watch Netflix till loss converges. If you have an urge to comment this is CGI, let me save you a few keystrokes — many academic labs now own the G1 robot in the flesh. See our team's HOVER work in the thread: 🧵

Jim Fan

216,139 views • 1 year ago

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Yunzhu Li

13,188 views • 1 year ago